While this post is only loosely Japan-related, I feel the need to write it anyway. You see, as a young nerdling, I practically lived on the starship Enterprise. Specifically, the one from Star Trek: The Next Generation, Galaxy-class, Starfleet registry NCC-1701-D. I watched the show daily, I read the technical manual cover to cover, I knew this ship top to bottom, stem to stern. I have, therefore, been lusting after a good model of the thing for about 20 years now. For various reasons, I missed out on the Art Asylum version. When I heard Japanese model company Aoshima was going to produce an even more high end version, I determined I would not miss out again. Despite the expense, I jumped on it, and was not disappointed…

Forward Dorsal View

These are the voyages...

The Enterprise is presented in 1/2000 scale, making it approximately 1 foot long. Sculpting detail is beyond expectations, with sculpted windows, details on the escape pods, even the ribbing on the phaser strips. Some have commented that the curvature of the neck where it meets the saucer is smoother than presented in the technical manual drawings or the studio model, though I think this is a later retcon that may have been in the CGI version of the ship. The Art Asylum version is the same way, so I guess that is how it is now. The whole model is made out of relatively few pieces, which grants it some structural stability, but it is still very much a model and not a toy. Care should be taken when handling it.

Though it appears mostly gray in photos, the color actually has a slight blue-green tint to it, especially in the “Aztecing”. Unlike most mass produced Star Trek ships, the Aztecing is fully painted on all surfaces of the ship, and looks amazing. Additional painted details include the yellow RCS thruster quads, mustard colored transporter emitters, cargo bay doors, and more. Only two decals are required, the RCS thruster quads on the forward part of the stardrive section (just to either side of the main deflector). I’m not sure why these two were not painted on like the others. Name, registry and other fleet markings are all nicely printed on.

Minor assembly is required in the form of various screw caps that need to be installed around the model. The ones on the saucer take the form of some of the escape pods, making them almost undetectable once installed. In other places, Aoshima did the best they could to integrate them with existing features. While not as invisible as the saucer lifeboats, they are about as unobtrusive as they can be. One particular one comprising part of the cargo door on the bottom of the stardrive section was very loose on mine and required glue to keep it in place. Otherwise, all the screw covers hold themselves firmly in place.

Saucer Detail

Oh, the sacrifices we make for pretty lights

Additional Photo: Stardrive section battery cover and power switch

Batteries also need to be installed in both the saucer and stardrive (allowing them to be lit individually). The battery covers are the most obvious blemishes in the model’s appearance, but I don’t see what more could be done. It’s a sacrifice we had to make in order to have the lighting. One really clever bit is the power button for the saucer, which is actually the port side cargo door (opposite the battery cover). Like the escape pod screw covers, you’d miss it if you didn’t know to look for it.

Separation

Let's try not to crash into any planets this time

Additional Photo: Separation plane detail

Of course, the big feature anybody looks for in any toy or model of a Galaxy-class starship is saucer separation. Older toys would use some kind of mechanical locking mechanism or pegs, but this was unsightly and possibly prone to breaking. The Art Asylum sculpt introduced the idea of using magnets, which is not only more attractive, but easier to use and impossible to break. Unfortunately, the areas hidden when the ship is docked seem to be the one area Aoshima skimped on. The separation plane on both the saucer and stardrive side has less detail than the Art Asylum version. The docking magnets are also visible on the surface, the one on the stardrive conspicuously taking the place of the battle bridge. While not so bad it ruins the model, the lack of effort in this area just sticks out as odd considering the incredible level of care taken everywhere else.

Lighting - ventral view

It's OK, you can weep. There's no shame here.

Now onto the coup de gras, the real feature that will send you scrambling to purchase this bad boy — the lighting. It’s amazing. It almost brings me to tears. Individual windows have been cut out, allowing the light from inside to shine through. The amount of realism added just by that is incredible, and they are everywhere. Saucer, stardrive, even the neck has lit windows. The obvious (*cough* Art Asylum Enterprise-E) inclusions are of course the warp nacelles and main deflector. Impulse engines are also lit both on the saucer and stardrive. Again showing their insane obsession with detail, Aoshima includes alternate caps to black out the saucer impulse engines as they are not used when the ship is docked. All the lights are bright, and visible even in a well lit room. Not included are sound effects as found on Art Asylum ships, but I always found that to be obnoxious anyway. As you can see, there are no problems with light bleed through the plastic, though close inspection reveals a bit of leakage around seams. The only thing I think is missing lighting that should have it is the bridge, though that would have required installation of a clear cap since they couldn’t simply cut it out. Still, I’d have liked to have seen it done. I also have a minor quibble in that the saucer deflector (the four square lights toward the front) should be white, not orange. Not sure where they got the orange from.

Shuttlepod and captian's yacht

Clearly not to scale

Additional accessories included are an out of scale model of the shuttlepod El-Baz, a removable captain’s yacht, and a nice display stand. While I would have preferred one of the Type-6 warp shuttles introduced later in the series, that’s just personal preference. The El-Baz has lots of nice sculpting and paint detail to match its mothership, and is a great little bonus. On the opposite end of the detail spectrum is the captain’s yacht, which has no detail whatsoever on its dorsal side. While the yacht was never used (or even mentioned) on screen, drawings of it were presented in the TNG Technical Manual, so it would’ve been nice to see it more fleshed out. Still, considering no other model to my knowledge has ever bothered to include it at all, it’s still a neat feature. As for the stand, it is capable of displaying the Enterprise either docked or separated, and features a cool reproduction of the ship’s dedication plaque.

Saucer edge seam

At least the departments won't have to fight over those lateral sensor arrays

Finally, my miscellaneous gripes. I mentioned seams when talking about the lighting, and there are some little gaps that become visible when the lighting is on. These should have been tightened up, or at least sealed during assembly. The biggest seam issue has to due with loss of detail due to the way it’s put together. The top and bottom halves of the saucer are joined right at the outermost edge. I had trouble photographing this, but it produces not just an obvious and unsightly seam, but also precludes the possibility of any of the details that should be around that edge. Mostly this is just lateral sensor arrays, and it probably takes an uber-Trek-nerd like me to notice they’re gone, but this is a damn expensive model. The Art Asylum version managed to solve this, why not Aoshima? Similar seams exist around the edge of the stardrive, likewise eliminating detail there. I mentioned about the bridge not being lit, which is kind of understandable, but the observation lounge on deck 2 aft should have been lit. That’s a major location which many fans know how to locate, so it should have been lit. They lit Picard’s quarters on deck 3 forward though, so win some lose some.

Overall, this is a great model. I’m really reduced to nitpicking to find things wrong with it. Yes, the seams kind of suck considering the cost, and those two stickers are kind of BS, but this is still the most amazing representation of this ship ever mass produced. While it is priced out of the range of most casual fans, it is a great feather in the cap of any hard core Trekkie’s collection. I’m certainly glad to have scratched this 20 year old itch.

Additional photos:

Forward Ventral View
Aft Dorsal View
Aft Ventral View
Lighting – Dorsal View
Lighting – Saucer Aft View
Stand Dedication Plaque

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The publication date of this post is August 28th, 2011, the day the final episode of Kamen Rider OOO aired. To mark the occasion, let’s look at something I’ve sunk more money into this year than I care to think about: OOO’s henshin gear!

OOO Driver

OOO Driver

OOO’s henshin belt is the OOO Driver. “Driver” seems to be the new standard term for henshin belts, a bit of a shame they don’t come up with more unique names anymore. Names aside, the OOO Driver itself is pretty nice. The buckle is glossy black and silver with metallic blue “circuit” detailing. When wearing the belt, on your left hip is a small holder for easy access to up to six OOO Medals. This holder is amusingly styled after the type of belt mounted change holders a vendor on the street might use. On your right hip is the OOO Scanner, where all the electronics and magic really reside. I’ll discuss that more in a bit, but on the belt it has its own holster clip, keeping it securely in place when not in use. The straps for the belt also feature release buttons, allowing them to be easily detached from the buckle for display if you prefer.

OOO Medals

OOO Medals

The central theme of Kamen Rider OOO is OOO Medals. Each medal bears the crest of a particular animal, and grants OOO a unique power. Medals are primarily classified as Core Medals or Cell Medals, shown above the translucent Condor Core next to the dull gray Condor Cell. Core Medals are the “core” of the beings called Greeeds. Each Greeed has nine cores: 3 head cores, 3 body cores, and three leg cores. Which part of the body the core corresponds to is indicated by bars on the back of the medal: 1 for head, 2 for body, 3 for legs. You can see the back of the Kamakiri Core on the right has two bars, indicating it is a body core. Cell Medals “stick” to core medals to form the remainder of a Greeed’s body mass, and can be created by having a creature called a Yummy feed off human desire. In the context of the toys, Core Medals are made of translucent plastic with a gold painted metal ring. These medals feel very substantial when held, and are very nicely made.

Cell Medals are made from simple, unpainted gray plastic. This indicates their relatively lower value, and are not functionally interchangeable with the Core Medals. On the back of Cell Medals is a large “X”, since they do not activate any power for OOO (though they are utilized by Kamen Rider Birth).

Inside each medal is an RFID chip, which is activated and read when the OOO Scanner passes over it. This is the same technology being applied to credit cards and passports, allowing you to wave them near a pad for them to be read. IMO, this technology is better applied to toys, since the security implications make me cringe.

OOO Driver loaded

To use the OOO Driver, load three medals into it. They should be, in order, one head core, one body core, and one leg core. Above we see the three medals that make up OOO’s “default” form: Taka (head), Tora (body) and Batta (legs). In practice, the toy doesn’t really care. Put them out of order, use three head cores, use cell medals, it’ll still work in a basic sense. Once the medals are loaded, the front part of the buckle can be tilted to prepare for scanning.

OOO Scanner

OOO Scanner

Take the OOO Scanner, and squeeze the large button hidden inside its grip area. This will cause the scanner to light up and begin making a pulsing standby sound. Starting from your right with the head medal, run the scanner through the track along the bottom edge of the buckle so it passes over each medal in turn. As you pass the medals, the red lights along the front edge will illuminate one by one. If you go slowly, the scanner will announce the name of each medal as you pass. If you go quickly, it will announce them all at the end. Make sure to catch the hidden sensor at the end of the buckle to signal the scanner you’re done. The OOO Scanner will announce the names of the medals, then play a sound effect. The effect you get will either be generic, or a unique “jingle” if you scanned a special combo. The above set is OOO’s default TaToBa Combo. The scanner will play the special jingle for the combo: “Ta-To-Ba TaToBa Ta-To-Ba!” All the other combos are made up by using all three medals of the same color. These single color combos also get a sound effect related to the animal group they represent (screeching bird, buzzing insects, etc.) Here is the list:

TaToBaTakaToraBatta, OOO default combo
RaToraTahLionToraCheetah, cat combo
GataKiriBaKuwagataKamakiriBatta, insect combo
SaGouZouSaiGorillaZou, large mammal combo
TaJaDoruTakaKujakuCondor, bird combo
ShaUTaShachiUnagiTako, aquatic combo
PuToTyraPteraTriceraTyranno, dinosaur combo (in the show, these medals cannot mix with other medals)
BuraKaWaniCobraKameWani, reptile combo (movie exclusive)

To use OOO’s hissastsu techniques, scan the same set of medals you just scanned a second time, and the OOO Scanner will announce “Scanning Charge!” It will then play the combo’s animal noise if applicable, followed by a hissastsu sound effect.

OOO Medal Holder

OOO Medal Holder

It’s not long before the number of medals OOO and his partner Ankh are using becomes a bit difficult to manage. They begin to use a special OOO Medal Holder, which of course Bandai produced and sold. For what it is, it’s actually pretty nice. It’s made of the same glossy black plastic with metallic blue detailing as the OOO Driver. It has a really solid hinge, and two slide locks to keep it from spilling open. Inside, it’s lined with a sort of stiff foam rubber with cutouts for 24 medals. The medals fit snugly into the cutouts and do not tend to fall out. For what it is, it’s a pretty nice little piece, and a stylish way to house and protect the investment you made in all those medals. Shown here is my collection, featuring all 18 Core Medals from the TV series, and the Condor Cell which comes with the case itself. These are all the “deluxe” versions of the medals, rather than the gashapon or candy toy versions which are slightly lower quality. Here’s the breakdown of where the deluxe cores come from:

OOO Driver: Taka, Tora, Batta, Kamakiri
Medal Set o1: Lion, Cheetah, Kuwagata
Medal Set 02: Sai, Gorilla, Zou
TaJa Spinner: Kujaku, Condor
Medal Set 03: Shachi, Unagi, Tako
Medal Set 04: Ptera, Tricera, Tyranno

The Cobra, Kame and Wani cores come in Medal Set SP, which I haven’t been able to get ahold of yet. There’s also Medal Set EX, featuring the Cores from Kamen Rider OOO & W feat. Skull: Movie War Core, but their names aren’t actually spoken by the OOO Scanner. A few promotional medals like a kangaroo have also been released as magazine premiums in Japan, and they actually do work, though they aren’t part of any combo.

TaJa Spinner

TaJa Spinner

Though each body medal features a “weapon”, like the Tora Claws or the Kamakiri Blades, only two were released as actual toys: the TaJa Spinner and MedaGabuRyu. TaJa Spinner appears on the left arm whenever the Kujaku Core is used. In form, it’s sort of a small shield, looking like a giant Core Medal featuring the crest of the TaJaDoru combo. Detailing as expected of Bandai’s DX role play toys, is nice, but I feel like its design could use more variation of color. Its overall effect is rather bland. Functionality is also not all that great. There’s a trigger on the hand grip (which may be too small for adult hands). Pushing the trigger plays a sound of a fireball being launched, but a light on the front would have sold this much better.

TaJa Spinner action

TaJa Spinner is able to activate its own hissastu attack separate from Scanning Charge. To do this, open the TaJa Spinner and fill it with seven medals of any kind. Close the cover, and pull back the handle. When the OOO Scanner is set in the track at the front, it’ll press a button causing the medals inside to rapidly spin past. After they’ve all passed, push the scanner the rest of the way through to catch another sensor. It will announce the names of the first six medals that passed it, then say “Giga Scan!” After this, the trigger on the TaJa Spinner will play a bigger attack sound effect. Why they include space for seven medals when only six matter is curious. It seems they could’ve spaced them out and adjusted the timing so everything would just work with six, if that’s all the memory in the scanner can handle.

The OOO Driver is great. The medal system allows for a lot of variation, and they’re neat little collectibles. The belt itself is a blast, though the cost to get all the medals can be daunting. Try not to get scalped on the price of the medal sets, they’re not worth more than 1500 yen at most. The TaJa Spinner is a little more lacklustre. I just somehow expected… more. Even just the addition of a light on the front would have been a big improvement. If all you want is the Kujaku and Condor Cores, you may want to consider getting the gashapon or candy toy versions.

DX GouJyuujin

August 21, 2011

The sixth member of the Gokaiger team is GokaiSilver, able to access the powers of 15 “sixth” Rangers from previous teams (further additional members’ keys are still held by a privateer called Basco). Given to him by DragonRanger, TimeFire and AbareKiller are the Grand Powers of TimeRanger, ZyuRanger and AbaRanger. These three together allow GokaiSilver access to his personal mecha in three different forms. As in the show, let’s start with GouJyuuDrill

GouJyuuDrill

GouJyuuDrill and TimeJet Gamma

Using the Grand Power of Mirai Sentai Timeranger, GokaiSilver can summon GouJyuuDrill through a time portal. Though he uses TimeFire’s key to activate the power, the idea of a ship seems to relate more to TimeJet Gamma than to TimeFire’s V-Rex. Also, I don’t own V-Rex as it’s huge and expensive. There’s not a whole lot to directly compare to TimeJet Gamma besides GouJyuuDrill’s vaguely triangular shape. For the most part, this mode is a concession to the other two, so it’s a bit of a mess. I find this mode somewhat unstable as well, since the front drill part comes off very easily. The main gimmick of the toy is that the drill features a wind up motor, and that is functional in this mode.

GouJyuuRex

GouJyuuRex

Using the DragonRanger key activates the Grand Power of Kyouryuu Sentai Zyuranger, famous in the US as the basis for Mighty Morphin’ Power Rangers. GouJyuuDrill transforms into GouJyuuRex! GouJyuuRex is an obvious tribute to Dragon Caesar, given the drill tail and the now paleontologically incorrect posture. GouJyuuRex features good articulation at the hips, knees, ankles, shoulders, elbows, and fingers. He can also open his mouth, but this is really part of a later transformation. The wind-up drill also still works on his tail, a cool feature sadly missing from Dragon Caesar.

GouJyuuJin

GouJyuuJin

AbareKiller gives activates Bakuryuu Sentai Abaranger’s Grand Power, and GouJyuuJin finally appears! Again, though GokaiSilver accesses it through AbareKiller’s key, GouJyuuJin is obviously referencing AbarenOh rather than KillerOh. Though they keep their drills on opposite arms, that’s the most striking common feature, along with the large T-Rex feet. GouJyuuJin has excellent posability, a feature that also hails back to AbarenOh. GouJyuuJin can actually outdo AbarenOh by coming to a full kneeling position, as a consequence of how the legs must be for GouJyuuRex. As GouJyuuJin, both the drill arm and T-Rex head arm can wind up and spin. Unique to this form is how they’re activated, a small dial on the back that functions similarly to GokaiOh’s GokaiDial. Turning the dial to the right activates the left arm, then the right. Turning the dial to the left activates both simultaneously.

GouJyuuJin weapons

GouJyuuJin also features two alternate weapon modes for the drill arm. The first is referred to as “shield mode” and it mostly used to spin and block attacks. This mode is extremely reminiscent of the spinning tail weapon used by Dinobot in Transformers: Beast Wars, to the extent that I wouldn’t believe the designer wasn’t inspired by Dinobot. The other alternate mode is a trident, similar to the trident that GokaiSilver himself uses.

GouJyuuGokaiOh

GouJyuuGokaiOh

One last thing is the interaction with GokaiOh. GouJyuuJin once again uses the standard Super Sentai arm joint, so swapping arms with many mecha of recent years is possible. More to the point though, GouJyuuJin’s motorized features are compatible with GokaiOh’s Open Gimmick, by way of the same pins that push out through the arm joint when the dial is turned. GouJyuuJin’s instructions demonstrate GouJyuuGokaiOh by swapping GouJyuuJin’s arms onto GokaiOh. Spinning GokaiOh’s GokaiDial will activate the spinning motors in place of opening the doors on GokaiJet and GokaiRacer. This combo has not been used on the show, and I’m not sure it ever will, but there it is. Likewise, you can put GokaiOh’s arms onto GouJyuuJin and they will pop open when the dial is turned.

GouJyuuJin is awesome. Unlike GokaiOh, it’s got a lot of play value all by itself thanks to being a triple changer, and the outstanding posability (by DX Sentai mecha standards). The wind up feature is surprisingly fun, and much less expensive than an electronic version. I’d recommend it to anybody who likes the DX Sentai mecha toys, even if you don’t have GokaiOh.

As discussed in the GokaiOh review, the 2011 Super Sentai is Kaizoku Sentai Gokaiger, a team of pirates who can take the form of all 34 previous Sentai teams. This leads to some pretty wild and varied action scenes as the Gokaigers change forms, powers and therefore fighting styles at will. The method for doing this, of course, is their henshin device: a phone changer called Mobirates.

Mobirates closed

Mobirates is big. Really big. Sentai phone changers are already much bigger than real-life cell phones. I wouldn’t want to have something the size of the Magirangers’ MagiPhone in my pocket all the time. Even then, as you can see in the photo above Mobirates (left) completely dwarfs MagiPhone (right). Wow. The size is good and bad. Role play toys are typically made under scale to suit children, so it’s nice to have something with some bulk. On the other hand, holding this thing up to your head like a phone demonstrates how ridiculously out of scale it is with real phones. Especially given the part extending out of the back, I would’ve liked to see some sort of holster or method for attaching it to a belt included, as it’s impossible to pocket. Aside from size, Mobirates shows some nice texture detailing in the red areas, contrasting with the smooth glossy parts. The leather-like texture with the gold fittings also helps sell visually the idea that maybe it does come from the high seas of the 17th century.

Mobirates open

Open, we see the top “screen” featuring a pair of cutlasses and a small red LED in the center. On the bottom we have a keyhole which serves the phone’s main gimmick, and the keypad in a font reminiscent of the time period of pirates. There’s more of the nice red texture around the keypad, along with some gold detailing around the key hole. Only the white keys work, the star burst in the top center functions as “enter”. There are numerous codes that can be keyed in to make Mobirates call out something, I’ll list a few here.

0001–0035 — Says the name of the appropriate Sentai team, Goranger through Gokaiger
1992, 2001–2005, 2008–2011 — Says “Gattai!”, then the name of the mecha corresponding to that year’s team, followed by one of “Iku ze!”, “Hasshin!” or “Ganbare!” (Odd that Daizyujin is specifically included while DaiBouken and GekiTouja are skipped)
5091 — Hasshin! Go~kaiMachine!
5501 — Hasshin! Go~kaiGalleon!

There are numerous others, including a few somewhat silly holiday greetings, various cheers for the Gokaigers, etc. A full list can be found here. You’ll need to be able to read Japanese to see what each code is, but at least you can see which numbers will in fact do something.

Ranger Key

In order to henshin with Mobirates, you don’t actually use the keypad. Instead, you use an item called a Ranger Key. When the 34 previous Sentai teams lost their powers defending Earth from the Zangyack Empire, the powers were sealed in Ranger Keys and scattered throughout the universe. AkaRed was able to gather all the keys aside from the additional (6th, 7th, etc) Rangers and passed them onto Marvelous who became GokaiRed. To begin, they must transform using their respective Gokaiger key. Ranger Keys begin as a little figurine of the Ranger they embody. To turn them into a key, just flip their arms up, then the legs to reveal the actual key part. The Ranger Keys have a decent amount of detail for their size. It should be noted though the ones that come from gashapon or candy toys have stickers instead of painted details.

Mobirates activated

To activate Mobirates’ henshin mode, insert a Ranger Key, turn it, and of course call out the henshin phrase “Gokai Change!” The cutlasses on top will rearrange to form a crossed image, and reveal the skull/Ranger Key to complete the Gokaigers’ logo. The red LED will flash, and Mobirates will call out the name of the appropriate team followed by a henshin sound. Gokaiger keys have a unique henshin sound, all others use a generic one.

GokaiBuckle

I actually bought my Mobirates as part of the “Narikiri Set” (Roleplay Set) which includes the Gokaigers’ belt GokaiBuckle, and the first additional Ranger Key set. In the show, the Gokaigers are able to think of the key they want, and it will appear from the GokaiBuckle when the big button on top is pressed. Then, they’re able to “Gokai Change” at will into any previous Sentai member (even if it doesn’t match their color or gender). Obviously the toy can’t make things appear from nowhere, but you can put one in beforehand, then take it back out. That’s… all it does. As a belt, it’s large and rather garish. It looks like a championship belt. As part of the set, it’s not a bad inclusion, but I wouldn’t buy it on its own.

Ranger Keys

Finally, here are the 10 keys that come with the Narikiri Set. For those keeping score, here’s which keys come with what if you buy them separately:

Mobirates: GokaiRed, ShinkenRed, Go-OnRed
GokaiBuckle: GokaiPink, GokaiGreen
Ranger Key Set 01: VulEagle, GaoRed, DekaRed, MagiRed, GekiRed

GokaiBlue and GokaiYellow come with the GokaiGun and GokaiSaber respectively. I have a few more keys on the way, but really you get the idea. As I said before, the keys themselves are kind of nice little collectibles all on their own, but don’t spend more than retail on them. They’re not worth it. Coming in October, Bandai is actually releasing the treasure chest the Gokaigers use to hold the keys. Whether it will be full size and able to contain all 199 keys (should you be insane enough to collect them all), we’ll have to see.

Overall, Mobirates is a pretty fun changer. It is on the expensive side, likely due to its size and the complexity of the Ranger Key system. Hopefully this trend of expensive and elaborate changers won’t continue beyond Goseiger and Gokaiger, but for this special occasion Mobirates has a lot of play value. In addition to the main Ranger Key function, it says all kinds of stuff, and is very well sculpted so it looks great on display.

2011 is a big year for Super Sentai. It marks the 35th series in the franchise, Kaizoku Sentai Gokaiger. Rather than the method used for Gaoranger (25) and Boukenger (30) where they just got a slightly bigger team-up special. The Gokaigers can take on the form and powers of all 34 previous Sentai teams, in a manner similar to Kamen Rider Decade. That we’ll cover in more detail in the review of their henshin device, Mobirates. For now, let’s look at the mecha — the GokaiMachines.

GokaiMachines

GokaiMachines

Here we have the mecha for the five main Gokaigers. GokaiGalleon, GokaiJet, GokaiRacer, GokaiTrailer, and GokaiMarine. Individually, they don’t do much on their own, even in the show. In the series, GokaiGalleon is the Gokaigers’ home and main method of transportation. The other GokaiMachines nest inside each other, and eventually into GokaiGalleon, but this is not possible with the toys. Their stylings are all pretty boxy, but there’s a good reason for that.

GokaiOh

GokaiOh

The combined form of the five GokaiMachines is GokaiOh! Heavily reinforcing the pirate theme of the Gokaigers, GokaiOh sports a stylish pirate hat and dual cutlasses (GokaiKen). As a combined robot, GokaiOh is very nice looking, with lots of detail all over. The GokaiKen can be attached to holders at his waist in appropriately swashbuckling fashion. The standard Sentai arm joint is employed for the arms and legs, leading to potential for some amusing unintended combinations with older toys. GokaiOh’s main feature is what Bandai refers to as the “Open Gimmick”. By rotating the GokaiDial on GokaiOh’s back, doors on each mecha open like a treasure chest. By default, this only reveals the GokaiHo cannon inside GokaiGalleon, able to perform the Gokai Star Burst attack. This is only the tip of the iceberg, as by meeting other previous Sentai teams, GokaiOh can gain new abilities, referred to as Grand Powers (大いなる力 ooi naru chikara).

PatStriker

Some of these Grand Powers simply deploy an attack or weapon for GokaiOh. Examples would be the Gekirangers causing the spiritual forms of their Geki Beasts to deploy from GokaiOh and attack, or the Boukengers allowing GokaiOh to use DaiBouken’s GoGo Ken. The most significant Grand Powers cause one of a previous team’s mecha to physically appear. The first of these was MagiDragon from MagiRanger, which I deliberately skipped because I found it somewhat silly looking in this incarnation (though I love the original). The second to appear was DekaRed’s PatStriker, from Tokusou Sentai Dekaranger.

PatStriker

PatStriker is shown here with the original Dekaranger version on the left, and the Gokaiger version on the right. For Gokaiger, PatStriker’s details have been reworked slightly, but nothing near the level of MagiDragon. It’s actually substantially slimmed down and looks a lot sleeker. Some Gokaiger specific adornments, like their cross cutlass logo and a somewhat silly rainbow decoration were also added. Armaments are upgraded with twin beam cannons on the front, and gatling guns in each wheel. The fold out grabber arms on the back are no longer present. Like the original, the new PatStriker features electronic lights and sounds. Powering it on causes the same chirp to play as when the SP Licenses are powered on, a nice touch. Pressing the button on top will play either the same siren effect as the original, or the Gokai Change system’s voice saying “PatStriker, hasshin!” followed by the siren again. Both effects also cause the roof lights to flash. Like MagiDragon, PatStriker is able to break apart into five pieces and nest inside the GokaiMachines, preparing to unleash the Open Gimmick.

DekaGokaiOh

DekaGokaiOh

When the GokaiDial is turned using the DekaRangers’ Grand Power, PatStriker is revealed and DekaGokaiOh is formed! A new sound effect is played to mark this new formation. The presence of PatStriker, and especially its lights, on the chests evokes the image of DekaRanger Robo. It should also be noted that for combinations such as this, GokaiGalleon’s door is removable, so it doesn’t hang awkwardly off the front. Pressing PatStriker’s button again will cause it to play a sound effect for the Gokai Full Burst attack, where GokaiOh cuts loose with all of PatStriker’s gatling guns at once.

DekaGokaiOh with pistols

DekaGokaiOh has a variant mode where the doors on the limbs close, and the two front end pieces of PatStriker become twin pistols. In this mode, DekaGokaiOh is able to perform acrobatic gunfighting moves similar to Dekaranger Robo, or DekaRed himself. Dekaranger Robo is also included in this photo for comparison, which also gives an idea of how big GokaiOh is.

GaoLion

GaoLion

A while after PatStriker, the Gekirangers are able to summon GaoLion from Hyakujuu Sentai Gaoranger. GaoLion is much larger than MagiDragon and PatStriker, forming an imposing presence all on its own. Unfortunately (very much so), I don’t have GaoKing, so I can’t show a comparison to the original GaoLion. The styling, as with PatStriker has been changed a bit, most notable the addition of a “handle” between his jet boosters that will come into play later. Powering on GaoLion plays the flute tune used when the Gao Animals were summoned. Pressing the button on top of GaoLion’s head causes four pieces of his mane to stand up, his eyes to light, and one of three growling/slashing effects to play.

GaoGokaiOh

GaoGokaiOh

GokaiOh can separate from its legs and join atop GaoLion’s shoulders to form GaoGokaiOh. This combination is similar to GaoIcarus separating from its legs and combining with an (even more) gigantic GaoLion to form GaoCentaurus. GokaiOh is still able to use its GokaiKen in this form. Turning the GokaiDial will open the arms and chest (though the legs do nothing for now). Though nothing is inside, in the show this would cause the Gokai Animal Heart attack to be fired from the openings.

GaoLion isn’t finished yet. When the Gokaigers gain the Grand Power from Samurai Sentai Shinkenger, GaoLion once again appears. This time though, it separates into pieces and recombines fully with GokaiOh. GaoLion’s pieces can’t be enclosed fully within the GokaiMachines, but that’s OK because they each feature their own Open Gimmick.

ShinkenGokaiOh

ShinkenGokaiOh

When the combination is complete and the GokaiDial turns, panels on each of GaoLion’s parts open and reveal one of the Shinkengers’ respective kanji. At the same time, GaoLion will play an effect of kabuki-style drums often associated with the Shinkengers. GokaiOh’s GokaiKen are combined with the handle from GaoLion’s back to form a large naginata, which is ShinkenGokaiOh’s primary fighting weapon. Pressing GaoLion’s head button will play one of two slashing attack sounds.

ShinkenGokaiOh and ShinkenOh

Like Deka- and Gao- GokaiOh, ShinkenGokaiOh uses some visual cues to evoke the image of the original mecha it’s based upon. The presence of the lion head on the chest (though much larger), and the samurai helmet are the biggest ones. I actually sort of like GokaiOh’s helmet better. One interesting point is that the actual kanji on ShinkenOh were all broken up, and are therefore much more apparent on GokaiOh. ShinkenGokaiOh can also use a scaled up version of ShinkenRed’s Rekka Daizanto to perform Gokai Samurai Giri. The actual size of this weapon on the toy is a little disappointing, and rather too thick, so I tend to display with the naginata instead. ShinkenOh’s DaiShinken is a much nicer weapon.

Overall, I’m pleased with these two additional GokaiMachines. GokaiOh is a bit lacking by itself, but with these two the investment pays of with a lot of fun to be had. The inclusion of electronics even on the smaller PatStriker is really nice. Though GaoGokaiOh is a bit silly, both GaoLion itself and ShinkenGokaiOh are fittingly impressive in person. I recommend GokaiOh in combination with one or both of the other two very highly.

DX Magiphone

July 12, 2010

The 2005 Super Sentai series, Mahou Sentai Magiranger, is one of my favorite of the franchise. As such, something I’ve long wanted to add to my collection is the Magirangers’ henshin device, the Magiphone. More than just a henshin device, the Magiphone was central to the casting of all sorts of magical spells in the series.

The exterior of the phone shows gold painted details over a gloss black base. The gold is not reflective nor terribly glossy, but rather matte in finish. This is likely for the best, as it might have been too overbearing otherwise. Prominently featured is the “M” logo of Magitopia, seen frequently throughout the series.

Opening the phone reveals the keypad and screen. The screen is a reflective sticker with a somewhat kaleidoscopic pattern to it. The keys are very well done, made of a single sheet of soft plastic with switches underneath. The resulting effect has a nice feel to it. When the phone is powered on, a red light flashes at the base of the screen, which becomes more important later. Dialing numbers will produce varying beep tones, and pressing the Call button will make a ringing sound until the End button is pressed.

A button on the side of the phone causes the inner part of the screen to flip upward, transforming it to wand mode. The red light that was under the screen now protrudes from the tip. Keying in various codes followed by the Enter button will make the phone repeat the magic words that correspond to the numbers, followed by a sound effect. As it can only remember 4 numbers, only the last 4 numbers keyed will be repeated. The numbers correspond to the magic words as follows:

1 – Maaji
2 – Jiruma
3 – Jijiru
4 – Majine
5 – Jinga
6 – Majiro
7 – Majika
8 – Jii
9 – Majuna
0 – Maji

There are four specific spells that have a unique sound effect, all others get one of several generic effects. Those special spells are as follows:

1-0-6 – Maagi Magi Majio – Mahou Henshin, turn into Magirangers
1-0-7 – Maagi Magi Majika – Mahou Dai Henshin, turn into the Magi Majin
1-2-0-5 – Maagi Jiruma Magi Jinga – Combine the Magi Majin into MagiKing
8-3 – Transforms the MagiSticks into the Magirangers’ individual weapons

Overall, the MagiPhone is well made and pretty fun. It can to some level reproduce almost any spell used by the MagiRangers in the show (aside from the ones from the DialRod and a few oddballs). The flip transformation action is also very satisfying. Very nice addition to a Sentai changer collection.

Among fans of action toys, it’s always the biggest toys in the line that stand out. Whether we’re talking about the “City” Transformers like Metroplex and Fortress Maximus, the G.I.Joe aircraft carrier, or the Technodrome from TMNT, it’s always the big ones. For Sentai and Power Rangers, there’s a tradition going back to the Showa era of the “carrier” robo, a robo so big it actually hauls the others around. Of all the ones that have existed, I think my personal favorite has always been King Pyramidder from Choriki Sentai Ohranger, renamed as Pyramidas for Power Rangers Zeo. His size is impressive even among carrier robos, has a great level of molded detail, and is actually a triple changer. King Pyramidder’s primary function was to carry the Choriki Mobiles (OhRanger Robo) and Red Puncher, though he can also carry OhBlocker. I recently picked up the Japanese versions of OhRanger Robo and King Pyramidder, and have paired them with my trusty old Red BattleZord (Red Puncher) that I’ve had since the days of Power Rangers Zeo.

Choriki Mobiles

Choriki Mobiles

The first mecha created by UAOH for the OhRangers are the Choriki Mobiles. Drawing from the Choriki power of the ancient Pangaean civilization are Sky Phoenix, Gran Taurus, Dash Lion, Dogu Lander and Moa Roader. In comparison to the US version of these toys, the most obvious difference is that Dogu Lander and Moa Roader are pulled by actual metal chains instead of cotton cords. I’m sure there’s some extra paint detailing and/or decals typical of the differences between Japanese and US releases, but I don’t have a US one anymore to compare it to. I always thought these were sort of a unique idea, evoking an image of the Rangers riding into battle on chariots, thus reinforcing the ancient civilization theme.

OhRanger Robo

OhRanger Robo

The five Choriki Mobiles can of course unite into a single humanoid robo, in this case the mighty OhRanger Robo. The gold and blue give a nicely unified and balanced color scheme, while the red on the Wing Head creates a nice accent, rounding out the primary colors (if you count the gold as yellow). While using the Wing Head, OhRanger Robo can summon the Super Crown Sword and defeat monsters with Crown Final Crash. Wing Head isn’t the only power OhRanger Robo can utilize, as the other four Choriki Mobiles also offer their own helmets and powers.

OhRanger Robo Helmets

Gran Taurus’s head becomes the Horn Head, granting the ability to perform powerful charging attacks and discharge lightning from the horns. Dash Lion’s mane becomes the Graviton Head with the power of telekinetically throwing the monsters around. Dogu Lander’s head becomes the Vulcan Head, with vulcan guns that also double as thrusters for maneuvering in space. Finally, Moa Roader’s head becomes the Cannon Head which in addition to the head mounted cannon can also use a tornado attack.

Red Puncher

Red Puncher

The Baranoia Empire’s Machine Beasts soon become too strong for OhRanger Robo to handle alone, and it’s severely damaged. Desperate for a way to combat them until OhRanger Robo is fixed, OhRed calls on Red Puncher. Red Puncher is an earlier robo created by UAOH whose power was too difficult to control and killed its last pilot, thus it was abandoned. OhRed masters it, and adds its considerable power to the OhRangers’ arsenal. Shown here is my American version Red BattleZord, though as far as I know the differences are minor if any. The toy has a motorized feature where the arms move in and out like pistons to simulate punching or the “recoil” of the cannons in the wrists.

Buster OhRanger Robo

Buster OhRanger Robo

Particularly nasty baddies may need to be finished by an attack stronger than what OhRanger Robo or even Red Puncher can muster on their own. In these cases, Red Puncher can attach to OhRanger Robo to form Buster OhRanger Robo. Red Puncher’s head also becomes the sixth helmet, Buster Head, for OhRanger Robo. In this combined form, Red Puncher’s cannons deliver a super powerful attack called Big Cannon Burst.

King Pyramidder

King Pyramidder

With the arrival of Riki the KingRanger, the OhRangers gain access to their most powerful weapon, King Pyramidder. In its default form, King Pyramidder is an enormous pyramid shaped tank which is also capable of making interstellar flights. A force to be reckoned with even by itself, King Pyramidder can fire a beam from the tip of the pyramid or summon lightning from the heavens. As a toy, King Pyramidder is extremely large, but surprisingly light considering it is mostly hollow to carry the other robos. The arms and head have a tendency to pop out of joint while transforming, but this is much preferable to it breaking so I don’t mind this much. One interesting aspect is the rotating locks on the hips, labeled with obvious stickers to make sure to set the locks after extending the legs. This is so it doesn’t collapse and pinch your fingers when you stand it up. I think concerns like this are why such large action toys aren’t produced much anymore, since a bigger toy can more easily cause injury. It’s a shame, but understandable in a way. Compared to the American version (which I formerly owned), King Pyramidder has a flecked texture in the yellow areas which helps keep him from looking like a big, flat yellow mass. I think there are a few more paint apps here and there as well.

Carrier Formation

King Pyramidder Carrier Formation

King Pyramidder can carry the Choriki Mobiles in two ways. One is carrier formation, where King Pyramidder extends itself out horizontally, with the Choriki Mobiles and Red Puncher riding on top. In this form, they charge at the enemy with all the weapons on the various robos blazing.

Battle Formation

King Pyramidder Battle Formation

The more commonly used method is battle formation. King Pyramidder transforms into a gargantuan humanoid robo, and the Choriki Mobiles move into special docking bays inside of it. Finishing the formation is Red Puncher, standing on a platform on King Pyramidder’s back with Puncher’s cannon arms coming up over its shoulders. The docked Choriki Mobiles power up King Pyramidder for the OhRangers’ ultimate attack, the Super Legend Beam. After its introduction, OhBlocker can take the Choriki Mobiles place inside King Pyramidder, though it remains in its fully combined form instead of splitting into its component robos. The toy in this form stands an imposing 19″ in height. The scale of it is driven home in the show where they always include a shot of King Pyramidder towering over the monster as it cowers in fear. Epic.

Despite mixed opinions of the OhRanger series itself, I really like the robos from it. Both Buster OhRanger Robo and the various King Pyramidder formations are extremely impressive. King Pyramidder is probably one of my all time favorite Sentai toys, he’s just so massive and imposing. I also like that he has a true “carrier” mode, where the other mecha ride on top where you can see them instead of hiding inside as is often the case. If you find a good deal on these toys in either the Japanese or US editions, I say go for it. They are very nice examples of Sentai mecha with a lot of interaction between them.

I recently decided, on a whim, to rewatch 2004’s Tokusou Sentai Dekaranger. I’ll be getting to the show itself soon, but while clicking around eBay while watching I found something nice. This is the Master License, a special version of the Dekarangers’ SP License henshin device used by their boss Doggie Kruger. Doggie uses it to become the ultra-badass DekaMaster whenever he feels his subordinates are in too deep.

Since Dekaranger is based around a police detective theme, the SP License is based on a detective’s badge holder. The normal SP License has a white door with black text, but the Master License goes with an all-black color scheme with the text outlined in gold. In its closed form, it has a good size, feeling pretty good even in my adult sized hand. It may actually be 1:1 scale to the show. In use, the license has three operating modes, selected by a slider switch on the side. This switch physically releases 3 layers of flaps depending on where it’s positioned, giving the illusion that the interior of the license changes for each mode. It’s a clever effect, and works really well. Also, the classic cool move with a detective’s badge is to snap it closed by flicking your wrist, which the license will do, though it may take a bit of practice to flick it shut with all three flaps open.

The first mode is “Change”. This is the mode used to actually transform into DekaMaster. The Master License features a variant of the Dekaranger badge that incorporates Doggie’s rank insignia. Below, you have a sticker showing DekaMaster’s ID information. It also includes a blank ID sticker if you wanted to fill your own info in and make the license truly yours. There is a small bit of Engrish here. DekaMaster’s sword is named D-Sword Vega (his rival had its counterpart Sword Altair). This is misspelled as D-SWORDBEGA on the Master License. When you open the license in Change mode, you get the standard henshin effect, but there is a wolf howl mixed in since Doggie is, literally, a dog alien from the planet Anubis. Pressing the button again just produces a police siren by itself, as it does in the show when the Dekarangers flash their badge at the end of their intro speech.

The second mode is phone. This is where the main functional difference is between the Master License and the standard SP License. Opening the license in Phone mode causes it to make a phone ringing sound until you press the button again. On the standard SP License, pressing the button again just yields a series of beeping sounds. On the Master License, you randomly get one of 11 voice clips from the 5 main Dekarangers, which is pretty neat. This is probably the main reason to opt for the Master License over the standard version.

The final, and most interesting mode, is “Judge”. The Dekarangers use this mode to request a verdict from the galaxy’s highest court, whether or not the Alienizer suspects are approved for “Delete”. Opening the license causes it to say “Judgement Time!” and make a ticking clock noise. Pressing the button again causes it to deliver its verdict, indicated by one of two sound effects for guilty or innocent. Of course, since there’s no galactic court for the toy license to contact, it just randomly decides this. The ratio is heavily weighted toward guilty though, since in the show itself they only on rare occasion did not get approval for delete. After all, it wouldn’t be much of a Sentai series if they didn’t blow up the monster. This also makes it more amusing to “judge” your friends and relatives if they don’t realize the odds are so stacked against them.

Overall, I think this is a pretty clever changer. Like the show it comes from, it is pretty unique among Sentai changers. It is neither the traditional wrist changer, nor exactly the more modern phone changer. The real standout is the entertaining Judge mode, justifying your harsh and violent sense of justice… except when it randomly decides not to. I wouldn’t spend a fortune on it though. Regardless of the variant you get, it’s probably not worth more than $40 sealed. If you get a chance to pick it up at a reasonable price though, I recommend doing so.

Mighty Morphin' Power Rangers title card

Recently there has been much buzz online about Bandai and Disney relaunching the original Mighty Morphin’ Power Rangers. The show will be re-aired on ABC Family, and Bandai has a whole line of freshly tooled toys ready to hit the market (including a new version of the MegaZord). With all this going on, I decided to seek out and finally rewatch the show after I hadn’t seen it in at least a decade. I have a fair amount of Super Sentai under my belt now, including Zyuranger, and wanted to really see how it stacked up. I was going to mention here that the episodes were available on iTunes, but they aren’t anymore. Not sure if that has to do with the relaunch or what. If that’s how they’re going to be though, and not have the episodes for sale or streaming anywhere, well… you know what I had to do. The versions that were on iTunes were the post-9/11 cuts which had some shots of building destruction removed anyway. I’d rather see the original cuts released. Methods of content acquisition aside though, on with the review.

Adapting Zyuranger

Saban’s concept for Power Rangers, one that they pitched many times before it was picked up, was to take footage from a Japanese tokusatsu series and splice it with new footage of American actors to make a new, English-language series. This must’ve sounded insane to the network execs, and who could really blame them. The result would be disjointed and silly as hell. However, circumstances aligned in the correct way, and Fox Kids was in need of a throwaway mid-season series. Mighty Morphin’ Power Rangers was greenlighted, creating 40 episodes based on the 50-episode series Kyoryu Sentai Zyuranger.

Teenagers with attitude + 1 annoying robot

Compared to Zyuranger, the premise was substantially altered. Instead of five ancient warriors waiting in suspended animation until they are needed to fight off the witch Bandora who has a personal grudge with them, Power Rangers has five freshly recruited “teenagers with attitude” battling Rita Repulsa who wants little more than to destroy the Earth. Why does she want to do that? Who knows, maybe it’s blocking her view of Venus. Instead of a wise old elf watching over them, the Power Rangers are supported by an interdimensional being called Zordon and his perpetually annoying robot assistant Alpha-5. In addition, they control giant battle machines called Zords, a more traditional idea than Zyuranger’s sentient dinosaur gods.

During this initial batch of 40 episodes, the fact that it’s written around existing footage is painfully obvious. The Power Rangers were granted the ability to teleport into battle, which conveniently explains away the sudden shifts in setting. However, this also causes the plot to leap all over the place just as suddenly. Some episodes it’s almost like there are two shows going on, one a bad Saved by the Bell clone, the other a superhero series, and never the twain shall meet. “Civilian” scenes would have the Rangers doing some bullcrap to promote peace, or help the environment, or whatever soapbox it is they’re on today. Then, suddenly, Rita will attack them, they’ll fight some putties, then transform and teleport to a totally different place to slug it out with a monster. When that’s done, it’s back to the good old Youth Center to resolve the story from before and drill in today’s moral.

This first part of the series would be almost unbearable at times, aside from two saving graces — Farkus Bulkmeier and Eugene Skullovich, aka Bulk & Skull. Played by Paul Schrier and Jason Narvy, these two bumbling wannabe bullies are always good for a chuckle. Often, I found whatever antics they were up to more interesting than what the Rangers were doing. You can hardly blame Bulk & Skull for wanting to pick on the Rangers either. I mean, they really were a bunch of dweebs.

Contrary to all expecations, Power Rangers was a smash hit. Kids all over the country were running around karate kicking each other and singing “Go Go Power Rangers!”, myself included. Problem: Saban didn’t have much Zyuranger left to work with. Almost all the usable footage had been exhausted making the initial 40 episodes. A couple more were created with what was left, plus an episode featuring an encore of the Pudgy Pig consisting of almost all American footage. Meanwhile, Saban prepared a nice little surprise.

All six Power Rangers

Zyu2 — The Zyuranger episodes that never were

Saban went back to Toei with a request: Shoot another half season (25 episodes) worth of Ranger fights and corresponding Zord battles. Toei agreed, and designed 25 new Zyuranger-styled monster costumes as well as dragging the Zyurangers’ suits out of mothballs. Saban even got them to include elements tailored to Power Rangers, such as a relationship between the Green and Pink Rangers which didn’t exist in Zyuranger. This footage is often referred to by Power Rangers and Sentai fans as “Zyu2”. Since these were not full Zyuranger episodes, just costume and Zord fights, the only place to see them is in Power Rangers.

Since Saban was now working with footage that was made specifically for Power Rangers, they had a much easier time creating cohesive stories. The last 20 episodes of the season contain some of its best and most memorable. The stories are better, it’s less jumpy, the actors are improving, even Bulk and Skull are funnier. There was even new combination footage for MegaZord and UltraZord. The new MegaZord sequence is interesting since it has them going directly to MegaZord without going through the tank mode first, but it’s also pretty obvious that Toei shot these new sequences using the toys. This isn’t new, all the original footage of Kyuukyoku Daizyujin (UltraZord) was the toys, but these new sequences make it more apparent so I don’t like them as much.

MegaZord combining without becoming a tank first

In Zyu2, the Green Ranger was even revived, something that never happened in Zyuranger. Ironically he was more active after his revival with his temporary powers than he had been before. In his previous stint, Saban had to work around the fact that Burai (Zyuranger’s Dragon Ranger) had a very limited amount of time to live from the very start. Whenever he would leave his special “lapseless room”, his remaining life would decrease. For this reason, Burai would only come out to fight when his Dragon Caesar was needed. Thanks to that, MMPR’s Green Ranger never participated in a ground fight while transformed, they would always have to find a way to write him out until it was time to call out the Zords. In the Zyu2 footage though, Green Ranger is frequently right there with the others kicking ass and taking names. This is great for fans of the Dragon Ranger/Green Ranger (and who isn’t his fan, honestly).

The Zyu2 episodes are also where they started using the show’s famous battle themes. Songs like “Fight”, “We Need a Hero”, “Combat” and “5-4-1” help to really up the excitement level of the fights. They are also genuinely pretty damn good songs. Ron Wasserman, under the pseudonyms Aaron Waters and The Mighty RAW, was called in to create the new themes. Wasserman had previously performed the series’ infectious opening theme “Go Go Power Rangers”. Though I think the drums were done with a drum machine, Wasserman’s vocals and guitar created some truly memorable stuff not befitting a mere childrens’ TV series.

All that combined to bring the series its own identity during the Zyu2 era. No longer was it merely a hacked up Zyuranger, it was its own entity with its own style and appeal. This trend would continue into the second and third seasons as they relied less and less on the Japanese footage. It does beg the question though, what would this have been if Saban had just made their own show? Could they have come up with a concept that would have worked as well? I’m not sure, but at the very least it has introduced a lot of young Americans to tokusatsu and Super Sentai in particular. Though I still think the Super Sentai shows are overall better, MMPR is pretty enjoyable once it hits its stride and shouldn’t be totally written off.

Time to finish up the Kamen Rider fest I seem to have created on the blog lately. This time, I’ll be talking about the last Kamen Rider henshin belt I intend to buy for the time being. Why am I only interested in the three I talked about here? Well, there are a couple things I’m looking for in a henshin belt. First, I like a nice mechanical action. Something to do with your hands, and that preferably makes a solid mechanical sound when you do it. Setting the Faiz Phone into the Faiz Driver, Kabuto Zecter’s lever, and DecaDriver’s open/close action. Secondly, I like voice feedback. I like it when the belt speaks as you do things. “Exceed Charge”, etc. Not sure why, I just think that’s cool. Lastly, I like it when the belt has multiple functions. Preferably a henshin, a final attack, and something else. As a caveat to that, I generally don’t like card-based systems because it’s a pain in the ass to get the cards. DecaDriver was an exception because of finding that barcode card PDF.

So, that brings us to the Deluxe Kabuto Zecter, which satisfies all three requirements. In the series, an alien species known as Worms appeared on Earth aboard a meteorite that crashed into Shibuya. One of the Worms’ key abilities is the ability to molt out of their pupal form, gaining super speed. In order to combat them, a secret organization called ZECT was formed, which developed the Kamen Rider System. The system consists of an intelligent insect robot that can attach to a belt, brace or weapon, turning their chosen bearer into a Kamen Rider. The Riders had two forms, their initial heavily armored Masked Form, and a Rider Form achieved by shedding the heavy armor. The Rider Form could “Clock Up” in order to match the Worms’ speed.

The main hero of the series was Tendou Souji, played by the wonderful Mizushima Hiro. Tendou bore the Kabuto Zecter, a Japanese kabuto beetle which attached to a belt. Above you can see the belt, which as always with the DX Henshin Series toys, is beautifully detailed. The belt looks great even just like this. The mod I made so I could wear the belt is identical to what I did with the Faiz Driver. A nylon strap with a buckle in the middle is just stitched to each side of the belt.

The Kabuto Zecter itself is a red robotic beetle. There are three buttons along one side where the legs should be. Pressing them will make the Zecter produce one of three random effects. It will say either “Here I am” or “Danger”, or make a flying sound effect. To henshin into Kabuto’s Masked Form, slide the Zecter onto the belt, and it will speak “Henshin” while making a sound effect and light pattern. In this mode, pressing the buttons will just make an effect similar to a train rumbling down a track. I’m not sure what it’s supposed to be.

To change to Rider Form, rotate the Zecter’s horn forward a bit, and it will start to pulse, building faster and faster. Pull the horn all the way to the right, and it will say “Cast Off… Change Beetle!” with lights and sound effects. Pulling this lever is very satisfying, and it makes a nice solid “chunk” sound as the cover expands out. Just as in the show, you can initiate Kabuto’s Rider Kick finisher. Press the buttons in order and it will say “1-2-3” while illuminating one light each time. Close the cover and rotate the horn back, then pull it open again and it will say “Rider Kick!” along with the accompanying effects. Again, very satisfying, and accurate to the show. However, that brings me to my one complaint about this belt — it’s missing a major feature. Remember, the whole point of the Riders in this show was the Clock Up ability… which is completely missing from the various toys (with one exception I’ll get to in a second). The pads on the sides of the belt used to initiate it are just pieces of plastic, there for show. Physically, there’s no real way for them to have electronics unless they each had their own batteries, but then maybe the belt should have been designed differently to incorporate it. You can also close the Zecter and rotate the horn back to its starting position (without doing the 1-2-3), and it will say “Put On” to switch back to Masked Form. Press the release buttons and remove the Zecter from the belt to get a henshin cancel effect, a rare case of such an effect being included.

Though primarily a hand-to-hand fighter, Kabuto also had a hand weapon. This took the form of the Kabuto Kunai Gun, which in Masked Form resembles a hand axe with a pistol built in. This form has a firing sound effect, and the barrel lights up. The light up barrel is a really obvious feature I wish had been included on the DX Ride Booker. The size is a bit of a problem, as it’s much smaller than the show, but that’s generally the case with toy weapons. Still, its a little tight getting my big hand around the grip. The Kunai Gun also comes with a holster that attaches to the right Clock Up pad on the belt.

There are two small buttons you can press, then pull the gun’s barrel out to reveal the Kunai mode, making a nice sound effect in the process. Kabuto wielded this knife in a reverse grip while in Rider Form. The toy actually has a motion sensor that will make blade clashing effects as you swing it around. Like the gun, it’s a little tough getting my hand around the grip. but manageable. If you put the kunai back into the rest of the body, it’ll make yet another sound effect.

The final piece I have for Kabuto is his Hyper Zecter. This was actually first seen in the movie “God Speed Love” where it was initially wielded by Kamen Rider Caucasus. In both the movie and TV series, it falls into the hands of Kabuto who uses it to become Hyper Kabuto, and access the time and space manipulating Hyper Clock Up. It attaches to the left side of the belt using its own special replacement for the left Clock Up pad. This attachment point is similar to those used in many other Rider belts, but actually locks with a button release, which is nice. The horn is swung back toward the body of the Hyper Zecter to initiate “Hyper Cast Off… Change Hyper Beetle” along with appropriate effects. Press the large red button to trigger Hyper Clock Up for a whopping 20 seconds. That’s twice what the Faiz Accel gives you! This is also the only Clock Up feature in any of the Kabuto role play toys. While in Hyper Clock Up, you can swing the horn down again to trigger “Maximum Rider Power” to upgrade your kick, or to work in conjunction with the Perfect Zecter weapon.

Overall, the Kabuto henshin series toys are great fun. Very solidly built, detailed, and aside from the lack of Clock Up, accurate to the show. They’re a great set to have for any Kamen Rider fan, and still decently available due to having been released to the Asian market just last year.