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Zone of the Enders: The Fist of Mars GBA Controls and Beginner Tips

A quick guide to The Fist of Mars on GBA: button functions, attack and defense targeting, and early tactical advice.
Length3 min Posted Quest giverVGSources Team
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Zone of the Enders: The Fist of Mars uses two kinds of play: tactical movement on a grid, followed by a reticle-based attack or evasion sequence. The basic controls are simple: A confirms, B cancels, L and R switch units on the battle grid, and Start shows the map.

GBA controls at a glance

Button Function
A Confirm a choice or command. During an attack sequence, press A when the reticle is over the target.
B Cancel a choice or command.
L / R Move the cursor between units on the battle grid.
Start View the battle grid map.
Select Unused in the control layout documented by Daniel Engel’s GameFAQs guide.

This mapping comes from a fan-authored guide, not an official manual.

How battles work

Move and choose an action on the grid

Select a unit, move it to a legal square, then choose an action such as attacking and select a target. Press Start to check the map if you need to see the battlefield layout before committing to a move.

Aim during an attack

After choosing an attack, the game switches to a first-person targeting sequence. Move the reticle over the enemy and press A to attack. If you do not line up the target in time, the enemy can evade. This sequence is described in the first-battle walkthrough by GameFAQs guide author Bouncer.

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Zone of the Enders: The Fist of Mars - (GBA) Game Boy Advance [Pre-Owned]
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  • Command mech units with precision across expansive battlefields
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  • Immerse yourself in the intense, futuristic techno soundtrack during mech battles

Keep moving during defense

When defending, your reticle represents your frame. Move it away from the enemy’s targeting reticles before the timer runs out. The walkthroughs suggest practicing circles or moving around the edge of the window; treat this as a practical guide technique, not a guaranteed way to avoid every attack.

Bouncer’s walkthrough also says the targeting minigame can be toggled at the matchup screen with the left shoulder button. If the reticle sequence has disappeared, check that setting.

Beginner tips for early fights

Practice the reticle before worrying about speed

In the first encounter, concentrate on placing the crosshairs over the enemy before pressing A. During defense, keep the reticle moving rather than leaving it still. Getting comfortable with both parts of the sequence makes the tactical choices on the grid easier to judge.

Let distant enemies approach when it helps

Bouncer’s early-mission advice is that enemies unable to attack an adjacent target cannot both move and fire a long-range attack in one turn. In that situation, you can end your phase, let them close in, then attack from range and make them spend another turn approaching. This is walkthrough advice for early encounters, not a rule established for every enemy or mission.

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Look for useful terrain

Check the ground around a unit before ending your turn. Bouncer notes that some battlefield terrain can provide defense or evasion bonuses, so positioning on suitable terrain may be preferable to moving closer without a clear benefit.

Match units to their strengths

The early-game walkthrough characterizes the units this way:

  • Razma: strong at range, but weak in close combat.
  • Semyl: broadly balanced, but slow.
  • Blade: mobile and able to heal, but a poor fighter.

These are the guide author’s descriptions of their roles, rather than official stat documentation. Use them to inform positioning and task choices, not as a substitute for checking the situation in battle.

Decide whether optional enemies are worth the time

Defeating enemies can earn experience and upgrade funds, which may help over a longer mission. But enemies are not automatically the priority: if a mission has an urgent or timed objective, focus on its victory condition instead of trying to clear every opponent.

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Save before a difficult mission

The walkthroughs recommend saving before challenging battles. Do so when the game allows it; the advice does not mean a save option is available at every point in the story.

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Which game these controls apply to

The Fist of Mars is the North American and European name for Zone of the Enders: 2173 Testament, a Game Boy Advance strategy game. RF Generation’s catalog record lists a Japanese record from 2001 and a North American variation from 2002. These controls and battle tips are for the GBA tactical game, not the separate 3D action game described on Konami’s console-game pages.

Quick Recap

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Zone of the Enders: The Fist of Mars - (GBA) Game Boy Advance [Pre-Owned]
Zone of the Enders: The Fist of Mars - (GBA) Game Boy Advance [Pre-Owned]
Upgrade mechs to boost strength and firepower; Command mech units with precision across expansive battlefields
$85.85

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