August 28, 2011
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’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.
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.
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.
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:
TaToBa — Taka • Tora • Batta, OOO default combo
RaToraTah — Lion • Tora • Cheetah, cat combo
GataKiriBa — Kuwagata • Kamakiri • Batta, insect combo
SaGouZou — Sai • Gorilla • Zou, large mammal combo
TaJaDoru — Taka • Kujaku • Condor, bird combo
ShaUTa — Shachi • Unagi • Tako, aquatic combo
PuToTyra — Ptera • Tricera • Tyranno, dinosaur combo (in the show, these medals cannot mix with other medals)
BuraKaWani — Cobra • Kame • Wani, 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
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.
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 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.
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
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.
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.
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 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.
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.
August 14, 2011
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 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.
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.
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.
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.
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.
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.
June 11, 2011
Iris has taken over the whole front page. Can’t have that, can we?
I recently decided to make an effort to watch as much of the classic Showa-era Kamen Rider series as I could find. This was largely inspired by KITsubs taking up subbing the original Kamen Rider. If you haven’t checked out their work, I highly recommend it. The first series I was able to watch in full was Kamen Rider V3, thanks to it being available on DVD from Generation Kikaida. V3 was the second Kamen Rider series, following directly off the original.
In V3, a new organization called Destron has risen from the ashes of the Shocker organization from the original series. Kazami Shiro witnesses a murder perpetrated by Destron, and they make several attempts to kill him as well. After those attempts fail, they outright attack the Kazami family. Rider 1 and Rider 2 try to help, but are too late, and only Shiro survives. Mourning the loss of his parents and sister, Shiro insists the Double Riders turn him into a cyborg like them. They refuse, but are forced to change their minds after Shiro is injured while saving the Riders in a failed raid on Destron’s base. Kazami Shiro is reborn as Kamen Rider V3, sporting a dragonfly inspired look, and powered by a Double Typhoon belt infused with the energy of both Rider 1 and Rider 2. As explained in the series, this gives him both Rider 1’s masterful technique and Rider 2’s incredible strength. V3 has a wide variety of fighting techniques, claiming to have 26 secrets which are revealed over the course of the series. Some are offensive attacks like the V3 Reverse Kick, some are defensive like his “hardened” bullet-proof muscles, and some are utility like the “V3 Hopper” surveillance device on his belt.
Shiro, as Kamen Rider V3 works alongside the Double Riders to fight Destron. However, the Double Riders are soon apparently killed when they carry a kaijin away from a populated area before he explodes, leaving V3 to fight Destron. V3 is not alone, however, and does have some extra help. Returning from the original series is Tachibana Tobei, who builds for V3 a motorcycle called the Hurricane, and continues to support V3 as he did the Double Riders. Acting as romantic interest and general damsel in distress is Tama Junko, another unwitting witness to Destron whom Shiro rescued in episode 1. V3 also has the Shonen Kamen Rider Tai (Boy Kamen Rider Squad), a group of young boys all across Japan who scout for Destron activity. How snooping around Destron operations wearing bright red jackets and ball caps that look like V3’s face doesn’t get them all killed, I’ll never know.
V3’s most notable help comes very late in the series, in the form of Yuuki Jouji. Jouji is a Destron scientist who turns on the organization. As punishment, his right arm is painfully melted off. Before he can be killed, he’s rescued by a few of his colleagues. As they attempt to avoid capture, they help Jouji create for himself a cybernetic arm, turning him into Riderman. Riderman’s arm has a couple different modes, but the ones you generally see are Rope Arm and Power Arm. Power Arm looks like a set of pincers, and increases Riderman’s strength. Rope Arm is the one most commonly seen, and itself has a couple different abilities. It can be used as a grappling hook, a mace, or to fire a net to ensnare foes.
When first they meet, V3 and Riderman do not get along. Shiro believes Jouji is putting himself at unnecessary risk, but Jouji is driven by rage and determined to get his revenge. This leads to a couple physical confrontations between V3 and Riderman, but eventually they reconcile and begin to function as partners. Riderman is killed when he manually pilots a deadly missile to prevent it from hitting Tokyo, and V3 posthumously declares him Kamen Rider 4. Riderman does show up in later crossover specials, but his survival is never explained in the TV series itself. After Riderman’s death, V3 finally defeats Destron’s great leader, restores peace for the time being, and rides off into the sunset.
Overall, V3 is an excellent example of Showa-era Kamen Rider in its purest form. The original series had some birthing pains as it pioneered this style of show, but by V3 that’s all worked out and you have a very polished final product. Aspects of V3 can be seen running through to this day, including having conflict between Riders, and a format that tells each story over two episodes as has seen reemergence with Kamen Rider W and Kamen Rider OOO. In a certain sense, this is the one to watch, as it takes the benefit of all the lessons learned during the original series, and improves upon it. About the only thing I didn’t like was actually Riderman. I found him to be obnoxious, and his powers lame and uninspiring. Considering he appears in less than 10 episodes, it actually bothers me that he’s considered one of the “main” Kamen Riders, where supporting Riders of the Heisei era are not. Riderman aside though, V3 is a great series. If you can stomach the cheesy early 70’s costumes and effects, I definitely recommend giving V3 a watch.
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.
July 11, 2010
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.
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.
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.
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.
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
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.
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.
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.
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.
November 27, 2009
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.
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.
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.
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.
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.
September 20, 2009
Following the conclusion of Kamen Rider Black RX in 1989, there was an 11 year absence of new Kamen Rider series on Japanese television. A few one-off movies and specials came out, but for the most part the franchise was dormant through the 90’s. Toward the end of the decade, series creator and renowned mangaka Ishinomori Shotaro began to move on a revival of Kamen Rider. Despite Ishinomori not living to bring the project to fruition himself, the first new Kamen Rider series in over a decade hit Japanese airwaves on January 21, 2000.
The debut of Kamen Rider Kuuga would kick off a new era of Kamen Rider series. These would be known as the Heisei Kamen Riders, due to the changeover in the traditional Japanese calendar with the ascension of Emperor Akihito in January 1989. Though technically most of Black RX aired in the Heisei era, Kuuga was the first TV series to debut under the new era.
Kamen Rider Kuuga is the story of a jack-of-all-trades named Godai Yuusuke. Among his many hobbies, Yuusuke likes to travel to remote parts of the world. Frequently, he brings some kind of odd souvenir of his travels back to his friend, archaeologist Sawatari Sakurako. As the series starts, a group of archaeologists uncovers ruins of the ancient Rinto tribe, including the mummified remains of an ancient Rinto warrior and a sealed chamber. When they open the chamber, something escapes, killing the entire excavation team. Yuusuke arrives to check out the dig, finding the police there. Though he finds himself drawn to enter the ruins, he’s repelled by detective Ichijou Kaoru. Later, Yuusuke and Sakurako are called in by Ichijou to consult on the case, and are shown blurry video of the attack. The mysterious creature attacked the mummified corpse before going after the team. They are given the strange belt worn by the mummy, and asked to decipher the writing on it.
As Yuusuke and Sakurako go to leave the police headquarters, another unidentified creature bursts in, apparently after the belt. It quickly proves immune to the police officers’ gunfire and seems unstoppable. Acting on instinct, Yuusuke puts the belt on himself, only to have it disappear into his body. As the Yuusuke and the monster fight and move out onto a side street, Yuusuke’s body changes into a white armored creature, and he is designated by the police as Unidentified Lifeform #2. In this form, Yuusuke barely drives off the monster, saving Ichijou in the process.
Yuusuke consults Sakurako to better understand his new powers. He believes that he should have a different, red colored form as he sees in visions. When attacks begin from another creature, dubbed #3, Yuusuke and Ichijou confront it in a cathedral where it had been masquerading as the priest. Yuusuke declares his resolve to fight to Ichijou and achieves his true form, the red colored Kuuga Mighty Form. Though Mighty Form is misidentified as another creature, #4, by the police, he is able to drive off #3 and defeat #1.
Soon, others are brought into sharing Yuusuke’s secret. Tsubaki Shuichi is a doctor friend of Ichijou’s that looks after Yuusuke and studies the effects of Kuuga’s powers on his body. Ichijou also introduces Enokido Hikari, a scientist at the police’s research division who helps develop new weapons to combat the Grongi. One of the interesting things about Kuuga as a superhero show is that the regular humans aren’t useless. Kuuga works in conjunction with the police (though only a few know his identity), and the police actually become more and more capable as the series moves on. Initially, they just find ways to stun the Grongi, allowing Kuuga to finish them off. By the end of the series, they have a weapon that poses a real threat to the Grongi without Kuuga’s help.
The Grongi themselves are somewhat interesting, and really set a standard for monsters throughout the Heisei Rider shows. The Grongi’s main goal is the eradication of the descendants of the Rinto tribe, humanity. This is carried out through a ritual human hunting game called the Gegeru. There are several classes of Grongi, each with different Gegeru rules by which they must abide. The lowest level Grongi can’t even speak, but higher level ones are able to speak, use weapons similar to Kuuga, and even assume human disguises. This concept of intelligent monsters that disguise themselves as humans would reappear in several Heisei shows, as would the tendency for a monster to last through multiple episodes. They also tend to rack up a pretty substantial civilian body count before Kuuga can put a stop to them. The Grongi are led by the powerful Daguba, the creature that originally escaped from the crypt and is designated #0 by the police.
Following in the footsteps laid down by Black RX, Kuuga gained a number of power-up forms defined by a signature weapon. Each weapon is summoned by finding an object with a similar shape, and transmuting it. The blue Dragon Form sacrifices strength and armor for enhanced speed, agility and jumping power. Dragon Form’s signature weapon is the staff weapon Dragon Rod. Clad in green, Pegasus Form enhances all of Kuuga’s senses to extreme levels and features the Pegasus Bowgun for highly accurate ranged attacks. Pegasus Form strains Yuusuke’s nervous system however, and can’t be held for more than 50 seconds. Finally, the purple and silver Titan Form sacrifices mobility for thick armor. Titan is able to steadily walk through enemy attacks to strike at close range with the Titan Sword. Later, Yuusuke is able to access a “golden power” to upgrade his various forms to their Rising variant (Rising Mighty, Rising Dragon, etc), but only for 30 seconds. Finally, he becomes able to access Amazing Mighty Form and what may be Kuuga’s true form, Ultimate Form. This tradition of power up forms would persist through the Heisei era, as each main title Rider since has had at least one power up form.
Since Kuuga was somewhat experimental, one may find that the special effects and overall production values of the show may pale even to Agito which came immediately following. Despite this, the various costumes including Kuuga’s forms and the various Grongi all look pretty good. The special effects for the attacks may not be as flashy as some of the other Heisei Riders, but this is more in keeping with the way the older shows were. Once you’re sucked into the mysteries of Kuuga’s world though, none of this will matter much.
It’s often said that Kuuga is more like the Showa Riders than the Heisei ones. This mostly refers to the fact that Yuusuke is a pretty typical hero role model. He doesn’t have any inner demons to tackle, nor does he have any issues with his own confidence. He’s a classic hero archetype through and through. Kind, brave and strong. The overall story structure for Kuuga with its intricate plotting, mysteries to be revealed, and complex villains is pure Heisei. Kuuga is definitely the prototype for what came after.
Anyone who has been interested in the more recent Kamen Rider shows should really seek Kuuga out and try to see it. It really is a good series that doesn’t get a lot of attention due to being a bit older now. It may not be super flashy, but it’s a good, solid series full of great characters.
August 30, 2009
If you’ve looked around this blog, you’d notice something about my gaming habits. I play a lot of licensed games, specifically ones based on anime and tokusatsu. I’m even willing to put up with a somewhat bad game, as long as it utilizes its license well. That brings us to my latest gaming conquest, Kamen Rider: Climax Heroes.
Climax Heroes is the first console Kamen Rider game since 2006’s Kamen Rider Kabuto. It’s also interesting in that this is a PS2 game, clearly aiming to take advantage of the large install base compared to the 360 or PS3 in Japan, but for whatever reason not wanting to do it as a Wii game.
Climax Heroes fits into the overall theme of everything happening in Kamen Rider this year, celebrating 10 years of the “Heisei” Kamen Rider shows. On TV, Kamen Rider Decade was an ambitious crossover featuring Riders of the past Decade. Climax Heroes is essentially Kamen Rider Decade: The Game. While it doesn’t follow the story of the Decade TV series, the meat of the game does have you following Decade as he crosses through the various Rider Worlds, taking on their resident Riders. One interesting thing to note is that the versions of the Riders you encounter in this game are the ones from the original shows, not the alternate ones seen in the Decade TV series.
Gameplay takes the form of a 1-on-1 fighting game. All 10 main “title” Riders of the Heisei era are playable, along with Zeronnos, Ixa, and DiEnd as unlockables as well as a “Dark Decade” created just for the game. You can also play as Gatack, G3-X and Auto Vajin in secret Story Mode missions, though their abilities are incomplete.
Controls are fairly simple, which is not necessarily a detraction. Square initiates a weak combo, Triangle initiates a strong combo. You can not switch between weak and strong attacks during a combo, but you can change the combo depending on what direction you hold when you start it. You can double tap left or right to cancel a combo in the middle and transition to another one, but this costs you two blocks of your Rider Bar. X uses support moves, also costing you Rider Bar energy. These are usually summons, but may be another type of attack depending on the Rider. The support move also changes when used as a counter while being hit by your opponent. Finally for basic attacks, O uses “hissatsu waza” moves like your various Rider Kicks, Ongeki, whatever you’ve got. Again, these may change depening on the direction you hold. Evasive moves include a dash by double tapping left or right, and evasive rolls using L1 and R1. Usually the control seems OK, though there are some things which are annoying, like the timing to do an aerial attack being very specific. Usually, you have to hit the attack button before the apex of the jump, which will be executed from the apex. You can not vary the timing to control the angle of attack.
L2 initiates a “Form Change”, which is key to the game’s mechanic. Generally speaking, this causes your Rider to use one of his power up forms, changing his abilities and fighting style accordingly. Form Change can only be done with a full Rider Bar, which is then begins to drain. The rate which it drains depends on the exact Form Change, as a way of balancing things like Kabuto’s Clock Up and Faiz’s Axel agains more basic Form Changes like Kuuga Pegasus. The most important thing is that anything which requires Rider Bar (combo cancels, support moves, some hissatsu attacks) does not have any cost during Form Change. This nuance causes what may be the game’s biggest problem, spamability. The relative strength of a character tends to come down to what kind of attack/combo you can spam the hell out of during Form Change. Some of them require some skill to pull off, which is OK. However, others basically have, what I’ve heard best described as a “win button”. Zeronnos, for example, goes into Zero Form for his support move and does a machine gun burst from the Denebic Buster. When you Form Change (to Vega Form), you can then just sit there and mash X at point blank range, easily draining half or more of your opponent’s life with no effort. The best they can hope to do is try to get knocked down, then lay there until your Form Change runs out. R2 initiates your Super Hissatsu waza. These consist of a lead in hit which, if it connects, will trigger a cutscene attack that drains exactly 1 life bar of health from the opponent. There is no penalty if it is missed or blocked which, again, leads to a potential to be really cheap.
Decade himself adds an interesting level of depth to the game. As you go through the game’s story “Decade Mode”, you will unlock abilities for Decade. At the beginning, he is very limited having no Form Change, no Super Hissatsu, and very basic X and O attacks utilizing his Ride Booker weapon. As you progress, you will unlock other Riders that you can “Kamen Ride” into as your Form Change, as well as unlocking “Final Form Ride” attacks that can be used to replace X or O button moves. This customization, deciding which set of abilities work best for you, makes Decade a really fun character to play. The last thing you get is his Super Hissatsu move, utilizing Decade’s Complete Form. Unfortunately, you have to choose between this and the ability to use Final Form Rides, though you can still use the Kamen Ride Form Changes. Personally, I think the FFR’s are more fun and more useful than a cutscene attack.
Overall, as a Kamen Rider fan, I had a lot of fun with the game. It lets you set up dream matches, improves on the experience of playing some of the older Riders compared to their own games, and brings in Den-O and Kiva who did not get their own games. It also makes extremely good use of the license by allowing you to use all these Riders, power up forms and hissatsu waza, as well as really making each Rider play in his own unique way. For those of you who are Kamen Rider fans, its ease to pick up and play will be a benefit to those who are not fighting game hardcores. It also has an option, presented right at the first power on, to put the game in “Kid Mode”, which makes all menus and in-game text switch to hiragana and katakana for the kanji-impaired youth (or stupid foreigner). However, I think some game balance issues, slightly quirky controls and mediocre graphics will probably keep more hardcore fighting game fans away. If you can get past those faults, it’s worth a play. If you love Kamen Rider, this is a game you’ve been waiting for.
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.