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    Interviews: Kojin Ono 
     
    Translated & Interpreted by Jeremy Barlow © Soundwave's Oblivion 
    2024 
     
     
    
    
    
    Interview from Figure King 316 May 2024 
        
    
    Talking 
    to a Legend: 40 Years in Toy Development 
     
    Transformers 40th Anniversary Interview Number 2 with the man who created 
    the Transformers toys. 
     
    Kojin Ono 
    Takara Tomy Transformers Development Team 
     
    We spoke with Kojin Ono, a legendary developer at Takara Tomy, who has been 
    involved in toy development since the days of Diaclone and Microman, and has 
    been an integral part of the Transformers family. With over 40 years of 
    experience, Ono san has worked on numerous toy developments and has overseen 
    entire projects as a team leader. He is truly a hall of fame figure in the 
    Transformers world. 
     
    The Early Days 
     
    -What was Takara (now Takara Tomy) like during the 
    introduction of Transformers? 
    I joined the company in 1980, right when the Diaclone and Microman 
    development departments were being integrated. As a result, I became 
    involved in both projects. We shifted from the standard 1/60 scale of the 
    Diaclone series and introduced the Car Robots. This move was a success, with 
    strong sales that extended even into Europe. They were also rolled out by 
    Takara USA. Around this time the US market was a very attractive prospect. 
    Then, at a trade show in the US, Hasbro approached me with a proposal to 
    collaborate. I thought this was a very good opportunity. It was our move 
    into the US market that caught Hasbro's attention. 
     
    -What was the development team's initial reaction 
    when they heard about "Transformers"? 
    A contract was signed between Takara and Hasbro in 1983. I felt uneasy about 
    it (laughs). We had been diligently working as a team, each division 
    focusing on "Diaclone" and "Microman," striving to compete with other 
    companies. Then, unexpectedly, without a 1/60 or 1/1 scale model, we were 
    forced to reconsider all our concepts. Everyone was utterly bewildered. I 
    believe some senior members of the team were discontented, questioning, "Why 
    must we collaborate on this?" However, as I gradually learned more about the 
    character settings, such as their division into allies and enemies, and 
    their extraterrestrial origin, the sentiment shifted towards, "perhaps this 
    direction is acceptable too?" 
     
    -Was there initially a plan to introduce the series 
    in Japan from the outset? 
    The product was first introduced in Japan in 1985, though I don't believe 
    that was the initial intention. It started as an imported product, adapted 
    and sold overseas. However, its remarkable success prompted the decision to 
    also offer it in Japan. 
     
    -That’s a surprising development. 
    During that period, "Diaclone" and "Microman" were in need of fresh ideas. 
    It was truly opportune timing, almost a perfect moment. Since we were 
    essentially selling something that had already been developed, merely by 
    changing the packaging, it incurred minimal expenses and didn't require any 
    major investment. This allowed us to allocate funds towards marketing 
    efforts instead. 
     
    -The focal point among the early Cybertron members was the car robot created 
    by Ono-san. 
    My boss presented various concepts, and one of them was the Countach. The 
    first project I was assigned to was the "Countach LP500S Super Tuning," 
    which later evolved into Sunstreaker. When I took over, the wooden mould had 
    already been created, featuring a sci-fi design. It was a moment of 
    deliberation for me, pondering whether to create a real car or a sci-fi 
    machine that maintained the essence of Diaclone's universe. It sparked 
    discussion within the department. 
     
    -What led to the decision to pursue the direction 
    of real cars? 
    Personally, I leaned towards a more realistic approach, aiming to emulate 
    the authenticity of real vehicles rather than incorporating a sci-fi twist. 
    However, upon surveying children's preferences, it became evident that a 
    realistic depiction was preferred. The sales department echoed this 
    sentiment, advising, "We should stick with realism." Additionally, there was 
    an idea to have the train robots transform and connect to resemble dragons, 
    yet again the sales department asserted, "We’d prefer real trains." 
     
    -It seems that you were doing a lot of research 
    with children at that time. 
    The park was conveniently located right in front of our company, allowing us 
    to conduct surveys of children there. Of course, nowadays, such practices 
    would be an absolute no-no from a compliance standpoint (laughs). But, as I 
    mentioned earlier, there's a certain persuasiveness in directly hearing from 
    children through these surveys. Their enthusiastic support played a pivotal 
    role in propelling us forward in our development efforts. When we initially 
    released the Countach and Cherry Vanette within Diaclone, we were unsure 
    whether a toy that could transform into a real car would find success. I 
    vividly remember feeling nervous as I visited the sales floor to offer my 
    support. However, to our delight, the products were met with a positive 
    reception, prompting me to confidently proclaim, “Let's pursue this 
    approach! Let's turn Car Robot into a series!” From the encouraging 
    response, we forged ahead with our plan and began creating a series of Car 
    Robot products. 
     
    Memories of the City Concept 
     
    -I believe the first major original development for 
    Transformers was "Scramble City." This was initially being developed for "Diaclone," 
    correct? 
    That's right. I was mindful of ensuring that the individual components of 
    the combined warriors were easily accessible for purchase. Our strategy was 
    to offer them at a price point below 1000 yen each, allowing collectors to 
    gradually accumulate them for combination. Additionally, I incorporated a 
    base element into the design. Base play has been a significant aspect 
    cultivated in both "Microman" and "Diaclone," and I was keen on 
    incorporating this element into "Scramble City." 
     
    - I was so excited to buy Metroflex. 
    Metroplex sold exceptionally well. It was considered the central base of the 
    "City Concept," which comprised a large base, a medium base, and a small 
    base. The large base later evolved into Fortress Maximus. The entire town 
    transformed into a robot, and it features an airport, a fire station, and a 
    police station, with Metroplex and Fortress Maximus forming integral parts 
    of this concept. It was like the town was transforming before "Neon Genesis 
    Evangelion" (laughs). When I presented the idea to then-president Yasuta 
    Sato, expressing, "This time, the town will transform!" he responded 
    enthusiastically, "The town will become a robot. That's fantastic!" He was 
    typically stern and often reprimanded me, so receiving praise from him was 
    truly gratifying. It's a memory that still stands out vividly in my mind. 
     
    Is Headmasters Steel Jeeg?! 
     
    - The next significant conceptual shift occurred 
    with the introduction of the Headmasters. 
    When Hasbro asked me, "What's next?", "Steel Jeeg" suddenly came to mind. I 
    presented them with a sketch of a robot featuring a small head like Jeeg, 
    and they immediately recognized its potential. In my approach to product 
    development, I always prioritise the gimmick. I'm constantly mindful of 
    enhancing the play value of the gimmick and how children interact with it, 
    rather than focusing solely on transformation. A solid product concept 
    serves as a strong foundation for creating compelling stories or animations. 
    The Headmasters series stands as a prime example of this approach. 
     
    - When I saw the giveaway campaign for Fortress 
    Maximus, I couldn't help but think like a child, "Oh, this isn't sold in 
    Japan..." (laughs). 
    That campaign garnered impressive numbers, so we thought, "We can do this!" 
    (laughs). Despite its initial high cost, we decided to include the Master 
    Sword, pushing our goal to maximise sales. How could we boost its appeal? We 
    made sure it played a central role in the anime, added the sword, and 
    flooded the market with commercials (laughs). The strategy paid off 
    handsomely. Priced at 12,800 yen, it was a shock even for us as the 
    creators. Thanks to this approach, The Headmasters sold remarkably well, 
    likely becoming one of our best-selling products of all time. 
     
    - "Super God Masterforce" truly embodies a unique 
    Japanese essence. 
    "Super God Masterforce" seamlessly weaves together elements of Japanese 
    heroes, with a narrative centred around human intervention. The introduction 
    of the God Master setting further enriches the storyline. 
     
    - In contrast to Power Master Optimus Prime, what 
    motivated you to make alterations to Super Ginrai? 
    Given that I intended to position it as the primary character, I aimed to 
    imbue Super Ginrai with a sense of luxury. Building upon the success of the 
    previous year, I was granted the opportunity to enhance its features. I 
    ensured that the wrists could be stored and increased the amount of die-cast 
    material used in its construction. 
     
    - It was surprising to find that it wasn't a matter 
    of cost-cutting; instead, it led to the creation of a truly magnificent 
    product. 
    I also had the chance to develop Metalhawk. Honestly, I had envisioned 
    creating a Pretender in the Masterpiece series. Given its nature as a 
    transforming hero, I aimed to design a figure that could seamlessly 
    transform on its own, rather than simply removing its shell. If given the 
    green light, I envisioned crafting something that could genuinely 
    "transform," such as having Metalhawk's Pretender suit seamlessly shift into 
    robot mode. 
     
    - What do you remember about “V(Victory)” the final 
    Japanese G1 Transformers TV series? 
    The concept was to return to the essence of classic TV robot anime. At its 
    core, the series revolved around the main character, Star Saber. Our primary 
    goal was to maximise the sales of the main character. This led to numerous 
    meetings to determine details such as the packaging format—whether it should 
    be vertical or horizontal. The existence of two types of boxes for Star 
    Saber reflects the deliberations we had in this regard. While there were 
    also sub-robots, the overarching concept of prioritising the main 
    character's sales aligns with the approach seen in the Brave Series 
    introduced the following year. 
     
    - Star Saber is such a great toy. 
    That product was initially conceived with the idea of combining with a 
    second robot, inspired by our experience with God Ginrai. I was genuinely 
    taken aback when Bandai also released a similar combining robot at the same 
    time (laughs). It seemed like they were on the same wavelength. The concept 
    of the smaller robot becoming the chest of the larger one is a direct 
    continuation of what we did with Super Ginrai. Additionally, there's the 
    Brainmaster concept. In "V (Victory)," the focus is on the face and chest. 
    Recognizing that these are the most prominent parts of a robot, we decided 
    to incorporate a gimmick here. Thus, the Cybertrons feature a figure as 
    their face, while the Decepticons have their chest gimmick. Although I've 
    enlisted Okawara-san's expertise for key elements in the past, I could sense 
    his enthusiasm when I asked him to refine the design of the main character. 
     
    - At this point the television series ended. 
    It was a challenging decision to temporarily halt the cartoon. From a sales 
    perspective, it was performing well, with Star Saber proving to be quite 
    popular. However, the viewership ratings didn't match our expectations. 
    While it was satisfactory in terms of business, it fell short in terms of 
    broadcast ratings. Okude (Nobuyuki) san had ties with Sunrise, prompting the 
    decision to produce "Transformers" at Sunrise. Consequently, Kunihiro 
    (Takashi) san, myself, and another newcomer collaborated on "Brave Exkaiser." 
    While we continued with the toy line "Z (Zone)," those of us who spearheaded 
    the main Transformers products, like Kunihiro (Takashi) and myself, 
    transitioned to the Brave series, making way for fresh talent to take over. 
    Dai Atlas emerged as a standout, offering a toy that prioritised engaging 
    play. I was the one who coined the name "Big Powered," reflecting its 
    combative nature (laughs). For a while, the Brave series and domestic 
    Transformers ran concurrently, but eventually, the Transformers franchise 
    concluded, with resources shifting towards the Brave series. 
     
    The Impact of Beast Wars 
     
    - What were your thoughts on "Beast Wars" from 
    within the company? 
    It came as quite a shock. The development of products for overseas markets 
    was overseen by Ejima (Takio) san and his team, while we were focused on 
    developing Brave. So, it was quite unexpected to suddenly hear about animals 
    being introduced! The "Beast Wars" items resembled figurines closely. While 
    it proved to be a lifesaver for the Transformers brand in the United States, 
    there was more scepticism in Japan. Initially, there were doubts about its 
    potential sales and reception. We conducted another survey among children, 
    and fortunately, the feedback was positive, which brought us a sense of 
    relief. 
     
    - I had the impression that they were actively 
    promoting the "Transformers" brand in Japan. 
    It was then-president Hirohisa Sato who suggested adding "Transformers" to 
    the name. I also proposed various name ideas, such as "Convoy vs. Megatron," 
    envisioning two items being sold together as a set. While there were 
    individual items available, they were also marketed as a set. "Beast Wars" 
    capitalised on the figurine craze of the time. In essence, it leaned more 
    towards being a figurine collection than a traditional robot toy. As a 
    result, it appealed more to elementary school children rather than younger 
    ones. Many of the transformations were intricate, and might have been too 
    complex for younger children to fully grasp. 
     
    - 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. 
        
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