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Updated: October 16, 2017

KAMEN RIDER Development Blog

KAMEN RIDER Faiz

The Ultimate Points of CSM Kaixa Gear Part 6 Kaixa Pointer

Hello everyone, this is Funasen.
Yesterday I went to see the final stage of Ex-Aid.
Both the show and the talk show were truly moving, and a stage worthy of being called a final.
If you unfortunately didn't get a chance to see it, I highly recommend you check it out when the DVD is released.

Now, on a different note, pre-orders are now open for the Snapride Builder, a spin-off item from the BCR series!


This is an item unique to the BCR series, with the same split visuals as the transformation sequence in the show, so if you get this item as well, it will greatly expand the ways you can play with the BCR series!


In addition, to commemorate the start of pre-orders for "Snap Ride Builder," the official Twitter account for "KAMEN RIDER TOY WEB" posted the following:
We are holding a follow and retweet campaign where you can win the BCR series!
If you use Twitter, please retweet this. For more details, see below.



So, today's update on CSM Kaixa Gear is to introduce the Kaixa Pointer.

●Continuous exceed charges are possible without reloading mission memory!
I forgot to mention this in the last Kaixa Shot! The Exceed Charge is now done via wireless communication between the various Gears, but after you use a special move, the radio reception continues for another minute. This means you can continue to exceed charge without having to reset the mission memory.
Also, if you press the ENTER button again while the sound for a special move is playing, the current sound for the special move will be interrupted and the sound for the special move will start again from the beginning.

Furthermore, in Faiz Gear, if the phone floats immediately after pressing the ENTER button, the Exceed Charge will be interrupted, but this time it will continue without interruption. This has been made to prevent the impact of unexpected actions when pressing the ENTER button.


●About size
The Kaixa Pointer's props have three different sizes and shapes: binoculars mode, kick mode, and the state during the transformation when the mission memory is inserted.
Depending on the product, the props used may be DX size, but we struggled a lot with deciding what shape and size to set for this product.
However, since the mission memory, which serves as the linkage key, has been enlarged to CSM size, it is necessary to make it large enough to accommodate it, so we have made it one size larger in the same size ratio as other Shot and Phone models.
The shape is based on the "binoculars mode" because the "button" necessary for the toy is missing in the prop's "kick mode."
However, the design of the stretchable parts after transformation has been combined to recreate the style of the "kick mode" and has been detailed.
The position where the pointer function should be installed was difficult to secure the space due to the rotation and extension gimmicks, but after increasing the size and adjusting the extension balance, we were able to install it without compromising the balance of the shape.
The extension distance is also longer than the DX version, so it does not have the same shape as the prop's "kick mode," but we believe we have achieved the optimal balance while still incorporating the transformation mechanism.


●Deformation when mission memory is inserted
In the DX version, when you insert the mission memory, the lock is released and the moving parts hang down limply, and you have to transform them manually.
This time, a spring is installed there, and it is designed to automatically expand to about 130 degrees. (Please note that this angle is not fixed and may change depending on the adjustment.)
Due to spring strength and safety concerns, it is not possible to open it all the way to 180 degrees, but you can now enjoy movements that are closer to those in the movie than with the DX version.
Finally, you will need to manually lift it to 180° and lock it in place.


Special move sound
As for the audio for Gold Smash, the original audio from the program no longer exists, so we have had to recreate it from scratch.
We are currently working on creating a sound that is as close as possible.



That's all for today's blog.
The next update will be on Monday, October 23rd.

See you next time!
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