Dave's TF Energon Rant: Optimus Prime There's three distinct mold variations on this toy that I'm aware of. The original has a mouth and has smooth panels on the insides of the windows. The second puts grille lines on the insides of the window pieces but retains the mouth. The third has the grille lines and has smoothed over the face to a classic Prime faceplate. I have the third version, which seems to be shipping with Wave 1.5 stuff, and lists the assortment as "80306/80300" in the upper left corner of the front of the box. The P/N number ends in 0000, so this is considered a new product rather than a tweak (tweaks usually get 0100, 0200, etc). The second version might have a 0100-ending P/N. CAPSULE Optimus Prime: This is clearly built around the combined form, which is pretty good, if garish. The cab alone looks bad in both modes, the trailer doesn't look too good as a trailer (although it makes a good launchbay). Simplistic transformations. Nice sound gimmick. Mildly recommended. $39.67 at Wal-Mart. RANT Packaging: Same sort of box design as the Megas and Ultras, with cab-only robot mode for the box art. This one is the black-cog Powerlinx symbol. The box is 16" (41cm) wide, 10" (25cm) tall and 4.5" (12cm) deep. The back shows various modes of the toy prototype, although the color balance seems to be off a bit (i.e. I don't think OP1 was red in the prototype, it just looks more red than orange in the saturated-color pic). The truck mode is actually a mirror-flipped picture (Autobot symbol on the wrong side, door numbers mirror-flipped) and shows significant differences between the original trailer and the final version. The original has more paint apps, lighter plastic on the sides, and it lacks hardpoints. The box says that the skill level is 4 (maximum) for this one, but I'd put it closer to 2. Each piece (cab, limb vehicles, gun) is held in by two twist-ties. The cab has an extra plastic shield over the rear wheels, and a few rubberbands. A couple of the limb vehicles also have a rubber band. The cab is not quite packaged in correct mode, it has the super mode helmet flat against the roof instead of up in radio/radar dish configuration. AUTOBOT: OPTIMUS PRIME Altmode: Tractor-trailer Subgroup: Powerlinx Combiners (Black) Function: Autobot Commander All stats are 10. The card art shows the super mode helmet bits positioned in a way that's not actually possible without some kitbashing. I'll be covering the OP vehicles separately below. Vehicle Mode - Cab: 6.5" (16cm) long, it's a fairly standard cabover style of tractor. But with arms sticking out the back. They didn't even TRY to hide the robot arms in this mode, although at least they put blocks on the rear for the forearms to push up against to give some illusion of continuity. I suppose there might be some weird heavy hauler design in reality with this sort of bracing, but it just looks stupid, and depends on the trailer to cover things up. The bottom hald is mostly a very dark blue with black wheels and silver gas tanks and hubcaps. The top is red with white and black paint, and dark metallic blue windows. The front is a bit weird, white with blue windows, gunmetal bits on the grille and bumper and some lighter metallic blue foglights. I think the point of the design is to say "ignore the dark blue bits, only the white and silver parts are really in the robot mode". It works about as well as dressing me in black makes me look thin. i.e. not at all. The super mode helmet forms a sort of weird radar/radio antenna, so I guess Optimus has wireless internet and satellite radio for those long trips. There's a rack for his rifle just ahead of the trailer hitch peg. The right side has the Autobot symbol in red on a white panel, while the black Powerlinx cog symbol is on the roof right next to the partially hidden robot mode head. The left side has the spark crystal in the middle of another white panel. About an inch below each of the white panels is a dead hardpoint. In the black part of the driver's side door is a button meant to be activated when transforming to super mode, it makes some sort of weird clashing/bursting sound that I guess is the link-up sound. While I got cute with working out scale for Scorponok, I'm not going to bother to for this toy. The cab is not the same scale as the OP limb- vehicles, and they're not all the same scale as each other. Sloppy design, in my opinion. Vehicle Mode - Trailer: This is a weird parallelogram shape 11" (28cm) long and 5" (12cm) tall, with a slant angle of 45 degrees. The length of the horizontal (long) sides is 8" (20cm). The sides, front and back are medium gray with a few bits of bronze paint near the tops on the sides. The trailer hitch is a darker gray, and it can fold away for transformation. The back has a large (4.5cm tall) Autobot symbol painted on it, and another antenna array thing. I suppose the idea is that when the two components are separated, the two antenna are used for communication between them. There is a peghole in the antenna, so you can mount weapons on it. On the sides, there's a hardpoint along the top of each side near the front, and legs at the rear bottom corner that can be folded down for when the trailer is sitting on its own. There are two wheels on each side, identical to the rear wheels on the cab (the front cab wheels being a couple millimeters larger). Also, the left side has a black panel covering half the side, see below. The combined tractor-trailer is 15" (38cm) long. The hitch peg is 5mm in diameter, the standard peg size for Armada, but the hitch itself is short enough that I doubt too many other TF tractors could tow it. Trailer - Base Mode: Transformation is simple. Stow the hitch, tilt the trailer so the front becomes the bottom, fold down a black plastic support from what was the bottom of the trailer, reposition the radio array. Maybe put a weapon in its peg hole. The front (former top) is now a 2x2 array of doors. OP1 is the upper left, OP2 (which doesn't open in front) is upper right, OP3 is lower left, OP4 is lower right. OP2 is just a label, because the vehicle in that bay uses the side panel mentioned above, which folds down into a helipad. It cannot fold down unless the little legs on the side of the trailer are folded down, however. OP1, OP3 and OP4 have slider bars on the sides, pushing them forward supposedly launches the vehicle inside the bay. In practice, getting through the door takes enough energy that the vehicle usually doesn't actually leave the bay (oiling the hinges might help). There is no automatic deployer for OP2, so you have to fish around inside for it. Oh, and OP1 gets to ride down the ramp formed by OP3's door. All the doors click into place and hold shut against casual handling. The trailer does not combine with anything. However, Super Prime can stand on the roof of the base. The overall look of the base mode is VERY "Power Rangers," what with chunky combiner vehicles coming out of numbered bay doors. Cab Transformation To Robot: Swing arms forward, pop out fists, fold head up, swing legs down, flip out toe and heel panels, collapse most of the vehicle into a fannypack. Pretty simple. Robot Mode: 7.5" (19cm) tall at the head. If you look straight on and have no depth perception, it's not too bad. The boots are a little thin, because they have to fit inside the OP vehicles. But as soon as you look at the side, or stop letting yourself ignore the dark blue parts around the gut, he really earns the nickname Fatimus Prime. He has a huge gut that cannot be removed, and a lot of junk in the trunk. His thick thighs (again, intended to look correct in the combined mode) only enhance the Fatimus-ness. The color balance is roughly "right" for an Optimus Prime, with dark blue-gray head, fists and boots that look like my first failed attempt to create G1 Prime's blue by mixing paints. Poseability is good, though. The head turns. The shoulders and hips are double ratchets to form universal joints. The elbows and knees are ratchet hinges. There are no upper arm or upper leg swivels, however. The toes ratchet, so they really only have three positions. One nice touch is that the wheels at the hips are on hinges that let them move out of the way so the legs and spread farther. The ratchets on the hips of mine aren't exactly lined up, so the legs don't want to stay at the same angle. Prime's rifle is solid white with a medium gray missile. I'd have preferred a black rifle, since it tends to blend in with OP2 (one of the two units that can hold the rifle in arm mode). Sound Effects: Powered by 2 AAA batteries (not included), the controls for the main FX section are covered up in vehicle mode. On the fanny pack are labels for 1-4, with a four-position switch above them. There's a column of trapezoids above the switch, molded in blue-gray plastic. The middle of these is the sound effect trigger. Each numbered switch position corresponds to one of the limb vehicles. 1: Truck airhorn, pretty loud. 2: A weird sound that is supposed to be helicopter rotors making a whupwhupwhup'ing. 3: Sounds like an engine running, but I think it's supposed to be a drilling effect. 4: A very recognizable sonar ping. And, as mentioned above, there's a button on the driver's side door that makes a transformation sound effect. It also lights up an LED in the center of the super mode's chest. OP Vehicles - General Comments: Each vehicle can be an arm or a boot, and each is primarily one color with some paint accents. They can all roll along on little wheels, although in most cases the wheels are hidden. Each has a pair of tiny radio arrays about 4cm from the back of each vehicle (measuring from the "undeployed" rear in the case of OP2). All look kinda knockoffy and could use some more paint. Each has their designation (small OP over a large number, all black) in an irregular hexagon with two horizontal black stripes coming in at the upper left and out the lower right, giving a zig-zag impression. This design is on both sides of the "shoulder" part. There is a roughly square hole in the back of each vehicle, 1.8mm high and 1.9mm wide, to fit over the core robot's skinny limbs. As boots, there's no real poseability, although some individual gimmicks might still function, like OP3's drill bit or OP1's mini-turret. As arms, they all have elbows that can bend both ways in a ratcheting way, plus a swivel just below the elbow. The transformation joint lets the arms rise to the sides, compensating for the fact that the super mode's own shoulders are just swivels. No vehicle has hardpoints or deliberate pegholes, although some have screwholes that work for holding weapons. OP1 and OP2 have fist pegholes in arm mode. According to the storyline, OP1-4 are driven by humans (the main three kids from Armada all grown up, plus a new young adult). Thunderbirds are GO! (Later note: this is apparently wrong, as every single person who's seen pirated copies of the Japanese cartoon has emailed or posted. Sigh. They were piloted according to early info, but apparently drones now. Thunderbirds are not go.) OP1: An orange firetruck 4" (10cm) long, with gray extendable ladder, white paint on the sides and gray windshields. There's a small turret atop the cab that can go about 45 degrees either way from forward, and it has two barrels that I'm guessing spray foam. The ladder has a maximum length of 3.75" (9.5cm) and can swing a full 180 degrees. It terminates in a pair of spray nozzles like RiD Prime's. The ladder must be reeled in before boot mode can be made. For boot mode, just bend the front half upward. Arm mode is a bit more complicated and has the cab split into three parts which all fold away (the instructions don't show the front third stowing, but it's clearly intended, since there's an extra joint at the wrist that lets you get the fist out of the way). This is one of two that has a fist, and the thumb is centered so this can be either the right arm or the left arm. The fist can bend inward, but it's not what I'd call a meaningful joint. OP2: A helicopter, that has to transform a bit after coming out of its bay. Separate the rotor blades and fold out the tail to finish it. When finished, this white helicopter with black and very dark gray paint measures 6.25" (16cm) long with a rotor circle of 4.75" (12cm). The gray rotors don't spin too well, as the lower one keeps hitting the rear of the vehicle. The helicopter almost looks like it's mated with a bullet train, and is clearly a transport, despite the gunship-like unit under the nose. Cargo crates are molded along the sides under the passenger compartment, and there's landing skids at the rear (but not the front, oddly). Boot mode requires transforming back to storage mode first, and then is just like OP1's. Arm mode doesn't hide the cockpit panels as well as on OP1 (and leave the nose sort of hanging out there with molded detail that suggests a wrist weapon). The helicopter blades should be opened up in this mode, but the tail of the helicopter must be stowed. The blades are blocked by the shoulder unless the arm is straight and pointed down, though (well, other positions will work, but they're harder to describe). Arm mode also has dark blue panels where the cockpit bits are folded aside. OP3: "Turner's Yellow" drilltank 4.5" (11.5cm) long. There's a gear wheel on the underside so that the charcoal-airbrushed drill spins when the toy rolls along. The tank treads molded on the sides are yellow, but the wheels inside the tracks are charcoal painted. The cockpit is painted a metalic orange. For boot mode, flip up the cockpit and then fold the drill 90 degrees up. The drill spinning wheel still works in this mode, but this makes it a somewhat less stable foot. The arm mode is similarly simple, since the drill bit becomes the hand with no panel-folding needed (flip the cockpit piece down along the shoulder). This arm cannot hold anything OP4: Blue submarine 4.5" (12cm) long with white paint details at the front and some silver paint as well. There's a sort of minisub launch bay at the bottom, with opening doors. If everything in this set was the same scale, OP4 would be the biggest of the toys by far, at roughly 1mm=2m scale. Simplest possible transformations to (das) boot and arm modes. The arm has a claw hand that cannot hold Prime's rifle, but if you use it as a left arm the screw holes can hold the rifle. Transformation to Super Mode: Fold the radar array down to become a bigger helmet, reminiscent of Powermaster Prime's helmet. Pop in the fists and raise the arms to be in line with the shoulderpads. Flip up the toe and heel spurs. Now attach the limbs in any order desired. Open the chest panels to activate the transformation sound effect and finish the super mode. Very simple. OP1 and OP2 make the most stable feet, but they're also the only ones with fists that can hold weapons, so it's a somewhat difficult choice what configuration to display in. I've decided on the following: OP1 - right leg, OP2 - right arm, OP3 - left arm, OP4 - left leg. It pretty much stands on the right leg. Super Powerlinx Optimus Prime: Because the entire lower leg of the smaller bot fits inside the boot, this mode doesn't gain a whole lot of height. The combiner mode is 9.5" (24cm) tall, shorter than Powerlinx Ironhide or Jetfire, but with a respectable shoulder span of 8.5" (22cm). The opened chest panels cover up the Autobot symbols on the shoulders, and having symbols on the insides of the panels would have been nice. The exposed chest is intended to be some sort of matrix holder, and has a red LED at the center that lights up when you press the left chest panel back into the earlier-mentioned button. Pretty much all of the poseability of the inner robot is retained or replaced. Even the super helmet has a joint so that the head can turn a little bit. Standing stability depends on which units are the boots, as mentioned above. Using OP1 as the right leg, I was able to balance Prime in a side-kicking position supported by only the right leg. With OP3 and OP4 as the boots, the figure wobbles a lot and tends to lean forward. The hip joints aren't quite strong enough to compensate for the top-heaviness of the figure, so it will sometimes slump over. Looks good (if a bit garish) from the front, but the fanny pack still looks awkward from the back or side. Flipping the rear wheel section of the cab up looks a little better, although it does block the sound effect buttons. Display suggestion: Combined mode with backpack flipped up, standing atop the base mode of the trailer. Dave Van Domelen, now only has Smokescreen left from the weekend's haul....