I have some parts of the prototype well under way, of which you will find pictures scattered at the end of this entry. First however, I want to describe what I had envisioned the project to look like and where I’m headed now.
The basic concept hasn’t changed: to make a working, customizable spinning top with the most effective lock mechanism possible. Bolts and nuts are not only common, they’ve proven to be effective, both in real life and in the last Beyblade series. Continue reading →
The way Beyblades are assembled was the main theme of the first entry, and I made the sketch above shortly after posting that entry. The sketch strictly, and crudely, represents how each parts are meant to fit together, and may not resemble the first prototype, of which I’ll show some parts in the next entry. Continue reading →
The last Beyblade series of spinning tops (Metal Fight) ended a year and a half ago, and prices for older Blades have suffered from an extreme inflation, reducing to null my Beyblade purchases. I’m also currently discontent with the management at the World Beyblade Organization: My interest for the game has not diminished, however. It is with that mindset that I have been pondering my own Beyblade design, and with Summer about–removing most of my off-the-clock work–I may actually have time to build a working prototype. The following paragraphs are a written breakdown of the design: there is, as of yet, no sketches or photographs, but that should soon follow. Continue reading →
Engine Gears and Base Clutches are the defining gimmicks of the G and GT series of the original Beyblade toy line, and my personal favourites.
Basically, the Engine Gear is a Spin Gear (the core of the Beyblade, on which every parts connect and on which the launcher tabs hold) powered by a wind-up motor—a set of gears and a coil spring—that when activated, makes the tip at the end of the shaft spin vigorously. Of course, it is not without flaws: Continue reading →