Tag Archives: Rosso

Spotlight – Zoids: Chaotic Century – The Desert Alca Valino Gang

Once again we are back in the wild, wonderful deserts of planet Zi, readers! Yes, this writer promised to tackle more Thundercats characters in these Spotlight! posts this year. She intends to do that, when time permits, but there are other items which need to be discussed in this section first. Zoids is one of those things, especially since the sixth series in the franchise ended recently.

I have not had time to watch more than a few episodes of Zoids Wild Zero, but so far it looks like a real love letter to fans of Chaotic Century. The only thing which I feel compelled to complain about with regard to it is the new zoids’ size. Everyone wants something new as the years pass, so the change makes some sense, especially since the story takes place on Earth rather than Zi. Still, this blogger would be lying if she didn’t say she preferred the original models from the 1980s and the 1999/2000 “reboot” of the franchise brought on by Zoids: Chaotic Century.

In this blogger’s opinion there is just something more realistic, more believable, about the older zoid models. While machines tend to be streamlined the longer man tinkers on them (witness the evolution of the computer), the newer zoids in Wild Zero just appear too clean cut. As if they were meant to be spiffy rather than something you could imagine actually riding around in.

Granted, for some of the new zoids, this design works very well. For others, it leaves a fair bit for this fan to desire. But given how poor its predecessor shows Fuzors, Genesis, and Zoids Wild were, I am not in a position to complain overmuch. I may pine a bit for “the good old days,” but that’s it. Since the original creators of Zoids: Chaotic Century and Zoids: New Century Zero came back to produce Zoids Wild Zero, all I can do is lodge a few mild whimpers and get back to being happy that my favorite franchise is back on display.

Seguing from that rather convoluted introduction, we can turn to today’s topic: the Desert Alca Valino Gang. Mentioned in many a post on Zoids: Chaotic Century, the last detailed look we had at their members was the piece on Rosso and Viola. But while these two members had more to do in the story than the men they led, this does not mean those characters are worth ignoring.

In point of fact, I wish there had been some hints as to what happened to the rest of the Desert Alca Valino Gang after the last episode where they all appeared together. Though two members reappeared following that installment (titled “The Road to the Republic”), they vanished from the narrative following the events of the episode “Prozen’s Conspiracy.” Given how little we saw of them, this blogger has always regretted the lack of time and development they got onscreen.

So, without further ado, here are the other five members of the infamous Desert Alca Valino Gang:

Age: Unknown

Bole

Bole: The youngest and newest member of the group, Bole is actually the first gang member we meet. Having captured a wild blue Guysack prior to the start of the series, the cocky and demanding boy spots Van on one of his jaunts into the desert outside the Wind Colony, whereupon he immediately decides to make his life miserable. Chasing the unarmed boy who has to be at least two or three years his junior across the sand, Bole eventually corners him atop the wreck of a Gojulas attached by time and the desert to the ruins of an old military base.

Although Bole doesn’t manage to hit Van, his shots jar the wreck loose from its moorings, causing the dead Gojulas and some of the ruins to collapse on his Guysack. Too focused on Van to save himself, Bole is knocked out by the hit and his zoid is trapped. When he awakens two older members of the gang tell him off for “getting all excited over a stupid kid,” thereby wasting his time and theirs.

Bole does not have many lines after this, and we never see him again after “The Road to the Republic.” Throughout his appearances he has the air of a teen desperately trying to prove himself a man by any means necessary. But his lack of maturity and self-assured belief that he can bulldoze his way through any obstacle only demonstrates how far he still has to go. Despite being a hotheaded fourteen-year-old, Van displays a greater understanding of responsibility and more self-possession than Bole does during his early adventures than the blue-haired kid does in these episodes.

It must be said that Bole has something of a sadistic streak as well. Whether this is just an attempt to show how macho he is or it is a real character flaw remains up for debate, since we do not see him often enough to judge for certain. But considering his gleeful torture of Zeke after the latter saves Van from him, it can be argued that the he enjoyed others’ pain more than a little too much for comfort.

Casting Call Club : Zoids: Chaotic Century Abridged

Nero

(Sorry for the binoculars, but there were no other good pix available!)

Nero: The second member of the gang, Nero is a big, black haired gronk whose initial defining characteristic is irritation. When we first see him in the opening episode, he is watching Bole chase Van all over the dunes. The younger gang member’s excitement over finally having a zoid and, thereby, the opportunity to prove himself to the rest of the group does not impress the older bandit. It only aggravates him. Even after he is reminded that Bole did not receive a zoid “from the boss,” as he did, Nero says something along the lines of, “I hear ya. But that still doesn’t justify getting excited over a stupid kid.”

Conversely, Nero shows an inordinate amount of delight when he fires on the ruins in order to trap Van inside them. He also takes a step back when Zeke resurrects the Shield Liger, giving the boy the ability to fight off the bandits. This instinct to retreat turns out to be well-founded as the inexperienced teenager manages to strike Nero’s Command Wolf, disabling its combat system so that it is “too stunned” to continue the battle. Along with Bole and another gang member, Nero is all too happy to retreat when the senior member of the three suggests they get out of Dodge.

Later, Nero relishes the idea of getting back at Van for this ignominous defeat. He doesn’t get many more opportunities to speak onscreen, and the few times we see him, we have to judge his thoughts by his expression. During the finale of “The Road to the Republic,” he can be seen with a remorseful and worried look on his face as Rosso disbands the Gang to prevent their capture by the Imperial Army. It appears, therefore, that he was particularly loyal to Rosso and may have left the Imperial military out of respect for him.

Since we don’t know why he, Rosso, Viola, and other members of the Gang were pushed out of the military, this is conjecture on my part. The Gang didn’t seem to be on a crusade, as they were more than happy to jump at the chance to get back in the Empire’s good graces. More than likely Nero was simply unhappy to see his leader and friend defeated, hinting that there may have been a more complex character under the Neolithic façade the bandit kept up in front of his fellows and his enemies.

Age: Unknown

Bianco in his Command Wolf

Bianco: Bianco is the third member of the Desert Alca Valino Gang to appear onscreen. Soft-spoken, level-headed, and long-suffering, based on Rosso and Viola’s regard for him I have always suspected he was third in the chain of command. From what we see of him, it seems that Rosso and Viola trusted him to keep the other men in line when they weren’t around, as well as lead any missions they couldn’t take on themselves.

During the first episode, Bianco shows sympathy for Bole’s eagerness to throw his newfound weight around in the Guysack. While accepting Nero’s criticism of their young compatriot, he reminds the bigger man that they “don’t want [Van] blabbing about seeing them out here” to the nearest village. When Nero cheerfully seals Van in his supposed tomb, Bianco chides him for exhibiting the behavior he criticized in Bole, before asking if he’s going to help dig the kid’s Guysack out of the rubble.

Seeing Zeke punch out of the ruins with Van on his back, Bianco immediately tags him as a potentially lucrative item worth stealing. He leads Nero against Van and his Shield Liger in order to acquire Zeke, telling the other bandit off for stepping backward and letting Van “psych [him] out.” “The Shield Liger is a high performance zoid,” he reminds Nero, “there’s no way a kid like that can control it properly!”

Bianco eats his words a moment later, as his Command Wolf is damaged by a lightning fast display of Van’s latent, native piloting skills. Though he holds a grudge against the boy for this defeat, he does so without the near-giddy anticipation in his voice that Nero demonstrates, or the vitriol expressed by Bole. In “The Protectors,” he does not fare well when he tries to strike Irvine, suggesting the latter is a better Command Wolf pilot than he is despite being younger than Bianco by some years.

After Viola, Bianco seems to be the most upset that Rosso is turning himself in to the Imperial Army to protect the Gang at the end of “Road to the Republic.” This may be why he is so jovial and relaxed when he reappears in “Prozen’s Conspiracy” than when we saw him previously. He also playfully ribs his commander in the manner of a close friend, even going so far as to tease the giant redhead about his relationship with Viola over the radio. (“How’s that date you’ve been hoping for working out?”)

Following his injury in battle with the operatives sent to kill the Crown Prince the same day the Gang kidnaps him, a bandaged Bianco logically sets out the reasons why he and his fellow bandit should be left behind by Rosso and Viola. Wounded worse than anyone else in the brief conflict, his ability to disappear and/or fight is severely limited by the amount of physical damage he sustained holding back the black ops soldiers sent to murder the Prince. It’s also possible he saw this as a way to repay Rosso for taking the fall for the team back in “Road to the Republic,” but that is a guess on my part and not a confirmed part of the story.

Overall, after Rosso and Viola, I would have to say that Bianco was the most likable member of the Desert Alaca Valino Gang. He was smart, sharp, sympathetic, and above all, loyal. If there was only one bandit the writers could have brought back, even briefly, for the second season of the series I would have asked them to show us what happened to Bianco. That guy did not get nearly enough screentime, and it is a crying shame his fate is left to fan imagination.

Age: Unknown

Welda

(Which should translate as “slime.”)

Welda: The most despicable member of the Gang, Welda (pronounced “Well-Day”) was a skirt chaser and something of a pervert. He hit on almost every woman or girl he met, the exceptions being Viola and Moonbay, likely because they would have had him curled up on the floor minutes after he tried to get his hands on them. Not that Rosso would have appreciated Welda going after Viola, either. Plus, attempts by soldiers to woo women with zero interest in them and who are above them in the chain of command is generally understood to be a bad idea no matter where one goes.

A chatterbox, Welda chides Viola for telling him and his fellow bandit to speed up their zoids’ pace before her Redler stalls. Reminding her that pushing their engines too far will burn them out, he ends up trying to get a response out of the silent member of the team. When the man doesn’t answer Viola suggests Welda learn to stop talking once in a while himself, leading him to blow her off with an irritated, “Yeah, yeah.”

When they arrive at the Wind Colony, Welda is only too happy to shoot holes in the ground with his zoid’s guns and scare the villagers. He also hits on and then kidnaps Van’s older sister, Maria, mostly because he thinks she’s cute. Although the villagers try to hand Zeke over to the Gang to get Maria back, Welda “changes his mind” and recaptures her. When he and the Gang are accused of lying, he replies cheerfully, “I just couldn’t bear to say goodbye, she’s such a pretty little thing. By the way, after we get the Organoid, we’re going to burn your village to the ground!”

It’s hard to say how much of the latter statement is true. At this point in the story, Rosso and Viola might not have thought anything of razing a Republican colony just because they could. And, while Viola didn’t appreciate Welda’s obviously lascivious interest in Maria, neither did she gainsay him. Granted, Zeke didn’t give her the time, but it still doesn’t speak well of her or the rest of the Gang’s moral standing at that point in the series.

The last time we see Welda (thankfully) is in “The Road to the Republic.” He helps capture Van and Moonbay – whom he does not attempt to hit on while onscreen –and stands ready with the rest of the group to await Irvine and Fiona’s arrival with Zeke. When Fiona is captured after jogging up to untie Van and Moonbay, he straight up says she’s “going to be a real knockout someday.” His words appear to fly completely over the young girl’s head, a blessing of her naïveté if ever there was one, and he is quickly distracted from saying more when he spots a non-chalant Irvine standing beside the bound Van and Moonbay.

We do not see or hear from Welda again after this, and honestly, he is the member of the Gang I miss least. The less seen or heard from him, the better – unless we were to be treated to a scene of Moonbay leaving him curled up on the floor crying. That might be worth his reappearance all by itself. 😀

Watch Zoids Chaotic Century Episode 1 English Dubbed ...

Darn, can’t find his picture. Here’s a shot of the main cast instead.

Jaro: The third biggest and tallest member of the team, Jaro is described as “the strong, silent type.” Blond and sunburned, he says little but acts as a steady presence for the team. When he does speak, the rest of the Gang listens.

Along with Welda and Viola, Jaro assaults the Wind Colony to capture Zeke. He is surprised at Van’s skill like the rest of the Gang and follows his XO when she calls for a retreat. Welda whines about it while Jaro remains stoically silent.

He helps capture Van and Moonbay in “Road to the Republic,” but has no speaking lines here. One could be forgiven for thinking him a mute, since he refuses to speak. When he does talk in “The Fog at Iselina,” it’s something of a shock.

On the run with his XO following Rosso’s capture, Jaro takes the time to find out where Van and Co. are headed. Viola is shocked to find the answer is Mount Iselina, her home, and she fills a wondering Jaro in on the inhabitants and their way of life as they break camp. When the big guy suggests carpet bombing the place to get their revenge on the travelers, Viola countermands him and says she’ll do the strategizing for the mission.

Though he questions her decision not to annihilate the village, Jaro follows her orders nonetheless. His Pteras Striker is knocked out of the air by Van during the battle, so he only reappears at the episode’s finale to watch as Viola says goodbye to her sister. That probably answered any lingering questions he had about why she didn’t want to bomb the village to oblivion, and it may also explain why he did not press her when she refused to chase after Van again.

Jaro’s stoicism tones down some in “Prozen’s Conspiracy,” as he laughs at his commander’s expense following the prison breakout. Again, he does not say much until he backs up Bianco’s assertion that the two of them have to stay behind. The angry, quiet desperation in his voice is palpable, showing that he genuinely respects and cares about his commander and XO.

Aside from Bianco, Jaro is probably one of the Gang members who needed more development, if only because he didn’t talk much. There had to be a lot going on inside his head that we never saw or heard, since he largely kept to himself. It would not have been easy to illustrate his character under those restrictions, I guess, but talented writers like Takao Kato and the rest of the crew who worked on Chaotic Century could have pulled it off if they had had more time.

Well, that concludes this post on the Desert Alca Valino Gang! The next Spotlight! post should be a roaringly good piece, if I do say so myself, but I had to get these guys described before I tackled that character. They have been in Spotlight! limbo for too long, so it was time this author released them from the waiting room of her mind.

I hope you enjoyed this article and that it inspires you to take a look at one of the best mecha anime in history. With luck, I will be able to squeeze in another post about Zoids before the year is out. Until then –

Catch you later!

The Mithril Guardian

Spotlight – Zoids: Chaotic Century – Rosso and Viola

Rosso | Zoids Wiki | FANDOM powered by Wikia

Once more this blogger brings you to the burning deserts of Zi, readers! Today’s subject is not a zoid, however. No, today we are looking at two of the best characters in Zoids: Chaotic Century. These would be none other than Rosso and Viola, the bandits who became guardians of peace and justice.

If you are scratching your head over that statement, I will do my best not to spoil too much of it for you. This is a transition that should really be viewed for its full impact to have any meaning. For this reason, the discussion today will focus on the characters’ introduction and the lead up to the moment where everything changed rather than on their relationships with other cast members in the story.

All right, down to business. Rosso and Viola appear in the second episode of Chaotic Century as the leaders of the Desert Alca Valino Gang. Viola is reading their subordinates – Bianco, Nero, and Boll – the riot act for being defeated in battle by a village boy in the opening installment. The three have limped back to base following their confrontation with Van and are trying to justify their loss to the novice pilot.

Viola isn’t having any of it, but Rosso takes the three men’s story as the truth. Intrigued by their description of Zeke, he realizes that the boy has an organoid in his “posession.” So he orders Viola to take the other members of the gang to steal Zeke so they can sell him to the Imperial Army in order to “regain [their] former position. Then [they] won’t be stuck playing games out here [in the desert].”

We never learn just why Rosso, Viola, and (presumably) the rest of the group were kicked out of the Imperial Army. Their skill as pilots certainly was not an issue. Given what is said in the show, it appears that Rosso and his most loyal officers were booted from the Army for offending a political bureaucrat or somehow disobeying the top brass.

Viola | Zoids Wiki | FANDOM powered by Wikia

Again, this is never confirmed in the course of the series. It is all conjecture on this author’s part, based on the hints dropped the English translation of the show. Since the two bandits do not appear in the manga at all, there is no other source of information to confirm or deny this theory. (Recently, I discovered that the manga and the anime for Zoids: Chaotic Century tell two completely different stories. Though several characters are the same, others either do not appear in the anime or are unique to the manga, and vice versa. Fans thus consider the two story lines to be set in alternate universes.) The hints in the series are just mysterious enough for viewers to come up with several reasonable guesses as to why the Imperials kicked the Gang out of the army.

In order to return to the Army, Viola leads her men in an attack on the Wind Colony, Van’s home town. When the hero’s big sister, Maria, insists he and Zeke left earlier, the bandit does not believe her. She kidnaps the younger woman in order to force the villagers to hand the organoid over.

Van, understandably, is not willing to go along with this. Escaping the village, he rescues Zeke and frees his sister. In the process he defeats the bandits once again. Realizing the others were telling the truth and that Rosso was right to believe Zeke was an organoid, Viola sounds the retreat.

After this battle Van, Fiona, and Zeke leave the Wind Colony to protect the village from repeated attacks. For seven to ten episodes after this, the Desert Alca Valino Gang more or less follows the two and their new friends across the lawless countryside. Though they do not actively pursue them, they do run into each other rather frequently.

Rosso and Viola also play a role in the growing unrest between the Helic Republic and Guylos Empire. Hired to attack an Imperial battalion to trigger the Battle of Red River and renew the war between the two countries, the Gang is hung out to dry by the officer who requested their help when the skirmish fails to spark a war. Desperate to avoid prison, Rosso decides to go after Van in a last ditch effort to capture his organoid and sell Zeke to the Imperial Army. He essentially hopes to buy back his former rank and save his and his people’s skin.

Age: Unknown

The plan, of course, fails. Rosso is arrested and sent to military prison, leaving Viola bent on vengeance for her lover’s incarceration. Her own plans are derailed, however, when she finds that Van has stopped off in her old village and become friends with her baby sister. In order to prevent her younger sister, Rosa, from learning the truth about Viola, Van lies and makes himself out to be the villain. This leaves the woman who wanted to kill him deep in his debt and with a new outlook on life.

More befalls the bandits in the course of the show, but to reveal all of that would be telling. 😉 All I can say is that the two make an excellent couple. Rosso trusts Viola as his second-in-command not only because he loves her, but because she can mentally and physically keep up with him. Both bandits are also proficient at infiltration, shown when they steal into the Imperial palace to execute a kidnapping, and they are master tacticians.

The two compliment each other very well. Rosso is a good leader, able to direct his followers and Viola from behind or at the forefront of the battle. Using the nose horn on his Red Horn, he shattered the energy shield produced by Van’s Shield Liger, and his skill with the Iron Kong was amazing. While she lacks the physical and piloting power to attack an opponent directly, Viola was quite capable as the pilot of her Redler and showed her own strategic abilities in zoid combat on several occasions.

But it was when they were given command of the prototype Storm Sworders that the two really came into their own. This was more noticeable for Rosso, whose skill took an enormous leap forward. As I said in the post on the Pteranadon-type zoid, he controlled the Sworder in a manner similar to a samurai wielding his sword. Having been the pilot of an aerial zoid for far longer, it is possible that Viola was already at the height of her ability. The fact that she was easier to take down in a Storm Sworder makes this seem fairly likely, indicating that she may have had further to go to achieve complete harmony with her zoid.

Age: Unknown

To be perfectly honest, Rosso and Viola are two of the main reasons this blogger recommends Zoids: Chaotic Century so highly. Their story, which is not in the manga at all, is one of the best side arcs in the entire series. Although it got a bit sappy in a couple of places, their romance was handled well and their character growth is one of the things this author enjoys seeing every time she re-watches the show.

Normally, I would say more about their relationships with other characters in the story, but that would be going into spoiler territory for these two. Suffice it to say that Van has a greater effect on Rosso and Viola than the other way around. If they had not met and been bested by him, then neither would have become the guardians of peace and justice they were later in the show.

That’s not to say the two bandits had no effect on the hero. Without their initial, selfish desire to take Zeke, Van might have left the Wind Colony later than he did. The two were the catalyst which drove him to seek adventure beyond his home. If not for that, we never would have had a series in the first place. And later, when they become heroes in their own right, it is made clear that Van respects and counts the two as friends.

Rosso and Viola would be hard for Hollywood to cast based largely on their looks. I cannot think of any Hollywood actor who could conceivably fit the role of Rosso, though there are some actresses who could be done up to resemble Viola fairly easily. If – and that is a big if these days – a competent director, writer, cast, and crew could be found, then translating these two bandits and the rest of the characters to the silver screen would be possible. Unfortunately, though, that does not seem likely to happen.

On the bright side, if you are interested in “meeting” these two heroes, you can either buy the DVDs on Amazon or watch the show for free here. Though the first few episodes may not be impressive, if you give the series a chance it will more than reward you for your patience. But don’t take my word for it – check out Zoids: Chaotic Century see for yourself how good it actually is!

Catch you later!

The Mithril Guardian

Mentalities / Pantheon - TV Tropes

Spotlight: Zoids – The Dark/Red Horn

Image result for zoids red horn and dark horn

Rosso and his Red Horn

And we are back with another post about a zoid, readers! Technically, we will be discussing two different “mechanical combat units” today. They are both the same “species” and probably count as the same zoid, just with different color schemes. Visually, that appears to be the only substantial distinction between them.

Today’s subjects are the Styraccosaurus-type Dark Horns and Red Horns. Used by the Imperial Army, Dark Horns and Red Horns are the zoids piloted by anyone holding the rank of Lieutenant on up. They are not infantry creatures; you get to use them only when you move up in the ranks.

The cockpits for both zoids are in their heads, under those glowing green eyes. They can be outfitted with almost any type of arsenal, from machine guns to missile launchers to the trademark three-barrel cannon on their backs. They also have smaller guns attached to their chins, shoulders, and hips, along with radar equipment.

View the video below to see them in action, readers:

While not exactly fixed weapons, Dark Horns and Red Horns weigh a lot and are therefore relatively slow when compared to other zoids. The fact that they are so low to the ground doesn’t help, either. Nevertheless, Harry Champ from Zoids: New Century Zero was able to reduce his Dark Horn’s turning radius and increase its speed with boosters he had installed in the zoid’s hips. But those were eventually fried because he over relied on them during his battle with the Blitz Team. That’s really not surprising, since the guy had more money than brains and generally couldn’t find his way in out of the rain unless you pointed him in the right direction.

But it did prove that the Dark Horn and the Red Horn can have their speed increased. Most pilots do not go in for such drastic modifications, probably because they can’t afford them. We never saw this device used by the Imperial Army, which means the boosters either were not available in this time period on Zi, or they were too expensive to be bought and installed en masse. Either explanation works.

Image result for zoids red horn and dark horn

The only time I ever saw a Dark Horn piloted well was in Chaotic Century. In the episode “Raven,” Van’s old nemesis gets his hands on a Dark Horn and uses it effectively against our hero and his friend, a Lieutenant in the Imperial Army (more about him later). Raven was able to catch a Dibison’s chin on the Dark Horn’s nose horn and, using the other zoid’s momentum and weight, roll it onto its side. He was also able to make the Dark Horn leap over Van’s Blade Liger while the other was running toward him. So the Dark Horn it capable of quite a lot. Most pilots, however, are utterly incapable of getting such amazing results from it.

We didn’t see too many Imperial Red Horns during Chaotic Century’s run. The one I remember best is the Red Horn Rosso piloted before upgrading to an Iron Kong. Rosso achieved his full potential as a pilot in a Storm Sworder, although he piloted his Iron Kong with special skill. In contrast to that, his ability with the Red Horn is nothing to write home about….

Image result for zoids red horn and dark horn

…Except for the fact that it hints at his growing talent. While we don’t see Rosso do much more than shoot and charge in his Red Horn, it is never implied that he is a lightweight in combat. Looking at the picture of him below, you would think that was obvious; Rosso is not a shrimp by any stretch of the imagination. But that doesn’t mean he was, is, or will be a good pilot. “Size matters not” in the cockpit of a zoid; as long as you can reach the controls and work the pedals, you can pilot the zoid you are sitting in.

Rosso’s Red Horn had thick armor, especially on its nose. He was able to deflect the twin shots from a Shield Liger’s back cannon with it. The maneuver didn’t require him to do anything but turn the zoid’s head, and it didn’t so much as scratch the Red Horn’s paint. Under his control, the Red Horn was also able to break through a Shield Liger’s shield with a blow from its nose horn. After Raven, he is the only pilot I could point to as being exemplary in the command of such a “mechanical combat unit.”

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The last time I can recall hearing about a Red Horn was in Zoids: Fuzors. It appeared briefly during an arena battle, and its nose horn had been modified to act like Liger Zero’s Strike Laser Claw Attack. When activated, the forward part of the nose horn would glow yellow, charged with energy so it could slice through an enemy zoid’s armor. It seems like a rather ridiculous modification to me; the Red Horn’s and Dark Horn’s best assets have always been in the tip of the nose horn in my opinion. Having the front part of the horn slice through an enemy isn’t overkill so much as it is… Stupid.

All in all, Dark Horns and Red Horns were pretty effective tanks. Slow though they were, they could deliver in terms of fire and ramming power. Again, predator-style zoids are more my thing, but I don’t recall thinking Dark Horns and Red Horns were silly “mechanical combat units” to take into combat. They could be deadly when used properly, and their arsenal was never anything to scoff at, readers.

Well, that’s it for now. I have one more Zoids post coming up, and then we will all take a break before I do any more. You won’t see those zoids posts for a while, but they will be comin’ round the mountain, don’t you worry.

Catch ya later!

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A Gallery of Images from Zoids

Following this blog the way you have, readers, you may have noticed this writer is a HUGE fan of the Japanese anime Zoids: Chaotic Century.  This post is a full-blown gallery of pictures I have assembled and am now showing off.  To get you in the mood, the intro theme for Zoids: Chaotic Century is at the top of the post.  I hope you enjoy the photos as much as I do, readers.

See you on the battlefield!

The Mithril Guardian

The Zaber Fang (Raven’s Model)

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Shadow (Raven’s Organoid)

 

Dibison (Thomas Schubaltz’s Model)

 

THE BLADE LIGER (Van Flyheight, Leon Toros, and Fuzors’ Models)

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Command Wolf (Standard and Irvine Models)

Irvine's Command Wolf in full
Irvine's Command Wolf 2

 

 

 

 

 

 

 

Irvine's Command Wolf

 

The Lightning Saix (Jack Cisco Model)

Image result for zoids irvine's lightning saix

Image result for zoids irvine's lightning saix

 

The Gojulas

The Gojulas

 

The Shadow Fox

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The Shield Liger

Shield Liger

Shield Liger Missile Launch

 

The Storm Sworder

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The Iron Kong

Spotlight: Zoids – The Storm Sworder

I have never seen a swan in flight, readers. I have seen swans, but I have never watched them fly. I have no idea if they are poetry in motion while in flight; they are beautiful “baubles” on a lake. I only know that the ones I have seen are gorgeous creatures, and I wish I could see some again.

Why do I bring up swans? Check out the video below before you read on:

Beautiful, aren’t they?

These magnificent zoids are Storm Sworders. The fastest aerial zoids on Zi, the Storm Sworders were developed by the Helic Republic during the last days of their war with the Guylos Empire. Lightweight and able to reach Mach 3.2, Storm Sworders are the equivalent of American fighter jets. They are poetry in motion during flight – and during combat.

Storm Sworders come in two varieties: the white, “older” model Storm Sworder was the first type built. Lightly armored so that it can reach Mach 3.2 and keep together at that speed, these Storm Sworders are nimble Pteranadon-type fighters. They are single-pilot zoids with a back seat, making Storm Sworders capable of carrying two people. In a pinch, four rather small people can fit in the cockpit, which is behind the Sworder’s orange eyes.

Storm Sworders come equipped with missiles attached to their wings. These can be fired off like jet fighter missiles to strike down enemies ahead of or around them. Faster than anything else that flies, the Storm Sworder can outmaneuver every other aerial zoid in seconds. They can twist and turn, tumble and rise far faster than any other air zoid.

For close combat, Storm Sworders have a pair of blades or “swords” in their wings. (You didn’t think they were called “Storm Sworders” just because it was a cool name, did you?) Extended and charged with energy, these swords will cut through other zoids like a knife through butter. Most other air zoids have no prayer of avoiding a Sworder’s blades; they are simply too slow to dodge them.

Storm Sworders are also equipped with mini-machine guns behind the claws on their wings. The claws flip down to lie flat against the wing, the gun barrels pop out, and budda-budda-BOOM! ‘Nother enemy down! In addition to these weapons, Storm Sworders have something called “sword missiles.” These are long, thin blades which can be fired from the forehead area of the Sworder, as well as from the “wrists” of the zoid’s wings. Most pilots do not use these missiles in battle.

The zoids also have a blade, or sword, hidden in the “crest” on their foreheads. This flips up and is charged with energy to cut through an enemy the same way as the “wing swords.” All this makes the Storm Sworder one giant rapier, which can be piloted through the sky – to deadly effect!

The second variation of the Storm Sworder is the Triple S. Short for Storm Sworder Stealth-type, the Triple S is painted black and has the ability to remain undetected by radar. Otherwise, it is the same as the white, “older” Storm Sworders – just more sneaky. Of course, a Triple S that is “painted” by the enemy so radar can pick it up is in big trouble. But if you are not prepared for a Triple S to show up, you will not have the chance to “paint” it to see it on your radar.

A pilot for the Storm Sworder has to learn to manage the intense speed at which the zoid travels. Mach 3.2 is fast, readers! It is “tough on the body,” and a pilot incapable of taking the stress is not going to last beyond his first flight. This is also true for the zoid’s agility and nimbleness. Though such maneuvers cannot be executed at Mach 3.2, the zoids will still be carrying momentum from traveling at that speed when they get into a dogfight. The pilot has to be able to withstand the force of travelling at Mach 3.2 and be able to handle the zoid when it drops down to its lower speeds. Otherwise, the pilot’s a deader.

Rosso and Viola, characters from Zoids: Chaotic Century, are the best Storm Sworder pilots I have ever seen. (Actually, they are the only capable Storm Sworder pilots I have ever seen.) Of the two, Rosso is the better pilot. This is an interesting twist on the story, because Viola was the one who initially piloted flying zoids.

Rosso’s great skill with his Storm Sworder seems to come from his special attunement to the zoid. He lectured one pilot – twice – about the need to “guide your zoid with your spirit, pal! With your spirit!”

Almost every main character in Chaotic Century has a special bond with their zoid, the way Western cowboys bond with their specific or favorite horses. Rosso is one of the characters whose bond with his “mechanical combat unit” is the most noticeable and poignant. Rosso is tall, muscular, and would give Robin Hood’s friend Little John a run for his money. Yet he pilots the swan-like Storm Sworder flawlessly, as a samurai would wield a katana.

I wish I could take piloting lessons from this guy, readers. I really do!

The Storm Sworder is the pièce de résistance of aerial combat zoids. This is definitely a zoid I wish I had, for the simple fact that I would love to fly that high and that fast!

May the wind be at your backs, readers!

The Mithril Guardian

Spotlight: Zoids – The Iron Kong Mark II

 

Ready for a fight, readers? Then you have come to the right desert! Today we are once again on Zi, studying one of the zoids which lives there. This zoid is the Iron Kong Mark II.

The Iron Kong Mark II is the only Iron Kong model with which I am familiar. It is the Imperial equivalent of the Helic Republic’s Gojulas. Like the Gojulas, the Iron Kong is a zoid whose basic function is that of a tank. However, Iron Kongs are far more maneuverable than Gojulases. Even on a bad day, I would take an Iron Kong over a Gojulas, for the simple reason that this zoid is more maneuverable than the Tyrannosaur-type Helic tank.

Iron Kongs are gorilla-type zoids. The cockpit for an Iron Kong is in its head, behind that green glass which serves as the zoid’s eyes. The cockpit is usually made for one pilot, but some Iron Kongs are two-seaters – these cockpits are far more spacious than cockpits for single pilots. I imagine it is not hard to modify an Iron Kong’s cockpit either way.

Though they are heavily armored, Iron Kongs are fairly dexterous and nimble zoids – up close, anyway. Over long distances, they are slow moving. Iron Kongs are extremely strong, some of the strongest zoids on Zi. Even without their artillery, an Iron Kong is a ferocious zoid. Someone going up against an Iron Kong had better be prepared to take a pounding. Ace zoid pilots may, with luck and/or spectacular skill, walk away from a battle with an Iron Kong unscathed….

But pit an Iron Kong pilot who knows what he is doing against an equally skilled pilot controlling another zoid, and you have a recipe for an amazing battle!

As I said, the Iron Kong is slow over long distances. But in close combat, their bulk is no hindrance. And this makes them very deadly. Most Iron Kong pilots’ first instinct is to pull the trigger when they are attacked. Despite sitting on a virtual mountain of muscle, their immediate reaction is to go for their guns. (Insert eye-roll here.) I do not know why they do this, but it happens all the time!

The Iron Kong, because it is a strong zoid, can be loaded up with several different weapons and remain highly maneuverable. These armaments range from anti-zoid cannons to machine guns to missile launchers hidden in the zoid’s shoulders. And, just like a real gorilla, an Iron Kong could physically rip an opposing zoid apart. I have never seen it happen, exactly, but a couple of pilots from Zoids: Chaotic Century have shown just what the Kongs are capable of in close combat.

Iron Kongs are generally as expressive in battle as other zoids. All zoids make sounds like the animals they are based on and, as living beings, they have attitudes and emotions they express through sound. Ligers and Zabers can both “purr,” while Command Wolves have been shown to growl affectionately toward their pilots.

When anticipating a battle, an Iron Kong will snort, growl, and snuff like an actual gorilla. And in battle, one or two Iron Kongs have gone up on their back legs and pummeled their chests before charging an opponent, much as King Kong does in his films. (They are called Iron ‘Kongs,’ you know! 😉 )

I would not want to tangle with an Iron Kong pilot who knew what he was doing. If I had to fight him, that would be one thing. But choosing to fight him..?! Thanks. I will pass.

The Iron Kong’s armor is second to none. Only machine guns or other such weapons fired at close range can bring a Kong down. Most guns, fired at a distance, barely put a dent in the armor.

However, this hardly makes the Iron Kong an invulnerable zoid. There are weapons capable of wiping out Iron Kongs (and most other zoids) at a distance. But I am saving those for another day. Eventually, I will explain the matter further. Of course, if you were to look up Zoids: Chaotic Century on your own, readers, you would get the answers much faster. Failing that, I must request that you bear with my descriptions and promises with as much patience as you can muster.

Thank you!

My overall rating for the Iron Kong is that it is a heavy artillery zoid which, with a capable pilot, can be deadly in close quarters. Only great pilots such as Chaotic Century’s Colonel Karl Shubaltz and former Imperial soldier Rosso have shown what an Iron Kong can do with a competent pilot. I have never forgotten their lessons.

The Iron Kong is not revered as the Gojulas is in Chaotic Century. I, however, have a very healthy respect for this zoid. Better with me than against me, that is for sure!

Catch ya later!

The Mithril Guardian