This is a part of series of posts relating to Fight! Iczer-1 franchise. Please see Robot related materials above for further content on the subject
The intention of this post is to cover main appearances of Iczer Robo and its main different versions and successors from the Fight! Iczer-1 franchise. This is not an exhaustive list of all appearances and images, but an overview on some notable ones. This post is heavy with images, so the click below for more.
While I applauded the sheer amount of unnecessarily large file sizes with stupidly large amount information in scans in my last post about the subject, here I’ll be arguing against this to some extent. It’s all about where you want to go with the result and what you want to preserve.
Perhaps the main example is what you’re aiming at; the original artwork at the core, or the magazine itself. Old magazines tend to yellow their pages, so the question becomes extremely relevant. The lower quality the paper printed on, the worse the picture will end up being. Furthermore, I’ll be using comic scans for this post alone, and at a later date talk about magazine scans that are in colour at some later date as that’s another whole thing. To illustrate the diaspora, I’ll need to use proper examples, right after the jump. We’re bound to have large images sizes in this post, as I don’t want to showcase itty bitty pictures if I can help it.
While organic vs industrial design is relatively dry-cut most of the time, I do feel that it’s a subject that needs to be touched upon to give further idea how to put some twists to whatever giant robot you are making.
Most Japanese mechas have a level of organic in them in form of general humanoid shape, but organic design is more about bio, about the smoother, naturalistic lines. This is of course contrasted with harsh corner and straight lines in the design that are almost innately machine-like, produced by human industrial forces instead of nature. Something like a tank or a car can be fully inorganic in design, but more often than not, elements from nature are applied to make it more pleasing to the eye.
There is a constant middle ground between the two, but it’s not exactly biomechanical. Gradual change between organic and mechanic design in giant robots has more to do with the base of general visual, while biomechanical is straight up combination of the two in harmony. There’s also techno-organic design, but that’s sort the same thing. It just has slightly stronger emphasize on the technological side rather than having the two governing together.
To use actual art an example of organic design, Art Nouveau is by its core is tied to naturalistic growth and style. It’s a direct contrast to the industrial style. For example, Gustav Gurschner’s Lampe Nautile, Vers 1899, exhibits the basic loose roles for organic style.
The rules are not hard, and I’ve effectively already mentioned them; curved, flowing, natural. There are no real harsh corners anywhere on the lamp and no visible connection points. Instead of steel gray, earthly bronze was used combined with the pearly look of a shell. From visual side of thing, go check Alfons Mucha, my personal all-time favourite.
To directly to Art Nouveau, Bauhaus’ had many core industrial designs that still affect how things are made, produced and designed. An industrial design is rather the opposite to organic, leaving less room for the organic growth and cutting the chase.
This 1930’s Bauhaus desk lamp shows some of the core elements in the rules; unapologetic in simplicity, not hiding joints or the fact that the form follows function and not the other way around. Rather than an earthly bronze, steel shine is applied to the piece with a brass joint at the base with a white baccelite switch. Even the switch is emphasized with a slight raiser from the base.
The two lamps both would serve in their function as a light giver, but the other fits for more moodier lighting, while the other is more a tool for office use. This relative idea is apparent in mecha design as well.
Aura Battler Dunbine‘s Aura Battlers most likely is the well-known organic mecha from the 1980’s, based on Yoshiyuki Tomino’s work and ideas.
Dunbine’s appearance is based on a humanoid insect. It has a largely curvy body with visible bone white claws. While its colouring isn’t anything out of the ordinary, considering the time, but one of the main points it has for it are the yellow insect wings it has on its back. All that gives is a distinct feeling from previous Tomino’s works, all of which largely used industrial cubic shapes.
Another 80’s mecha that is more or less organic in design is Iczer-Robo.
Iczer-Robo is a relatively early example of a bionic being, composed of both mechanical and biological components. It’s outer appearance has flowing smooth lines, but do carry certain industrial vibes. It is between the two, but inside it is very much organic. We even see Iczer Sigma’s birth in the series in a giant tank without any of its armour, basically saying that Iczer-1’s robot are not as much build as they are grown. In many ways, Evangelion’s concept of having an organic being in an armour restraints controlled by a human inside a cockpit surrounded by a liquid is nothing new, as Iczer-Robo did it first.
To directly contrast Dunbine, let’s go with the King of GMs, Ideon.
Ideon is such a strange design at first, especially when you consider it is formed of three separate units. At first, it’s not particularly pretty mecha to look at, but it grows on you. It’s follows the archetype of a blocky mecha as its body can be broken down to cubic geometrical shapes very easily. Drawing a very rough sketch with just boxes is very easy and good practice. It’s completely opposite to Dunbine’s shapes. Some years later, Makoto Kobayashi actually designed and built an organic Ideon model, and while that is more directly organic being, the contrast is striking.
The contrast between the two is striking, but both are the same core design, just in different style. Not only did it lose pretty much all of its boxiness, but also lost mass here and there. Some elements were changed to fit primordial god theme slightly more, which is evident of its slightly grotesque appearance. Plain red was replaced with broken, earth red instead with the occasional blob of light grey and bright red at joints.
Maybe one of the most famous industrial looking robot in sub-culture is the one that was designed to look like an American car.
Robocop‘s ED-209 is an exceptional example of industrial designed mecha. It’s form follows the function and nothing is really unnecessary. The joints look robust and strong, mechanical. It’s colour is largely that dull gray with a blue hue with black governing top of the main body, red are spared for wires and weapon bits. Steel grey is evident from bits that require to look like bare steel, and you have that yellow-black striping showing what parts to be wary of. It’s a hulking beast that doesn’t have softness to it despite having curves. They’re all cold and designed, rather than organically stemming from the body. It’s a terrific, iconic design.
Of course, there are a lot of things you can do between organic and mechanical design, not just in looks but how the mecha act and move. Zoids are largely designed to look like industrial machines, but their organic nature comes from them acting like animals instead of machines. Shield Liger for example moves like a real big cat and all the joints and the like are designed to accommodate this despite it’s overall industrial look. Just look this PV of MasterPiece-01 Shield Liger and how they made the model itself move.
I’m rather impressed on how they got the side parts to move like it was breathing or moving muscles around
As you can see, you can mix organic and mechanical together rather large degree for various kinds of effects. Just like with every other post in this mecha design series, the best way to look into this is to study actual existing examples. For organic, it’s the body structure and shapes of real life creatures that you could use to make a giant robot. For industrial design it’s much easier, as there are numerous books going over that topic.
Real world is a very good source for examples to learn from, instead of looking into existing mecha design. Modelling a mecha after something real and giving it a mechanical twist, but perhaps in an organic fashion, can lead to interesting and great designs. Or just nab a fighter jet plane and use its elements to make a whole tech three of giant robots.