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?

A local question

Astro Boy, Gigantor and Eight Man are classic shows that have a place in American pop culture, even thou Eight Man is probably the most forgotten piece of the bunch. This was the 60’s, and a cartoon with robots flying in the sky, high-speed androids and robot boys fit the era fine. From what I’ve gathered from what people who grew up with these shows, nobody questioned their origin. They were entertaining shows on the telly and that’s all that mattered. I’d throw Speed Racer into the mix as well, thou it arrived just a tad later to the mix, but met with the same treatment.

Video and computer games have a similar history, all things considered. Nobody really cared where from arcade games came from, they just rocked the place. Not even the name Nintendo raised some eyebrows, it was just some exotic name cocked up in a meeting. Pretty much what Herb Powell did in The Simpsons.

Games had a shorter gestation period than robot cartoons when it comes to finding the source to some extent. US saw the mid-1970’s Shogun Warriors, a toyline that used wide variety of toys based on Toei’s show with some changed names to fit better the American market. The NES era is relatively infamous of its localised games, and much like how American reception of these Japanese cartoons ultimately was felt back in Japan, so was the localisations and changed made to games. Perhaps the best example of this would how Salamander became Life Force in its arcade re-release and effectively became its own spin-off from the base game.

This, of course, has been largely in America. Europe is a bit of a different thing, with France, Italy and Spain having their own imported animation culture to the point of Spain having a statue for Mazinger Z. I remember reading about a tennis comic that a French publisher continued after its end in Japan. This was done by hiring an illustrator who could replicate the original style and saw healthy sales for a time. Something that like probably could never happen in modern world, unless the original author has died and has made it clear that continuing his work is allowed. Somehow I can see titles like Mazinger  and Dragon Ball still gaining new entries to the franchise long after Go Nagai and Akira Toriyama have left for Mangahalla.

Sadly, I am not as well versed in pan-European phenomena when it comes to Japanese animation in the Old World, but there are numerous resources in both online and book format, often in native tongue. Perhaps worth investing time into for future entries.

While things like Robotech and Voltron made their names around the American landscape, the 1980’s saw a growing appreciation for the original, unaltered footage. This was the era of Laserdisc, and people were mail ordering cartoons solely based on the covers. Can’t blame them, LDs tend to have absolutely awesome covers. Whenever these shows were shown in a convention, a leaflet explaining the overall premise and the story would be spread among the visitors or a separate person would enter the stage and give a synopsis of the events on the screen. There were those who felt, and still feel, that localisation demeans the original work.

Similarly, game importing became a thing in the latter part of the 1980’s and in the early 1990’s with NES’ success, though it should be mentioned that Europe saw PC game importing across regions far more. The Nordic countries began importing NES games anywhere they could and specialised mail service stores popped up just to service this part of the population. It wasn’t uncommon to see Genesis and Mega Drive titles sold side by side in-game stores. Appreciation for the original game saw a rise, either because of it was simply cool to have shit in Japanese or from America, or because some level of censorship was present. However, more often it was because Europe was largely ignored when it came to releasing certain games. Importing unavailable games to a region is still relevant, perhaps even more so than previously now that companies are investing in English releases in Asian versions and region free consoles are becoming an industry standard.

The question I’ve been asking myself for a long time now, longer than I’ve been writing this blog, is that whether or not wholesome localisation like Space Battleship Yamato and Starblazers was a necessary evil of the time that we can be do without now, that we are grown culturally to accept the original work as a whole, or whether it’s just hubris of the people who are too close to their sub-culture and co-fans. A person who is tightly knit with music’s sub-culture doesn’t exactly understand the sub-culture of pinball or golf.

By that I mean that pop-culture in general doesn’t give jackshit whether or not panties are censored in a video game, it’s irrelevant in macro-scale. Even in a localised form a product can impact pop-culture in ways that the original couldn’t, the aforementioned Speed Racer and Robotech being highly impacting examples in American pop-culture. I guarantee that these shows would not have their impact without the localisation effort.

Is it a necessary evil then? Perhaps this is the subjective part with no answer. Those who value original, unaltered product without a doubt will always prefer the “purest” form of the product, whereas someone who doesn’t have the same priorities will most likely enjoy the localised version just as fine. It would be infantile to assume that people who don’t know better can’t appreciate the original piece or lack in intelligence somehow. It is merely a matter preference, and like assholes, everyone has one.

If it matters, I personally vouch for unaltered products whenever applicable for the sake of keeping the integrity of the product and the intentions of the creators intact. However, also see complete localisations having their valid place in e.g. children’s cartoons. While it would be nice to have two or more versions of everything for the sake of options, that’s not always an option for budgetary, marketing or some other reasons.

Perhaps that’s what could be argued; when it comes to Western culture, we are more acceptable to unlocalised products more than previously, but total localisations still have their place. Even without knowing much about the source, we can appreciate the intentions and look past the cultural difference.

Or at least we should be able to, and appreciate the differences and intentions without resorting to raising a hell for nothing.