Ninpuu Sentai Hurricanger Mecha

Arkvoodle

Member
Everybody loves Ninjas, right? Toei Company certainly thought so when they came up with an idea for the 2002 Sentai series: rival schools of ninja warriors joining to protect the planet. Though I don't really understand how the Hurricanger are supposed to maintain the traditional "Stealthly" approach of stereotypical ninjas with such brightly-colored uniforms.... But, anyway-on to the toys.


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First 3 Machines, Dolphin Hawk and Lion. Combine to form

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Senpuujin, a very visually impressive piece. It suffers from the typical three-member Megazord problem: one Zord makes up for about 90% of the combination all by itself. And Dolphin doesn't really like to stay attached- that might be an individual defect on mine.

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Newcomers, the Gorai Mecha- Beetle & Stag respectively. Great insectoid-tank designs.

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Gouraijin, the combined form. Even less articulate than Senpuujin but just as impressive. Very, very hefty- which makes posing difficult.

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Tenkuujin, the last new Mecha (of a sort) to join the lineup. Transforms from helicopter to robot. The robot form has the potential for good articulation but the giant star-decal on his front ruins that.

Tenkuujin can merge with either Senpuujin-

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or Goraijin-

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which ups the play value quite a bit.

A Sentai toyline wouldn't be all that impressive with only 3 Mecha, so Toei introduced a new concept for this year: Karakuri Balls! The Hurricangers can deposit coin-like Medals into the consoles on their respective Mecha to get new Karakuri and, by extension, new weapons.

Both Senpuujin and Goraijin have chest compartments for holding/storing a Karakuri ball; Tenkuujin does not (in the show it could only conjure the Balls magically from thin air).

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Karakuri 01 is the Sword Slasher, a snake-like saber that would become Senpuujin's main weapon.

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02 is the Goat Crusher, a powerful hammer.

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03 is the Turtle Mace, a swinging chain weapon. 02 & 03 can combine to form a combo known as the God Hammer,

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essentially a mechanized "Ball in Cup" game.

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Ball 04 is the Plant Axe and its Gouraijin's main weapon.

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05 is the Gatling Leo, a mini-gun with a lions' face.

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06 is the Squid Attacker, a pointy object that can be mounted on Senpuujin's knee.

Like their predecessors, 05 & 06 can unite to form another weapon- the Gatling Attacker!
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Karakuri's # 07 and 08 are a combo; they unite to form the Furai Maru

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Which enables a new combination, the GoraiSenpuujin!

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Looks great but can is practically immobile.

Karakuri 09 turns into a scarf. It was only given away through a special order process and is hard to find, so I don't have one. (Or want one).

Back on track, Ball 10 is the Spin Bee!
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Its Tenkuujin's main weapon- a spinning top with matching ripcord.

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11 is the Kabuto Gani, a stingray-like blaster that's supposed to magnetize to Gouraijin.

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12 is the Trance Spider, a grappling-hook like weapon used mainly by Tenkuujin.

Karakuri 13 was another exclusive, a rubber stamp used to mark the enemies for destruction. Like 09, its very rare and I don't have one.

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#14 is the Starfish Hitode, another knee-based weapon.

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Finally, Karakuri Balls 15, 16 and 17 are another combo- they unite to form the Tri-Condor. This one enables another new configuration:

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TenraiSenpuujin! A truly gigantic (and FULLY immobile) "Ultrazord."

I confess, there is one more Mecha from this line that I don't have: the Revolver Mammoth!

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A massive Carrier which either GoraiSenpuujin or TenraiSenpuujin can control. It stores the Karakuri Balls when not in use and launches them from its trunk. It was denied an American release (probably deemed too costly because of its huge size & electronics) and is now very hard to find.


And that concludes Hurricanger, a massively ambitious series with toys that are a bitch to collect & keep, but are still incredibly fun.
 

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