| 
    
    Interviews: Kojin Ono
 Translated & Interpreted by Jeremy Barlow © Soundwave's Oblivion 
    2024. Thanks to @LinkFrost_ 
    for photographs from the TFG2024 interview pages
 
 
 
    
    
    Interview from Transformers Generations 2024 
    Kojin Ono ■ 
    Takara Tomy Transformers Development Team Hall of Fame 2010Kojin Ono, who has been involved in toy development since the days of "Diaclone" 
    and "Microman," reflects on his 40 years of experience working with the 
    "Transformers" series. Let's take a look back at the 40 year history of 
    Transformers, along with Kojin Ono’s career. He has been pivotal in the 
    development of numerous Transformers, creating the cutting edge Masterpieces 
    and MPG’s.
 
    
    - Did you always aspire to develop toys?I studied industrial design at a technical college, so I wasn't specifically 
    focused on creating transforming toys or anything similar. When it was time 
    to look for a job, I knew I wanted to work in design. I had many options, 
    but by chance, a catalogue arrived at my school. It was a Takara (now Takara 
    Tomy) toy catalogue, where I saw Magnemo's Steel Jeeg. I thought, "Oh, you 
    can have a job like that." While my friends were looking for cutting-edge 
    design jobs, I wanted to work with toys and character products. I thought it 
    would be fun. So, a toy company it was… At that time, I actually considered 
    Bandai a good choice, so I went ahead and took their exam. However, that 
    year Bandai didn't have any openings in development. Since I was determined 
    to pursue a career in toy design, I ultimately chose Takara.
 
 - So you began your career on a solid footing as a 
    developer for Takara.
 At that time, the boys' toy department had two divisions: 2M, which focused 
    on original characters like "Microman" among others, and 3M. At 3M, there 
    was Okude (Nobuyuki), who worked on so-called mass media characters like "Diaclone" 
    and "Sanrio”. The two departments saw each other as rivals and didn't get 
    along very well (laughs). But around the time I joined, they were merged 
    into a single department. As a newcomer, I was able to get along well with 
    the seniors on both teams. Of course, over time, the two teams got to know 
    each other better, and I found myself in a position to bridge the gap 
    between them. Because of that situation, I had the opportunity to work on 
    both Microman and Diaclone. If I had joined the company a year earlier, I 
    might have had to choose between the two teams.
 
 - What was your first assignment there?
 When I first joined the company, they were in the process of developing 
    Robot Fortress X. My task was to create a silicone mould from the prototype 
    and replicate the mould with a plastic cast. I was also assigned to update 
    the Diaclone crew (Inchman), so I began visiting Studio Nue. Kawamori 
    (Shoji), who was still a student at the time, was also present at Studio Nue. 
    I often felt like an editor waiting for Kawamori-san's manuscripts. On the 
    Microman side, I was responsible for such products as the Armoured Suits and 
    the bendable Acro-Satan. It was a period when Microman was beginning to 
    explore a more hobby-oriented product approach.
 
 - Please share your experience with the Diaclone 
    Car Robots, the origins of the Transformers.
 For a long time, we had been immersed in the 1/60 scale world of Diaclone. 
    However, we decided it was time for a new direction and conceived the idea 
    of a car robot that transforms into an actual real world vehicle. Initially, 
    it was developed as a sci-fi vehicle, in keeping with the traditional 
    Diaclone worldview. But when considering how to appeal to children, I opted 
    for something more relatable and chose to use real cars. However, initially, 
    there was some hesitation, and we considered creating a Countach that would 
    still incorporate some sci-fi elements. I took over the development of this 
    item, which was later sold as the "Countach LP500S Super Tuning," and 
    eventually became Sunstreaker in Transformers. The wooden block model had 
    already been made, so the next step was to determine the best way forward 
    from there. So we endeavoured to make it as faithful to the real car as 
    possible. As a result, it proved to be quite popular in testing with 
    children. Moreover, the sales department strongly supported the concept of 
    creating a real car. The Countach was even released as a police car, a 
    classic choice for a functional vehicle.
 
 - The diverse lineup of car robots was quite 
    appealing. By the way, how many of them did you anticipate children would 
    collect?
 I hoped people would collect around 10 of them... well, at least about 3 
    (laughs). You can't buy them all, after all. With Diaclone, we didn't 
    release them all at once. We introduced one or two each month, like, "Next 
    up is this one!" The first time we released everything at once was with 
    Transformers. It's not just about collecting; it's about making a choice. 
    It's about "choosing your hero."
 
 - I heard that the introduction of Transformers in 
    Japan was quite surprising.
 At first, it was a surprise. I believe it was complicated for our seniors 
    who had developed Diaclone and Microman. Initially, we viewed it as a 
    strategy for overseas markets, but it's surprising success led us to 
    introduce it in Japan as well. Since it was a product with no additional 
    production costs, we could allocate more resources to marketing.
 
 - At that time, it appears like marketing was one 
    of Takara's strengths.
 During that period, Takara prioritised original characters that conveyed 
    narratives through catalogues and commercials, rather than focusing on mass 
    media characters featured on television programs. As it's an original 
    character, we craft a detailed setting and enhance the commercials with a 
    touch of drama to build a rich narrative world. I believe that this 
    expertise was also applied in "Fight! Super Robot Lifeform Transformers." 
    First came the toys, then the world-building, and finally the TV programme. 
    When Transformers was introduced, Takara established the Ginza office to 
    handle marketing, including advertising and packaging. Meanwhile, at our 
    headquarters in Aoto, Katsushika, Tokyo, we focused on product development.
 
 - What were your impressions of Hasbro as a company 
    back then?
 Back then, Hasbro was much smaller than it is now. My impression is that 
    they gained profitability through Transformers and acquired other companies. 
    When we first engaged with them, they didn't appear to be such a massive 
    corporation.
 
 - Hasbro also excels in categories such as games.
 There were some similarities with Takara, but Hasbro really began to expand 
    after merging with Kenner. They strengthened their presence in both boys' 
    toys and board games, and it seemed like they continued to grow 
    significantly following the success of Transformers.
 
 - I heard that when Transformers first launched in 
    the late '80s, the company faced challenges due to fluctuations in the 
    Yen-Dollar exchange rate and increasing costs.
 It was a period when we had to meticulously calculate costs. Development 
    teams aren't typically fond of that (laughs). Managing costs is an eternal 
    challenge. I still want to make rubber tyres for all of my Masterpieces, but 
    I've had to let that go….
 
 - Especially around 2010, there were many items 
    where the specifications of the domestic version were reduced compared to 
    the overseas version.
 The later the release date, the more the specifications had to be cut down. 
    However, on the other hand, Super Ginrai was somewhat extravagant for the 
    Japanese market.
 
 - That surprised me.
 My boss said, "Go ahead, do as you like," so I said, "Really?" Super Ginrai 
    was intended to be the flagship product as the leader of the hero side, so I 
    was given the green light to make it as deluxe as possible. However, the 
    subsequent God Bomber ended up in the opposite situation...
 
 - Around the time of Ginrai you were proposing an 
    Ultra Magnus type robot where the trailer could be swapped out.
 We were exploring multiple variations. The appeal of trailer robots lies in 
    their ability to swap out their containers. We brainstormed ways to 
    incorporate elements like combining and base play, unique to larger 
    products, and proposed these ideas.
 
 - I think you like the idea of “playable bases” 
    Ono-san.
 My approach to product development prioritises the gimmick. In the case of 
    Transformers, transformation itself isn't just a gimmick, so I've always 
    focused on enhancing play value beyond transformation for children. I 
    believe transformation alone isn't sufficient. Those around me often tease 
    that I tend to go overboard with it (laughs).
 
 - Super Ginrai was the first attempt at remaking 
    Convoy, followed by another attempt with Return of Convoy.
 The concept behind Star Convoy, overseen by Kunihiro (Takashi), revolves 
    around a motorised container. We brainstormed ways to integrate Micro 
    Transformers for a base play element. During this period, we conceived the 
    idea of the Micro Trailer for the domestic market, which served as a 
    foundational play element. It's a series centred on combining vehicles with 
    Micro Trailers, leading to creations like Sky Garry. Our vision for play, 
    gimmicks, and world-building was to combine Micro Trailers and Micro 
    Transformers for an immersive play experience.
 
 - How did the development team evolve after the TV 
    series ended?
 Those who were mainly working on Transformers products were moved to the 
    Brave team and a new team of developers were brought in for “Transformers 
    Zone”. During this period, Transformers took a hiatus in Japan and 
    development for overseas markets scaled down and shifted towards Europe. We 
    concentrated on maximising overseas sales, although we occasionally 
    introduced items from abroad, such as "G-2".
 
 - When did you transition into marketing?
 I transitioned out of development when I worked on "Brave Command Dagwon" 
    (1996). It was all about showcasing heroes, so we aimed to incorporate 
    heroic special effects elements by deciding to stage a show. Creating 
    costumes for this was quite challenging. We also took photographs for 
    packaging and I believe we even handled the voice acting for the toys. At 
    Takara, marketers wielded significant influence over the product. They 
    determined the concept, and developers had to align with those directives. 
    In the past, developers generated ideas and marketers refined them. Over 
    time, this dynamic shifted. Today, marketers and developers collaborate 
    closely on Transformers within the same department.
 
 - It's common for developers to end up voicing the 
    toys themselves when there are scheduling conflicts.
 I also provided the voice for Fire Convoy. For Beast Wars, we dubbed the 
    video for a children's survey ourselves. We knew we couldn’t convince the 
    company to greenlight the series without first conducting a children’s 
    survey. Conducting the research was crucial to persuade the company that it 
    was a worthwhile idea. Since there wasn't a professional dub available yet, 
    we took it upon ourselves and said, "Let's just do it!" Despite the initial 
    surprise of introducing organic-style robots, the concept proved strong. 
    Prior to Beast Wars, Takara's action figure line included the X-Men, and 
    even earlier, we successfully introduced the "Teenage Mutant Ninja Turtles" 
    to Japan, which sold exceptionally well. The Mutation series of transforming 
    figures performed especially strongly in children's surveys, prompting us to 
    focus on it as a key selling point, resulting in great sales.
 
 - Did you name the series "Transformers: Car 
    Robots," Ono-san?
 As the development leader, I was given free rein. "Car Robots" marked a 
    return to the series' origins. For this product, I aimed to emphasise real 
    cars.
 
 - Speaking of real cars, shortly after that, 
    Masterpiece and Binaltech were launched.
 It was fantastic to have a boss say to me, "You can do the Masterpiece for 
    the 20th Anniversary," and "I'll approach Subaru so we can ensure our 
    product looks exactly like the real thing, down to the livery." There, I was 
    able to instil the importance of acquiring licences properly and crafting 
    products with care. It was also significant that Hasbro began to appreciate 
    hobby products like Masterpiece. On the other hand, I found it amusing how 
    they decided to market the white Convoy as Ultra Magnus (laughs).
 
 - So you left Transformers after that?
 After working on "Dennou Boukenki Webdiver" and "Bakutou Sengen! Daigander” 
    (2001-2002), I transitioned to the new development department, which 
    oversees planning and development across the company. In this role, we focus 
    on research and development, pitching gimmicks and ideas to various business 
    divisions. Origawaru from "Kamiwaza Wanda" stemmed from that period, 
    originally conceived as an idea for "Microman". I remained in that 
    department throughout the early 2000s before joining the Transformers team 
    for the domestic market around the time of Masterpiece's New Jetron (around 
    2016).
 
 - And then you joined the Masterpiece team. Wasn't 
    it a rare and valuable experience to work on the series for a second time?
 I eagerly anticipated seeing the toys I originally created being remade by 
    others. When Lambor and Prowl were transformed into Masterpiece figures, the 
    team responsible came to show me, saying, "Ono, I made these!" I was 
    genuinely impressed, exclaiming, "They're fantastic!" and "They turned out 
    so well!" I was also delighted to have another opportunity to contribute 
    personally. With Starscream Ver. 2.0, I feel I managed to fold the tail fins 
    neatly, and I'm quite satisfied with the result.
 
 - By the way, what are the differences in 
    development between then and now?
 What we see nowadays differs greatly, from technology to pricing. Through 
    friendly competition, both figures and visuals continue to evolve, resulting 
    in significant progress accumulation, wouldn't you say? When we observe 
    existing high-end toys, we think, "Ah, it's acceptable to push the 
    boundaries like that," and it motivates us to aim even higher with our next 
    toy. Of course, cost is a major consideration in all of this. For children's 
    toys, prices and associated development costs are predetermined. There's 
    also a distinction for adult toys. Historically, toys were primarily 
    designed for children, necessitating compliance with safety standards. Sharp 
    objects were prohibited, and durability was a crucial factor in their 
    design. By targeting adults, the scope of toy design has expanded 
    significantly, which is a major factor. While the development process itself 
    may remain similar, the environment has evolved drastically. Prototype 
    makers have made tremendous advancements; previously done entirely by hand, 
    now prototypes can be checked in 3D directly from CAD data. This advancement 
    simplifies the creation of curved lines and allows for quick corrections, 
    which alone makes a significant difference.
 
 - Indeed, it's possible to work entirely digitally 
    from development right up to just before production. I’ve heard that for 
    some products, there's no need to output physical prototypes.
 It's really convenient and also shortens the schedule. In the past, 
    prototypes couldn't be outsourced, so I had to handcraft rough prototypes 
    myself. I used to cut and glue plastic sheets and other materials. I even 
    made samples by creating silicone moulds and pouring plastic resin into 
    them.
 
 - Wooden and wax moulds are no longer used?
 Craftsmen have been leaving the industry in large numbers, haven't they? In 
    the old days, only the head was made from a wooden or wax mould, as the face 
    of a figure is crucial. We used to hand over double-sized wooden and wax 
    moulds to the factory. However, over time, there were fewer and fewer wax 
    mould makers. As factories became more precise, such moulds became 
    unnecessary.
 
 - Once again, MPG Raiden was a major project.
 From the outset, I never thought it would happen, but during a team meeting, 
    one of the younger members asked, "Couldn't we do Raiden?" and I thought it 
    was a great idea. Since it was a Transformer only released in Japan, Hasbro 
    would not approach the idea. So I thought, let's go straight to Japanese 
    Rail. I went to JR East, JR West, and JR Central and managed to persuade 
    them. We convinced them by mentioning we were going to produce older train 
    models. They agreed, reasoning that as we have produced and sold them 
    before, it should be fine. However, this was different for the Train Robo 
    Doctor Yellow, which has the shape of the Tohoku Shinkansen but features the 
    blue lines of the Tokaido Shinkansen. Yamabuki (the Tohoku Shinkansen 
    version of Doctor Yellow) hadn't been released at the time, so at first, 
    they said they couldn't grant permission.
 
 - That was a complicated matter.
 In the Diaclone series at that time, the Tohoku and Tokaido lines were 
    separate. We explained our intent to produce two proper trains, which 
    eventually convinced them. The entire process took more than two years. It 
    started with a block prototype, which we refined and then combined. With the 
    supervision of the JR companies and Tomytec, we were able to create a 
    faithful representation. As MPG, our goal was to blend the appeal of both 
    the toy and the anime, rather than focusing solely on the anime.
 
 - And then you started working on MPG Super Ginrai.
 First, I wanted to ensure we retained the locking mechanism present in the 
    original. I believe that kind of play value is important. The overall scale 
    of Super Ginrai was designed with the assumption that Star Saber and God 
    Ginrai are the same height. For the transformation, the theme this time was 
    to keep it true to the original toy, maintaining the same mechanics as much 
    as possible. However, unlike the old toy, this version is fully articulated. 
    I had extensive discussions with Yuki Oshima to ensure it moved like an 
    action figure. I incorporated as many ratchets into the joints as I could, 
    and I was very particular about this detail. I also added a hatch at the 
    rear of the trailer. I think it's a fitting end to the Super Ginrai Project. 
    After all my developments, Super Ginrai may be the one I’m most attached to. 
    Now, we will see what happens with the Bomber Project.
 
 - It seems like we are witnessing a generational 
    shift among designers now. What are your thoughts on this, Ono-san?
 Among the younger generation, there are those who have started 3D 
    development right from the beginning. On the other hand, there are veterans 
    who still sketch on traditional graph paper with pencils. Personally, I'm 
    now shifting my approach towards relying more on prototype makers rather 
    than doing everything myself. However, what remains crucial is having a 
    sense of style. Without it, no matter how advanced the technology, the 
    result won't be appealing. Moreover, you have to genuinely "like" what 
    you're creating. Understanding and appreciating the coolness of robots is 
    essential. We currently have team members in the Transformers team who 
    possess these qualities, and we prioritise selecting individuals with such 
    passion and vision. Therefore, I believe Transformers will continue to 
    thrive.
 
 - Looking back on your journey so far, how do you 
    feel?
 I graduated from a technical college and have been with Takara since I was 
    20 years old, so it's been almost 45 years now. Reflecting on my journey, I 
    feel I've had a tremendous experience, particularly in terms of the freedom 
    I've been granted. From the moment I joined, I was trusted without any 
    pressure from my seniors. It was like, "You can do whatever you want." After 
    working on car robots, I expressed a desire to create a dinosaur, and then I 
    pushed for developing a triple changer. I always aim to venture into new 
    territories and create something that surprises me. I've been truly 
    fortunate to have had a boss who supported and encouraged me to pursue these 
    ideas.
 
 - It's remarkable to have been able to continue in 
    the same role for so long.
 The Transformers team is quite special; we don't see a high turnover of 
    staff. There are team members who have been consistently involved in 
    Transformers for a long time. I believe this continuity is partly due to our 
    effective collaboration with Hasbro and our ability to secure sales. 
    Personally, I find joy in my work as well. For me, working here is about 
    having fun and enjoying what I do. I've truly cherished my career and feel 
    very fulfilled by it.
 
 A compilation of Kojin Ono’s Transformers.
 Since Sunstreaker (Countach LP500S Super Tuning), the original Car Robot and 
    ancestor of the Cybertrons, Ono has been involved in numerous Transformers 
    projects. In recent years, while focusing on Masterpiece development, he has 
    ventured into creating transforming toys that break new ground. Examples 
    include the "G-SHOCK × TRANSFORMERS Master Optimus Prime Resonant Mode," 
    which transforms with wrist watch still connected, and the 
    "Canon/TRANSFORMERS Optimus Prime R5," featuring a camera-like gimmick with 
    a removable lens. The latest addition to the regular line is the Japanese 
    exclusive "Awakened Optimus Primal," a collaboration with Hiroya Onishi, 
    introduced in the previous issue of Transformers Generations 2023. This 
    figure faithfully reproduces its appearance from the source materials while 
    incorporating extensive play value, including connections with Awakened 
    weapons and various other weapon gimmicks. It stands as a masterpiece that 
    seamlessly blends a toy-like playfulness with a realistic appearance.
 
 
 ■ 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.
 |