Transformers music label soundwave

Transformers music label soundwave DEFAULT

CASEFRSH Takara Transformers Music Label Soundwave MP3 Player BLASTER BLACK Ver

CASEFRSH Takara Transformers Music Label Soundwave MP3 Player BLASTER BLACK Ver

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CASEFRSH Takara Transformers Music Label Soundwave MP3 Player BLASTER BLACK Ver

CASEFRSH Takara Transformers Music Label Soundwave MP3 Player BLASTER BLACK Ver

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We previously posited that Soundwave's enduring popularity was due, in part, to the fact that he was the only Transformer who transformed into an object a child might realistically deal with. No, he wasn't the only one who turned into a human-sized piece of equipment, but kids don't play with microscopes and guns. Except at Black Mesa Research Facility's daycare center. Of course, the fact remained that Soundwave wasn't a real tape player; you couldn't actually play music with it.

The future is an awesome place to live.

In 2007, Hasbro's Japanese counterpart in the Transformers partnership, TakaraTomy, Music Label Soundwave introduced an odd new line. The Music Label Transformers comprised just three sets to begin with, all music-related in one way or another. The clear favorite was Music Label Soundwave, who was not only a real TF, but also a functional MP3 player.

The figure was available in two color schemes: Sonic White, which looked very "iPod-ish," and Spark Blue, which mimicks the original G1 Soundwave. Which one was more popular? We'll give you three guesses, and the first two don't count. There were stories of people lined up outside stores in Japan before opening in order to get one of the players and, similarly, of stores only getting four in stock. Equitable importers ran out (of both versions) quickly, and less-reputable resellers only held onto their stock by putting a hefty markup on the popular blue version.

In his alt mode, Music Label Soundwave is basically a little block. He's designed to look like the G1 cassette player, so his design is more about that than about looking like an MP3 player. Of course, the modern design aesthetic means that there is less detail on this one overall - Spark Blue while the original certainly wasn't covered in useless Baroque details or anything, this new one is almost perfectly smooth and featureless. It's also smaller, measuring only 3¼" wide, 2¼" tall and 1¼" thick at its biggest point - the battery compartment.

There are no sculpted speakers on the front, nor volume and direction controls on the sides. The controls are flush with the surface of the player, rather than large, shaped buttons. There's no belt clip over the battery compartment (which is kind of disappointing and inconvenient), and instead of a flat cover held in place by friction, the door is slighly curved for a smoother profile, and is closed by a small screw. On the plus side, this mode is 99.44% kibble-free.

If Music Label Soundwave didn't transform, he'd serve no purpose - his eyes used to be yellow you could just paint your iPod blue and get the same effect. The general transformation is the same here as it was for his 1984 ancestor: the legs fold down, the arms come forward, the head pops up... simple stuff. It's a bit tougher here, since the player is designed to hold its shape better, so there are a few instances of tabs or bumps holding things in place until you separate them properly. Sometimes pulling them at an angle instead of straight-on makes it easier.

There are a few minor differences, as well. Instead of simply folding down in the front, his feet have a separate "heel" that folds down in the back. The arms don't rotate to face the front, but simply slide forward and up. The hands don't retract into the arms, and the head no longer folds upward to sit on his shoulders: four generations of Soundwaves it's spring-loaded and concealed beneath a sliding hatch, which is why the alt mode is so kibble-free. The robot, however, suffers a bit from the large battery compartment on his back.

In robot form, Soundwave stands 5¾" tall, a full inch shorter than the original. Shorter than the execrable Titanium version, too. The articulation is a nice step up though, with a balljointed neck, balljointed shoulders, hinged and balljointed elboes, balljointed wrists, balljointed hips, swivel thighs and hinged knees. YOU can even fake some ankle movement, thanks to the transformation.

Soundwave no longer has faux batteries that turn into weapons, but he still has both those accessories: the electric launcher for his shoulder, and the wave bluster for his hand. can you see the difference between the hands? No, I don't know what a "wave bluster" is either, but it's printed right on the gun. Ah, Engrish! He also includes two extra sets of hands, with the fingers in slightly different poses. Seriously. Since the hands don't retract into the arms, they just fold under his body in "tape player" mode. It's kind of like the hands on the Titanium Soundwave, but not as insipid or ugly. Anyway, only the fists will fit in that mode - neither of the hands with the index fingers extended will allow him to transform all the way. That's poor planning. The hands swap easily, but still; they could have done better.

So why two extra hands? One set is molded to hold the weapon, while the other is apparently intended to allow him to push the eject button on his shoulder. Yes, even though there's nothing to eject. And yes, even though the "weapon" hand could have done it just as easily. Man, Takara - your design really fell apart when it came to the hands, huh?

Just in case it isn't clear by now, let us state for the record that the old cassette tape TFs won't fit in Soundwave's chest - he's smaller than the old toy, so that idea is right out. he feels so empty inside One of the other Music Label sets is a Rumble and Frenzy specifically designed to go along with this release: they turn into headphones. They're sold separately, though, so for now Soundwave is lonely.

The toy part of this figure is good. The player has a classic look but also some modern touches, the transformation is clean yet sturdy, and the robot may be smaller, but he's also more articulated. As a Transformer, Music Label Soundwave is pretty much a success; how is he as an MP3 player?

For those who don't want Rumble and Frenzy, Soundwave includes a pair of white ear buds, just like you'd get with an iPod. They're comparable to any similar headphones, which means they provide acceptable sound through the player's entire volume range, but audiophiles will probably want to use their own high-end earpieces - the headphone jack is standard size. The cord is about 3' long, so you should be able to hold the player at arm's length without yanking your head to the side.

As mentioned above, Soundwave's battery compartment screws shut, and so it was that OAFE entered the lucrative world of product placement so you'll need a tool to change the batteries. Sorry, "battery" - the player runs on one AAA battery. Considering the minor storage capacity of a battery this size, the life is surprisingly good. I've been listening to music through Soundwave the entire time I've been writing this review - about 2½ hours now - with no evidence of a power drain yet. And that's after listening to a few hours of music most nights. As with any MP3 player, the battery life will depend on any number of factors, including volume and bit rate. I had nightmare visions of having to change that tiny battery every night, but so far it's been quite good for me. There's no sort of AC-in, so you can't use an adapter and a wall socket to extend the life, sadly.

Music Label Soundwave doesn't have any internal memory, but instead takes a Mini SD card, which isn't exactly easy to find. Regular SD card? cards shown actual size Sure, no problem. Micro SD card, which is even smaller than the Mini? Also plentiful. But ask for a Mini SD card, and most people will look at you like you just made up the words. Know what you're looking for ahead of time, and don't let clerks try to sell you something different. Mini SD cards should come with an adapter when you buy them: most computers only have a slot for regular SD cards, so the adapter will up-size your new Mini. The instruction booklet says the player will only recognize a 1gb memory card, but it will take a 2gb card. It may act wonky depending on how you format the card, but it will still play.

The memory card slot is hidden in Soundwave's chest - you know where the tapes used to go? That's where it is. That's some cute symmetry, right there. Press the button on his shoulder, and the door pops open, revealing the memory slot. The card goes in facing out: front of the card and the front of the robot point the same direction. The player will work with the door open or closed, which is a both strange and unexpected, but not a crippling flaw.

There's no obvious power button on the player - you can name your disc whatever you want to make it go, push and hold the Play/Pause button until the blue LED begind flashing, and the music will start a second later. The starting volume is a bit high, but it's not maxed out. The Up and Down arrows on either side of the Play button control the volume, while the ones above jump forward or back on the playlist. You can't fast forward or rewind. While you can put your songs in folders, there's no way to jump between them - it will still just play the songs in the order they were added to the card. Yes, no matter what the files or named or how you arrange them when viewing the contents on your computer, they'll still play in the order you put them on the card. There is no "random play" feature.

The blue LED flashes the entire time the player is in use, imagine that blinking at you which seems needless. It already flashes whenever you press a button, so did it need to blink constantly? On the plus side, it starts to fade when the battery life gets low, giving you some warning that it's time to find a new AAA. To turn the player off, hold down the Play/Pause button for two seconds again. The player has an automatic shut-off feature, as well - leave the music paused for two minutes, and it will turn itself off to save energy.

The player works just as well in robot mode as it does in alt mode, as long as you don't mind swapping Soundwave's shoulder cannon for your headphones - it would have been really cool if Takara had designed the cannon not just as a weapon, but as a pass-through for the headphone jack. You know, you plug the jack into the back of the cannon, then plug the cannon into the shoulder and it still works? That would have rocked. They didn't do it. Maybe if you have some engineering skills, you can make one yourself.

If you're judging this item purely as an MP3 player, it's sub-par. It's expensive, lacks even basic features, and has no internal memory. But if all you want is an MP3 player, go buy an iPod - that's not why you're getting this. You're spending the money on this because you want an MP3 player that turns into Soundwave, or a Soundwave that plays music. You're not dropping the dough because you're expecting the pinnacle of digital audio technology, but because you want a Soundwave that fulfills the promise made two and a half decades ago: a robot that changes into a real music player. On that (musical) note, this one is definitely worth it.


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Takara Tomy - Transformers Music Label Soundwave MP3 Player - Spark Blue Ver.

Item SKU:TAKA-772057
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(You save US$19.5) 25% discount!
This is the new mold and fully functional integrated digital MP3 music player! The cassette cover located in the middle of Soundwave opens to reveal a Mini SD card reader. It can play music in both robot mode and cassette mode.
  • Batteries not included.
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    Music label soundwave transformers

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    Transformers Music Label Soundwave + Rumble and Frenzy

    front crawl

    the front crawl has three parts: the flutter kick, the rotating arm stroke, and rhythmic breathing. it is the fastest swimming stroke.

    kick. the flutter kick begins at the hips and flows to the feet. as one foot moves downward, the other comes up in a fluttering rhythm. kick from the hip and thigh, not from the knee. during the downward part of the kick, your ankle stays relaxed, toes are pointed behind you, and your knee is slightly bent. as your foot reaches the end of the kick, straighten your leg and allow your foot to snap downward. as your foot moves upward, keep that leg and knee straight. the kick should be smooth and steady, and your feet should stay just under the water with only your heels breaking the surface. your big toes should almost touch one another as they pass. you can practice the kick by holding the edge of the pool or by supporting yourself on a kick board.

    arm stroke. most of the forward motion of the front crawl comes from the arm stroke, which has three phases: catch, power, and recovery. to begin the catch, slightly bend your right wrist and elbow as you move the entire arm downward. have your palm facing away from your body. keep your elbow, hand, and wrist fixed in this position. your hand should be directly in line with your shoulder.

    crawlfor the power phase, straighten your wrist and bend the elbow so your forearm is about 45 degrees from the upper arm. point your fingers down and inward. push hard against the water, and sweep your hand and forearm down and back under your chest. your hand will pass just a few inches from the centerline of your body. your palm should be flat and should push backward against the water. as your hand becomes level with your shoulder, begin to straighten out your arm as it continues to move back and out to just beside your right hip. your upper body will roll, with your left hip turning down and toward the centerline. this turns your right hip up toward the top of the water just as your right hand reaches the end of the power phase.

    as your hand exits the water, the recovery phase begins. start by lifting your elbow up and forward. keep your wrist and hand relaxed and trailing behind or hanging below your elbow . as your hand passes the shoulder, it reaches up and forward to enter the water again when it is at shoulder level. when your thumb is even with your eye and your arm is straightened to about three-quarters of its length, allow your fingertips to smoothly enter the water. rotate your hand so that your thumb enters first as your arm straightens under the water to its full length.

    breathing and coordination. swimmers doing the front crawl use a breathing rhythm of one breath for every one, two, three, or more arm cycles. practice taking a breath for every set of arm cycles on the same side. when your face is in the water, slowly exhale through your nose and mouth. when you need to take a breath, exhale all of the remaining air into the water during the power phase of the arm stroke. as your body rotates during the middle of the power phase, start turning your head so that your mouth is out of the water just as your hand exits by your hip. at the beginning of the recovery phase, inhale quickly and return your head to its former position.


    people like the breaststroke because it conservesenergy, they can keep their head above water, and it can be done for longer distances. it uses a whip kick and a shallow arm pull.

    kick. the whip kick starts in the glide position. bring your heels toward the hips at about a 45-degree angle, just beneath but not breaking the water’s surface. keeping your knees bent, spread your knees until they are no farther apart than hip width. your feet must be farther apart than your knees. keep your ankles fully flexed and your toes pointed outward. this is the catch position. to begin the power phase, move your feet and lower legs in a whipping motion, pushing outward and backward until your legs and feet are touching in a glide position. at the end of the power phase, your toes should be pointed back and away from your body. the speed of the whip kick should increase rapidly and continue until the end of the kick.

    arm stroke. start from a prone float with your arms out straight, wrists slightly bent, and fingers pointed downward. turn your hands to a slightly palms-out position. then bend your arms a little at the elbows as the palms and arms push out and down until your hands are farther apart than the width of your shoulders. this is the catch position. begin the power phase by pressing your arms and palms downward until your elbows form a 90-degree angle, with your forearms pointing toward the bottom. during the power phase, your hands and forearms should always be below the elbows and your elbows should always be below your shoulders.

    breastthe arm pull should feel as though you are grabbing the water ahead of you and pulling yourself forward until your head passes your hands. begin the recovery phase by bringing your hands in together under the chin and your elbows to the sides of your body. finish the recovery by pushing your hands forward just under the surface, fingers leading, until your arms are at their full length in a glide position. for more information, see aquatics supervision, no. 34346.

    breathing and coordination. while doing the breaststroke, you should exhale slowly in the water between breaths. between the catch and the power phase, lift your chin out of the water, finish exhaling, and quickly take a breath. as your arms begin the recovery phase, place your chin and face back in the water. the water level should be right above the eyebrows. avoid lifting your head and shoulders too far out of the water to prevent bobbing and losing forward momentum.

    breast 2the breaststroke begins in the prone glide position with both the arms and legs straight. to coordinate the kick, the arm strokes, and the breathing, think of the phrase, “pull, breathe, kick, glide.” as your arms complete the power phase, take a breath, and then draw your feet toward the hips. when your arms are about halfway through the recovery phase, begin the whip kick. time the arm strokes and kick so that the arms and legs are both at their full length as the kick finishes. rest in the prone position as your body glides through the water. when the glide begins to slow down, it is time to start another stroke.


    the sidestroke is a good long-distance stroke with a long, restful glide.

    kick. the scissors kick is a powerful kick that provides a resting period between arm strokes. to do the scissors kick, bring your knees together and then bend them as you bring your lower legs and heels toward the buttocks. without pausing, move your legs into the catch position. move your top leg forward and your bottom leg back until your legs and knees are straight. to move into the power phase, bring both legs back together with a forceful snapping motion like closing a pair of scissors. keep your legs together during the glide position with the toes pointed back.

    manufacturers direct supply Takara Transformers Music Label Soundwave MP3 Player Figure (Spark Blue Version) sale online discount low price

    arm stroke. start in the glide position on your side with one ear in the water and the nose, mouth, and other ear out of the water. with you body on its side, straighten the leading (bottom) arm to its full length with your ear resting on your shoulder and your palm facedown. the trailing (top) arm should rest comfortably alongside your body with the hand above the thigh. turn the palm of the leading arm until it is vertical with the thumb on top. begin moving the leading arm into a catch position by moving the hand in a downward direction toward the feet.

    sidethe power phase is a pull with the hand just below the top of the water and the elbow bent. move your leading arm until it reaches the middle of your chest, while you move your trailing arm up the side of your body. both hands should arrive at the same time in front of the upper chest. the trailing arm begins its catch and power phases while the leading arm recovers by moving back into the glide position. reach out straight out from your shoulder with the trailing arm. use your hand and arm to push the water toward your feet while they move to the side of your body. keep both arms straight during the glide, or resting phase of the stroke.

    breathing and coordination. in the sidestroke, the arm strokes and scissors kick are combined so that the legs are drawn up as the leading and trailing arms move toward the chest. to help coordinate your arms and legs in the sidestroke, remember the phrase, “pull, kick, glide.” start by moving your legs into the catch position.

    . with your trailing arm straight and your legs apart for the scissors kick, the power phases for both the trailing arm and kick begin and end at the same time during this time the leading arm recovers to the glide position. when you have finished both the kick and trailing arm stroke, rest and relax your muscles. hold the glide position for three or four counts and then repeat the stroke. breathing is easy with the sidestroke since the mouth is out of the water. breathe in during the power phase of the leading arm and breathe out during the power phase of the trailing arm.

    elementary backstroke

    the elementary backstroke is another restful stroke, a good one to use when you need to swim for longer periods of time.

    kick. the elementary backstroke uses the whip kick. floating on your back, spread your knees no farther apart than hip width. drop your heels by bending your knees, keeping them just below the surface. turn your feet so your toes are pointing out and your ankles are fully flexed up. this is the catch position. to begin the power phase, move your feet and lower legs in a whipping motion to trace an oval shape. your feet must move outward wider than the position of your knees and act like paddles to push the water behind you. then kick with your legs ending up straight with your feet touching. your toes should be pointed and just below the water’s surface. drop your heels down to begin the recovery phase.


    arm stroke. the arm stroke for the elementary backstroke is simple. start on your back in the glide position. keep your legs straight with your toes pointed and have your arms at your sides with your hands on your thighs. slowly move your hands either up the centerline of your chest or up the sides of your body with your elbows tucked in until your hands reach the shoulders. without pausing, straighten out your arms with your palms facing your feet. in a single motion, sweep your arms quickly toward your feet, bending your elbows and wrists throughout the stroke to push water backward. recover the arms by bringing your hands back up toward your shoulders.

    breathing and coordination. in the elementary backstroke, the arms and the legs provide power at the same time. the kick takes less time than the arms because the legs move a shorter distance than the arms, and they are stronger. for these reasons, you should begin the recovery of the arms before the legs. don’t begin the kick until your arms have begun their power phase. with some practice, you should be able to time it so that you finish both the kick and arm stroke together. strive to make your movements continuous. at the conclusion of the stroke, relax and allow your body to glide through the water for three or four counts. don’t be in a hurry. remember, this is a resting stroke. as you finish your glide, repeat the process. (to avoid getting water in your mouth and nose, keep your forehead slightly higher than your chin as your arms push toward your feet.)


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