Gundam

Gundam
Created byHajime Yatate
Yoshiyuki Tomino
Original workMobile Suit Gundam
OwnersBandai Namco Filmworks (directly and through Sotsu)
Years1979–present
Print publications
Novel(s)See list
ComicsSee list
Films and television
Film(s)See below
Television seriesSee below
Games
TraditionalGundam War Collectible Card Game
Video game(s)See list
Miscellaneous
Toy(s)Gunpla (plastic Gundam models)
The Robot Spirits
S. H. Figuarts
GenreScience fiction
Military science fiction
Real robot

Gundam (Japanese: ガンダムシリーズ, Hepburn: Gandamu Shirīzu; lit. Gundam Series) is a Japanese military science fiction media franchise. Created by Yoshiyuki Tomino and Sunrise (now a division of Bandai Namco Filmworks), the franchise features giant robots, or mecha, known as "Gundam".[1] The franchise began with the premiere of the anime series Mobile Suit Gundam on April 7, 1979, which defined the "real robot" mecha anime genre by depicting giant robots (including the original titular mecha) in a militaristic setting.[2]

The popularity of the series and its merchandise spawned a multimedia franchise that includes over 50 TV series, films, and OVAs, as well as manga, novels, and video games, along with a whole industry of plastic model kits known as Gunpla, which accounts for 90 percent of the Japanese character plastic model market.[3][4][5] Academics in Japan have also taken interest in the series; in 2008, the virtual Gundam Academy was planned as the first academic institution based on an animated TV series.[6]

As of 2022, the Gundam franchise is fully owned by Bandai Namco Holdings through its production subsidiary Bandai Namco Filmworks.[7] The Gundam franchise had grossed over $5 billion in retail sales by 2000.[8][9] In the first quarter of fiscal year 2026 (April–June 2025), the Gundam franchise generated approximately ¥65.4 billion (about US$443 million) in IP-related revenue, making it Bandai Namco’s highest-earning intellectual property during that period, driven by successes across streaming, model kits, theatrical releases, and experiential tourism initiatives.[10]

Overview

Concept

RX-78-2 Gundam by Hajime Katoki

Mobile Suit Gundam was developed by animator Yoshiyuki Tomino alongside rotating members of Sunrise using the collective pseudonym Hajime Yatate.[11]

The series’ early working title was Freedom Fighter Gunboy, reflecting the robot-centric focus and adolescent target demographic. Conceptual elements like naming the White Base "Freedom's Fortress", the Core Fighter "Freedom Wing", and the Gunperry "Freedom Cruiser" underscored the theme of freedom. The name Gundam was eventually chosen—combining “gun” and “dam”—to evoke imagery of a powerful weapon acting like a dam to hold back enemies.[12]

Gundams are portrayed as prototype or limited-production mobile suits with superior performance compared to mass-produced models. These suits typically feature humanoid designs, cockpit control in the torso, and head units functioning as visual sensors. Across the franchise’s numerous series and media formats, each Gundam variant reflects unique aesthetics, capabilities, and pilots.

Innovations to the genre

Mobile Suit Gundam is credited with pioneering the real robot subgenre of mecha anime, distancing itself from the fantastical “super robot” scene by introducing realistic mechanics, energy limitations, and equipment failures.[13] The franchise integrates plausible science—such as Lagrange points, O'Neill cylinder colonies, and helium-3 energy—with speculative constructs like Minovsky physics to support its mechanics.[14] Its sweeping narratives and political dimensions also align it with the space opera genre.[15] A recurring theme includes genetically advanced humans known as Newtypes, endowed with extrasensory perceptions that enhance piloting capabilities and interpersonal empathy.[16]

Timelines

Most of the franchise’s entries are set in the Universal Century (UC)—the original timeline—spanning from UC 0079’s One Year War and beyond. Alternate universes such as the Cosmic Era (e.g., Gundam SEED) and the Anno Domini era (e.g., Gundam 00) present standalone narratives inspired by, but not bound to, the UC timeline.[17][18]

Spinoffs

SD Gundam employs a comedic style with chibi characters, first debuting in the mid-1980s.[19] Later series such as Gundam Build Fighters and Gundam Build Divers explore modern-day settings where battles between Gunpla (model kits) serve as the central narrative device.[20]

History

1970s: Origins and slow ascent into a cultural phenomenon (1979-1982)

The original Mobile Suit Gundam anime series (1979) emerged from a planning process at Nippon Sunrise (then still called Soeisha/Sunrise Studio) that sought to break from super robot formulas and stage a war drama with mechanical plausibility. Early development carried the working titles Freedom Fighter and then Freedom Fighter Gunboy, with planning led by Eiji Yamaura’s office and scripting assistance from Hiroyuki Hoshiyama before director Yoshiyuki Tomino and character designer Yoshikazu Yasuhiko fully joined.[21] The production was mounted with Nagoya TV and the licensing agency Sotsu as co-producers and the toy firm Clover as main sponsor, in a Saturday early-evening slot targeting younger children, conditions that shaped early merchandising-facing elements such as “three hero machines”, combining power-ups and the Core Fighter.[21][22]

Mechanical designer Kunio Okawara’s hardware-first approach, Yasuhiko’s grounded characters, and Tomino’s insistence on limited ammunition, maintenance, and mass-production reoriented the show toward what critics and industry later labeled the real robot genre: robots as military materiel embedded in logistics and politics rather than functioning as invincible superheroes.[21] In subsequent interviews and retrospectives, creators from the period describe Gundam as the pivot that opened the door to more militarized mecha narratives and to audiences beyond grade-school viewers.[23]

Despite those creative aims, the television run (Nagoya TV, Saturdays 17:30–18:00) struggled to reach its sponsor’s toy-buying demographic, and the series was shortened to 43 episodes. Internal accounts attribute the cutback chiefly to weak toy sell-through in the sponsor’s product line rather than to the absence of a core fanbase.[21] Tomino later spoke candidly about frictions with “the toy-store sponsor,” underscoring the misalignment between the show’s war drama ambitions and sponsor expectations.[24]

After first-run disappointment, momentum shifted rapidly in 1980 through reruns and the decision, floated by Tomino as early as a March 1980 Animage interview, to compile the TV material into theatrical features.[21] Anticipation culminated in the highly publicized “Anime New Century Declaration” rally at Shinjuku’s east plaza on February 22, 1981, where an estimated 15,000 fans gathered; the event marked the visible generational handover to an older, self-organizing anime audience.[25][26] The Shochiku-distributed compilation films followed in quick succession: 'Mobile Suit Gundam (March 14, 1981), Soldiers of Sorrow (July 11,1981), and Encounters in Space (March 13, 1982), each with substantial re-editing and new animation that reframed the narrative targeting an older teen/young adult audience.[21]

A decisive commercial turn arrived in parallel: Bandai’s plastic model line (“Gunpla”), launched in July 1980 with the 1/144 and 1/100 Gundam kits, created a new revenue pillar that matched Gundam’s quasi-military aesthetic and scale-model appeal.[27][28] As Gunpla boomed and a youth–adult fandom consolidated around the films, the original sponsor structure that had supported super robot programming in the 1970s began to unravel: the long-time Nagoya-TV/Sunrise slot sponsor Clover exited the stage amid the industry upheavals of 1983, after which Bandai increasingly assumed lead sponsorship roles for Sunrise’s mecha programming.[29] By the close of the compilation trilogy in 1982, Gundam had thus established both a creative template (the “real robot” grammar balancing tactics, politics, and character psychology) and a new business template where model kits, rather than die-cast toys, underwrote long-tail popularity.[21]

1980s: Gunpla and SD Gundam fuel a boom (1982–1989)

Bandai’s launch of Gunpla in July 1980 very quickly turned the franchise into a viable media mix business rather than a one-off TV show. Contemporary production notes and later corporate retrospectives record the first 1/144 RX-78-2 Gundam kit debut in mid-1980 and emphasize that the model boom helped catalyze Sunrise’s decision with Shochiku to pivot into compilation features in 1981–82, which in turn expanded the adult fanbase that had discovered the series via reruns.[30][31] By the 2010s–2020s, Bandai Namco would publicly credit Gunpla and SD Gundam product lines as core pillars of the Gundam business: the group’s factbooks place cumulative Gunpla shipments in the billions of units.[32]

On screen, the sequel cycle first deepened the Real Robot template for an older cohort with Mobile Suit Zeta Gundam (1985–1986), then consciously swung toward a lighter, youth-facing register in early Gundam ZZ (1986–1987), a tonal recalibration that later darkened as the Axis conflict came to the fore. Production staff have described ZZ as an “extension” born of scheduling alongside the next feature, underlining how sponsor and broadcast realities shaped story tone as much as auteur intent.[33] The arc culminated theatrically with Mobile Suit Gundam: Char's Counterattack (1988), marketed and remembered as the definitive conclusion to the Amuro-Char rivalry for the filmgoing audience of the day.[34]

In contrast, chibi parody spinoffs evolved into a full sub-brand. SD Gundam began as theatrical shorts paired with marquee releases, first in March 1988 alongside Char’s Counterattack, before proliferating in OVA and video formats with toy-line tie-ins (SD Sengokuden, Knight Gundam) that broadened the demographic beyond “military sci-fi.”[35] Product-side, Bandai launched the BB Senshi model line in 1987 and sustained it for decades, evidencing how SD crystallized as a merchandising ecosystem in its own right.[36] Outside models, Bandai’s Carddass trading cards, where SD designs were prominent contributors, crossed 10 billion cards by 2012, a data point often cited as emblematic of the late-1980s SD boom’s long tail.[37]

The broader video market also mattered. Japan’s late-1980s OVA surge, enabled by home video and premium unit pricing, created a space for higher-spec, fan-targeted projects outside weekly TV. Industry studies periodize a rapid rise in direct-to-video anime in the mid-1980s, with volume peaking around 1991, and frame OVAs as part of the media-mix economics that let anime recoup costs beyond broadcast.[38][39] Sunrise and Bandai Visual moved quickly into that direction with Mobile Suit Gundam 0080: War in the Pocket (1989), the franchise’s first OVA, explicitly aimed at the older audience that had coalesced around models and movies; further OVAs like 0083: Stardust Memory (1991–1992) followed, consolidating the “premium” side of the brand.[40][41]

Across the decade, then, Gundam’s expansion was a feedback loop: Gunpla revenues and a diversifying SD business underwrote more ambitious screen projects; compilation films and Z cultivated older fans; ZZ tested how far the tone could pivot back toward youth before Char’s Counterattack restored a grand-finale solemnity; and the OVA boom gave Sunrise a high-spec, collector-oriented outlet that matched the maturing fan economy forged by the very model boom that began in 1980.[42][43][44]

1990s: Corporate consolidation, alternate universes, and growing pains (1991–1999)

At the start of the decade, the brand’s center of gravity was still the SD Gundam phenomenon. Producer Masuo Ueda said at one point that SD sales were “briefly four times” those of the real kits.[45] Short films and OVAs eventually culminating in the theatrical omnibus Mobile Suit SD Gundam Festival (1993) kept chibi parodies in front of family audiences, backed by booming Carddass and BB Senshi merchandise lines.[46][47][48] As the SD cycle wound down on screens by mid-1993, consumer tastes and TV economics were shifting. Bandai, which had launched the High Grade (1990) and then the Master Grade (1995) model lines, increasingly targeted older hobbyists to stabilize Gunpla demand through higher-spec kits, an approach that shaped the decade’s production bets.[49]

Against that backdrop, Mobile Suit Gundam F91 (1991) illustrates the uncertainty of the early 1990s. Planned as a new year-long Universal Century TV serial, it was compressed into a single feature with threads left for a hypothetical continuation; staff accounts and trade coverage have long read this pivot as a hedge on whether a full UC run could be sustained at that moment.[50] Two years later, Victory Gundam (1993–94) returned UC to a Friday 5 p.m. slot (now on TV Asahi) under tight conditions. Contemporary and retrospective interviews describe a difficult production climate and unusually stark story tone for that hour, reflecting a franchise searching for a post-boom footing even as it served broadcast and sponsor needs.[51][52]

In February 1994, Sunrise formally joined the Bandai Group, aligning animation with toys, models, and home video under one corporate roof.[53] The integration catalyzed more regular output and experimentation. Mobile Fighter G Gundam (1994–95) was the first fully non-UC TV entry, reframing Gundam around over-the-top martial-arts duels and national pastiche. Controversial at the proposal stage, it proved a durable template for “alternate universe” projects and broadened the franchise’s tonal bandwidth.[54][55]

Gundam Wing (1995–96) cemented that strategic turn at home and, crucially, abroad. In the U.S., Cartoon Network’s Toonami block premiered the series in March 2000 and expanded its schedule around incoming mecha anime hits; industry trades noted the programming push, while contemporaneous coverage documented uncut night-time broadcasts and a strong ratings performance that lifted Gundam’s overseas profile and led to an Endless Waltz TV event.[56][57]

The period was not uniformly smooth. After War Gundam X (1996) launched into Friday early-evening and, amid mid-run schedule moves at key stations, was shortened to 39 episodes, an oft-cited case study in how time-slot and merchandising headwinds could whipsaw mid-90s TV anime. Later Japanese media retrospectives detail the shift to a Saturday 6:00 a.m. slot and the curtailed run.[58]

Alongside TV, high-spec OVAs deepened the “real robot” grammar that the franchise helped define. Mobile Suit Gundam: The 08th MS Team (1996–99) pushed ground-war tactility and small-unit drama.[59] In parallel, model-kit strategy continued to climb the value chain: Bandai’s HG (1990) and MG (1995) ranges targeted a maturing base and helped keep Gunpla culturally visible even when weekly ratings fluctuated.[60]

The decade also saw video games become a second content pillar. Bandai’s hardcore strategy sims Giren's Greed (Saturn, 1998) and the crossover-builder SD Gundam G Generation (PlayStation, 1998) inaugurated long-running lines, while Saturn’s The Blue Destiny trilogy (1996–97) introduced original-timeline side stories that bled back into model and manga development.[61][62][63]

The 1990s closed with Turn A Gundam (1999–2000), which brought Yoshiyuki Tomino back to TV with a reflective, pastoral tone and an international industrial-design sensibility (with Syd Mead among the credited mecha designers). Within Bandai/Sunrise’s “alternate/UC” cadence, Turn A functioned as a capstone statement at the century’s end—stylistically apart from mid-90s TV, yet seeded by the decade’s experiments and by the corporate ability, post-1994, to greenlight distinct production bets within one brand.[64][65] In parallel, Sunrise and Bandai mounted a 20th-anniversary live action experiment, G-Saviour, broadcast on TV Asahi on 29 December 2000, which was then issued in a longer “Full Version” on DVD (25 May 2001).[66][67][68] A broader multimedia push framed it as an anniversary tent-pole, complete with a PlayStation 2 tie-in released ahead of broadcast and Gunpla timed to year-end shelves, but reception was tepid and the project remained a one-off, underscoring the limits of live action Gundam at the time.[69][70][71]

2000s: SEED-era resurgence and HD globalization (2002–2010)

The 2000s opened with a generational pivot in animation workflows and broadcast technology, and with a deliberate push to broaden Gundam’s audience. Mobile Suit Gundam SEED (2002–2003) aired in the prime MBS/TBS Saturday 6pm slot and became a breakout TV hit that re-energized the franchise with younger viewers and a conspicuously large female cohort; contemporary coverage and later retrospectives note that character-driven plotting and the alternate universe setup eased entry for first-time viewers.[72][73] Commercially it was a disc-era phenomenon: by March 2004, Bandai Visual reported SEED DVD/VHS shipments of 1.3 million, and its follow-up SEED DESTINY (2004–2005) passed 1.0 million disc sales by November 2005, exceptional numbers for TV anime at the time.[74][75]

Industry-wide, cel-to-digital paint/post in the animation process accelerated around 2000, with 3DCG integration expanding through the decade; policy and industry reports periodize this shift from finishing/compositing into background/asset pipelines by the mid-2000s.[76] Within Gundam, SEED and DESTINY leaned into digital compositing and selective 3DCG (notably ships and effects), a direction staff later said they intended to push further in feature work; by the end of the decade, Mobile Suit Gundam 00 (2007–2009) arrived as the franchise’s first native HD/widescreen TV series, with Blu-ray releases announced during broadcast.[77][78][79]

Running in parallel to the TV slate, Sunrise and Bandai Visual launched Gundam’s first fully 3DCG screen project with Mobile Suit Gundam MS IGLOO, initially museum-only exhibition films (2004) before OVA releases (Apocalypse 0079, 2006), and the follow-on series MS IGLOO 2: Gravity Front (2008–2009). Sunrise’s work notes and official sites emphasize the “full 3DCG” approach and the use of motion capture at Sunrise D.I.D., marking IGLOO as a pipeline-proving effort that fed into later CG deployment across the brand.[80][81][82][83][84][85]

Globally, Sunrise and Bandai also tested child-friendly, comedy-adventure positioning via SD Gundam Force—a tri-party initiative with TV Tokyo and Cartoon Network. Bandai’s September 2003 U.S. press release announced a Cartoon Network premiere (with Japan to follow), marking a rare case of a Gundam TV entry debuting in North America before domestic broadcast; the series subsequently aired on TV Tokyo in 2004.[86][87][88]

Merchandising and manufacturing also evolved. The Gunpla business expanded on the back of SEED/DESTINY demand, while Bandai centralized model-kit production at the Shizuoka Bandai Hobby Center in March 2006—an investment that underpinned higher-mix, faster-turn kit rollouts for the late 2000s and beyond.[89] Bandai Namco’s annual reporting at the end of the decade describes a strategy to cultivate both youth and adult hobbyists via diversified Gunpla brands and large-scale events, a trajectory that would culminate in new lines at the decade’s turn.[90][91]

Video game production scaled up in parallel as a mainstream touchpoint. The arcade/console Gundam vs. entries became gaming fixtures; Rengou vs. Z.A.F.T. earned a CESA Game Awards “Future” selection in 2005.[92][93] Bandai Namco also launched the networked dome-cabinet arcade title Mobile Suit Gundam: Bonds of the Battlefield (2006), showcased at character hobby expos and later remembered for its long service life and cockpit-immersion concept, emblematic of the company’s post-merger arcade ambition.[94][95] On consoles, collaborations broadened reach into action-game demographics, e.g., Dynasty Warriors: Gundam (Gundam Musou) for the PlayStation 3 in late 2006.[96]

Internationally, distribution patterns diversified. Whereas Gundam Wing built a North American audience via Toonami in 2000, the late-2000s 00 release used Sci-Fi Channel’s “Ani-Monday,” reflecting shifts in U.S. TV anime carriage and the franchise’s ability to re-enter foreign linear windows at HD quality.[97][98] As the decade closed, high-spec home-video OVAs found a premium niche audience that Sunrise would fully exploit immediately thereafter with Mobile Suit Gundam Unicorn (2010–2014), which set early Blu-ray benchmarks for original video releases and signaled durable demand for top-end Universal Century stories in the HD era.[99][100]

2010s: Platform diversification—build, stream, and expand (2011–2021)

Across the 2010s, Sunrise and Bandai Namco normalized experimentation in various formats and targeting. Early in the decade, the companies partnered with Level-5 on Mobile Suit Gundam AGE (2011–2012), a multi-generational TV series slotted in the nationwide Sunday 17:00 block and overtly pitched to younger viewers and families; Level-5’s Akihiro Hino supplied the overall story and the project was flanked by RPG/game tie-ins and magazine outreach to children’s demographics (e.g., CoroCoro Comic).[101][102][103] In commercial and reception terms, AGE did not create a new long-running kid-first TV trend, but it did sharpen the strategy tension the decade would continually revisit: how to capture new cohorts without abandoning older hobbyists.

In that vein, Sunrise was able to incubate a new audience through the Gundam Build subfranchise. Gundam Build Fighters (2013–2014) returned the brand to TV Tokyo after-school hours, explicitly linking the narrative to contemporary Gunpla culture and kitbashing, and streaming episodes online immediately after broadcast; its sequel Gundam Build Fighters Try (2014–2015) continued the approach with weekly free streaming and BS/BS11 carriage.[104][105][106][107][108] The “Build” line then pivoted again with Gundam Build Divers (2018), re-imagining battles around a VR-MMO conceit on the TV Tokyo network, and closed the decade by trialing a streaming-first model: Build Divers Re:RISE (2019–2020) premiered on Sunrise’s official YouTube “Gundam Channel” before later TV runs, illustrating a shift toward digital-first rollouts for youth-leaning entries.[109][110][111]

At the same time, the franchise expanded late-night auteur and Universal Century prestige avenues. Yoshiyuki Tomino’s Gundam Reconguista in G (2014–2015), a 35th-anniversary original, aired in MBS/TBS’s late-night “Animeism” block with limited theatrical “event” screenings of early episodes and parallel day-and-date streaming on d Anime Store and Bandai Channel, reflecting a broadcast/streaming hybrid strategy for adult-skew originals.[112][113][114] UC-side, Mobile Suit Gundam THE ORIGIN (2015–2018) established a premium “event OVA + early Blu-ray + paid streaming” pipeline that would become a key revenue pattern for high-spec releases.[115][116] Mobile Suit Gundam Thunderbolt (2015–2017) further pushed a digital-first ONA model with paid streaming windows and later compilation films, underscoring how Sunrise used online distribution to reach core UC fans between TV cycles.[117][118] Other short-form experiments, such as the fan-club-led ONA Twilight AXIS (2017), were explicitly structured around digital platforms (Gundam Fan Club/Gundam.info) before later theatrical compilations.[119]

A major tonal and scheduling shift arrived with Mobile Suit Gundam: Iron-Blooded Orphans (2015–2017), which returned the brand to a domestic Sunday-evening network slot on MBS/TBS with a grittier, serialized human-drama focus; it simultaneously rolled out worldwide via licensed streaming (e.g., Daisuki, Hulu, Crunchyroll), establishing a modern pattern for near-global, near-simulcast exposure.[120][121][122][123]

By the latter half of the decade, Sunrise formalized a slate of UC follow-ups under the banner “UC NexT 0100,” positioning post-Char’s Counterattack works as an ongoing multi-format initiative. Mobile Suit Gundam Narrative (2018) was announced as the project’s first screen entry, followed by a Hathaway film trilogy as the second.[124][125][126][127]

During the 2010s, Gunpla development emphasized both technical innovation and diversification of scales. Bandai’s 2010 launch of the Real Grade (RG) line introduced 1/144 kits with Master Grade-level surface detail, extensive markings, and pre-assembled inner frames.[128][129] Advances in multi-color injection molding and the development of the “Advanced MS Joint” frame system allowed Bandai to engineer high part density and wide articulation even at small scales, reflecting a broader industry trend toward premium realism and accessibility. Alongside RG, the decade also saw continued refinements to the Master Grade and High Grade lines, with more intricate surface detail, expanded articulation, and increasingly efficient build engineering, positioning Gunpla as both a entry-level hobby and a high-precision collector’s product.[130]

The decade thus broadened tie-ins beyond TV and disc: Sunrise leaned into streaming windows (e.g., Thunderbolt paid online releases), YouTube premieres (Re:RISE), and recurring event screenings (THE ORIGIN), while Bandai Namco continued to cultivate hobbyists via Gunpla-driven exhibits and product cycles connected to on-air beats. Taken together, the decade’s output reflected a calibrated portfolio: child-oriented “Build” cycles, late-night originals, digitally led UC projects, and a high-visibility Sunday-evening drama in IBO, that extended Gundam’s reach globally via streaming while repeatedly attempting to onboard younger generations without abandoning longtime fans.[131][132][133]

2020s: Cross-media maturity, capacity strains, and renewed TV impact (2021–present)

The 2020s opened with Gundam operating at a full cross-media scale: films, television, streaming, live events, and VR; while the broader anime industry faced structural labor shortages that tightened schedules and shortened production horizons. Trade and mainstream reporting in Japan throughout 2024–25 described a chronic shortfall of skilled animators and CG staff, cost inflation, and knock-on delays, with surveys noting deteriorating margins at many mid-tier contractors despite topline demand growth.[134][135][136][137] Even as the Association of Japanese Animations tallied record market size, commentators warned that capacity constraints were leading committees to favor contained or split-cour runs and diversify pipelines (digital paint/CG, overseas vendors) to keep pace.[138]

On the corporate side, the 2010s and early 2020s also saw structural changes in the stewardship of the Gundam franchise. Sunrise, long the animation studio responsible for Gundam, was reorganized within Bandai Namco Holdings in 2021 as Bandai Namco Filmworks, reflecting the group’s push toward an “IP axis” strategy that more tightly integrated animation, live action, and event production.[139] Separately, Gundam’s licensing agent Sotsu—which had co-owned the rights to the property since the late 1970s—was merged into Bandai Namco Holdings in 2020, ending decades of dual-rights management and consolidating control of the franchise within the group.[140] These reorganizations allowed Bandai Namco to centralize production and licensing under a unified corporate structure, aligning the Gundam IP more closely with the company’s global multimedia and merchandising strategies.

On television, Mobile Suit Gundam: The Witch from Mercury (2022–23) reactivated MBS/TBS’s national “Nichigo” slot after a five-year hiatus and broadened Gundam’s reach among school-age and young-adult viewers with a contemporary school setting, social-media traction, and a two-cour format tailored to modern broadcast cadence.[141][142]

In cinemas, momentum carried into Mobile Suit Gundam SEED Freedom (2024), which set the franchise’s all-time box office record and confirmed the SEED sub-brand’s long-tail appeal in the streaming era. Bandai Namco’s IR feature in 2024 explicitly framed the film as a driver of IP value expansion, and one-year anniversary tallies reported more than ¥5.3–6.2 billion in receipts (depending on cutoff), the highest for a Gundam theatrical release.[143][144][145][146]

Global streaming platforms, particularly Netflix, became central to Gundam’s international reach in the 2020s. Mobile Suit Gundam: Hathaway (2021) followed its Japanese theatrical release with a worldwide Netflix launch, offering same-week access across many territories and establishing a distribution model Sunrise would revisit for UC-branded projects.[147][148] This was followed by Gundam: Requiem for Vengeance (2024), an Unreal Engine 5 production co-created with SAFEHOUSE and released globally as a Netflix exclusive, serving both as a technical showcase and as an experiment in simultaneous worldwide distribution within the Universal Century.[149][150]

Outside traditional screens, Bandai Namco Filmworks and Atlas V launched the VR film Mobile Suit Gundam: Silver Phantom for Meta Quest in October 2024; the project was later selected for Annecy’s VR program, emblematic of Gundam’s willingness to trial immersive formats tied to UC lore.[151][152]

By 2025, Sunrise (Bandai Namco Filmworks) pivoted back to a major “gateway” television push with Mobile Suit Gundam GQuuuuuuX, a high-profile co-production with Studio Khara. A theatrical compilation of the opening episodes (GQuuuuuuX Beginning) premiered in Japan on January 17, 2025, with a limited global run ahead of the TV broadcast. The rollout included IMAX, 4DX/MX4D, and re-release screenings, and by late July, box office receipts had surpassed ¥35.8 billion—second only to SEED Freedom among Gundam films—underscoring the strategy’s goal of re-energizing lapsed fans before the series’ TV debut.[153][154][155] The series itself was notable for presenting an alternate Universal Century timeline, reimagining the events of the original Mobile Suit Gundam with Char Aznable as its central protagonist—positioning it as both a bold narrative experiment and a cross-generational entry point for the franchise.

Looking ahead, after early development with Netflix, the long-gestating Hollywood live-action Gundam feature is now positioned as a Legendary Pictures theatrical project with Jim Mickle set to write and direct; corporate and trade reports through late 2024–mid-2025 describe the shift to theaters and a production start target within 2025.[156][157][158]

On the merchandising front, Gunpla remained the merchandising backbone, with cumulative shipments surpassing 700 million by early 2022 and Bandai Namco reporting record-high group sales in FY 2024–25 as it leaned into “IP-axis” rollouts.[159][160][161]

Smartphone gacha titles became a third pillar for the Gundam IP in the 2020s. Mobile Suit Gundam U.C. Engage (2021, JP; global Oct 17, 2023) paired monthly, anime-quality story drops with 6-on-6 play in the Universal Century, crossing 3 million Japanese downloads by October 2023 and posting ~US$0.54 million on ~433k downloads in its first two weeks after the global launch.[162][163] Sunrise/BNE foregrounded the production values through the official “Engage Documents” making-of series and promotional copy emphasizing animated story presentation.[164] The pipeline broadened further with SD Gundam G Generation ETERNAL (launched April 16, 2025), which surpassed US$100 million in its first two months, underscoring the genre’s scale for the brand.[165][166]

Gundam also evolved into a global tourism draw, building on the life-size statue projects first established in the late 2000s and 2010s. In Japan, installations such as the RX-93ff ν Gundam at LaLaport Fukuoka (2022) and the moving RX-78F00 at Gundam Factory Yokohama (2020–2024)—extended due to worldwide demand and concluded with a large-scale finale event—functioned as anchor attractions, with a new RX-78F00/E announced for the “Gundam Next Future Pavilion” at Expo 2025 Osaka.[167][168] Overseas, Bandai Namco introduced the first full-scale statue outside Japan with the Freedom Gundam in Shanghai (2021), and expanded global engagement through “Gundam Docks” exhibitions and touring retail-experience formats, including “The Gundam Base Mobile/Pop-Up World Tour” and the U.S. Mobile Tour (2024–2025).[169][170] Collectively, these deployments positioned Gundam as a “pilgrimage” brand for inbound visitors and overseas fans, complementing screen releases with destination-style attractions and large-scale experiential events.

Taken together, the 2020s have been characterized by two countervailing forces: structural strain in Japan’s anime production capacity and Gundam’s simultaneous broad-spectrum growth via television hits (Witch from Mercury), record-setting films (SEED Freedom), global streaming originals (Requiem for Vengeance), new-format experiments (Silver Phantom VR), and large-scale pre-broadcast theatrical plays (GQuuuuuuX). Bandai Namco’s disclosures frame the franchise around an “IP-axis” model designed to reach multiple audiences—Universal Century projects sustaining legacy fans, alternate universe series recruiting new cohorts, and Gunpla and live events converting screen engagement into durable revenue.[171][172] In this framework, large-scale attractions such as the RX-93ff ν Gundam in Fukuoka, the moving RX-78F00 at Gundam Factory Yokohama, and overseas deployments like the Freedom Gundam in Shanghai or the U.S. Mobile Tour function as tourism pillars, reinforcing Gundam’s status as both a screen property and a destination brand within Bandai Namco’s global multimedia strategy.[173][174]

Media

TV series, films, and video

Except for Mobile Suit Gundam 00, which follows the current calendar era albeit three centuries in the future, all Gundam series are set in a fictional era, with a new calendar adopted after a drastic event or chain of events and typically involving a major conflict involving Earth and space colonies (and in some cases the Moon and terraformed planets).[175] An exception are the Gundam Build timelines, which are set in an alternate present time where all other Gundam installments are fictional.

Name Media Release date Timeline and year
Mobile Suit Gundam TV series: 43 episodes 1979–1980 Universal Century (UC) 0079
Compilation movies: 3 1981–1982
Mobile Suit Zeta Gundam TV series: 50 episodes 1985–1986 Universal Century (UC) 0087
Compilation movies: 3 2005–2006
Mobile Suit Gundam ZZ TV series: 47 episodes 1986–1987 Universal Century (UC) 0088
OVA: 2 episodes 2009
Mobile Suit Gundam: Char's Counterattack Movie 1988 Universal Century (UC) 0093
Mobile Suit SD Gundam Movies: 5 1988, 1989, 1991, 1993
OVA: 9 episodes 1989–1991
Compilation TV series: 8 episodes 1993
Mobile Suit Gundam 0080: War in the Pocket OVA: 6 episodes 1989 Universal Century (UC) 0079–80
Mobile Suit Gundam F91 Movie 1991 Universal Century (UC) 0123
Mobile Suit Gundam 0083: Stardust Memory OVA: 13 episodes 1991–1992 Universal Century (UC) 0083
Compilation movie 1992
Mobile Suit Victory Gundam TV series: 51 episodes 1993–1994 Universal Century (UC) 0153
Mobile Fighter G Gundam TV series: 49 episodes 1994–1995 Future Century (FC) 60
Mobile Suit Gundam Wing TV series: 49 episodes 1995–1996 After Colony (AC) 195
Compilation specials: 4 episodes 1996
Mobile Suit Gundam: The 08th MS Team OVA: 12 episodes 1996–1999 Universal Century (UC) 0079
Compilation movie 1998
Special 2013
After War Gundam X TV series: 39 episodes 1996 After War (AW) 15
Gundam Wing: Endless Waltz OVA: 3 episodes 1997 After Colony (AC) 196
Compilation movie 1998
Gundam: Mission to the Rise[176] Short film 1998
Turn A Gundam TV series: 50 episodes 1999–2000 Correct Century (CC) 2343–45
Compilation movies: 2 2002
G-Saviour Live-action TV movie 2000 Universal Century (UC) 0223
Gundam Neo Experience 0087: Green Diver[177] Specialty format movie 2001 Universal Century (UC) 0087
Gundam Evolve OVA: 15 episodes 2001–2007
Mobile Suit Gundam SEED TV series: 50 episodes 2002–2003 Cosmic Era (CE) 71
Epilogue OVA short 2004
Compilation specials: 3 episodes 2004
Superior Defender Gundam Force TV series: 52 episodes 2003–2004
Mobile Suit Gundam SEED MSV Astray Promo OVA shorts: 2 episodes 2004 Cosmic Era (CE) 71
Mobile Suit Gundam MS IGLOO: The Hidden One Year War OVA: 3 episodes 2004 Universal Century (UC) 0079
Mobile Suit Gundam SEED Destiny TV series: 50 episodes 2004–2005 Cosmic Era (CE) 73–74
TV special 2005
Compilation specials: 4 episodes 2006
Mobile Suit Gundam MS IGLOO: Apocalypse 0079 OVA: 3 episodes 2006 Universal Century (UC) 0079
Mobile Suit Gundam SEED C.E. 73: Stargazer ONA: 3 episodes 2006 Cosmic Era (CE) 73
Compilation OVA: 1 2006
Mobile Suit Gundam 00 TV series: 50 episodes 2007–2009 Anno Domini (AD) 2307–08, 2312
Compilation OVA: 3 episodes 2009
Mobile Suit Gundam MS IGLOO 2: Gravity Front OVA: 3 episodes 2008 Universal Century (UC) 0079
Mobile Suit Gundam Battlefield Record: Avant-Title OVA 2009 Universal Century (UC) 0079
Ring of Gundam[178] Short film 2009
Mobile Suit Gundam Unicorn OVA: 7 episodes, 1 special episode 2010–2014 Universal Century (UC) 0096
Compilation TV series: 22 episodes 2016
SD Gundam Sangokuden Brave Battle Warriors Movie 2010
TV series: 51 episodes
Mobile Suit Gundam 00 the Movie: A Wakening of the Trailblazer Movie 2010 Anno Domini (AD) 2314
Model Suit Gunpla Builders Beginning G Specials: 3 episodes 2010 Our Century
Mobile Suit Gundam AGE TV series: 49 episodes 2011–2012 Advanced Generation (AG) 115–164
Compilation OVA: 2 episodes 2013
Gundam Build Fighters TV series: 25 episodes 2013–2014 Our Century
Specials: 3 episodes 2014
Mobile Suit Gundam-san TV series: 13 episodes 2014
Gundam Reconguista in G TV series: 26 episodes 2014–2015 Regild Century (RG) 1014
Compilation movies: 5 2019–2022
Gundam Build Fighters Try TV series: 25 episodes 2014–2015 Our Century
OVA 2016
Mobile Suit Gundam: The Origin OVA: 6 episodes 2015–2018 Universal Century (UC) 0068, 0071, 0074, 0077, 0078, 0079
Compilation TV series: 13 episodes 2019
Mobile Suit Gundam: Iron-Blooded Orphans TV series: 50 episodes 2015–2017 Post Disaster (PD) 323, 325
Mobile Suit Gundam Thunderbolt ONA: 8 episodes 2015–2017 Universal Century (UC) 0079
Compilation movies: 2 2016–2017
Mobile Suit Gundam: Twilight AXIS ONA: 6 episodes 2017 Universal Century (UC) 0096
Compilation movie 2017
Gundam Build Fighters Battlogue ONA: 5 episodes 2017 Our Century
Gundam Build Fighters: GM's Counterattack ONA 2017 Our Century
Gundam Build Divers Prologue ONA 2018 Our Century
TV series: 25 episodes
Mobile Suit Gundam Narrative Movie 2018 Universal Century (UC) 0097
SD Gundam World Sangoku Soketsuden ONA: 10 episodes 2019–2021
Gundam Build Divers Re:Rise ONA: 26 episodes 2019–2020 Our Century
Gundam Build Divers: Battlogue ONA 2020 Our Century
Mobile Suit Gundam G40[179] ONA 2020 Universal Century (UC) 0079
Gundam Build Real[180] Live-action net drama: 6 episodes 2021 Our Century
SD Gundam World Heroes ONA: 24 episodes 2021
Mobile Suit Gundam Hathaway Movies: 3 2021–TBA Universal Century (UC) 0105
Gundam Breaker Battlogue[181] ONA: 6 episodes 2021 Our Century
Mobile Suit Gundam: Cucuruz Doan's Island Movie 2022 Universal Century (UC) 0079
Mobile Suit Gundam: The Witch from Mercury Prologue ONA 2022 Ad Stella (AS) 101
TV series: 24 episodes 2022–2023 Ad Stella (AS) 122
Gundam Build Metaverse ONA: 3 episodes 2023 Our Century
Mobile Suit Gundam SEED Freedom Movie 2024 Cosmic Era (CE) 75
Mobile Suit Gundam: Silver Phantom[182] VR movie 2024 Universal Century (UC) 0096
Gundam: Requiem for Vengeance ONA: 6 episodes 2024 Universal Century (UC) 0079
Mobile Suit Gundam GQuuuuuuX Compilation movie 2025 Alternate version of Universal Century (UC) 0079, 0085
TV series: 12 episodes
Mobile Suit Gundam: Iron-Blooded Orphans Urdr-Hunt - Path of the Little Challenger Movie 2025 Post Disaster (PD) 323
Mobile Suit Gundam SEED Freedom Zero TBA TBA Cosmic Era (CE)

Live-action film

At the 2018 Anime Expo, Legendary Pictures and Sunrise announced a collaboration to develop a live-action Gundam film.[183] Brian K. Vaughan was brought in to write and serve as an executive producer for the film.[184] In April 2021, it was reported that the project had landed at Netflix and that Jordan Vogt-Roberts had been hired to direct.[185] In October 2024, it was announced that Jim Mickle would be the new director and writer, and that Netflix was no longer involved.[186] In March 2025, Deadline reported that actress Sydney Sweeney is in talks for a role.[187]

Manga and novels

Manga adaptations of the Gundam series have been published in English in North America by a number of companies, such as Viz Media, Del Rey Manga and Tokyopop, and in Singapore by Chuang Yi.[188] Notable entries include Mobile Suit Gundam: The Origin, written and illustrated by original series character designer Yoshikazu Yasuhiko. It is a retelling of the first series with additional flashbacks surrounding one of the series' main characters, Char Aznable.[189]

Video games

Gundam has spawned over 80 video games for arcade, computer and console platforms, some with characters not found in other Gundam media. Some of the games, in turn, inspired spinoff novels and manga.[190]

Gunpla

Primarily made of plastic, but sometimes paired with resin and metal detail parts, hundreds of Gundam scale plastic models, known as Gunpla, have been released since the early 1980s.[191] They range in quality from toolless-build children's toy kits (Entry Grades) to hobbyist and museum-grade models, and most are in common scales such as 1:35, 1:48, 1:60, 1:100, or 1:144. Various Grades exist to target hobbyists, ranging from smaller-sized kits such as High Grade and Real Grade to larger Master Grade and Perfect Grade model kits.[192] The Real Grade (RG) Gundam series combines the Master Grade's detailed inner structure with additional color separation, making the 1:144-scale series complex in design and compact in size, with the final goal of retooling a Gundam to what it might look like in real life, similar to the full-size Gundam statues.[193]

Promotional 1:6 or 1:12 scale models are supplied to retailers and are not commercially available. For Gundam's 30th anniversary, a full-size RX-78-2 Gundam model was constructed and displayed at Gundam Front Tokyo in the Odaiba district;[194] it was taken down on March 5, 2017.[195] A new statue of the RX-0 Unicorn Gundam was erected at the same location, now renamed The Gundam Base Tokyo.[196]

Other merchandise

Bandai, Gundam's primary licensee, produces a variety of products.[197] Other companies produce unofficial merchandise, such as toys, models and T-shirts. Products include Mobile Suit in Action (MSiA) action figures and Gundam model kits in several scales and design complexities. Each series generally has its own set of products, MSiA and model lines such as Master Grade and High Grade Universal Century, which h may extend across series. The most popular action figure line has been the Gundam Fix series, which includes the mecha in the animated series, manga, novels and accessories to create an updated version. In addition to Master Grade and High Grade Gundams, Bandai released a 30th-anniversary series of Gundam models in 2010.[198] After the introduction of the RG Gunpla line, Bandai released the Metal Build series in March 2011, beginning with the 00 Gundam.[199]

Online engagement

Bandai Namco Filmworks maintains several official websites to promote Gundam projects. The main Japanese-language portal is Gundam Perfect Web, which provides news, product information, and event updates.[200]

In July 2025, Bandai Namco Filmworks announced that the longstanding portal Gundam.info is undergoing a major overhaul, to be rebranded as the Gundam Official Website. This new site, to be hosted at gundam-official.com, is slated to launch in 2025 and will serve as the international hub for series information, news, and product updates, replacing Gundam.info.[201]

In 2005, Gundam.info’s English counterpart hosted the Gundam Official User Forum, which was based on the fan-run Gundam Watch forum and used many of its moderators. After the forum’s closure, Gundam Watch re-emerged independently as Gundam Evolution.[202][203]

Series-specific promotional websites have also been created to highlight character info, mecha designs, merchandise, and special content like wallpapers or mini-games.[204] For example, the Superior Defender Gundam Force site featured an interactive game where the player takes control of Commander Sazabi in a comedic scenario.[205]

The franchise also maintains an active presence on social media platforms, including Twitter, Instagram, YouTube, and TikTok, where official accounts post trailers, Gunpla showcases, news updates, and livestream content aimed at fans worldwide.[206][207]

Global spread

Gundam began expanding beyond Japan in the early 1980s through television broadcasts and home-video distribution across East and Southeast Asia, followed by Europe and the Americas in the 1990s, aided by Bandai’s international licensing and merchandise programs.[208] In North America, mainstream recognition increased dramatically in 2000 when Mobile Suit Gundam Wing premiered on Cartoon Network’s Toonami block; industry trade coverage at the time noted Toonami’s rising kids’ ratings and cited Gundam Wing as a key acquisition driving the block’s expansion that year.[209][210][211] Subsequent home-video partnerships widened catalog access in the mid-2010s, including Sunrise’s 2014 distribution agreement with Right Stuf/Nozomi for legacy Gundam titles in North America.[212] In Europe, the brand’s visibility has been reinforced by major pop culture events, with media in France highlighting Bandai hobby exhibits and large-scale Gunpla activations at Japan Expo in Paris.[213] More recently, global streaming has accelerated international reach; for example, Netflix announced a worldwide debut for the Unreal Engine-produced series Gundam: Requiem for Vengeance, underscoring the franchise’s contemporary, simultaneous release strategy outside Japan.[214] Collectively, these developments—broadcast exposure, hobby merchandising, event marketing, home-video partnerships, and day-and-date streaming—have driven the franchise’s sustained overseas growth and helped standardize access to both classic catalog and new installments.[208]

Impact

Gundam is a Japanese cultural icon and a multi-billion-yen annual business for Bandai Namco. Annual revenue for the franchise reached ¥54.5 billion by 2006,[215] ¥80.2 billion by 2014,[216] and ¥145.7 billion by 2024.[217] Examples of its cultural ubiquity in the country include the issuing of Gundam stamps, an Agriculture Ministry employee being reprimanded for contributing to Japanese Wikipedia Gundam-related pages,[218] and the Japan Self-Defense Forces code-naming its developing advanced personal-combat system Gundam. Based on a December 16, 2023 survey conducted by Nikkei Entertainment, the fanbase of Gundam within Japan has an average age of 42 years, and a male-to-female ratio that skews 90:10.[219] The impact of Gundam in Japan has been compared to the impact of Star Wars in the United States.[15]

See also

References

  1. ^ Hodgkins, Crystalyn. "Gundam Franchise Overview". Anime News Network. Retrieved August 15, 2025.
  2. ^ "Gundam: The Real Robot Revolution". Otaku USA Magazine. April 7, 2019. Retrieved August 15, 2025.
  3. ^ Linder, Courtney (July 21, 2020). "Watch Engineers Take Their 60-Foot-Tall Gundam for a Walk". Popular Mechanics. Retrieved February 9, 2021.
  4. ^ "Gundam Releases First-Ever English Guide to Gunpla". Comicbook.com. Retrieved February 9, 2021.
  5. ^ Flow of the Japan toy industry (日本の玩具産業の動向), Japan Economics Department, Information section (日本経済情報課)
  6. ^ Lewis, Leo (November 1, 2008). "Gundam cartoon academy to turn science fiction into reality in Japan". The Times. Retrieved July 10, 2017.
  7. ^ "Bandai Namco to reorganize Sunrise under new company, Bandai Namco Filmworks". Gundam News. February 8, 2022. Retrieved August 17, 2025.
  8. ^ "Unique toy line encourages creative play". The Expositor. December 13, 2000. p. 38. Retrieved December 3, 2022 – via Newspapers.com.
  9. ^ "Gundam Wing Phenomenon Grows With Addition of New Licensees as Television Ratings and Toy Line Sales Surge". Business Wire. Berkshire Hathaway. June 13, 2000. Archived from the original on August 21, 2000. Retrieved January 8, 2017.
  10. ^ "Mobile Suit Gundam IP revenue at all-time high in 2025, Bandai Namco reports". Automaton-Media.com. August 6, 2025. Retrieved August 17, 2025.
  11. ^ Hall, Richard A. (2021). Robots in Popular Culture. Greenwood. ISBN 978-1440873843.
  12. ^ Yasuhiko, Yoshikazu (2013). Mobile Suit Gundam: The Origin, Vol. 1 – Activation. Vertical. ISBN 978-1935654872.
  13. ^ Oppliger, John (October 12, 2007). "Ask John: Which Gundam Series Have Had the Most Impact on Anime?". AnimeNation. Archived from the original on June 16, 2009. Retrieved July 28, 2009.
  14. ^ "Gundam: The Real Robot Revolution". Otaku USA. April 7, 2019. Retrieved August 15, 2025.
  15. ^ a b Chris Stuckmann (May 15, 2018). Anime Impact: The Movies and Shows that Changed the World of Japanese Animation. Mango Media Inc. p. 42. ISBN 9781633537330.
  16. ^ Azuma, Hiroki (2009). Otaku: Japan’s Database Animals. University of Minnesota Press. p. 74. ISBN 9780816653522.
  17. ^ "The Universal Century, Explained". Game Rant. October 27, 2024. Retrieved August 15, 2025.
  18. ^ "Gundam: The Real Robot Revolution …". Otaku USA. Retrieved August 15, 2025.
  19. ^ "SD Gundam". Wikipedia. Retrieved August 15, 2025.
  20. ^ "Gundam Build Fighters". Anime News Network. Retrieved August 15, 2025.
  21. ^ a b c d e f g Simmons, Mark. "Mobile Suit Gundam (Production History)". Gundam Unofficial. Retrieved August 16, 2025.
  22. ^ 可児, 洋介. "想像の共同体としてのニュータイプ(学習院大学人文科学論集19)" (PDF) (in Japanese). p. 12. Retrieved August 16, 2025. (当時の番組編成・若年層向け枠の文脈とファン層の青年化)
  23. ^ ""リアルロボット"を作った男――高橋良輔インタビュー". Impress Watch/Robot Watch (in Japanese). July 13, 2007. Retrieved August 16, 2025.
  24. ^ "ガンプラと歩んだ40年、ガンダムの生みの親・富野由悠季が語る". Oricon (in Japanese). April 7, 2019. Retrieved August 16, 2025.
  25. ^ "あのとき「アニメ」が変わった——1981年 アニメ新世紀宣言". Asahi Shimbun Digital (in Japanese). October 17, 2009. Retrieved August 16, 2025.
  26. ^ 可児, 洋介. "想像の共同体としてのニュータイプ(学習院大学人文科学論集19)" (PDF) (in Japanese). pp. 12–15. Retrieved August 16, 2025. 1981年2月22日、新宿東口アルタ前広場に15,000人が集結/宣言文の全文を掲載
  27. ^ "ガンプラの軌跡". Bandai Hobby Site (in Japanese). Retrieved August 16, 2025.
  28. ^ "バンダイ 会社ヒストリー". Bandai.co.jp (in Japanese). Retrieved August 16, 2025.
  29. ^ "日本アニメーションガイド ロボットアニメ編" (PDF) (in Japanese). 一般社団法人 マンガ・アニメCGM振興機構 (MACC). pp. 16–17. Retrieved August 16, 2025. 1983年8月、クローバー倒産/1984年タカトクトイス事業停止等の業界再編
  30. ^ Simmons, Mark. "Mobile Suit Gundam (Production History)". GundamUnofficial (archival research). Retrieved August 16, 2025. "The first of these [Gunpla], the 1/144 scale Gundam, was released in July 1980… Sunrise and Shochiku agreed to turn Gundam into a theatrical film."
  31. ^ "ガンプラ40年 静岡の工場から世界へ(イブニング)". Asahi Shimbun (in Japanese). November 17, 2020. Retrieved August 16, 2025.
  32. ^ "BANDAI NAMCO Fact Book 2024" (PDF) (in Japanese). Bandai Namco Holdings. 2024. p. 34. Retrieved August 16, 2025. 「SDシリーズ(1987.7–)」累計出荷等の推移
  33. ^ "『機動戦士ガンダム 逆襲のシャア』製作当時の証言(スタッフインタビュー)". Gundam-CCA Official Site (in Japanese). Retrieved August 16, 2025. 『Ζ』の延長線上の企画として『ΖΖ』が走る一方で劇場企画が並行
  34. ^ "Mobile Suit Gundam: Char's Counterattack (Series Page)". Gundam.info. December 26, 2019. Retrieved August 16, 2025.
  35. ^ "作品紹介(SDガンダム:同時上映ほか)" (in Japanese). Sunrise. Retrieved August 16, 2025.
  36. ^ "BANDAI NAMCO Fact Book 2024" (PDF) (in Japanese). Bandai Namco Holdings. 2024. p. 34. Retrieved August 16, 2025.
  37. ^ "バンダイの「カードダス」が累計販売枚数100億枚を突破". GIGAZINE (in Japanese). March 29, 2012. Retrieved August 16, 2025.
  38. ^ 森, 祐治 (2022). "テレビアニメにおけるメディアミックス展開の経済的根拠". The Japanese Journal of Animation Studies (in Japanese). 23 (1): 3–13. Retrieved August 16, 2025.
  39. ^ "アニメ産業の構造変化とアニメソングへの影響". 情報処理学会 研究報告 (in Japanese). 2024. Retrieved August 16, 2025. 「OVA発売…ピークは1991年」
  40. ^ "機動戦士ガンダム0080 ポケットの中の戦争(作品情報)" (in Japanese). Sunrise. Retrieved August 16, 2025.
  41. ^ "機動戦士ガンダム0083 STARDUST MEMORY(作品情報)" (in Japanese). Sunrise. Retrieved August 16, 2025.
  42. ^ Simmons, Mark. "Mobile Suit Gundam (Production History)". Retrieved August 16, 2025.
  43. ^ "作品紹介(SDガンダム)" (in Japanese). Sunrise. Retrieved August 16, 2025.
  44. ^ 森, 祐治 (2022). "テレビアニメにおけるメディアミックス展開の経済的根拠". The Japanese Journal of Animation Studies (in Japanese). 23 (1): 3–13. Retrieved August 16, 2025.
  45. ^ Inomata, Kenji (1995). ガンダム神話 [The Legend of Mobile Suit Gundam]. Tokyo: Diamond, Inc. ISBN 978-4-478-95007-4.Ueda, Masuo (February 14, 2022). "瞬間リアルプラモの4倍もの売り上げ". Twitter (archived) (in Japanese). Retrieved August 17, 2025.
  46. ^ "機動戦士SDガンダム 作品紹介". Sunrise (in Japanese). Retrieved August 16, 2025.
  47. ^ "SD戦国伝・天下泰平編(『機動戦士SDガンダムまつり』内)". Shochiku (in Japanese). Retrieved August 16, 2025.
  48. ^ "SDガンダム外伝・聖機兵物語 第1章/第2章(『機動戦士SDガンダムまつり』内)". Shochiku (in Japanese). Retrieved August 16, 2025.
  49. ^ "GUNDAM TODAY:ガンプラ40年の歩み". Gundam.info (in Japanese). Retrieved August 16, 2025.
  50. ^ Simmons, Mark. "Gundam F91 (Production History)". Retrieved August 16, 2025.
  51. ^ Simmons, Mark. "Victory Gundam (Production Notes)". Retrieved August 16, 2025.
  52. ^ "『Vガンダム』をめぐる富野由悠季の認識(インタビュー抄)". Febri (in Japanese). Retrieved August 16, 2025.
  53. ^ "サンライズの歩み(1990年代)". SUNRISE Company Guide (in Japanese). Retrieved August 16, 2025.
  54. ^ "MOBILE FIGHTER G GUNDAM|List of Works". Sunrise International. Retrieved August 16, 2025.
  55. ^ Simmons, Mark. "G Gundam in Animage (translated excerpts and notes)". Retrieved August 16, 2025.
  56. ^ "Ratings shift shuffles the upfront landscape". Kidscreen. March 1, 2000. Retrieved August 16, 2025.
  57. ^ "Toonami's anime history and expansion". Polygon. September 2, 2024. Retrieved August 16, 2025.
  58. ^ "『ガンダムX』はなぜ39話で終了したのか(放送時間移動と短縮)". Real Sound (in Japanese). November 2, 2024. Retrieved August 16, 2025.
  59. ^ "機動戦士ガンダム 第08MS小隊(作品ページ・スタッフ)". Sunrise (in Japanese). Retrieved August 16, 2025.
  60. ^ "GUNDAM TODAY:ガンプラ40年の歩み". Gundam.info (in Japanese). Retrieved August 16, 2025.
  61. ^ "『ギレンの野望』が発売された日(1998年4月9日)". Famitsu.com (in Japanese). April 9, 2025. Retrieved August 16, 2025.
  62. ^ "SDガンダム ジージェネレーション(PS)基本データ". Famitsu.com (in Japanese). Retrieved August 16, 2025.
  63. ^ "機動戦士ガンダム外伝 THE BLUE DESTINY(発売情報)". GAVAS (in Japanese). Retrieved August 16, 2025.
  64. ^ "サンライズの歩み(1990年代)". SUNRISE Company Guide (in Japanese). Retrieved August 16, 2025.
  65. ^ Simmons, Mark. "Franchise Production History Notes (context)". Retrieved August 16, 2025.
  66. ^ "1/144 HG ジーセイバー(無重力仕様)". Bandai Spirits (in Japanese). Retrieved August 16, 2025. 「12/29(金)にテレビ朝日系にて放送予定の『G-SAVIOUR』に登場する主役MS」
  67. ^ "G-SAVIOUR フルバージョン". V-STORAGE(バンダイナムコフィルムワークス公式) (in Japanese). May 25, 2001. Retrieved August 16, 2025. 「『機動戦士ガンダム』誕生20周年記念作品」/「未公開シーン約20分を加えたフルバージョン」
  68. ^ "作品情報 G-セイバー". Sunrise (in Japanese). Retrieved August 16, 2025.
  69. ^ "G-SAVIOUR(PS2)". Famitsu.com (in Japanese). Retrieved August 16, 2025. 発売日:2000年9月14日/メーカー:サンライズインタラクティブ
  70. ^ "LAUNCH CALENDAR 発売カレンダー(2000年12月下旬)". Bandai Spirits (in Japanese). Retrieved August 16, 2025. 「1/144 HG ジーセイバー(無重力仕様)」
  71. ^ "Exploring "G-Saviour": When Gundam Hit the Big Screen". Film Cred. September 12, 2022. Retrieved August 16, 2025. "an oddball… live-action Gundam [that] struggled to capture the spirit of the mecha anime"
  72. ^ "『機動戦士ガンダムSEED』は"初ガンダム"にうってつけの作品". Real Sound (in Japanese). February 4, 2024. Retrieved August 16, 2025.
  73. ^ "解説:多くの女性ファンも獲得した「機動戦士ガンダムSEED」". MANTANWEB (in Japanese). August 27, 2023. Retrieved August 16, 2025.
  74. ^ "「機動戦士ガンダムSEED」DVD&ビデオが累計130万枚を突破". AV Watch (in Japanese). April 6, 2004. Retrieved August 16, 2025.
  75. ^ "「ガンダムSEED DESTINY」のDVDが累計100万枚を突破". AV Watch (in Japanese). November 28, 2005. Retrieved August 16, 2025.
  76. ^ "アニメーションのデジタル制作に対応した効果的な人材育成等に関する調査研究" (PDF) (in Japanese). METI. March 1, 2023. p. 115. Retrieved August 16, 2025.
  77. ^ "『機動戦士ガンダムSEED FREEDOM』でメカニック表現がCG中心に至った経緯". Hobby Japan Web (in Japanese). March 24, 2024. Retrieved August 16, 2025.
  78. ^ "「機動戦士ガンダム00」を'08年夏からBlu-ray化—シリーズ初のハイビジョン制作/放送". AV Watch (in Japanese). January 23, 2008. Retrieved August 16, 2025.
  79. ^ "「機動戦士ガンダム00」のDVD発売記念イベントが開催". AV Watch (in Japanese). January 28, 2008. Retrieved August 16, 2025.
  80. ^ "機動戦士ガンダム MS IGLOO 1年戦争秘録". Sunrise (in Japanese). July 19, 2004. Retrieved August 16, 2025.
  81. ^ "機動戦士ガンダム MSイグルー −1年戦争秘録−(作品解説)". バンダイチャンネル (in Japanese). Retrieved August 16, 2025.
  82. ^ "MOBILE SUIT GUNDAM MS IGLOO: Apocalypse 0079". Sunrise International. April 26, 2006. Retrieved August 16, 2025.
  83. ^ "MS IGLOO 2 重力戦線(公式)" (in Japanese). Retrieved August 16, 2025.
  84. ^ "「重力戦線」開発秘話(第1回:モーションキャプチャー/サンライズD.I.D.)". MS IGLOO 2 公式 (in Japanese). Retrieved August 16, 2025.
  85. ^ "ガンダム作品紹介:MS IGLOO 2 重力戦線". Gundam.info (in Japanese). April 4, 2019. Retrieved August 16, 2025.
  86. ^ "『SDガンダムフォース』米国カートゥーン ネットワークにて放送開始" (PDF) (in Japanese). Bandai Co., Ltd. September 1, 2003. Retrieved August 16, 2025.
  87. ^ "SDガンダムフォース|サンライズ作品一覧". Sunrise (in Japanese). Retrieved August 16, 2025.
  88. ^ "TVアニメ『SDガンダムフォース』音楽商品ページ(放送情報)". CDJournal (in Japanese). Retrieved August 16, 2025.
  89. ^ "History|BANDAI SPIRITS(年表)". Bandai Spirits. Retrieved August 16, 2025.
  90. ^ "Annual Report 2009" (PDF). Namco Bandai Holdings. 2009. Retrieved August 16, 2025.
  91. ^ "Annual Report 2010" (PDF). Namco Bandai Holdings. 2010. Retrieved August 16, 2025.
  92. ^ "GAME AWARDS FUTURE(2005年)受賞リスト:機動戦士ガンダムSEED 連合VS.Z.A.F.T." Japan Game Awards(CESA) (in Japanese). Retrieved August 16, 2025.
  93. ^ "第9回 CESA GAME AWARDS 受賞作品". Japan Game Awards(CESA) (in Japanese). Retrieved August 16, 2025.
  94. ^ "「キャラホビ2006」に『ガンダム』の最新AC用ゲーム機が多数出展(『戦場の絆』など)". 電撃オンライン (in Japanese). August 1, 2006. Retrieved August 16, 2025.
  95. ^ "The Ultimate 'Gundam' Arcade Game Is Finally Getting a Sequel". Forbes. October 29, 2020. Retrieved August 16, 2025.
  96. ^ "Bandai Namco, Koei Team for "Gundam Warriors"". Wired. December 21, 2006. Retrieved August 16, 2025.
  97. ^ "'Gundam 00 Season 2' on Sci Fi Starting June 29". ICv2. June 19, 2009. Retrieved August 16, 2025.
  98. ^ "Sci-Fi Beefs Up Ani-Monday(『ガンダム00』)". Animation Magazine. July 10, 2008. Retrieved August 16, 2025.
  99. ^ "『ガンダムUC』、BD初動最高の記録". ORICON NEWS (in Japanese). March 17, 2010. Retrieved August 16, 2025.
  100. ^ "BD初週売上で『ガンダムUC』が歴代1位". AV Watch (in Japanese). March 17, 2010. Retrieved August 16, 2025.
  101. ^ "注目アニメ紹介:「機動戦士ガンダムAGE」レベルファイブの日野社長が描く100年間のストーリー". MANTANWEB (in Japanese). October 9, 2011. Retrieved August 16, 2025.
  102. ^ "The new TV series "Mobile Suit Gundam AGE" starts in October 2011". Gundam.info. June 14, 2011. Retrieved August 16, 2025.
  103. ^ "『機動戦士ガンダム AGE』ゲーム化が決定—LEVEL5 VISION 2011". Famitsu.com (in Japanese). October 15, 2011. Retrieved August 16, 2025.
  104. ^ "New anime TV series "Gundam Build Fighters" to premiere on TV Tokyo this October". Gundam.info. July 1, 2013. Retrieved August 16, 2025.
  105. ^ ""Gundam Build Fighters" episode 1 streaming free now". Gundam.info. October 7, 2013. Retrieved August 16, 2025.
  106. ^ "『ガンダムビルドファイターズトライ』本日放送開始". Gundam.info (in Japanese). October 8, 2014. Retrieved August 16, 2025.
  107. ^ "ガンダムビルドファイターズトライ|作品紹介". Sunrise Inc. (in Japanese). Retrieved August 16, 2025.
  108. ^ "「ガンダムビルドファイターズトライ」毎週水曜20時より無料配信決定". Gundam.info (in Japanese). September 25, 2014. Retrieved August 16, 2025.
  109. ^ ""Gundam Build Divers" Broadcast on April 3!". Gundam.info. February 28, 2018. Retrieved August 16, 2025.
  110. ^ "Series presentation of "Gundam Build Divers" held at THE GUNDAM BASE TOKYO". Gundam.info. February 4, 2018. Retrieved August 16, 2025.
  111. ^ "Gundam Build Divers Re:RISE will stream on GUNDAM CHANNEL". Gundam.info. September 24, 2019. Retrieved August 16, 2025.
  112. ^ "『Gのレコンギスタ』が「アニメイズム」枠で放送決定". Famitsu.com (in Japanese). June 23, 2014. Retrieved August 16, 2025.
  113. ^ "「Gのレコンギスタ」放送時間決定&dアニメストア他で配信". Gundam.info. September 26, 2014. Retrieved August 16, 2025.
  114. ^ ""Gのレコンギスタ" Shinjuku special screening (episode 15 preview)". Gundam.info. December 11, 2014. Retrieved August 16, 2025.
  115. ^ ""THE ORIGIN I" two-week event screenings & paid streaming". Gundam.info. March 2, 2015. Retrieved August 16, 2025.
  116. ^ "Mobile Suit Gundam THE ORIGIN II on Blu-ray/DVD". Gundam.info. November 25, 2015. Retrieved August 16, 2025.
  117. ^ ""Gundam Thunderbolt" Season 2 available via paid streaming". Gundam.info. January 19, 2017. Retrieved August 16, 2025.
  118. ^ ""Thunderbolt" director's cuts time-limited streaming on GUNDAM.INFO". Gundam.info. October 15, 2018. Retrieved August 16, 2025.
  119. ^ ""Twilight AXIS" #1 free on Gundam Fan Club/Gundam.info; #2 advance streaming on Fan Club". Gundam.info. July 5, 2017. Retrieved August 16, 2025.
  120. ^ "Press conference: "Iron-Blooded Orphans" Sunday 5:00 PM premiere". Gundam.info. July 15, 2015. Retrieved August 16, 2025.
  121. ^ "IBO Episode 2 preview & broadcast info (MBS/TBS Sundays 17:00; streaming blocks)". Gundam.info. October 9, 2015. Retrieved August 16, 2025.
  122. ^ "Crunchyroll to simulcast "Iron-Blooded Orphans"". Crunchyroll News. October 2, 2015. Retrieved August 16, 2025.
  123. ^ "Daisuki to stream "Iron-Blooded Orphans" worldwide". Crunchyroll News. September 30, 2015. Retrieved August 16, 2025.
  124. ^ "New Gundam Series "Mobile Suit Gundam Narrative" Announced — First entry in "UC NexT 0100 Project"". Gundam.info. April 23, 2018. Retrieved August 16, 2025.
  125. ^ ""Gundam 40th Project" unveils five works; "Hathaway" is UC NexT 0100 #2". Gundam.info. November 21, 2018. Retrieved August 16, 2025.
  126. ^ "機動戦士ガンダムNT|作品解説(UC NexT 0100 第1弾)". Gundam.info (in Japanese). May 16, 2023. Retrieved August 16, 2025.
  127. ^ "「閃光のハサウェイ」遂に始動(UC NexT 0100 第2弾)". Gundam.info (in Japanese). November 30, 2018. Retrieved August 16, 2025.
  128. ^ "Gundam .info marks four years with "Remembering Gundam.info, by the numbers"". Gundam.info. July 31, 2011. Retrieved August 17, 2025.
  129. ^ "Gundam School Part 16". Gundam.info. May 17, 2013. Retrieved August 17, 2025.
  130. ^ "ガンプラの進化と挑戦 成形技術と商品企画の40年". ITmedia News (in Japanese). July 24, 2020. Retrieved August 17, 2025.
  131. ^ ""Thunderbolt" Season 2 paid streaming". Gundam.info. January 19, 2017. Retrieved August 16, 2025.
  132. ^ "Re:RISE to stream on Gundam Channel (YouTube)". Gundam.info. September 24, 2019. Retrieved August 16, 2025.
  133. ^ ""THE ORIGIN I"—event screenings and paid streaming model". Gundam.info. March 2, 2015. Retrieved August 16, 2025.
  134. ^ "アニメ業界、人手不足やコスト増で業績が悪化 制作下請けの約6割で低迷". ITmedia News (in Japanese). February 19, 2025. Retrieved August 16, 2025.
  135. ^ "帝国データバンク、アニメ制作会社の実態調査—人手不足とコスト高の影響". PR TIMES(帝国データバンク) (in Japanese). February 19, 2025. Retrieved August 16, 2025.
  136. ^ "Anime industry tackles animator shortage amid global boom". The Asahi Shimbun AJW. October 13, 2024. Retrieved August 16, 2025.
  137. ^ "アニメ産業レポート2023 サマリー". 一般社団法人日本動画協会 (in Japanese). February 10, 2024. Retrieved August 16, 2025.
  138. ^ "Japanese anime industry generated record $22 bn in 2023 with overseas surpassing local takings". Screen Daily. October 31, 2024. Retrieved August 16, 2025.
  139. ^ "Sunrise becomes Bandai Namco Filmworks as part of group restructuring". Anime News Network. February 8, 2021. Retrieved August 17, 2025.
  140. ^ "Bandai Namco to absorb Sotsu, longtime Gundam rights-holder". Anime News Network. September 29, 2020. Retrieved August 17, 2025.
  141. ^ "「日5」復活!『機動戦士ガンダム 水星の魔女』10月より放送開始". Gundam.info (in Japanese). January 29, 2022. Retrieved August 16, 2025.
  142. ^ ""日5"枠が復活、『水星の魔女』が10月より放送". Famitsu.com (in Japanese). January 29, 2022. Retrieved August 16, 2025.
  143. ^ "Mobile Suit Gundam SEED FREEDOM Contributing to IP Value Expansion". Bandai Namco Holdings IR. July 22, 2024. Retrieved August 16, 2025.
  144. ^ "『機動戦士ガンダムSEED FREEDOM』1周年記念舞台挨拶レポート(興行収入・受賞の紹介)". Gundam.info (in Japanese). January 27, 2025. Retrieved August 16, 2025.
  145. ^ "U-NEXT 2025年4月の配信ラインナップ発表(『SEED FREEDOM』興収言及)". PR TIMES (in Japanese). March 31, 2025. Retrieved August 16, 2025.
  146. ^ "Mobile Suit Gundam SEED Freedom". Wikipedia. Retrieved August 16, 2025.
  147. ^ "Mobile Suit Gundam: Hathaway's Flash". Wikipedia. Retrieved August 16, 2025.
  148. ^ "『閃光のハサウェイ』がNetflixで世界配信—旧作同時展開と実写計画の文脈". Real Sound (in Japanese). July 8, 2021. Retrieved August 16, 2025.
  149. ^ "Gundam: Requiem for Vengeance". Wikipedia. Retrieved August 16, 2025.
  150. ^ "Gundam: Requiem for Vengeance Begins Streaming on Netflix—Created Using Unreal Engine 5". Gundam.info. October 17, 2024. Retrieved August 16, 2025.
  151. ^ "Meta Quest VR Movie Mobile Suit Gundam: Silver Phantom Releases Today!". Gundam.info. October 4, 2024. Retrieved August 16, 2025.
  152. ^ "Silver Phantom Selected for Annecy's VR Category". Gundam.info. April 30, 2025. Retrieved August 16, 2025.
  153. ^ "『機動戦士Gundam GQuuuuuuX』始動—劇場先行版は2025年1月17日公開". Gundam.info (in Japanese). Retrieved August 16, 2025.
  154. ^ "機動戦士Gundam GQuuuuuuX 公式特設". Gundam.info. Retrieved August 16, 2025.
  155. ^ "小形尚弘・BNFガンダム事業本部長インタビュー(興行収入等)". ダイヤモンド・オンライン (in Japanese). July 23, 2025. Retrieved August 16, 2025.
  156. ^ "Legendary—Latest News (links to Deadline coverage of director attachment)". Legendary.com. October 31, 2024. Retrieved August 16, 2025.
  157. ^ "The Live-Action Gundam Movie Has Gone Back to the Drawing Board". Gizmodo. October 31, 2024. Retrieved August 16, 2025.
  158. ^ "『機動戦士ガンダム』シリーズ初のハリウッド実写版映画について(公式案内)". Gundam.info (in Japanese). February 5, 2025. Retrieved August 16, 2025.
  159. ^ "ガンプラ出荷累計7億個突破". 朝日新聞デジタル (in Japanese). March 15, 2022. Retrieved August 16, 2025.
  160. ^ "Integrated Report 2024". Bandai Namco Holdings. Retrieved August 16, 2025.
  161. ^ "Fiscal Year Ended March 2025—Information Meeting (Presentation)" (PDF). Bandai Namco Holdings (IR PDF). May 8, 2025. Retrieved August 16, 2025.
  162. ^ "Mobile Suit Gundam U.C. Engage coming west on October 17". Gematsu. October 13, 2023. Retrieved August 16, 2025.
  163. ^ "How Much Revenue Did Gundam U.C. Engage Global Made in Its First 2 Weeks?". GamerBraves (via AppMagic). Retrieved August 16, 2025.
  164. ^ "Behind the Scenes "ENGAGE DOCUMENTS" 2–5 Now Available!". Gundam.info. August 8, 2023. Retrieved August 16, 2025.
  165. ^ "SD Gundam G Generation ETERNAL launches April 16". Gematsu. April 2, 2025. Retrieved August 16, 2025.
  166. ^ "SD Gundam G Generation Eternal earns $121.5 million in two months — AppMagic". PocketGamer.biz. June 22, 2025. Retrieved August 16, 2025.
  167. ^ "GFY Grand Finale – To the New Stage (program overview)". Gundam.info. March 19, 2024. Retrieved August 16, 2025.
  168. ^ "Life-Sized Gundam to Appear at "GUNDAM NEXT FUTURE PAVILION" (EXPO 2025)". Gundam.info. October 23, 2024. Retrieved August 16, 2025.
  169. ^ "Gundam Factory Yokohama". Wikipedia. Retrieved August 16, 2025.
  170. ^ "Gundam". Wikipedia. Retrieved August 16, 2025.
  171. ^ "Fiscal Year Ended March 2025—Information Meeting (Presentation)" (PDF). Bandai Namco Holdings (IR PDF). May 8, 2025. Retrieved August 16, 2025.
  172. ^ "Integrated Report 2024". Bandai Namco Holdings. Retrieved August 16, 2025.
  173. ^ "GFY Grand Finale – To the New Stage (program overview)". Gundam.info. March 19, 2024. Retrieved August 16, 2025.
  174. ^ "Life-Sized Gundam to Appear at "GUNDAM NEXT FUTURE PAVILION" (EXPO 2025)". Gundam.info. October 23, 2024. Retrieved August 16, 2025.
  175. ^ "Gundam Timelines and Story Overview". Gundam Unofficial. Archived from the original on July 10, 2024. Retrieved August 15, 2025.
  176. ^ "Gundam 40th Anniversary Promotional Anime Teased for This Winter". Anime News Network. September 26, 2019. Retrieved September 6, 2021.
  177. ^ "E-field". Archived from the original on May 12, 2008.
  178. ^ "Part of Yoshiyuki Tomino's 'Ring of Gundam' Previewed (Updated)". Anime News Network. August 21, 2009. Retrieved September 29, 2023.
  179. ^ "'Mobile Suit Gundam' Releases 40th Anniversary "G40 Project" Special Movie". Hypebeast. January 21, 2020. Retrieved September 29, 2023.
  180. ^ Pineda, Rafael Antonio (March 18, 2021). "Live-Action Video Project 'Gundam Build Real' Debuts on March 29". Anime News Network. Retrieved September 15, 2022.
  181. ^ Mateo, Alex (September 24, 2020). "Gundam Breaker Battlogue Anime Theme Song, October 19 Premiere". Anime News Network. Retrieved September 24, 2021.
  182. ^ "Gundam: Silver Phantom Anime Reveals Trailer, October 3 Release". Anime News Network. August 23, 2024. Retrieved September 17, 2024.
  183. ^ Fuster, Jeremy (July 5, 2018). "'Gundam' Film: Legendary Pictures to Make Live-Action Anime Adaptation". The Wrap. Retrieved July 5, 2018.
  184. ^ N'Duka, Amanda; Boucher, Geoff (March 6, 2019). "Brian K. Vaughan To Pen 'Gundam' Live-Action Adaptation For Legendary". Deadline Hollywood. Retrieved March 6, 2019.
  185. ^ Peters, Megan (April 12, 2021). "Gundam Live-Action Movie Heads to Netflix with Director Jordan Vogt-Roberts". Comicbook.com. Retrieved April 12, 2021.
  186. ^ Kroll, Justin (October 31, 2024). "'Gundam' Movie At Legendary Taps 'Sweet Tooth' Showrunner Jim Mickle To Direct". Deadline Hollywood. Retrieved October 31, 2024.
  187. ^ Grobar, Matt (March 31, 2025). "Sydney Sweeney Circling Legendary's 'Gundam'". Deadline Hollywood. Retrieved April 1, 2025.
  188. ^ "Chuang Yi Publishing". Anime News Network. Retrieved August 15, 2025.
  189. ^ "Mobile Suit Gundam: The Origin Overview". Gundam Unofficial. Archived from the original on July 10, 2024. Retrieved August 15, 2025.
  190. ^ "MobyGames: Game Browser". MobyGames. Archived from the original on February 12, 2022. Retrieved October 27, 2016.
  191. ^ Beckett, James (July 31, 2020). "Gunpla 101: Everything You Ever Wanted to Know About Gundam Model Kits". Anime News Network. Retrieved August 15, 2025.
  192. ^ Yamaguchi, Takayuki (2019). Gunpla: Building the World of Gundam Models. Hobby Japan. p. 45. ISBN 978-4798619934.
  193. ^ "Real Grade Series Overview". Gundam Unofficial. Archived from the original on July 10, 2024. Retrieved August 15, 2025.
  194. ^ AppetiteForJapan (December 2, 2015). "Diver City Tokyo: The Ultimate Gundam Experience". Retrieved March 3, 2017.
  195. ^ "「実物大ガンダム立像」5年の歴史に幕。そして新たなプロジェクトへ!". Gundam.info (in Japanese). Retrieved April 12, 2017.
  196. ^ "The Gundam Statue in Odaiba". Japan National Tourism Organization. Retrieved August 15, 2025.
  197. ^ "GUNDAM.INFO | The official Gundam news and video portal". na.gundam.info (in Japanese). Archived from the original on October 26, 2016. Retrieved October 27, 2016.
  198. ^ Suzuki, Toshiyuki. "RX-78-2 Gundam (RG) (Gundam Model Kits)". Hobby Search Co., Ltd. Archived from the original on September 27, 2013. Retrieved August 12, 2013.
  199. ^ "METAL BUILD FREEDOM GUNDAM". Gundamplanet.com. Archived from the original on August 2, 2013. Retrieved August 12, 2013.
  200. ^ "ガンダムパーフェクトWEB" (in Japanese). Bandai Namco Filmworks. Retrieved August 15, 2025.
  201. ^ "A new official website for the Gundam series is currently under development". Gundam.info. July 25, 2025. Retrieved August 15, 2025.
  202. ^ "Gundam Official User Forum Opens". Anime News Network. February 4, 2005. Retrieved August 15, 2025.
  203. ^ "Gundam Evolution (archived)". Retrieved August 15, 2025.
  204. ^ "Archived Gundam Official Websites". Gundam Unofficial. Archived from the original on July 12, 2024. Retrieved August 15, 2025.
  205. ^ "Superior Defender Gundam Force". Anime News Network. Retrieved August 15, 2025.
  206. ^ "Gundam Official Twitter". Bandai Namco Filmworks. Retrieved August 15, 2025.
  207. ^ "Gundam Official YouTube Channel". Bandai Namco Filmworks. Retrieved August 15, 2025.
  208. ^ a b "Bandai Namco Holdings: FY2022 Financial Highlights (IP axis strategy; Gundam revenue)" (PDF). Bandai Namco Holdings. August 5, 2022. Archived from the original (PDF) on February 10, 2024. Retrieved August 15, 2025.
  209. ^ "Ratings shift shuffles the upfront landscape". Kidscreen. March 1, 2000. Retrieved August 15, 2025.
  210. ^ "Next to originals, anime and Web tops the list for Cartoon Network". Kidscreen. June 1, 2000. Retrieved August 15, 2025.
  211. ^ "Mass-market Gundam Wing goods soar States-side". Kidscreen. June 1, 2000. Retrieved August 15, 2025.
  212. ^ "Right Stuf and Sunrise to Distribute Gundam Franchise in North America". Anime Herald (press release summary). October 11, 2014. Archived from the original on October 7, 2019. Retrieved August 15, 2025.
  213. ^ "Japan Expo fête ses 20 ans avec une édition record". Le Monde (in French). July 13, 2023. Archived from the original on July 14, 2023. Retrieved August 15, 2025.
  214. ^ "'Mobile Suit Gundam: Requiem for Vengeance' is Coming to Netflix". Netflix Media Center (Press release). December 3, 2023. Archived from the original on December 8, 2023. Retrieved August 15, 2025.
  215. ^ Nekkei BP mook, Otona no Gundamu Perfect (Gundam for Adult's Perfect), Business & History+Character+Mechanic, Nekkei Entertainment, ISBN 978-4-8222-6317-1
  216. ^ Bandai Namco Fiscal Year 2022 Financial Statement
  217. ^ "Bandai Namco Holdings Inc. Financial Highlights for the Fiscal Year Ended March 31, 2024" (PDF). Bandai Namco Financial Statements / Presentation. May 9, 2024. Retrieved October 19, 2024.
  218. ^ "Japanese workers in Wikipedia row". BBC News. October 5, 2007. Retrieved October 1, 2009.
  219. ^ Ayase Hirashima; Eri Hatano (February 2, 2024). "今、本当に推されている「人」「作品」が分かる 最旬"推し"新潮流". Nikkei Cross Trend (in Japanese). Archived from the original on February 22, 2024.