Challenge level of robot conversion: Difference between revisions

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[[Image:BeastWarsChallengelevelgraph.jpg|thumb|300px|right]]
[[Image:BeastWarsChallengelevelgraph.jpg|thumb|300px|right]]
A [[toy]]'s '''Challenge level of robot conversion''' is an arbitrary measurement of how difficult it is to [[Transformation (toys)|transform]] said toy from [[Alternate mode|one]] or more of its modes to the [[Robot mode|other]](s).
A [[toy]]'s '''Challenge level of robot conversion''' is an arbitrary measurement of how difficult it is to [[Transformation (toys)|transform]] said toy from [[Alternate mode|one]] of its modes to the [[Robot mode|other]](s).
This measurement is sometimes represented by a small graph on the toy's packaging, usually containing four different levels (with gradients in between each level): Basic/Beginner, Intermediate, Advanced and Expert. Each toyline's usually has its own unique design for this graph.
This measurement is sometimes represented by a small graph on the toy's packaging, usually containing four different levels (with gradients in between each level): Basic/Beginner, Intermediate, Advanced and Expert. Each toyline usually has its own unique design for this graph.


Though there seems to be no fast-and-hard rule to distinguish accurately where a toy will fall in these categories, or what technique is used by who to classify each toy, some basic observations can be made:
Though there seems to be no hard-and-fast rule to distinguish accurately where a toy will fall in these categories, or what technique is used by who to classify each toy, some basic observations can be made:
* [[Legends Class|Smaller]] [[Mini-Con|toys]] generally have fewer parts than their larger counterparts, and are thus easier to transform.
* [[Legends Class (2005)|Smaller]] [[Mini-Con|toys]] generally have fewer parts than their larger counterparts, and are thus easier to transform.
* Toys with [[Triple Changer|multiple]] modes have a tendency to become more complex the more modes there are. Considering that toys with only two modes are usually a little more intuitive ("This part is obviously meant to change, so by doing so I'm bringing it closer to its other mode"), when multiple modes are involved, it can become more confusing as to whether or not a specific part is supposed to be placed at a specific spot for a specific mode.
* Toys with [[Triple Changer|multiple]] modes have a tendency to become more complex the more modes there are. While toys with only two modes are usually a little more intuitive ("This part is obviously meant to change, so by doing so I'm bringing it closer to its other mode"), when multiple modes are involved, it can become more confusing as to whether a specific part is supposed to be placed at a specific spot for a specific mode.
* [[Gimmick]]s also usually have an impact on the overall difficulty of transforming a toy, either by being intrusive on the toy's complexity, thus forcing the manufacturors to create a simpler transformation scheme so that the gimmick can be retained. Some gimmicks even [[Automorph Technology|transform the toy for you!]]
* [[Gimmick]]s also usually have an impact on the overall difficulty of transforming a toy, often by being intrusive on the toy's complexity, thus forcing the manufacturers to create a simpler [[transformation scheme]] so that the gimmick can be retained. Some gimmicks even [[Automorph Technology|transform the toy for you!]]
* Most [[The Transformers (toyline)|earlier toys]] were produced before multiple [[Ball joint|technologies]] for more elaborate transformations were developped, making older toys (usually) simpler by default versus newer toys, where techniques for more elaborate and creative techniques for transformation was implemented.
* Most [[The Transformers (toyline)|earlier toys]] were produced before [[Ball joint|technologies]] for more elaborate transformations were developed, making older toys (usually) simpler by default than newer toys, where techniques for more elaborate and creative transformations were implemented.
* Certain toylines have an overall [[Transformers: Armada (toyline)|easier]] transformation curves, whereas others the toyline as a whole is more [[Transformers: Dark of the Moon (toyline)|complex]] on average.
* Certain toylines have an overall [[Transformers: Armada (toyline)|easier]] transformation curve, whereas others are more [[Transformers: Dark of the Moon (toyline)|complex]] on average.
* [[Transformers: Go-Bots (toyline)|Toylines]] aimed at younger children will invariably be easier to transform than those aimed at older children/[[The Transformers: Masterpiece|collectors]].
* [[Transformers: Go-Bots (toyline)|Toylines]] aimed at younger children will invariably be easier to transform than those aimed at older children/[[The Transformers: Masterpiece|collectors]].
* Some toys have several steps in their transformation scheme that are interchageable in terms of which one needs to be done first, second, etc... The more steps need to be done in a specific order, the more difficult transforming that toy will inevitably be.
* Some toys have several steps in their transformation scheme that are interchangeable in terms of in which order they should be done. The more steps need to be done in a specific order, the more difficult transforming that toy will inevitably be.
* Oftentimes, a toy will need to be more complicated so that either one and/or all of its modes look [[show-accuracy|great]].  
* Oftentimes, a toy will need to be more complicated so that its modes look [[show-accuracy|great]].  
* Inevitably, [[you]] will deem that certain toy are either rated to high or too low on the difficulty meter.
* Inevitably, [[you]] will deem that certain toys are rated either too high or too low on the difficulty meter.


Thank [[Primus]] for [[instructions]].
Thank [[Primus]] for [[instructions]].


{{Category:Toys}}
[[Category:Toys]]

Latest revision as of 18:07, 24 June 2020

A toy's Challenge level of robot conversion is an arbitrary measurement of how difficult it is to transform said toy from one of its modes to the other(s). This measurement is sometimes represented by a small graph on the toy's packaging, usually containing four different levels (with gradients in between each level): Basic/Beginner, Intermediate, Advanced and Expert. Each toyline usually has its own unique design for this graph.

Though there seems to be no hard-and-fast rule to distinguish accurately where a toy will fall in these categories, or what technique is used by who to classify each toy, some basic observations can be made:

  • Smaller toys generally have fewer parts than their larger counterparts, and are thus easier to transform.
  • Toys with multiple modes have a tendency to become more complex the more modes there are. While toys with only two modes are usually a little more intuitive ("This part is obviously meant to change, so by doing so I'm bringing it closer to its other mode"), when multiple modes are involved, it can become more confusing as to whether a specific part is supposed to be placed at a specific spot for a specific mode.
  • Gimmicks also usually have an impact on the overall difficulty of transforming a toy, often by being intrusive on the toy's complexity, thus forcing the manufacturers to create a simpler transformation scheme so that the gimmick can be retained. Some gimmicks even transform the toy for you!
  • Most earlier toys were produced before technologies for more elaborate transformations were developed, making older toys (usually) simpler by default than newer toys, where techniques for more elaborate and creative transformations were implemented.
  • Certain toylines have an overall easier transformation curve, whereas others are more complex on average.
  • Toylines aimed at younger children will invariably be easier to transform than those aimed at older children/collectors.
  • Some toys have several steps in their transformation scheme that are interchangeable in terms of in which order they should be done. The more steps need to be done in a specific order, the more difficult transforming that toy will inevitably be.
  • Oftentimes, a toy will need to be more complicated so that its modes look great.
  • Inevitably, you will deem that certain toys are rated either too high or too low on the difficulty meter.

Thank Primus for instructions.