Review-Delta Squad Megazord
Feb. 18th, 2005 11:51 amOkay, I have another review: The Delta Squad Megazord!
Alrighty, then...since this is a set of zords, I'll be going in this order for them: The indivudual Delta Runners; then how they attach to form the Delta Squad Megazord, the poseability of said Megazord; its weapons and electronic gimmicks, and finally, summary of the whole gestalt. Follow the cuts to see the approiate spots.
Starting with Delta Runner 1, the second-longest of the Delta Runners. It's a red-colored car that seems to be roughly around six or seven inches long. (Note: Comparing to the Delta Morpher's size) It includes some very nice rolling wheels that do the trick; it lets it ride around. Also, being the center torso of the Megazord, it has all the electronic gimmicks, but that will be covered later. DR1's own trick is extending arms, you'll see two vertical lines on the sides of the rear spoiler. Okay, now grab those sides and pull them up: you'll see a gray arm inside. Just pull those out and you can mess with them. The arms have about 12-15 degrees of horizontal rotation.
DR2: Quite obviously the widest of the Delta Runners, it's as wide as DR1 is long. Just by itself, there isn't much in terms of gimmicks: the side wings/propellers rotate 360 degrees backwards and forwards and they have about 180 degrees of vertical rotation. Also, it has a little gray hook on it that's nigh-on impossible to remove. (At least for me) In terms of wheels, it has three: two in the back that stay out at all times, and a front-mounted one that can fold in for Megazord mode.
DR3: A trailer zord; DR3 is the longest of the Delta Runners. It also includes (what I think at least) is the most interesting gimmick of the Delta Runners: If you push on the SPD symbol on the sides of the trailer, a holder area will pop out, revealing the sword blade and the blaster, which are both gray-colored. Pulling out the blaster, you'll se two holes in the are where it was; if you to put the blaster in those holes and replace it on DR3, you'll have it like it is in the show.
DR4: One of the two little cars, DR4 is quite simple: Its only gimmick is that you can pull out the floodlights/sword hilt: it can rotate roughly 360 degreees.
DR5: The other little car, DR5 has only one real trick: Grab the spoiler and pull up on it. Once it goes up as far as it can go without resistance, rotate the siren/fliped up top 180 degrees. You'll have the sign thing that Syd uses in the show.
Okay, going from each Delta Runners' basic form:
DR1: Grab one set of the front wheels and pull downwards until they are flipped around completly. Then, flip over the Delta Runner. Looking up at the top, you'll see a little area with circles and two little-flipping marks. Rotate the circle area upwards and the flipping areas downwards. Then, grab the top assembly and pull it outwards; you'll see the head of the Megazord. Then, attach the assembly to the back of the Delta Runner. DR1 is now in Megazord mode.
DR2: Simple enough: Fold the gray wings in the back downwards, and fold in the front wheel. Then, pull up on the cockpit area and fold down the propellers. DR2 is in Megazord Mode.
DR3: Fold up the trailer until it snaps onto the front end of the zord. DR3 is now in Megazord mode.
DR4: Pull out the sword hilt, then look on the bottom of the zord. You'll see a white spot with a tab on it. Grab the tab and pull downwards. The fist will pop out, so just replace the sword hilt and DR4 will be in Megazord mode.
DR5: Just about the same deal with DR4. Look on the bottom of the zord. You'll see a white spot with a tab on it. Grab the tab and pull downwards. The fist will pop out and DR5 will be in Megazord mode.
To attach the zords together, take DR2 and DR3 and attach them to the leg parts of DR1, with DR2 on the right (as you face it) and DR3 on the left. (as you face it) Then, find the arm holes on DR5 and DR4. Attach those to the shoulder joints on DR1 and you'll have the Megazord.
Not a lot, since it is a DX Megazord toy, but there is some: The arms rotate 360 degrees around and the legs rotate around roughly 180 degrees.
The Megazord's main weapons are the sword and blaster. To use the blaster, take it out of the storage area in DR3's leg and slide it on the hand. To use the sword, pull the hilt off of DR4 and take the blade out of the storage area on DR3. Look at the blade. You'll see an off-set tab. Attach the sword to the blade so that the offset area is near the top of the hilt, as it is attached to DR4. Slide the sword on the hand and you have it.
To use the electronic gimmicks, you'll need two "AAA" batteries. To put those batteries in, you need to use a pen to push in the button on the bottom on DR1. Then, turn it on. The switch is on the bottom of the assembled Megazord. You'll hear a beep that signifies that it's on. The button is the "1" on Delta Runner 1. When you push the button while DR1 is not in Megazord mode, you'll hear a siren sound and the lights on it will flash. In Megazord mode, there is an explosion sound before the siren sounds start. Also, if you press the button right after that, you hear a sound that I cannot explain. It has to be experienced. In addition, if you pull off and reattach the arms or legs, you'll hear an attachment sound. And, as you push the head back in to switch DR1 to zord mode, you'll hear a car revving as you attach it.
In summary: It's fun, and with a lot of neat gimmicks. If you're wondering if you should get it, I recommend it.
Alrighty, then...since this is a set of zords, I'll be going in this order for them: The indivudual Delta Runners; then how they attach to form the Delta Squad Megazord, the poseability of said Megazord; its weapons and electronic gimmicks, and finally, summary of the whole gestalt. Follow the cuts to see the approiate spots.
Starting with Delta Runner 1, the second-longest of the Delta Runners. It's a red-colored car that seems to be roughly around six or seven inches long. (Note: Comparing to the Delta Morpher's size) It includes some very nice rolling wheels that do the trick; it lets it ride around. Also, being the center torso of the Megazord, it has all the electronic gimmicks, but that will be covered later. DR1's own trick is extending arms, you'll see two vertical lines on the sides of the rear spoiler. Okay, now grab those sides and pull them up: you'll see a gray arm inside. Just pull those out and you can mess with them. The arms have about 12-15 degrees of horizontal rotation.
DR2: Quite obviously the widest of the Delta Runners, it's as wide as DR1 is long. Just by itself, there isn't much in terms of gimmicks: the side wings/propellers rotate 360 degrees backwards and forwards and they have about 180 degrees of vertical rotation. Also, it has a little gray hook on it that's nigh-on impossible to remove. (At least for me) In terms of wheels, it has three: two in the back that stay out at all times, and a front-mounted one that can fold in for Megazord mode.
DR3: A trailer zord; DR3 is the longest of the Delta Runners. It also includes (what I think at least) is the most interesting gimmick of the Delta Runners: If you push on the SPD symbol on the sides of the trailer, a holder area will pop out, revealing the sword blade and the blaster, which are both gray-colored. Pulling out the blaster, you'll se two holes in the are where it was; if you to put the blaster in those holes and replace it on DR3, you'll have it like it is in the show.
DR4: One of the two little cars, DR4 is quite simple: Its only gimmick is that you can pull out the floodlights/sword hilt: it can rotate roughly 360 degreees.
DR5: The other little car, DR5 has only one real trick: Grab the spoiler and pull up on it. Once it goes up as far as it can go without resistance, rotate the siren/fliped up top 180 degrees. You'll have the sign thing that Syd uses in the show.
Okay, going from each Delta Runners' basic form:
DR1: Grab one set of the front wheels and pull downwards until they are flipped around completly. Then, flip over the Delta Runner. Looking up at the top, you'll see a little area with circles and two little-flipping marks. Rotate the circle area upwards and the flipping areas downwards. Then, grab the top assembly and pull it outwards; you'll see the head of the Megazord. Then, attach the assembly to the back of the Delta Runner. DR1 is now in Megazord mode.
DR2: Simple enough: Fold the gray wings in the back downwards, and fold in the front wheel. Then, pull up on the cockpit area and fold down the propellers. DR2 is in Megazord Mode.
DR3: Fold up the trailer until it snaps onto the front end of the zord. DR3 is now in Megazord mode.
DR4: Pull out the sword hilt, then look on the bottom of the zord. You'll see a white spot with a tab on it. Grab the tab and pull downwards. The fist will pop out, so just replace the sword hilt and DR4 will be in Megazord mode.
DR5: Just about the same deal with DR4. Look on the bottom of the zord. You'll see a white spot with a tab on it. Grab the tab and pull downwards. The fist will pop out and DR5 will be in Megazord mode.
To attach the zords together, take DR2 and DR3 and attach them to the leg parts of DR1, with DR2 on the right (as you face it) and DR3 on the left. (as you face it) Then, find the arm holes on DR5 and DR4. Attach those to the shoulder joints on DR1 and you'll have the Megazord.
Not a lot, since it is a DX Megazord toy, but there is some: The arms rotate 360 degrees around and the legs rotate around roughly 180 degrees.
The Megazord's main weapons are the sword and blaster. To use the blaster, take it out of the storage area in DR3's leg and slide it on the hand. To use the sword, pull the hilt off of DR4 and take the blade out of the storage area on DR3. Look at the blade. You'll see an off-set tab. Attach the sword to the blade so that the offset area is near the top of the hilt, as it is attached to DR4. Slide the sword on the hand and you have it.
To use the electronic gimmicks, you'll need two "AAA" batteries. To put those batteries in, you need to use a pen to push in the button on the bottom on DR1. Then, turn it on. The switch is on the bottom of the assembled Megazord. You'll hear a beep that signifies that it's on. The button is the "1" on Delta Runner 1. When you push the button while DR1 is not in Megazord mode, you'll hear a siren sound and the lights on it will flash. In Megazord mode, there is an explosion sound before the siren sounds start. Also, if you press the button right after that, you hear a sound that I cannot explain. It has to be experienced. In addition, if you pull off and reattach the arms or legs, you'll hear an attachment sound. And, as you push the head back in to switch DR1 to zord mode, you'll hear a car revving as you attach it.
In summary: It's fun, and with a lot of neat gimmicks. If you're wondering if you should get it, I recommend it.
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Date: 2005-02-18 05:39 pm (UTC)no subject
Date: 2005-02-18 07:23 pm (UTC)