Secret Santa: Overman King Gainer is Such a Thing

This post is my latest participation in the Reverse Thieves Secret Santa Project, wherein fellow bloggers anonymously recommend each other some anime and everyone writes a review of one of their “presents.” Given the Christmas theme of the endeavor, it is perhaps all the more appropriate that I review an anime which takes place in a land of endless winter, but really the reason why I ended up picking Overman King Gainer out of the choices I was given is that I had always wanted to watch it but had never gotten around to doing so.

Overman King Gainer is a 2002 anime from the mind of Tomino Yoshiyuki, the famous creator of Gundam. He’s a man with a long history and resume in the industry, and when people talk about Tomino anime, they usually divide them into two categories: Depressed Tomino Anime and Happy Tomino Anime, with the amount of bloodshed and trauma varying accordingly. Featured above is a gif of Tomino during the production of Overman King Gainer; I’ll let you decide which kind of show this is.

At first glance, Overman King Gainer is a strange show, not only because of its extremely catchy opening courtesy of Fire Bomber and JAM Project’s Fukuyama Yoshiki, Gaogaigar composer Tanaka Kouhei, and both characters and giant robots alike doing the Monkey (possibly the show’s most enduring legacy in anime), but because it presents new information about its world constantly and without any prior warning, making the whole thing quite difficult to summarize.

In the future of Overman King Gainer, humanity attempts to survive a harsh and close to uninhabitable planet by living in massive shelters known as “domepoli,” but among the people there are movements to participate in “Exoduses,” mass pilgrimages to lands with potentially more opportunity and resources, accomplished through the use of massive moving cities. The main character is a boy named Gainer Sanga, a video game champion who becomes the pilot of a mysterious organic robot he dubs the “King Gainer,” and who ends up becoming a part of the Exodus despite his objections to it. There is a complex world underpinning the main narrative, but we the viewers only ever get to see a few slivers of the whole, and even into the final episode the show still keeps a lot of its secrets. In that respect it reminds me of Xam’d: Lost Memories, which shares that similar pacing of world-building = plot progression, but much like Xam’d that’s also where a good deal of its charm lies.

Watching this show, I couldn’t help but feel that, more than Ikari Shinji from Evangelion or Kira Yamato from Gundam SEED, Gainer Sanga is the true updated version of classic Gundam hero Amuro Ray. Gainer has this strange introversion to him, as well as an aversion to the situation he finds himself in, but he adds this additional modern otaku element from the way he engages in his gaming. As an aside, the fact that he engages in games instead of tinkering with machinery reminds me that the original Gundam came out in a very different era of video games.

The character designs in this show are excellent, with both male and female characters clearly showing that a lot of care was put into their creation. The designs are full of vibrancy and personality, and though not the sole character designer on the show, the influence of Yoshida Ken’ichi (who would go on to do character designs for Eureka Seven and Xam’d) is both quite obvious and welcome.  I have to wonder what material would have been made for Overman King Gainer had it appeared in a post-Megami Magazine, maybe even post-Pixiv fandom environment. The show has a large number of female characters who seem to have a fair deal of enduring popularity, and I suspect that characters such as the strong-willed Sara Kodama, the spunky child princess Ana Medaiyu, the spy-turned-humanities teacher Adette Kistler, and the eccentric Cynthia Lane would’ve won the hearts of many current fans had the show been made in the last few years.

Tomino is often known for having rather stiff dialogue, and it’s easy to put Overman King Gainer in the same category, but I feel like that doesn’t quite tell the whole story, because it doesn’t take into account for its usage as a comedic element. The awkwardness of the phrasing and the responses they engender from other characters feels like this constant revolving tsukkomi, and when you take that sort of interaction and apply it to a diverse range of characters, including crazy Koyasu Takehito (see current anime JoJo’s Bizarre Adventure for reference), it makes for a fun if confusing anime which exudes a strange sort of energy that’s hard to find in other anime.

Another element of the anime that really stands out from other shows is its mechanical design, which both Yoshida and Yasuda “Akiman” Akira of Capcom fame worked on. The robots in Overman King Gainer come in two categories, the more basic and grunt-like “Sillhouette Machines,” and the “Overmen,” strangely powerful robots with a variety of abilities from invisibility to lightning bordering on the super (natural). Between their organic appearances and elements (artificial muscle tissue in the limbs for instance), as well as their striking appearances, probably the part of the show which most clearly describes the aesthetics of the anime, and that’s putting aside the whole Monkey-dancing thing.

I know I’m talking more about the components of Overman King Gainer than I am the overall feel of the series, and it’s something I normally prefer to avoid when I write reviews, but again I have to point out that the show kind of messes with expectations. Overman King Gainer is an unusual hodgepodge of elements which perhaps shouldn’t work together but do, and it defies categorization in the sense that it’s hard to say whether the anime is extremely straightforward or extremely obtuse, but which ends up being fun and clever.

Super Robot Wars UX is Full of Whippersnappers

A new Super Robot Wars game was announced yesterday, Super Robot Wars UX for the Nintendo 3DS, and the amount of new and unexpected entries makes me want to talk about it, as well as some other SRW-related thoughts.

I think you can roughly categorize Super Robot Wars into two types of games: the flagship titles, and the experimental ones. The former consists of the titles with the best animation and the most-anticipated anime entries into the franchise. The latter can go in a number of directions, from aesthetics (3D models instead of 2D sprites in Super Robot Wars GC) to gameplay (a switch from turn-based to real-time strategy as with Super Robot Wars Scramble Commander), but often times “experimental” simply ends up referring to the titles chosen for that game.

That’s pretty much where UX is. Just look at the debut works for this version.

  • Kishin Houkou Demonbane
  • Fafner in the Azure: Heaven and Earth
  • Wings of Rean
  • Cyber Troopers Virtual On’s Fei-Yen HD
  • Mobile Suit Gundam 00: A wakening of the Trailblazer
  • SD Gundam Three Kingdoms Legend: Brave Battle Warriors
  • Mazinkaiser SKL
  • Heroman

When you include the other titles that are in this game, the first thing that jumps out is just how new most of the anime are. Not only is the Mazinger franchise represented by its latest one-off OVA series, but the actual oldest anime in the entire game (and the only two from the 1980s) are Aura Battler Dunbine, and then Ninja Senshi Tobikage of all things. If it were a flagship title, there would have to be certain staples, but with a “lesser” SRW like this, it’s possible to inject a ton of new blood into it and not offend anyone.

Not only that, but when you look at some of the recent titles chosen for UX, they seem to be among the least likely candidates even among non-flagship SRW games. Brave Battle Warriors is actually an already-super deformed Gundam anime done entirely in 3DCG and based on classical chinese literature, the sort of title one would least expect to represent Gundam even with the fact that SEED Destiny and 00 are there. Though I’m sure it’s based on the anime version, Demonbane‘s inclusion may be the first instance (and correct me if I’m wrong) of a visual novel appearing in SRW, which opens the gate for things like Muvluv Alternative.

Heroman I wasn’t even sure counted as a giant robot anime, though I guess if you think about it, it’s basically a combination of Tetsujin 28/Giant Robo with Gold Lightan (though Gold Lightan has yet to make its debut). Possibly craziest of all is the inclusion of Virtual On in the form of a Fei-Yen dressed like Hatsune Miku. Virtual On in SRW Alpha 3 paved the way for non-anime/manga to appear in Super Robot Wars games, and this takes it to another level, as I’m pretty sure Miku Fei-Yen is nothing more than a model kit!

It might sound like I’m complaining, but I’m really not. I actually love it when SRW games go a little wild like this, though one complaint I do have is that the DS SRW games have never been the most impressive when it comes to animation. My issue isn’t even with the quality of the sprites or an unfair comparison to the exquisitely animated Z series of SRW, but that a lot of the shortcuts taken to try to make the games look better actually end up making them look worse. In particular, I’m referring to the way the DS games including UX incorporate cut-ins, and detail shots. Instead of creating the images to better match the sprites and the visuals of the rest of the game, the DS SRWs basically take screenshots directly from the original anime, and while this means things look accurate, it also sticks out in an odd way and messes with the way the attack animations end up looking in a manner which didn’t quite affect previous games with worse sprite animation.

But it might just be that with a game with this daring of a series list, some things have to give. In that case, I’ll take it, but will still hope for better the next time around.

The Future of iDOLM@STER is Gyrozetter

I have a theory: Chousoku Henkei Gyrozetter actually takes place in the same world as The iDOLM@STER many years into the future. I’m going to lay out my ideas for how this transition comes about while also providing ironclad proof of their shared universe.

1) Inaba Rinne is a Futami Descendant

It’s not clear which of the Futami twins Rinne is descended from, but most likely it’s Mami. It’s not clear just how many generations into the future Rinne is removed from Ami and Mami, but Futami genetics are undeniably strong.

The resemblance is uncanny.

2) The Success of 765 Pro and the Start of the AI Car Boom

Thanks to a combination of talent, spirit, and camaraderie, 765 Productions becomes wildly successful. At first, they do only promotions for car companies, but thanks to rich girl Minase Iori’s connections and the advancement of technology 765 Pro manages to start their own automobile line. They name the car company offshoot “Arcadia,” modifying their logo along the way.


Assistants to the CEO continue to dress in black suits in honor of Akizuki Ritsuko.

3) Shijou Takane is Responsible for the Rosettagraphy

At first glance, the Rosettagraphy makes no sense. A mysterious stone tablet that tells humanity how to build advanced cars that turn into robots? It sounds like nonsense, until you remember that Takane is equally engimatic, and that she is capable of speaking in many tongues. As we can clearly tell now, it’s because she holds the secrets of not only technological growth but also of prophecy. If she had revealed it to humanity too soon, who knows what would’ve happened?

Takane was a Messenger in Many Ways.

4) Gyrozetter AIs are Actually Based on 765 Idols

How else would you explain this?

I rest my case.

A Boy and His Universe: Turn A Gundam

Gundam is one of the most well-known, influential, and highly regarded franchises in anime history. At this point over three decades old, many changes have occurred in Gundam, but none may be as interesting or so able to fulfill its potential as 1999’s Turn A Gundam. Created to celebrate the 20th anniversary of Gundam and directed by the creator of Gundam himself, Tomino Yoshiyuki, it differs in many ways from other iterations, notably in its setting and aesthetics, but at the same time does wonders with everything it has. It shores up many traditional weaknesses of Gundam and Tomino’s work, and brings a variety of interesting twists to Gundam that don’t just come across as differences merely for the sake of them, resulting in just an all-around strong, engaging, and multifaceted story.

In stark contrast to every other Gundam series in current existence, Turn A Gundam takes place on an Earth with roughly World War I-level technology and social standards. In an age of biplanes and debutantes, the world is flipped upside down when lost descendants of humanity from the moon return to the planet with intentions to emigrate. Because the humans on Earth see this “Moonrace” as alien invaders taking away the land of their ancestors and the Moonrace sees the Earthlings as backwards barbarians prone to violence, tensions rise.

The only things keeping the scenario from boiling over and the Moonrace from wiping out the opposition with superior technology are the fact that the political scenario is not as simple as “Us vs. Them,” and the discovery of ancient and seemingly anachronistic “mechanical dolls” (what the people of the Moon call mobile suits) in the mountains, particularly the powerful and mysterious “White Doll.” Caught in the middle of this conflict is a Moonrace boy living on Earth named Loran Cehack, whose love for both his original and adopted homes pushes him to pilot the White Doll in an effort to prevent all-out war from breaking out.

There are certain phrases thrown about when reviewing anime, such as “character-based,” “theme-based,” “story-based,” and “world-based,” as if these categories are mutually exclusive or even contradictory, but Turn A Gundam is a series which strongly delivers on all these levels and more because of the way all of those components reciprocate with one another. The history of the world shapes the thoughts and backgrounds of the characters, who act within that world to create a grand story with many intricate elements, and it ultimately results in the delivery of certain themes, such as “the strengths and weaknesses of technological progress” and “awareness of history,” by taking a large-scale, global perspective and focusing it through smaller and more intimate character struggles.

This can be seen in the way the series portrays the constant clash of values and beliefs at various levels and between different people, consistently showing how many of the people involved are intelligent or enlightened or even kind-hearted in their own way, but are prone to mistakes due to the limits of their experiences. An archaeologist who cares little for religion and ceremony is so intent on digging for the sake of knowledge that he ends up exacerbating the conflict between the two sides by uncovering powerful military technology. Politician characters possess the negotiation skills and long-term thinking necessary to balance out their followers’ shortsighted and hotheaded reactions to the deaths of their comrades, but their high ambitions blind them to their own misdeeds. Qualities praised in soldiers, such as valor and daring, become problematic in the face of dangers well beyond their comprehension. As such, when these characters and many more sabotage themselves it comes across as perfectly understandable.

The cast of Turn A Gundam is absolutely gigantic, but it never comes across as too unwieldy for the show. Civilians and soldiers alike are given proper time and elaboration, and it really makes Turn A Gundam feel like a comprehensive world populated by real people. Loran is a gentle soul, but not one whose desire for peace prevents him from taking action, and over the course of the series is simultaneously built up and torn down by events both within and out of his control. Dianna Soreil, the leader of the Moonrace, is beloved by her people, but must deal with not only the difficulties of being opposed by Earth militias but also political infighting on her side. Her personal bodyguard, Harry Ord, is a loyal and admirable man, but one who over the course of the series shows how he is not blind to deception or his own feelings. Neither of Loran’s companions from the moon, Keith Leijie and Fran Doll, are soldiers or anything close to it, yet their stories about trying to start new lives on Earth are just as strong.

The Heim sisters, the adopted family of Loran (pictured in the middle below), or more accurately, the masters he works for as a servant, probably grow the most in the series. The tomboyish Sochie (left) must deal with her prejudice and anger against the Moonrace, while Kihel (right) and her uncanny resemblance to Dianna puts her in a situation central to the story, where she must push her already clever mind to its limits. Even extremely minor characters exude a sense of place in their world, and in some cases a lack of sense of place actually winds up becoming a strong defining trait in and of itself.

Also contributing to the strength of the show’s cast is the fact that the romance is actually extremely well done. Traditionally this has been a weakness of Tomino’s anime, particularly in the Gundam franchise because it is often ran through at an accelerated rate so that it can be a plot point or cause for tragedy, but Turn A Gundam manages to provide relationships which grow organically over time, particularly the two most prominent ones in the series. In these cases, the characters don’t so much have a moment where they Fall in Love, but rather as you watch them you see how they grow closer. Even the relationships which are a little more fast-paced are given reason in the series itself: in a situation like war, people start to think about their own mortality and regrets.

Possibly one of the reasons why the romance comes across so well is that many episodes are devoted primarily to showing people living out their lives amidst the backdrop of war, what might be deemed sillier episodes but which work to build the characters further. For Loran in particular, he is able to show how the White Doll, the titular “Turn A Gundam” as is revealed later, can function as more than just a weapon of destruction, and even the instances where he ends up having to crossdress (apparently an enduring legacy of Turn A if fanart is any indication) becomes both a plot point and a hint for later character development. War is shown as both the forefront and the background depending on the episode, and it creates a more robust setting as a result.

One topic that is difficult to avoid when discussing Turn A Gundam is the aesthetics of the show because of how the series visually sticks out among its fellow Gundam anime. Central to this is the fact that the Turn A itself is a far cry from the traditional Gundam design, and I remember that back when the series and its visuals was first announced there was a backlash against it. Designed by American Syd Mead (Blade Runner, Tron), the style of the Turn A, with its signature white mustache and strange angles, seemed to go against the image of Gundam that had been cultivated over the years. Even over a decade ago I jokingly photoshopped the Devil Gundam from G Gundam onto a Turn A Gundam head and called it “The Ugliest Gundam Ever.” But now, my opinion of the Turn A Gundam is that it not only looks good, but that it fits the role of a Gundam far-removed from those that have come before it. Over the course of the anime, the “White Doll” plays many roles and carries with it the question of to what degree can we break from the past, and this break in design says a lot in and of itself.

What’s even more impressive to me, however, is that each of the robot designs in Turn A are strikingly different from one another in a clear manner even, I would argue, when the person watching doesn’t have a particularly keen eye for mecha. The ostrich-like WaDOM looks nothing like the “muscular” Sumo, and even when it shares the same color scheme as the WaD their sheer difference in size makes it plainly obvious which is which. At the same time, the mobile suits of the Moonrace share a certain similar aesthetic quality which unites them thematically.

Compare this with the mobile suits of Zeon in the original Mobile Suit Gundam, where even though there is a clear direction for enemy design, it can potentially be difficult to tell a Gelgoog from a Zaku from a Dom, or from a later series like Gundam W or Gundam 00, where the “Gundam design rules” mean the differences are primarily in little details like weapon types or color schemes or what sits on their backs. With Turn A Gundam, even the retro Mobile Suits found over the course of the series by the people on Earth are so different from each other and everything around them that they gain individual identities all over again.

Like the mobile suits, the characters have a particularly strong pedigree somewhat outside of traditional mecha anime, as the character designer for Turn A Gundam is Yasuda “Akiman” Akira, a man known for his work on the Street Fighter franchise, particularly the creation of Chun-Li. Also like the mecha, the characters and animation for the series don’t seem to carry the best reputation, often times regarded as “okay” or “serviceable” due to the simplicity of the designs, but in my opinion the character designs are excellent.

The designs are deceptively elegant, and that “simplicity” gives me an impression similar to Yasuhiko Yoshikazu’s original designs from the first Gundam. Careful attention is paid to details such as clothing and hair without going overboard, and even the sparse shading contributes to a more refined and subdued look. Much like the mecha, the characters all stand out uniquely at a glance, with one notable (and intentional) exception in Kihel and Dianna.

If I had to describe Turn A Gundam using other anime titles, I would say it has the thematic elements of Panzer World Galient, half the grandeur of Legend of the Galactic Heroes (which keep in mind is still a vast amount), and characterization on the level of Eureka Seven. The show is amazing. It’s gripping in a way that shows Tomino at his finest, with its balance of heavy elements with a sort of lighthearted whimsy which also manages to enrich every aspect of the story, its characters, and its ideas. As I finished Turn A Gundam, I could feel it taking over my thoughts and emotions. It’s amazing, and I can’t get it out of my head.

My First Exposure to 70s Robots

I can still remember my first exposure to pre-Gundam giant robot anime. I had a VHS fansub which at the very end had a number of retro openings on it, a preview of what was to come from that fansub group. That’s where I was first introduced to Zambot 3, which I thought looked pretty cool, and where I first got a glimpse of the 80s’ Aura Battler Dunbine, whose catchy theme song sticks with me even today. At the same time, though, I remember distinctly thinking that Koutetsu Jeeg looked like the dumbest thing ever.  I still think Jeeg is an ugly robot with its pickle legs, but it was more the overall style, fashion, choice of song, everything, that made it seem so foreign to me as an anime fan. I loved robots then as I do now, but obviously I needed some education, and I’m glad that I now know better.

I think what really sticks out in my mind in that video was the second Mazinger Z opening, mainly because of the way that Mazinger Z itself was shaded. It didn’t have the standard shine+shade of later giant robot anime, and instead had these large areas of pencil (or something like it) blocked in. When you watch the opening, you can literally see the grit of the drawing materials right there on the limbs and stomach. I hated it then, thought it made the show look old and tacky, but looking back, the way it stuck in my mind is part of why I started being able to look well past the aesthetics of 90s anime I had become so accustomed to, and to eventually realize how much the time that we’re in influences the look of everything around us, including the entertainment we watch.

The Eggshell of Gundam Fandom

Ever since Mobile Fighter G Gundam, various anime in the franchise have been accused of not really being Gundam, or for betraying the idea of Gundam in some capacity. Whether that’s robots powered by martial arts, a preponderance of pretty boys, or the presence of a mustache and biplanes, it’s clear that, at least to some, there is a vague idea of what Gundam shouldn’t be, but what I find interesting is that over time these prejudices seem to fade or in some cases even become something of a minority. Where once in the English-speaking fandom G Gundam was seen as a freak accident at best, nowadays you’ll find plenty of people who actually will say that G Gundam is their favorite Gundam, or even that G Gundam is the only good Gundam.

I am not here to judge anyone’s tastes or preferences, but rather I would like to wonder aloud about how and why this happens. In the case ofGundam W and G Gundam, the answer partly lies in the way they were situated in the Toonami block of the early to mid 2000s and were able to build up a fanbase as a result, but I feel like that is just one instance of a more basic process at work.

Whenever opinions form about a current or upcoming Gundam, it seems to come primarily from those most invested and devoted to Gundam. This group consistently has Gundam-ness as a priority, and so the initial discussion is shaped by that established fandom and their values. What I’m thinking is that over time, a series has a greater chance of reaching more people, and eventually they’re found by people who won’t necessarily label themselves as Gundam fans, whose value sets are different. At that point, a series may reach an audience more receptive to its ideas or less prejudiced against it (though they may carry their own prejudices different from the ones of more hardcore Gundam fans).

Essentially, what I’m wondering about is whether or not Gundam series (and perhaps other franchises like Macross) undergo a process where they first start off surrounded by their immediate fandom created by the franchise, and then break through that established core, such that the discussion about these series starts to change, that it’s not simply “a matter of time” but also a matter of reaching people who might be more receptive to it. That might not mean that a series will be loved, but that there is a greater chance of it happening.

Gattai Girls 2: Shishunki Bishoujo Gattai Robo Z-Mind and Ayame

Introduction: “Gattai Girls” is a series of posts dedicated to looking at giant robot anime featuring prominent female characters due to their relative rarity within that genre.

Here, “prominent” is primarily defined by two traits. First, the female character has to be either a main character (as opposed to a sidekick or support character), or she has to be in a role which distinguishes her. Second, the female character has to actually pilot a giant robot, preferrably the main giant robot of the series she’s in.

For example, Aim for the Top! would qualify because of Noriko (main character, pilots the most important mecha of her show), while Vision of Escaflowne would not, because Hitomi does not engage in any combat despite being a main character, nor would Full Metal Panic! because the most prominent robot pilot, Melissa Mao, is not prominent enough.

When you look at the full title of the 1990s OVA Shishunki Bishoujo Gattai Robo Z-Mind: The Battling Days of the “Shitamachi” Virgins, which is a mouthful to say the least, you get a pretty good indication of what’s in store for the 6-episode OVA. Shishunki Bishoujo Gattai Robo” literally means “Beautiful Girls in Puberty Combining Robot,” so in other words, expect pretty teenage girls piloting a big beefy robot, that peanut butter-and-chocolate combination which is at this point something of a staple in anime. And if it isn’t clear that this OVA is targeting robot fans, then note that 1) the vast majority of the robot attacks reference other anime (“Z-Boomerang” and “Z-Tomahawk” for instance), and 2) they even managed to insert a small Reideen cameo of sorts, as shown below.

Z-Mind centers around three Japanese sisters, Ayame, Renge, and Sumire, who pilot a giant robot named Z-Mind created through collaboration between the Japanese and American militaries. Together, they fight the Orgapiens, aliens with advanced technology who all look like creepy oversized babies. As the main heroine and leader, Ayame differentiates herself from her younger sisters by having a yamato nadeshiko-esque quality to her in contrast to her sisters’ more Western looks and fashion sense, making Ayame a character somewhere in the vein of Shinguuji Sakura from Sakura Wars.

The girls all exhibit strength and courage, and are also responsible for beating back the monsters at the end of the day, but the overall flat characterization in the series means that there isn’t much to discuss about them, other than that the desire to make Ayame more of a traditional beauty than her feistier sisters may say something about the kind of face the series wanted. Ayame is pretty inoffensive in any direction, but she suffers from the same lack of depth as the anime she’s in. Even Ayame’s love interest, a mysterious man from the future in a stylish red jacket named Kouji, is just kind of there until their relationship decides to grow abruptly, so it’s hard to say how much it affects her character.

When I finished each episode of Z-Mind, I would find myself regarding it as decent, but when I asked myself if I wanted to keep watching immediately after, the answer was definitely “no.” While this may have something to do with the fact that each episode exists somewhat independent of the others, in the end there was nothing so thrilling or compelling that I had to see the girls of Z-Mind again as soon as possible.

If I were being a little harsher, I would call the series mediocre, and if I were being a little kinder, I would say that it had potential, but I think the best way to describe Z-Mind is that if it had been properly released back in the 1990s in the US, I think it would have been a big hit. It’s short, it’s pretty, and while it’s sparse on characterization and development, it has enough in those categories to spark the imaginations of fans hungry to explore a fantastic world, one which sparks their imaginations and makes them thirsty for possible areas to elaborate. In this sense, I feel it would have garnered a reputation similar to Bubblegum Crisis, though one advantage it has over Bubblegum Crisis is that it actually has a conclusion instead of ending abruptly on a self-contained episode.

For Z-Mind, the character types, art style, and and overall feel of the series all come across as very much a product of their time, and Ayame too is a naturally both a part and a result of that combination. As such, Ayame winds up being a girl full of admirable qualities, but hard to categorize as anything more than a basic outline of a strong, ideal girl. Her character, and her anime, exist as one stop along the path of female heroines in robot shows.

Otakon 2012 Interview with Tenjin Hidetaka

Introduction: I attended Otakon this year and got the chance to interview mechanical illustrator and designer Tenjin Hidetaka. Responsible for box art from various series including Gundam and Macross, his latest work can be found in Aquarion Evol. His official website can be found at http://www.studio-tenjin.com and his Twitter is @TENJIN_hidetaka.

For the sake of consistency with the rest of this blog, Japanese names are last name first.

OM: How did you get started working in the anime and toy industries?

Tenjin: My very first anime work was Macross Zero from Satelight. I can’t remember what year it was, either 2002 or 2003, but my first anime was Macross Zero.

OM: How is it like working with Kawamori Shouji? How did you meet?

Tenjin: I met Mr. Kawamori Shouji because I had been illustrating for a Macross fansite. I was drinking with a few friends of mine I had met through the fansite and Mr. Kawamori Shouji also attended the event.

But even before I met Mr. Kawamori Shouji I had been working as a professional illustrator, so when I had a chance to meet him I showed him my portfolio, and he gave me the chance to start working with him.

OM: Does the fansite still exist?

Tenjin: The fansite no longer exists. I deleted it right away. But I think some archive of it still exists. Some very hardcore fans from the past still hold onto their precious archives of the past.

OM: I can understand that. So you work both in fantastic designs such as robots as well as more realistic designs such as planes and other vehicles. As an illustrator, do you use the same philosophies and concepts in drawing the realistic vehicles and the more fantastic ones, or are there more significant differences you have to keep in mind while drawing them?

Tenjin: I think about the practical purpose of the vehicle, how it’s used. For instance, with a Gundam it’s a weapon, an instrument of war. So I picture what a tank would be like, and I take the heavy texture of paint and use it for the Gundam. But on the other hand, for something like a Valkyrie, it’s basically a plane so I try to use lighter textures and try to focus on thinner silhouettes.

OM: I actually have a question related to that as well. When it comes to robots, we mainly hear about mechanical designers such as Katoki, Okawara, and Kawamori, who are all about designing the robot from various angles, but we rarely get to hear from someone who’s a mechanical illustrator. What are some of the unique advantages and some of the things you have to consider while drawing mecha without necessarily having “design” in mind?

Tenjin: The difference is, when there’s already a design, I need to think about what the designer had in mind. Even with something as simple as a single line, I have to think about what its purpose is. I need to focus not just on the design in front of me, but other designs that the designer has created because what I am trying to portray through my illustrations is not just the mechanical design or that one item, but the worldview of the designer, the fantastic world that the designer is trying to communicate.

For example, for classic model art for the package or box art, something I focus on is the background. By putting a lot of details in the background, I try to express the storyline of the world behind the design.

OM: You worked on Aquarion as well as its sequel Aquarion Evol. It’s been a few years between those projects. What do you feel you’ve learned between Aquarion and Evol in returning to the franchise?

Tenjin: Something I improved in is weathering texture, introducing weathering to express just how old a vehicle is within the world of Aquarion and Aquarion Evol. But with Aquarion, there are two time periods, the present and 12,000 years ago. I don’t think I was successful in depicting how things would change in 12,000 years.

OM: Related to Aquarion, it seems like 3D modeling is increasingly used to animate mechanical designs, and figures such as Mamoru Oshii have talked about how there are fewer and fewer people who know how to work with 2D designs without going to 3D models. As an illustrator, what do you see as the potential for 3D modeling for mechanical designs in anime?

Tenjin: When I first entered this industry, 3D animation was just at its start. You were seeing the very first examples of 3D animation and, to be honest, the quality was very low. But these days 3D is used very frequently in Japanese animation and very naturally and so the techniques have improved enough that you don’t really notice the differences between 2D and 3D animation. So, I don’t think there’s anything to worry about in that respect.

OM: I just have one more question. I noticed that there quite a few works in that slide show [Tenjin had in front of him an iPad displaying various examples of his box art] from VOTOMS. Do you have a particular fondness for VOTOMS?

Tenjin: [in English, without the need for a translator to explain my words] Of course!

Can You Watch Gundam AGE Without the First Half?

As the final part of the generation-themed Gundam AGE begins, I’m reminded of the “Machete Order,” a way of watching the Star Wars movies which supposedly introduces all of its elements in the best ways while cutting away some of the excess. Specifically, “excess” means “Episode 1,” as the entire adventures of a very young Anakin were deemed unnecessary and even perhaps detrimental to enjoyment. While I don’t think any of the parts of Gundam AGE are awful, it does make me wonder if it’s actually possible to watch the third and fourth Gundam AGE arcs without having watched the prior two.

While it would be sad to lose characters like Woolf and young Emily, I feel like the third part introduces you enough to the returning characters that someone who got into the show right at that point wouldn’t take long to fully grasp the story, and perhaps because the ratings were so low they actually made it with this in mind. While you don’t get to see Flit go from idealistic young boy to supportive but crotchety old man, you also get to immediately see the differences between him, pirate Asemu, and noble Kio. Obviously as someone who’s already watched the previous parts I can’t simply use my own experience to judge the effectiveness of omitting the earlier parts, at least not without much scrutiny and testing on willing subjects, but I would be interested in hearing thoughts on this matter.

Gattai Girls 1: Gowapper 5 Godam and Misaki Youko

Introduction: “Gattai Girls” is a series of posts dedicated to looking at giant robot anime featuring prominent female characters due to their relative rarity within that genre.

Here, “prominent” is primarily defined by two traits. First, the female character has to be either a main character (as opposed to a sidekick or support character), or she has to be in a role which distinguishes her. Second, the female character has to actually pilot a giant robot, preferrably the main giant robot of the series she’s in.

For example, Aim for the Top! would qualify because of Noriko (main character, pilots the most important mecha of her show), while Vision of Escaflowne would not, because Hitomi does not engage in any combat despite being a main character, nor would Full Metal Panic! because the most prominent robot pilot, Melissa Mao, is not prominent enough.

Between its generic Monster of the Week stories, basic “defend the world from evil” plot, and its overtly toy-oriented design, the 1976 anime Gowapper 5 Godam by Tatsunoko Pro is a largely bland and mediocre giant robot series. Following the “Gowapper 5,” a team of five kids whose purpose is to “go on adventures” (really) and who discover a giant robot, even the normal saving grace of such a show, the giant robot itself, is lacking.

Though one can ignore the Rudolph nose, the titular robot is so blocky and aesthetically awkward that even the animators for the show who are otherwise skilled at producing action scenes cannot make Godam look impressive. Despite a handful of fairly impressive episodes which manage some good bits of characterization or interesting moral dilemmas, overall Gowapper 5 Godam would be even more forgotten than it already is if not for two reasons.

First, the character designs were by Amano Yoshitaka of Final Fantasy fame, who worked on many other Tatsunoko anime as well.

Second, it is the first ever giant robot anime to feature a prominent female character in a leadership position.

Misaki Youko transcends the “token female character” position in a number of ways. In addition to being the unmistakable leader of the Gowapper 5 (she wears the red uniform and her teammates consistently refer to her as such), she is clever, courageous, cool under pressure, a highly-skilled fighter (possibly the most skilled of the five), always dresses sensibly, and, perhaps most amazingly of all, never actually gets kidnapped or put in damsel-in-distress situations. She shows strong leadership even in moments of weakness, at one point willing to relinquish her position for what she feels is her own error in judgment, and is able to pilot Godam effectively and deal the finishing blow on multiple occasions to the enemy. Even today, such a character is a rare exception in the mecha genre (especially when you exclude those shows where all of the pilots are female), let alone in 1976.

However, while Youko as a character remains extremely capable, she is hurt by the fact that the show itself can never actually decide if Youko is its main character or not. Even the opening flip flops between emphasizing her as the most important character and focusing on the blue second-in-command, Gou.

Looking at who is most prominent when piloting Godam itself, a method which would work with just about any other giant robot show, doesn’t really apply here. While Godam is the centerpiece of the series, usually the Gowapper 5 go out and fight hand to hand or in their personal vehicles, leaving whoever is left behind to pilot the robot, whether that’s Youko or Gou or one of their three comically misshapen teammates. Much later in the series when they start to regularly pilot it all at once, Gou sits in the center chair, but then other times Youko acts like the main character, even being the one to directly defeat a major villain.

Because of the way that Youko receives fewer and fewer episodes devoted to her as the show goes on, I get the feeling that the makers of Gowapper 5 Godam originally wanted her to be the undisputed protagonist (with Gou as deuteragonist), but something had to make them backpedal, possibly as early as when they were making the opening. The fact that Gou, the character who has more of the look you’d expect from a giant robot hero, overall gets the most episodes dedicated to him (followed by the youngest character, Norisuke) makes me think that they determined that a female as the central character of the show was hurting their sales and that they had to do something about it. Moreover, the odd 36-episode length of Gowapper 5 Godam and the number of sudden introductions of new merchandise into the series in the last 1/3 of the show hints at a possibly troubled production or low toy sales which they would have to try and overturn. At the same time, the fact that Youko continues to be prominent even at the very end might imply that this was an on-going conflict throughout the show’s production.

As the first true female leader in a giant robot anime, Misaki Youko is in many ways a pioneering character. She is well ahead of her time to the extent that she may have been too much for the very anime she comes from. In that respect, she perhaps not only the patron saint of female protagonists in mecha, but also the patron saint of characters who transcend the quality of their own anime.