– Following that, we returned to basics with “Car Robots.” I was truly impressed by the realistic finish and transformation of the three Car Robot Brothers.
In 2000, I took on the role of development lead for “Car Robots.” It was a position that granted me a lot of freedom (laughs). When I proposed the name “Car Robots,” everyone readily agreed, so we went with it. It was a deliberate return to the essence of “Transformers.” We aimed to create realistic vehicles, a departure from the animal-based designs of “Beast Wars.” There was a growing desire to produce figures, so our concept was to create vehicles that were not only realistic but also poseable, functioning vehicles that children would genuinely enjoy.
Movie Series
– Do you feel like the movie was a huge turning point for Transformers?
“Transformers” has truly evolved into a massive franchise, stirring deep emotions among fans. When I first heard about the Hollywood movie adaptation, I couldn’t believe it—I’m a huge movie buff myself, so it came as a delightful surprise (laughs). Learning that Steven Spielberg was involved left me in disbelief, thinking, “No way!?” The decision to have Michael Bay as the director only added to the anticipation. I eagerly awaited the completion of the movie. In terms of product development, the main products were overseen by Kunihiro san and Ejima san, but I felt like I played a small part in it. For instance, I was responsible for the easy transformation (basic series) featured in the first movie line. Additionally, I worked on the protoform Optimus and Starscream figures. I particularly enjoyed the intricate designs—they were unlike anything I had seen before.
– In regards to the first movie, the Leader Class Optimus was truly a remarkable toy.
This was Kunihiro san’s first Optimus, and it featured rubber tires, adding to its quality. However, movie toys often have to be produced without finalised designs, which posed a challenge. Despite this, Kunihiro was determined to recreate the design as faithfully as possible, drawing inspiration from “Revenge” (laughs).
– The Revenge version of Optimus Prime is truly a masterpiece, leaving me in awe of the designer’s skill and creativity.
It truly was an amazing recreation.
Looking back over the past 40 years
– In recent years, you’ve been involved in the development of Masterpiece and MPG. How does this differ from your previous experiences?
The advancements in technology and changes in pricing have been significant. When I look at products from other companies, I often marvel at how far they can push the boundaries. While the development process itself may not have changed much, the environment has certainly evolved. Prototype makers have also progressed tremendously. While CAD is now commonplace, in the past, everything was done by hand. Prototypes were crafted, wooden moulds and wax moulds were created, and then they were meticulously examined before metal moulds were carved and turned into products. Adjusting wooden moulds was a cumbersome process back then, once they were made. In the past, you had to create a prototype to gauge its quality, but nowadays, you can easily assess the data in 3D. This allows for the creation of curved parts with ease, and any necessary corrections can be made immediately. As a result, the need for physical prototypes has diminished significantly.
Another significant aspect is the price. There are limitations to how much we can allocate to production costs, and we must adhere to a certain budget. Additionally, catering to an adult audience allows for more flexibility in design. Unlike toys for children, which must be devoid of sharp parts and built to withstand rough handling, products for adults can include more intricate details and features. This expanded scope allows for greater creativity and innovation in design. Furthermore, the complexity and number of parts involved in adult-oriented products are vastly different from those of children’s toys.
– Reflecting over the past 40 years, what are your thoughts?
Over the course of 40 years, the dynamics within the overall team have shifted. However, the Transformers team has remained relatively consistent. It feels like we’ve been following the same path for quite some time now. While we’ve recently welcomed new team members, there was a significant period where we didn’t bring in any new talent. One aspect I consider particularly beneficial is the opportunity to work on “Mutant Turtles” alongside projects like “Transformers” and “X-Men.” This allowed me to engage with the entire range of figures and contribute to the introduction of “Beast Wars” to the domestic market. I feel fortunate to have had the chance to not only participate in development but also gain experience in marketing.
– You were also inducted into the BotCon Hall of Fame in 2010.
Over time, there’s been a strong sense of mutual understanding between the developers and the company. Hasbro has consistently shown respect towards us, acknowledging our contributions by prominently featuring the Takara Tomy logo on the product packaging and integrating it into their marketing efforts. It’s truly gratifying to see the developers receiving the recognition they deserve.
(23rd April 2024 at Takara Tomy Headquarters)
Kojin Ono
Born on 11th May 1959, in Tokyo, he joined Takara (now Takara Tomy) in 1980, initially working on the development of Diaclone and Microman. His first projects included the Walk Insector for Diaclone and Acro Satan for Microman. Notably, he was responsible for creating the first car robot, the Countach LP500S Super Tuning. Over the years, he has been at the forefront of developing numerous transforming toys, including those in the Transformers and Brave Series. He also led the marketing for Brave Commander Dagwon and, after leaving the Transformers team, developed new toys like Kamiwaza Wanda in the Origwaru series.
In recent years, his work has extended to Masterpiece and MPG lines, as well as hobby items such as collaborations with Casio G-SHOCK and Canon. He frequently revisits and remakes products he originally worked on in the 1980s. In 2010, he was inducted into the Hall of Fame for his significant contributions to the Transformers franchise. His involvement spans from the inception of Transformers to the present day, solidifying his reputation as a Hall of Fame inductee.
His notable Transformers creations include Sunstreaker, Ironhide, Meister, Hound, Inferno, Streak, Rije, Prowl, Lambor, Skids, Trailbreaker, the Dinobots, Camshaft, Overdrive, Downshift, Metroflex, the Airbots, Fortress Maximus, the Trainbots, Metalhawk, Super Ginrai, Galaxy Shuttle, Landcross, Jackshot, Protoform Optimus Prime, Starscream, Thundercracker, Skywarp, Blitzwing, Astrotrain, Octone, Devastator, Galvatron, Apeface, Darkwing, Deathsaurus, Dinoking, Crossformer, Metro Titan, Protoform Starscream, Master Optimus Prime, Master Nemesis Prime, Canon/Transformers, Ultimate Optimus Prime, Masterpiece (MP-52 and later), MPG, and many more. His latest endeavour is the God Ginrai Project, part of the 40th-anniversary celebration.