Mecha design; Combiner Core

Combining and transforming has been with the mecha genre at least since Kouji Kabuto’s Hover Pilder turned its hover wings up and docked unto the head of Mazinger Z. This is the first major example in the mainline media that shows two separate individual mechanical objects combining and forming one cohesive being, as small act as it is. Nevertheless, a Pilder is an inseparable element of a Mazinger in a form of another. However, Mazinger Z is not the first combining mecha, unless you belong to the school of thought that mecha is an umbrella term for all mechanical like it’s original intended use is.

Kouji Kabuto becomes the brain within the helmet of Mazinger Z

Many would coin Getter Robo as the first combining mecha, but that’s not exactly correct either. It certainly can be said to be the first mecha that is formed by using three individual components that share equal amount if importance and space in the formation. Getter’s selling point was that all three fighters used to form a Getter had their own form in the lead. One Getter Robo thus has four configurations; three separate fighters, one for airborne fighting, one for land based and one to fight in water. This essentially translates into balanced, fast and strong forms. However, this power balance is not emphasized, as the balanced form gets the best attacks and most face time. The third form is most often wasted and almost practically useless.

I love using this .gif, so sue me

Often a forgotten, and probably the first example of combining robots in how most think it as, is Gadem from Tetsuwan Atom. Gadem was a giant mechanical centipede formed from 47 individual androids. The reason Gadem doesn’t trump Mazinger Z is that Gadem’s a Monster of the Week, something that’s interesting for that one episode and then passed on. You don’t seem Gadem combining in the opening every single time.

The original Tetsuwan Atom is so much fun

The reason I wanted to go through this very short history of combining mecha first is to portray that much like with other things when it comes to designing mecha, there is no set rule as such. There are trends and styles that one prefers over another, and if you were to design your own combiner, the best way is to look what has been done, and then research real world mechanics how things are fit together. However, the real world doesn’t exactly have the highest amounts of combining war machines, e.g. there are no tanks that can form a big supertank, and thus we’re “limited” to our imagination and what we know of real world mechanics.

As with transforming mechas overall (most often a mecha needs to transform in order to accept other components of the combination), the design can be done so that it looks somewhat realistic in the sense that it could be realized e.g. in toys. The above example of Mazinger Z and Pilder combining is incidentally relatively realistic, despite being coined as the first Super Robot. There is no warping or the like. It’s a craft docking, landing, combining, whatever word you want to use, with a surface designed to hold the Pilder in place. We can question the design and all that, but it might as well be a spacecraft docking with a station or helicopter landing and locking itself down unto a carrier.

Getter Robo’s combination and subsequent transformation (the fighter are required to transform in order to take the shape of the robot) are no-sense kind. There are some indications what part ultimately becomes what, and we’ve gone this over before.

From here we can roughly split combining mecha into three styles. First would be vehicle combiners, where a giant robot is formed through combination of vehicles (or animals). Super Sentai tends to favour this the most above all. Second would be humanoid combiners, where humanoid shapes are first transformed into appendices or similar in order to complete their gestalt form. Despite Transformers having two forms most of the time, I would drop them into this category due to the fact that their main form, in the end, is their humanoid one. Their Alternative mode is the one they disguise themselves into, after all. Lastly, there is non-humanoid gestalt, where either vehicles or humanoids form up a combination result that isn’t a giant robot but something else.

Of course, there is also equip-combination, which is more or less one whole mecha gaining an extra pound of equipment of on top of itself. This is separated from the the aforementioned because it doesn’t create a new whole in itself; it’s just a mecha putting a jacket on, if you will. An example of this would be Sonic Convoy from Transformer: Galaxy Force.

Is this some new level of geekiness from this blog now that I’m referencing Japanese original version of Transformers Cybetron?

Each of these approach really would garner its own post with examples, as one combination style has quote a lot of stuff to go into. As such, maybe this post is best to take as a prepper for possible future expansions.

One thing that the designer of combining robot has to keep in mind is that it needs to be cool, no matter the approach.

A combination that has no tension behind it, no emphasize or meaning, lacks impact. Within fiction combination shouldn’t be treated as something trivial. Even in Getter Robo the combination plays important role with switching between forms and dramatic evasion manoeuvre. Even when combination becomes a common occurrence within fiction it has to leave some impact. Transformers has made offence of this few times over, but as long as the gimmick of combination is treated with respect, it works well as a dramatic device.

To use an example from the aforementioned Transformers, Combiners are almost always stronger than any other single character within fiction. A Combiner is the sum of its parts in pretty much every regard, and thus can change the tide of a battle on its own. To see a Combiner parts on the field should fill a soldier with fear or anticipation. Perhaps the most proverbial Combiner (not to mention a sort of classic example of modern humanoid mecha combiners overall) Devastator is the poster child for what it is to be a Combiner in Transformers fiction. You let Devastator loose on a field and follow it from afar how things just get devastated. Afterwards Megatron can always command its components, the Constructicons, to build something new. Treating Devastator otherwise would cheapen the fiction, character and the concept. Incidentally, Devastator’s intelligence is not the sum of his components, but who needs smarts when you have strength?

Plane elements in Tactical Surface Fighters; YF-23

I decided to go with YF-23 instead of Su-47 Berkut, because this way I can keep things tied together slightly better.

You can see the original chart here

There’s some points of interest with the YF-23. I’m not sure if it would be safe to say that the jagged shape at the tail end of the fighter is a recognizable shape in itself, but it does repeat itself at few points on the TSF where there really isn’t any reason to have a jagged shape outside generic appearance.

The thrusters have been turned into intakes in most cases, and even on the shoulder units the thrusters only have a superficial similarity to them. I counted it in because the overall appearance of the TSF YF-23 uses the juxtaposition of angles and smooth surfaces, albeit not really mixing them to any large degree.

As a rule of thumb when it comes to TSFs, the Jump units are miniature versions of the actual fighter. In Yf-23’s case you can see how well they managed to mangle the overall shape in order to fit the standard Jump unit design. Similar rule of thumb is the groin guard, which has surprising similarity with the plane’s nose. I didn’t notice the torso’s similarity with the nose before I compared it with the plamo of Shiranui Second Phase 3, in which it comes out better due to the white accent line running at the top.

Ultimately, the YF-23 is rather light on the plane elements compared to some of the other TSFs. Some of them have a miniature plane sitting on top of their head, or at least the cockpit bubble, but with YF-23 only major elements were used. It may also help that the real YF-23 is overall featureless outside its silhouettes, which also explains why the TSF’s shoulder units are so busy compared most of the body. However, the shoulder units are also the point where you can see some elements of the overall plane design in the angle/smooth juxtaposition, but this may be just my eye trying to find something that’s not really there. That is actually a danger with this ‘series;’ as everything is more or less done with observations rather than first degree source, this all ultimately is nothing but fan speculation.

If you have any comments what should be changed and/or corrected, or suggestions otherwise, feel free throwing some on the comments section. If it’s something I can do and have enough time, I aim to make those changes. Time is essential to me at the moment, so don’t expect another chart too soon.Of course, if you just want me to stop, you’re free to say that too. This has been a long standing project, but I tend to play the long game with some matters.

As usual with any charts, there are bound to be revisions. These charts actually take about two or three times longer to make, because I tend to check and recheck what I do, and ultimately forget to spell check. Next to that, I decided to add all source pages I used, because that’s one way you can call me out and see how badly I edited the images out from their initial photos.