Saturday, 24 September 2011

GUNDAM RX 78

The RX-78's initial concept was that of a powered armor, the primary design for Yoshiyuki Tomino's proposed series Freedom Fighter Gunboy. The series later changed its name to Mobile Suit Gundam and Kunio Okawara was given Tomino's concept to shape into a finalized design for the anime. Okawara created multiple designs before settling on the current, samurai-styled design for the anime in 1979.

Enemies in the series keep referring to the RX-78-2 as White, or The White Devil while it is a mix of blue, red, and white. Tomino's response in the novel version of Gundam is that the original design was to be a grayscale machine, made up of mostly white and light gray colouring. However, Sunrise disapproved of the colouring and insisted the unit to be painted in brighter colours to attract attention, like other super robot anime at that time.[5]

The 'original' Gundam, the RX-78-2 design was expanded to be the second in a line of 8 Gundams; preceding model RX-78-1 and later models RX-78-3~8.[6] The 1st and 3rd Gundam were designed by Okawara between 1980 and 1983 for Gundam Century[7] and Mobile Suit Variations[8] and the 3rd appeared in the novel version as G-3 Gundam.[5] The 4th through 8th Gundam is designed by Okawara in 1989 for Kunio Okawara collection, or known as M-MSV(Missing-Mobile Suit Variation).[9] Other mechanical designers later added further design variations; including Yutaka Izubuchi's RX-78-NT-1, designed in 1989 for Mobile Suit Gundam 0080: War in the Pocket, and Shoji Kawamori's and Hajime Katoki's Gundam Development Project designs in 1992 for Gundam 0083. Katoki redesigned the RX-78-7 for the upcoming PlayStation 3 game Mobile Suit Gundam Battlefield Record UC 0081. The RX-78-2 has also been redesigned several times by other artists. In particular, Hajime Katoki's version of the Gundam (referred to by Gundam fans and Bandai themselves as Ver. Ka) has become popular enough to be made into both injection plastic model kits sold by Bandai and resin-based garage kits sold by their B-Club subsidiary. Okawara himself redesigned the Gundam for original character designer Yoshikazu Yasuhiko's manga Mobile Suit Gundam: The Origin, a retelling of the events of the original series. Though mostly identical to the original, it features slightly different designs for its weapons, a small vulcan pod in its shoulder, and the ability to replace one of the beam sabers stored in its backpack with a cannon similar to that of the Guncannon. In addition, the fifteenth installment of the Gundam Evolve series of shorts features another variation on the RX-78's design, a highly stylized version of the iconic machine based on "modern" design aesthetics. It has been referred as Ver. Evolve 
source:http://en.wikipedia.org/wiki/Gundam

GUNDAm MODEL


Gundam Models refers to plastic and non-plastic model kits depicting the mechas, vehicles and characters of the fictional Mobile Suit Gundam universe. These kits have become popular among anime fans and model-lovers, especially in Japan and in other nearby Asian countries since 1980s. The popularity of Gundam models increased in the 1990s with North America and Europe being exposed to Gundam through television, video and manga. These Gundam Models may also be called Gunpla (ガンプラ Ganpura?), a portmanteau of "Gundam plastic model". "Gunpla" more commonly refers to the practice of building Gundam models, rather than the models themselves.

History
Late 1970s - 1980s
Mobile Suit Gundam debuted in 1979 and the first Gunpla kits came in 1980, following the show's cancellation. Models produced during this era were considered non-graded models. Parts came in up to 3 different colored sprues. They lacked articulation and detail and required glue and paint to build and finish.
Following the completion of the TV series line, Bandai introduced the MSV (Mobile Suit Variation) line, featuring alternate variants of the series' mobile suits. One of the highlights of the line was the RX-78 Perfect Gundam, which introduced System Injection (a process where one sprue - sometimes even one part - was molded in multiple colors), which minimized the need to paint the model.
Mid 1980s - 1990s
Following a line of kits from the Round Vernian Vifam series, the 1985 Mobile Suit Zeta Gundam kit line incorporated the use of polycaps. These kits, although still needing glue and paint to build, featured polycaps (soft plastic, typically Polyethylene) as connectors for better articulation of joints. The 1987 Gundam Sentinel model line introduced the concept of snap-fit models, reducing the need to use glue. And starting from the 1988 Mobile Suit Gundam: Char's Counterattack line, all Gunpla kits feature snap-fit assembly with many incorporating System Injection molding.
In 1990, Bandai introduced the High Grade (HG) line, which featured newer 1:144 scale versions the RX-78-2 Gundam, the RX-178 Gundam Mk. II, the MSZ-006 Zeta Gundam and the MSZ-010 ZZ Gundam. Each kit boasted exceptional detail and articulation, as well as features normally found in their larger-scale versions such as the Gundam's Core Block System and the Zeta's transformation feature. Since then, the HG line has become the top-end range of the 1:144 Gunpla series, as well as middle-range for 1:100 and 1:60 scales.
Beginning with Mobile Suit Victory Gundam in 1993, a unified set of polycap joints was created for smaller scale models that allowed easy mass production of models that all shared the same basic skeletal frame. This standardization allowed Bandai to release more models over a shorter period. As a result, the Gundam shows of the '90s usually received sizable 1:144 model lines. These were all of similar quality, with some attention to colors molded in the right area, a reasonable level of detail for their price point, and mobility as such that all major joints had at least some degree of mobility.
In 1995, the 1:100 Master Grade (MG) line was introduced. This line features more parts, better detail and improved articulation than past kits of the same scale. Until now, the MG line has become the high-end segment of the 1:100 Gunpla series.
Following the release of the Perfect Grade Evangelion, Bandai introduced the 1:60 Perfect Grade (PG) line to the Gundam series in 1998. This line features extensive detail and articulation, as well as working skeletal systems and light-up features. The PG line is the most expensive among all Gunpla kits, and only a select few mobile suits have been released in this line.
To celebrate the 20th anniversary of the franchise in 1999, Bandai released 1:144 First Grade (FG) kits of mobile suits from the original series. Marketed as budget models, these snap-fit kits featured the simplicity of the original kits, but with more modern designs based upon the corresponding Perfect Grade kits.
2000s
Mobile Suit Gundam SEED introduced a new type of a non-graded model, with a completely different design plan. While these still feature snap-fit and color molding, they omit major joints, opting instead to only allow critical pieces to move - typically the neck, hips, shoulders, and feet. These are budget models, usually retailing much lower than other models; and this line was extensive, covering nearly every machine to be featured in the TV series. Gundam SEED also featured non graded 1:100 models, identical in quality to Bandai's High Grade offerings.
In 2010, Bandai released the 1:48 Mega Size Model RX-78-2 Gundam kit as part of the franchise's 30th anniversary campaign. This kit features many innovations that make it easy to assemble for first-time Gunpla collectors. For example, the parts are attached to sprue gates thin enough to break without the need to use of plastic cutters, and excess gate plastic can be removed from the parts without using a hobby knife. some sprues have been designed to snap together for easy and quick removal of assembled parts. Also in the same year, Bandai introduced the 1:144 Real Grade (RG) line, which takes design elements from the MG line such as an inner skeletal frame.

Plastic

Plastic Gundam model kits are manufactured by Bandai in Japan (or China) which has an exclusive license in manufacturing and marketing them around the world, the first of them being sold in 1980 in Japan. The models are typical of Plastic model; frames of injection-molded Polystyrene (PS) parts which must be cut out of the frame before assembly. The majority of post-1990 models have snap-fit parts, with models prior to that requiring an adhesive such as plastic cement. Plastic Gundam models kits are typically supplied with stickers and sometimes decals to apply extra colors and markings as seen in popular media such as TV shows, movies, manga or video games. Smaller or lower-grade kits often require paint to give the model a finished appearance, due to color discrepancies.
The kits range in different scales with the most popular scales being: 1:550 , 1:220, 1:144, 1:100 and 1:60, and more recently the 1:35 (UC HardGraph) line. Generally in real world terms, kits range from 4~5 inches for small-scale models, 6 to 8 inches for mid-scale models, and 12 inches for big-scale models, although these sizes vary from model to model. With a few exceptions, all currently produced kits bear grade ratings that give a good idea about their final quality. The following lists the most well-known and common categories with humanoid designs (very roughly) in their order of quality, from lowest to highest.

 source: http://www.one2gifts.com/one2gifts/upload/article.php?id=49

Bandai History



Bandai Co., Ltd. is the third-largest toy manufacturer in the world. The company is best known for products derived from popular television and comic book characters such as Power Rangers, Gundam, and Ultraman. These range from action figures and their accessories to video game software, clothing, and candy. The firm has also had success with faddish toys like the "digital pets" Tamagotchi and Digimon and other ventures that include selling toys in vending machines and providing digital content online and through cellphones. Other Bandai units make animated television programs and movies, design and manufacture amusement machines and amusement centers, make stationery, and sell, lease, and manage real estate properties. Based in Japan, where it is the number one toymaker, Bandai distributes its products worldwide. 

Early Years
Bandai's roots date to post-World War II Japan, where Naoharu Yamashina, a war veteran who had lost an eye in combat, was struggling to make a living. The son of a rice retailer, Yamashina had studied business in high school, and after the war he began working for a textile wholesaler in Kanazawa run by his wife's brother. Business was slow, and when a neighbor told him of the potential for success in toy sales, Yamashina convinced his employer to send him to Tokyo to try this new field. Putting in long hours there with his wife, he gradually built up a small toy distribution business.
In 1950, Yamashina took control of the toy distributorship and renamed it Bandai, which was derived from the Chinese phrase for "things that are eternal." At this time the firm was mainly selling celluloid and metallic toys, along with rubber swimming rings.
Deciding to add an original product to its lineup, in September of 1950 Bandai introduced the Rhythm Ball, a beach ball with a bell inside. The Rhythm Ball initially suffered from a high rate of defects, but its quality was improved and the company soon added other products such as the metal B-26 Night Plane. In March 1951, Bandai began to export inexpensive toys like metal cars and planes to the United States and other foreign markets. The growing company built a new shipping and warehousing facility in the spring of 1953, and in the summer added research and development, product inspection, and transportation departments.
In early 1955, Bandai established a manufacturing facility, the Waraku Works, and during the summer began construction of a new Tokyo headquarters and introduced a new "BC" logo. The fall of 1955 saw the firm offer its first product guarantee for the Toyopet Crown model car. Bandai highlighted this in television commercials that began airing in 1958, which used the phrase, "The Red Box means a BC-guaranteed toy." The following year a Cars of the World model line was launched, and the company's logo was redesigned to stress its emphasis on quality. In the early 1960s, Bandai began to establish direct overseas sales and opened an office in New York. 

Character-Based Toys Debut in 1963
In 1963, Bandai introduced its first toy based on a children's television character, which was called Astroboy. The firm would go on to refine a strategy of helping to fund a new program's development and then sponsoring its episodes as they were broadcast, running ads for derivative products that might include action figures, toy vehicles, and costumes. Beginning in 1966, Bandai found success with toys based on Ultraman, a giant, caped, metal-skinned hero who fired laser beams and battled monsters. The live-action program and some of its related toys were later imported to the United States, though their impact there was slight. Other Bandai character products were taken from manga, the serial comic books which were hugely popular in Japan. To keep up with a growing demand for its toys, Bandai built the Toy Town Manufacturing Complex, which opened in October of 1965.
In the latter half of the 1960s, the company had hits with Water Motor, Thunderbird, and Naughty Flipper toys, as well as Crazy Foam. In the fall of 1969, Bandai formed a Travel Services unit and acquired an additional factory in Shimizu City, where it would manufacture plastic model toys such as the World Car, Thunderbird 2, and Beetle series.
The firm established Tonka Japan in 1970 in a marketing tie-up with that company, and a year later it added a Models unit and created Popy as a manufacturer of character toys. In 1975, Bandai again changed its logo and trademark designs as part of the launch of a new worldwide marketing effort. Ties were established in October of that year with U.S. model maker Monogram, and in 1976 toy giant Mattel began selling Bandai's Mazinger Z action figures in the United States under the brand name "Shogun." Bandai entered the publishing business in the fall of 1976 with "The Moving Picture Book," later formally establishing Bandai Publishing as a subsidiary.
In November of 1976, the company opened a new factory for Popy toys and in April of 1977 began marketing encapsulated toys in vending machines. During the same year, the firm founded its first overseas manufacturing entity, Bandai (H.K.) Co., Ltd., in Hong Kong. In 1978, Bandai America, Inc. was formed to market the company's toys in the United States, and the following year the B-AI Electronics and B-AI Mibu units were formed. 

Makoto Yamashina Takes Control of Firm: 1980
In 1980, Naoharu Yamashina's son took over the job of president from his father, who continued to serve as board chairman. 35-year old Makoto Yamashina, who had a degree in economics from Keio University, had originally worked at a publishing firm, where he wanted to become an editor. When he was instead assigned to sell encyclopedias, he left to join his father at Bandai.
After taking over as president, the aggressive younger Yamashina fired many of his father's senior executives and replaced them with people closer to his own age. This was a shocking move to many in the "lifetime employment" culture of Japan, but Makoto Yamashina was interested in operating his company in a different way, modeled more on the U.S. style. He also began making changes to the traditional distribution pattern for toys, dealing directly with large retail chains rather than selling to them through middlemen.
Shortly after he took control, Bandai launched its Gundam toy line, based on a cartoon program about futuristic warriors. The series was popular, and, like Ultraman, Gundam became a long-term moneymaker for the company. In 1981, the firm marketed its first candy products and expanded to Europe, opening French and Italian subsidiaries. These were followed in 1982 by Dutch, British, and Australian branches. The year 1982 also saw Bandai form a department to develop and create original animation and film projects, and a new subsidiary, Emotion, which began to open video shops in Japan. In 1983, the company added an apparel department, founded a division called A.E. Planning (later Bandai Visual), and launched its first original feature film, Daros, which came out in the fall. 

Gobots Invade America: 1984
In 1984, Bandai had another go at the U.S. market with toys called Gobots, which were Americanized versions of the popular Machine Robo line that had been available in Japan and elsewhere for several years. Gobots were mechanical creatures that could change into vehicles and fight battles against a series of evil counterparts. Despite the best efforts of Bandai and Tonka, their U.S. distributor, the Gobots were ultimately displaced by the rival Transformers, which were marketed by toy giant Hasbro and based on a line made by a Bandai competitor. Transformers were larger, and their associated television program was perceived as better than one featuring the Gobots, while Tonka also had some problems supplying retailers with the toys when they began to sell. It would be almost a decade before Bandai would again make an impact in the U.S. market.
Meanwhile, the company had begun expanding its operations in Asia, opening a second plant in Hong Kong and forming a Chinese joint venture called the China Fuman Toy Company. Bandai was experiencing a sharp decline in sales at this time, with 1985 revenues of 70.7 billion yen ($495 million) down significantly from the previous year's figure of 84.5 billion yen. The company went public with a listing on the Tokyo Stock Exchange's Second Section in January of 1986, but due to the lingering sales downturn cancelled a secondary offering slated for early 1987. A line of products tied to a hit Japanese cartoon and comic book series, Dragon Ball, was one bright spot for the company, as was the Kitty Stick furry toy.
As part of its plan to move all manufacturing abroad, in March of 1987 the company formed a joint venture in Thailand, Bandai and K.C. Co., with Imperial Thai Toy. Bandai also moved the production and marketing staff of its overseas division from the firm's headquarters in Tokyo to its Hong Kong subsidiary. Other ventures aimed at strengthening the bottom line included branching out into non-toy areas such as health equipment and video sales. In the latter category, Bandai reached an agreement with the Walt Disney Company to market up to 150 of its video titles in Japan for a two year period.
In 1989, the company moved into a new headquarters building in Tokyo, and entered the music business by forming the Emotion label and establishing a relationship with the firm Apollon Music Industry. The year also saw opening of the Ultraman "Shot M78" retail outlet. In 1991, Bandai became 5 percent owner of a $200 million satellite-based video-on-demand startup called Entertainment Made Convenient, formed a sales subsidiary in Taiwan, and began marketing Chara-Can, its first line of toys packaged with drinks. 

Power Rangers Make American Debut: 1993
In 1993, Bandai had its biggest international success to date with toys based on the live-action show Mighty Morphin' Power Rangers (called Jyu Rangah in Japan when originally shown there). The series once again featured superheroes that battled the forces of evil. Unlike many such exports, the live-action Power Rangers show was partially reshot for North American broadcast, adding some non-Asian characters and increasing the ratio of females to males. Soon after its U.S. debut in August 1993 on the Fox network, the program became a surprise hit. Demand for Power Rangers toys quickly outstripped their availability, leading to frantic scenes in stores as parents tried to secure them for their children.
Working to take advantage of this success, in March 1994 Bandai announced it would build factories in Vietnam and Mexico to increase output as well as to lower costs. The firm was hoping to triple production of Power Rangers toys and also add new items to the line, as a Power Rangers motion picture that was in the works was expected to keep interest in the characters high for the foreseeable future. Bandai was now focusing more and more on the international marketplace, as the Japanese toy market was shrinking due to a declining birthrate in that country.
Despite the company's success with Power Rangers, it experienced a sizable earnings loss for the year as the result of a February 1993 decision to end an agreement with Nintendo to market that company's video game equipment and software in Europe. Several of Bandai's regional subsidiaries experienced drastic revenue drops, and the firm was forced to write off billions of yen worth of outdated games and players, leading to a loss of $18.6 million for the fiscal year.
In its home country, Bandai's reach now extended beyond toys to such items as candy, clothing, shampoo, personal organizers, and word processors. An estimated 20 percent of toy-store shelf space in Japan was occupied by the firm's products. Bandai continued to sponsor a number of cartoon programs on television, notably Pretty Soldier Sailor Moon, in which five young girls used the power of the moon to combat aliens, and Crayon Shin-Chan, a program about a mischievous preschooler that was watched by viewers of all ages. The company launched about 60 new characters each year, and when one of them caught on marketing and manufacturing would be ramped up to flood stores with products. Bandai might introduce--and pull from the market--between 8,000 and 10,000 items per year, most of which only appeared in Japan. By this time the firm was manufacturing just a quarter of its own products, down from 45 percent in 1988, with the rest contracted out. Character-based items accounted for more than 80 percent of revenues. Other developments at this time included the purchase of majority ownership in Sunrise, one of Japan's top animation companies, and participation in a joint venture to build a theme park near Tokyo Disneyland.
In November 1994, Bandai took one of its biggest risks to date when it announced it would develop, with computer maker Apple, a multimedia device that would plug into a television monitor and could be used for game play and Web browsing. To be called "Pippin," the product would retail for approximately $500, considerably less than a computer but more than a typical video-game player. It was to use CD-ROM discs that would also be playable on Apple computers. The machine could be upgraded with purchase of a keyboard and other peripherals for use as a word processor. Bandai subsequently formed three new U.S. subsidiaries to increase its presence in that country, including Bandai Digital Entertainment, Inc., which would market Pippin.
In March 1996, the Pippin Atmark, as it was now called, was introduced in Japan. Its $620 price tag was almost 25 percent higher than originally projected. Reviews were mixed, with a typical response being that the machine was overpriced as a video-game platform but under-equipped as a computer. Both Bandai and Apple had high hopes for Pippin, as the Power Rangers phenomenon was in decline and Apple was increasingly losing its market share to Windows-based equipment. Bandai officials admitted that the firm was not making money on Pippin players but expressed confidence that sales of software and subscriptions to a Bandai-owned online service would make it profitable. 

Tamagotchi "Virtual Pet" Takes Japan By Storm: 1996
In November 1996, a toy designed by former housewife Aki Maita was launched which would become the company's next blockbuster hit. This was the Tamagotchi, an electronic egg-shaped device attached to a keychain. A small screen on the front displayed an image of a chicken-like creature, which would have to be "cared for" by manipulating several buttons. If it was not tended to, the creature would die; by pressing a button, another creature could be hatched. If cared for properly, the character could grow and change, "living" for up to several weeks. The toys quickly became popular in Japan, perhaps in part because they annoyed parents, who had to go to great lengths to secure them, after which they were often faced with babysitting the Tamagotchi when the child had other responsibilities.
By February 1997, Bandai was so far behind in filling orders that it issued a public apology, at the same time launching Tamagotchi version 2. Tamagotchis were so difficult to obtain that some Bandai employees reported being threatened with harm by Japanese "Yakuza" gangsters if they would not turn over copies of the toys, which were reportedly selling for as much as ¥50,000 on the black market, 25 times their list price. New variations were soon in development, including Tamapitchi, a pair of cellphones that could send an animated character from one device to another, enabling it to mate and create a third creature.
While all this was taking place, Bandai was also laying plans for an October 1997 merger with video game giant Sega, which would create an entertainment conglomerate on par with the Walt Disney Company. Bandai's employees showed strong opposition to the move, however, and industry analysts were not enthusiastic. In late May, Makoto Yamashina abruptly called off the deal, simultaneously tendering his resignation as head of the company. He was replaced by a Bandai veteran, Takashi Mogi, who had earlier helped salvage several troubled subsidiaries.
Along with the turmoil caused by the cancelled merger, Bandai was also suffering from the failure of Pippin, which was discontinued in March after total sales of just 42,000 units worldwide. The misfire would end up costing the company more than $200 million in write-offs.
Tamagotchi sales had now peaked in Japan, but the product's launch in the international market had just begun and it was proving to be nearly as successful abroad. Tamagotchi spinoff items such as clothes and video games were already in the pipeline, as was followup DigiMon, which could be connected to another toy for battles, the winner gaining some of the loser's strength. By the end of 1997, 40 million Tamagotchis had been sold worldwide. On a sad note, in October 1997 Bandai founder Naoharu Yamashina passed away at the age of 79.
In March 1998, the firm opened its first Ultraman Club, which contained shops and amusement machines. The club, one of a projected chain of ten, would be used in part for researching toy trends. A restructuring also took place in the spring which realigned the company into ten units that included Toys, Entertainment, Service, Production, and Images and Music. Other new developments of the year included formation of a U.S. home video division, creation of a line of character-based gardening tools, and the introduction of "Silent Shout," a lollipop which broadcast music into a consumer's head through vibrations in the candy's battery-powered handle. A popular toy of this period was the hyper yo-yo, which had a special bearing inside that allowed more complex movements than a standard yo-yo.
In the spring of 1999, Bandai introduced another new product, WonderSwan, a handheld electronic game toy which could be used by itself or connected to another unit or a computer. It had been designed by Gunpei Yokoi, creator of Nintendo's similar Game Boy. In the spring of 1999, the company also changed its top leadership, with Takeo Takaso becoming president and Yukimasa Sugiura CEO and chairman. Takashi Mogi had stepped down because of the company's poor recent financial performance, which came as the Tamagotchi craze burned itself out. Makoto Yamashina, who had been serving as chairman since stepping down as CEO, was named honorary chairman. 

Mattel Buys into Bandai: July 1999
In the summer of 1999, Bandai announced it was selling a 5 percent stake in the firm to toy industry leader Mattel, Inc. as the first step in a new cooperative marketing agreement. Bandai would have the option of buying 5 percent of Mattel as well. The move gave Bandai its first presence in Latin America, while Mattel would be strengthened in Japan, where its prior efforts had met with little success. Bandai would continue to distribute its own toys to the United States in the short term. Other projected benefits of the union were mutual development of new toys and sales of Bandai products through a Web site Mattel was preparing to launch. Bandai had recently also joined with seven other companies to form a joint venture called e-Shopping Toys Corp. to sell toys on the Internet. Another joint venture was announced a few months later in which Bandai and Japan's other top three toy makers would produce robot toys. The company was now increasingly focusing on technology-based offerings, including robotic pets, video and computer games, and digital content provision.
Bandai's revenues were dropping off at this time, but reorganizing efforts were paying off with an increase in net earnings. For the fiscal year ending in March of 2000, the company reported sales of ¥208.62 billion ($1.91 billion) and net earnings of ¥1.28 billion, up from the previous year's loss of ¥16.4 billion.
In the spring of 2000, Bandai announced it would pay a bonus of ¥1 million for each baby an employee had after their second child. Japan's birth rate was at an all-time low, and Bandai's offer was the most generous to date of many that companies were making in an attempt to reverse this trend.
The fall of 2000 saw Bandai spin off a recently created cellphone and Internet content provider unit to create wholly owned subsidiary Bandai Networks Co., Inc. In January 2001, the firm sold a 50 percent stake it owned in Upper Deck Group, a California-based trading card maker. Upper Deck would continue to make cards featuring Bandai characters such as Gundam, which had only recently been introduced in the United States. The company also sold one of its Thai manufacturing plants and consolidated production there at a single facility near Bangkok, causing the loss of a number of jobs. A Chinese plant had been sold several years earlier.
Bandai's financial picture continued to improve in 2001, with numbers released in the spring for the preceding fiscal year showing profits jumping to ¥12.9 billion on sales of ¥217 billion. In July, a joint venture was formed with two Korean firms to create Bandai GV Co., which would develop online games for the Japanese market. The company also announced it would introduce a higher-priced line of capsuled toys, which included such items as a digital watch priced at ¥300. In the fall, the firm began offering shares of its Bandai Visual unit on the JASDAQ Stock Exchange and formed a joint venture in Korea with several Japanese and Korean firms called Daiwon Digital Broadcasting Co. Ltd. to broadcast animated programs via satellite under the name AniOne TV.
In March 2002, another joint venture, Bandai Channel Co., was launched to provide digital content to computers and video game terminals that would be based on characters such as Gundam. The fiscal year just ended proved to be the firm's best ever, with earnings hitting a record ¥21.99 billion ($170.7 million) on sales of ¥227.93 billion.
In the summer, Bandai bought Tsukuda Original Co.--a doll, toy and software maker--to help broaden the firm's offerings. The year 2002 also saw Bandai begin construction of a new ¥4 billion headquarters building in Tokyo. Built on land near the company's existing offices, it would feature a Bandai Museum exhibiting toys from the firm's entire 52-year history. The 15-story facility was expected to open in April 2005. In the fall of 2002, Bandai announced it would revive the Strawberry Shortcake line of toys, which had been popular in the United States during the 1980s. Thirty items were to be released, retailing at between $3 and $20. In January 2003, the recently-purchased Tsukuda Original was sold to Wakui Corporation. Shortly afterwards, Bandai announced that the firm's structure would be shifted to a holding company pattern over the next several years, with all of its various divisions spun off into wholly-owned subsidiaries.
After more than a half century, Bandai Co., Ltd. had grown to become the third-largest toy maker in the world. The firm continued to offer a wide range of character-based products as well as an ever-changing lineup of electronic toys, videos, video-games, clothing, capsuled items, and food. The multi-faceted firm was also increasingly expanding into the digital realm with the offerings of its Bandai Networks Co. unit and a series of joint ventures. 
source:www.fundinguniverse.com

history and about tamiya inc



Tamiya ventured into the modeling business in 1948, with a scale wooden ship model kit. Since then, Tamiya has been striving to offer merchandise that can truly be called "First in Quality Around the World." 

Now Tamiya is offering more than 300 different products, both in the fields of precision static models and high performance radio control vehicles. These products are not only sold in Japan but also exported in vast quantities to the United States, Europe, South East Asia, and to many other parts of the world. The standard of excellence achieved by Tamiya is regarded as among the very finest in the world of model hobbies.

History of Tamiya, Inc.
1946
Mr. Yoshio Tamiya founded a saw mill/lumber factory in Shizuoka-City.
1947
A wooden model department was organized within the lumber company.
1953
Sawmill was closed and Tamiya became a specialized wooden model kit maker.
1960
Tamiya began producing model kits.
1968
Tamiya became the first Japanese model kit manufacturer to exhibit at the Nuremberg Toy Fair in Germany. The 1/35 scale Military Miniature Series was started.
1976
Tamiya released the 1/12 scale electric powered R/C Porsche 934 Turbo that triggered radio control cars' booming popularity.
1977
Mr. Shunsaku Tamiya became the president and Chief Executive for Tamiya Plastic Model, Co. The 1/24 scale Sports Car Series was started.
1981
The 1/12 scale Motorcycle Series was started.
1984
Mr. Shunsaku Tamiya became the president and Chief Executive for Tamiya, Inc.
1987
1/32 scale motorized "Racing Mini 4WD" cars, which were first introduced in the previous year, recorded a total production of quantity exceeding 10 million units.
1988
Founder Mr. Yoshio Tamiya died at the age of 83.
1989
Tamiya America, Inc. was established in Los Angeles, CA, U.S.A. Tamiya Europe was established in Germany.
1995
Tamiya Philippines, Inc. was established and started model kit production.
1996
The Tamiya Kakegawa R/C Circuit was opened in Kakegawa-City, Shizuoka, Japan.

Tamiya America, Inc.
Created to offer premium quality hobby products to the U.S. market, Tamiya America, Inc. was established in 1989 in Los Angeles, California. In 1992 it relocated to a 14-acre site in Aliso Viejo, California and in 2007 relocated once more to Irvine, California. From here all administrative functions are coordinated; this includes general administration, sales, marketing and customer service.

Tamiya America, Inc. sponsors the annual Tamiya/Con model contest and the Tamiya Championship Series races (TCS). TCS races are held monthly at venues around the country and culminate in the National Championship Event which is held once a year at the Tamiya America raceway that resides immediately adjacent to the distribution and administrative center.

In addition to technical support for all Tamiya products, Tamiya America offers a variety of customer and dealer support programs including trade shows, hobby shop races and Tamiya Mini 4WD Challenge races.

History of Tamiya America, Inc.
1989
Established in Los Angeles, CA, as U.S. fully owned subsidiary of Tamiya, Inc.
1992
Grand Opening of 73,742 sq. ft. Aliso Viejo facility and warehouse. Began shipping throughout the U.S.
1994
Kicked off new Tamiya Championship Series Racing Program (TCS). Opening of Tamiya America Raceway.
1995
First Tamiya/Con model contest. First group of TCS Nationals winners visit Japan and compete in the World Championship.
1996
First Tamiya/Con winners visit Japan.
2007
Tamiya America, Inc. relocates the executive offices to Irvine, CA(07/23/07) and warehouse to Carson, Ca.

source:http://www.tamiyausa.com

Friday, 23 September 2011

Plastic Model Kit History



The history of plastic modeling originated shortly before WWII, albeit in very limited form. Mass produced plastic kits came in the post WWII era, but you can not look at the history of plastic model building without considering the long history of model building in general, which dates back at least to ancient Egypt. Some burial sites contained models of chariots and of ships. Throughout history models were used to represent ideas and to record constructions. Before photography models ranked with art to record contemporary events. In the lobby of the El Presidente Hotel in downtown Santo Domingo is a model of the Santa Maria. It is 20th century model used to illustrate the islands history. In fact, most models from the past seem to be ships and many are well crafted. Most warships were constructed in model form before the actual vessel was built. Up until the mid 20th century model building was a hobby that took great amounts of time. With the availability of mass marketed plastic model kits and the disposable income in the (relatively) prosperous times following WWII and the rebuilding in Europe and Japan, a new hobby was born Plastic Model Building.

One of the prime selling points was a connection with history. Another was a hunger for an understanding of how various machines functioned.  Model building creates an interest in subjects that will build into every thing from what is the color of the engine in Richard Petty's car, or what color was an F6F-5 Hellcat. Model building allows anyone to own a representation of the USS Constitution or to hold Darth Vader's Tie fighter.

The first plastic models were manufactured in the 1950s by the British firms Frog and Airfix. American manufacturers such as Revell, AMT, and Monogram gained ascendancy in the 1960s as French Heller SA in Europe. Since the 1970s, Japanese firms such as Hasegawa and Tamiya have dominated the field and represent the highest level of technology. Brands from Russia, Central Europe, China, and Korea have also become prominent recently. Many smaller companies have also produced plastic models.

While injection-molding is the predominant manufacturing process for plastic models, the high costs of equipment and making molds make it unsuitable for lower-yield production. Thus, models of minor and obscure subjects are often manufactured using alternative processes. Vacuum forming is popular for aircraft models, though assembly is more difficult than for injection-molded kits. Resin-casting, popular with smaller manufacturers, particularly 'Aftermarket' firms (but also producers of full kits) yields a greater degree of detail moulded in situ, but as the moulds used don't last as long, the price of such kits is considerably higher. In recent times, the latest releases from major manufacturers offer unprecedented detail that is a match for the finest resin kits, often including high-quality mixed-media (photo-etched brass, turned aluminum) parts.
source : http://www.megahobby.com/plasticmodelhistoryandfactsmegahobbycom.aspx