Updated: October 7, 2024
A detailed introduction from the developer of "CSM Fang Memory & Extreme Memory ver.2"!
We are now accepting preorders for both the "CSM DOUBLE DRIVER ver.2" and the "Fang Memory & Extreme Memory ver.2"!
*The number of "Fang Memory & Extreme Memory ver.2" prepared for the first batch is less than that of DOUBLE DRIVER ver.2, so the first batch is expected to be sold out within this week. In that case, we plan to change the shipping month and accept second orders.
Today, I would like to introduce you to the "Fang Memory & Extreme Memory ver.2", which I was not able to cover in my blog the other day.
■Fang Memory ver.2■
① Completely new model
Like DOUBLE DRIVER and other memories, the Fang Memory is a completely new design with no reused parts, in order to incorporate a mutual recognition sensor with DOUBLE DRIVER ver.2 and an automatic jaw deployment gimmick.
The redesign involved making revisions to the finer details from the previous CSM and DX models, with reference to those in the show. As with the standard Gaia Memory ver.2 design, the memory section has a two-layer structure, and the exterior parts have circuit board details behind them. The image below shows the exterior parts as opaque because it is an early prototype, but the retail version will be semi-transparent, allowing the circuit board details to be seen on the outside.
Furthermore, to improve the ease of transformation from Live Mode to Memory Mode, adjustments have been made to reduce the number of clicks in the memory section (the part that "clicks" at a specific angle when moved). Previous products had clicks every 45 degrees, which meant that when trying to perform transformation actions like in the movie, movement would tend to stop at unintended positions. With this product, by eliminating clicks that are not essential for each mode, it is easier to move to the desired position. As a result, it is easier to recreate the powerful transformation actions that Philip performed in the movie.
②First reproduction! Automatic jaw expansion!
Ver.2 is equipped with the long-awaited "automatic jaw extension gimmick." This makes it possible to extend the jaw seamlessly during the transformation.
We considered various methods to achieve automatic jaw deployment, but decided to adopt a deployment method that requires a "button operation" in order to eliminate accidental operation. We also considered a deployment method that would involve setting the Fang Memory on DOUBLE DRIVER and triggering a knockdown action, but with that mechanism we were concerned that the jaws might unintentionally deploy on their own in the middle of the transformation action in Live Mode or Memory Mode, so we placed the deployment button in a position that would make it less likely to be triggered by mistake. The button's design makes use of its original round shape to make it less noticeable, and it's also in a position that makes it easy to press during the transformation action in the movie.
3. With the CSM DOUBLE DRIVER ver.2, you can recreate the Joker memory transfer sequence from episode 16!
Although it is not directly related to Fang Memory, as it is a Fang Joker-related feature, we would like to introduce here the additional feature of "Two in One Mode" that allows communication between DOUBLE DRIVER ver.2.
By using the "two in one mode" of the CSM DOUBLE DRIVER ver.2, it is possible to recreate the irregular memory transfer sequence seen in Fang Joker's first transformation in the TV series (episode 16). We will explain step by step what is irregular about it.
The Fang Joker transformation scene in episode 16 of the TV series was carried out in the following steps.
1. Shotaro is restrained with Joker's memory stuck in his belt.
2. Philip rushes in and summons the Fang Memory, then performs the "Belt Appearance."
3) In response to the "appearance of the belt," Shotaro's Joker Memory begins transferring on its own.
④ Transform using that memory
Amazingly, with this product's "two people in one mode" you can even recreate the irregular sequence shown above!
Play as follows:
1. The actor playing Shotaro loads the Joker into his belt and waits. (By performing a specific operation, neither the "memory transfer sound" nor the "transformation standby sound" will be heard.)
② With the character playing Philip wearing the belt around his waist, he presses the sound effect button to play the "belt appearance sound." (This is when the communication begins.)
3) Upon receiving communication from Philip's side, a "memory transfer sound (transmitted)" is automatically activated from Shotaro's belt.
④The Philip belt receives the "memory transfer signal" from Shotaro's belt and automatically activates the "memory transfer sound (received)."
⑤ Insert the Fang Memory into Philip and transform.
The process is as follows.
We are currently developing the program, and have finally created a prototype driver that can communicate, and it is a finished product that will get you excited when you actually play with it. It may sound complicated when written down, but the game is intuitive, so I hope you will find a partner with DOUBLE DRIVER ver.2 and play with it.
This concludes the Fang Memory specifications.
Next up is the "Extreme Memory ver.2". The Extreme Memory is the first CSM version, but it is equipped with the "Gaia Memory ver.2" system, which has a mutual recognition gimmick that works with the "DOUBLE DRIVER ver.2", so even though it is the first product, it is called "ver.2".
■ExtremeMemory ver.2■
① Extreme Memory is also completely new!
The Extreme Memory, like the other items, is a completely new design. The bird-shaped head, wings, and gold-designed lower tip, which were soft parts in the DX version, are now all hard parts, and all of the fine details have been revised to match those in the movie. Like the other memories, the memory section has a two-layer structure to reproduce the internal details. The back of the rotating part in the center also had a product marking on it in the DX version, but this has been removed and a new design has been added, resulting in a more complete appearance.
In the DX version, the unevenness of the bird's claws was a result of how the mold was removed, and the areas between the three claws were higher than the claws on the left and right ends. However, this time, by dividing the parts into smaller pieces, the areas between the claws are lower in height than the claws.
②Major upgrade to audio gimmick!
■Cyclone Joker Gold Extreme function implemented!
This product includes for the first time the sound of the transformation into Sankron Joker Gold Extreme, the ultimate form of the Double that appeared in the movie.
It is also possible to play the "transformation sound with dialogue" which includes lines from the movie such as "Philip. It's the wind...the wind of Fuuto..." so we hope you will be able to enjoy that moving experience in your own hands.
The special kick from there can be performed without opening or closing the Extreme Memory, just like in the movie. (It is also possible to open and close it to perform the Cyclone Joker Gold Extreme special move.)
■Includes various sound effects!
By loading this product into the CSM DOUBLE DRIVER ver.2, various sound effects for Extreme will be unlocked and can be played using the sound effect button on the driver.
We plan to include some of Extreme's memorable sounds, such as "the sound of viewing all of the enemies" and "the sound of fighting back against the Utopia Dopant that tried to absorb his energy," which will provide an extremely immersive experience.
■ Hidden specifications
If you have read this far, you may be wondering if the Extreme Memory will have that feature. The answer is no, this product does not have that feature.
The reason why that element was not included is because of the LED surface, which was a hurdle. The default color of the Extreme Memory is"green & purple," but how do we change it to"green & red"?
The original idea was to use a multi-color LED (an LED that can emit various colors, often used in HENSHIN BELT) that is also used in various toys, and change the color of the light for each mode, but there was a problem with this idea. When using a multi-color LED, the light is inevitably weaker than a single-color LED, and when it is lit up, the purple and red LEDs on the side of the body become weaker and cannot stand up to the green light.
Taking all of the above into consideration, our number one priority is to ensure that the gameplay remains intact, so the LEDs on Extreme Memory are solid green and purple.
just,
Actually, you can remove it here.
This is a mechanism that was originally included in the DX Extreme Memory, and was designed to be detachable mainly for strength and safety reasons, but we made it so that it can be detached in the CSM as well. If this can be removed... it seems like you can do a lot of different things, right?
We are currently working on the development of thisform, with the hope of eventually being able to recreate it. For that reason, we hope you will get your hands on this Extreme Memory.
That's all for today's blog. See you next time!
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