Yes, this is a slightly-edited version of /r/anime's Watch Order Wiki for Macross. I wrote that, after all.
TL;DR: Each Macross entry can be viewed individually, and most series start with prologue narration sufficient to bring a viewer up to speed enough that they won't feel totally lost, and any required background is usually explained as they go along. Already having knowledge of past series will definitely enhance one's appreciation of any individual entry, though. To that end, here is:
A Short Guide to theMacrossFranchise
Macross is a long runner, initially proposed in 1980 as a comedic response to series such as Mobile Suit Gundam, but developing both serious and unique ideas of its own as it reached release. Its core thematic elements are: A war or conflict, featuring transforming mecha; a love story, often involving some triangular aspect; and music, as a force for cultural change. The ratio of these three elements varies within each entry in the franchise. (Alternatively, in official statements, Variable Fighters, Love, and Music.)
Music is of particular importance, as it serves as a counterpoint to the conflicts in the series, demonstrating how culture (which includes music, love, and other human interactions), can influence societies that otherwise lack a middle ground. Macross's emphasis on and interdependence with music is what set it apart from its contemporaries in 1982, and is still notable a generation later. The music in the series typically follows the trends of Japanese music at the time of production, and has thus included such varied forms as '80s pop, rock, Macross Plus, and the idol phenomenon. There is always going to be music.
Broadcast/OVA/theatrical content, major entries in bold:
Super Dimension Fortress Macross: Aired 1982-1983, 36 episodes. Timeline: 2009-2012. Depicts the first contact between humanity and the aliens known as the Zentradi, the resulting conflict, and its aftermath.
Macross: Do You Remember Love?: Premiered in 1984. Two-hour film reinterpretation of SDFM. Squeezes the story down to the essentials but also changes how some events occur. If you're pressed for time, it's a good way to learn the basics of the first series at an obvious cost to background details and subplots.However, it is best viewed as a companion piece to SDFM; DYRL's interpretation of events is made much richer if one views it with an understanding of what came first.
Macross: Flashback 2012: Released in 1987. Thirty-minute music video collection of songs/clips from both SDFM and DYRL framed by a few minutes of new footage. Most notable for the ending, which contains an event which was cut for time from both the original series and the film.
Macross Plus: Released in 1994, four-episode OVA. Timeline: 2040. The most focused and self-contained entry in the franchise: UN Spacy is conducting flight trials to select its next-generation Variable Fighter, and the finalists are piloted by two old rivals with axes to grind both in the air and on the ground. In between is their old flame and the artificially-intelligent holographic idol whom she manages. Backed by an impressive production pedigree which includes co-direction by Shinichiro Watanabe and music by Yoko Kanno. The best hand-drawn action in the franchise. Also available as:
Macross Plus Movie Edition: Released in 1995. A theatrically-edited version of the OVA to fit movie length. A few scenes are lost, a few scenes are moved around, and the climax gains extra footage. Unlike DYRL, though, it's a very close match between this and the OVA.
Macross 7: Aired 1994-1995, 49 episodes. Timeline: 2045-2046. Macross's first presentation of the long-term project to preserve humanity by spreading it across the galaxy. An ancient and powerful enemy soon appears, but while the Macross 7 fleet includes some of the greatest pilots in the galaxy, their greatest advantage over this apocalyptic threat turns out to be the power of ROCK. This series is much less serious than the other franchise entries, padded out with subplots, and very controversial within the Western fanbase, but it is extremely popular in Japan. Goofy as it may seem at times, it's pure in its intentions and the soundtrack is worth a listen on its own.
Macross Zero: Released in 2002, five-episode OVA. Timeline: 2008. Prequel depicting the final battles of Earth's Unification War, which soon involve civilians and alien artifacts. For a Macross entry, it has the greatest emphasis on combat and significantly less character story or music, and the darkest tone in the franchise (which is still not very dark). First major use of CG for the combat sequences, but it still looks decent enough as it has aged. While generally a placeholder to get something on the market after a multiyear drought, concepts first seen here would take on greater significance in the later sequels.
Macross Frontier: Aired 2008, 25 episodes. Timeline: 2059. Full series set on another colonization fleet, which, as usual, encounters an unknown and hostile alien species. Frontier features slightly younger main characters and a more slice-of-life feel, though the space setting is always present and it is by no means a light and fluffy series. Musically, it has another fantastic soundtrack by Yoko Kanno, and uses it to great advantage by featuring two main singers. Released for the Macross franchise's 25th anniversary, Frontier includes references and homages to everything that came before it, especially SDFM, enough so that it is a good gateway series to the franchise in its own right, particularly if watching something from 1983 would give you culture shock. To fully appreciate the references the rest still needs to be seen.
Macross Frontier: Itsuwari no Utahime (2009) and Macross Frontier: Sayonara no Tsubasa (2011): Movie adaptations of Frontier. Like DYRL did before them, the adaptations alter various parts of Frontier while also trimming the series for length. Sayonara no Tsubasa diverges from its parent series almost as much as DYRL did, but then delivers quite an ending.
Macross FB 7: Ore no Uta wo Kike!: Premiered in 2012. Essentially a Macross 7 clip show/Blu-ray advertisement at feature-film length, rather than a true abridgement of M7. Short new scenes with the Frontier characters serve as a framing device. The ED songs are catchy, at least.
Macross Delta: Aired 2016, 26 episodes. Timeline: 2067. A condition called Vár Syndrome is affecting the galaxy, but it can be countered by certain singers. The series follows the Var-countering "tactical idol" group known as Walküre and its partners in the Delta Variable Fighter squadron, as a larger conflict emerges from a galactic backwater. Like 7 before it, Delta split the Western fanbase due to its emphasis on the musical performances over the transforming mecha combat. But in 2016, idols were everywhere.
Macross Δ Movie: Gekijou no Walküre: Premiered in 2018. The Delta movie compresses Walküre's storyline from the series into a two-hour movie, losing several side plots (for better or for worse) and altering a few characterizations. It was produced in a very short time by re-using many animation assets from the series and reassembling them to fit the adapted storyline.
Macross Δ Movie 2: Zettai LIVE!!!!!!: Premiered October 2021. Delta's second theatrical release is a continuation of the storyline from the first movie, making it the rare Macross sequel via movie instead of TV. Was accompanied by the the Macross Frontier short film/music video The Labyrinth of Time.
One more thing:
Macross II: Lovers Again: Released in 1992, 6-episode OVA. Timeline: 2092. Produced by Big West, but made without the input of Studio Nue or Shouji Kawamori, who disavowed it for quite a while. However, little nods to it would appear in the other sequel series. It tells the story of a new alien invasion 80 years after the events of SDFM. These invaders are also motivated by song—and absolutist fanaticism. In more recent years, this OVA has gradually been accepted back into the official fold, first referred to as an alternate continuity, but more recently simply included in official series timelines even if its events no longer correspond with the other storylines. The franchise's meta framework allows it to exist as another in-universe movie, after all.
Hello and good day to you Macross reddit. Im a fan of Macross series from Indonesia , but I usually just lurk around instead of posting (scroll to see more!)
I’d like to talk about my Macross dojinshi /fanzine, though its my own story/OC creation set in Macross world (so not taking official designs).
I designed my original Valkyrie, the YF 26, and my own Idol and Pilot for this dojinshi. The plot takes place after Macross 7 and before Macross Frontier. The book features a short story comic and sort of concept design document for the original Valkyrie, like those Shoji Kawamori artbooks. I also designed the transformation mechanic myself (though it's heavily based on VF-25, kinda regret I didn't make it more unique)
So far I have sold the book at anime convention here in Indonesia , asked a tailor to make the idol costume and cosplayed her myself ( its a hobby ) . I am currently developing the 3d print model of the fighter mode of the VF.
I actually finished this book half a year ago, but got exhausted with social media for a while ,so never got around to posting it.
I am planning to sell this book at Comic Fiesta Malaysia this end of the year as well! Maybe someday I can give this to Mr. Shoji Kawamori too hahaha
with recent english patch, its make the game more enjoyable. i can understand the purpose of the academy mode, understand the tuning part, the line during mission, and many else. i also change the control to fit my play style (no yaw control tho. how ace combat x can use yaw control on limited button of PSP, but macross cant?). and also because of the patch, i just know you can use custom music. very amazing game. (wonder why they remaster seed battle destiny instead the triangle frontier)
but i got into a problem. i have 5 custom music. but one cant play and keep playing information high. song from macross plus. i try to put it on other place in MTF BGM folder. but it keeps playing the in game music instead the custom one. i try to change the hertz back to 44100 and also the file number (01). but no result. maybe if i ask here, someone can help?
Picked this up from Animate in Japan earlier this year, I just happened to be there on the launch which was a nice surprise and got a free commemorative pin. The Bluray is region free.
It was a bit pricey at 8000 yen but so worth it for a macross frontier fan. Such an amazing concert and great way to wrap up on macross frontier.
I didn't see any posts about it, so in case anyone missed it, the Macross II Alus Edition blu-rays are starting to ship to backers! Anyone who backed the Kickstarter should have received an email with tracking information. Feels like an eternity since the Kickstarter was funded, but it's almost here.
On a side note, why is there still no Macross II flair yet?
Well, this fucking thing…. It is plastic origami designed by an insane demon engineer that has hit its head a few too many times. That said, I didn’t manage find what I was doing wrong thanks to a couple videos and WAY too much time. I was pretty convinced that I was about to form the lament configuration and summon a demon carpenter that want to show me stuff. This is definitely a super fiddly transformation. The joints on this bad larry are tight, the hips are really hard to rotate and the arms are sooo much better than the VF-25s. It is a super unique Valkyrie and an awesome hotrod red paint job. Threw a couple missiles from the 171EX for funsies. I did q find get a pretty good deal on it and yet another reason I shouldn’t be left unattended on eBay. Now to lil draken or not….
I was on the phone for an incredibly long time yesterday. During one of the many points where I was on hold, I became inspired by my VF-1 gashapon eraser, and started drawing it in Photoshop. I finished the series before I was off of the phone. They are all variants of the same template, but there are small differences.
Those know know my SD work know that I have developed into including a lot of detail in a small package. This time around I went back to "simple." Final photo is the inspiration for all of this (I was sitting at my computer for the call, and these are right under my monitor.
I’ve been working on this little project, and honestly, I’m having so much fun with it that I couldn’t resist printing a much larger version already! 😂
I’m planning to paint the bigger one with a completely different style and color scheme. Can’t wait to see how it turns out!
A long, long time ago, when I was watching the original Super Dimension Fortress Macross for the very first time, something genuinely puzzled me. Humanity had developed incredible Variable Fighters capable of seamlessly transforming into combat mecha, yet on the ground, all they fielded was a motley crew of walking artillery pieces instead of proper transforming tanks. Looking at the core philosophy of Variable Technology—which is all about multi-role adaptability—it practically begs for the development of various ground-based hybrids. After all, Macross Zero later proved that the concept wasn't limited strictly to aircraft by introducing transforming submarines (like the Octos). Furthermore, the continued necessity for heavy ground combat units in this universe is undeniable: even after fifty years of rapid space expansion and colonization, Destroids were never fully retired—instead, they were continuously modernized and supplemented with brand-new models.
Years later, while watching Mobile Suit Gundam Unicorn, I finally saw the exact kind of machine I had been imagining: the D-50C Loto, a transformable mobile suit with a compact tank alt-mode. In the anime, it proved its worth brilliantly during infiltration missions and assaults on orbital colonies, functioning simultaneously as an independent combat unit and as a transport/fire-support platform for special forces.
And that’s when an idea struck me: The History of Variable Tanks Transcript of a lecture delivered by Major (Ret.) Vladimir Bachmeier of the U.N. Spacy to the cadets of the Sun Tzu Military Academy on February 18, 2055.
"Greetings, ladies and gentlemen. Today’s lecture on military history will be dedicated to the evolution of the ground combat component of our armed forces—specifically, Variable Tanks. These combat machines have come a long way from their earliest prototypes to the cutting-edge models in service today, proving their indispensability and battlefield effectiveness time and again, even in our current era of interstellar warfare. But first things first…
The crash of the alien starship, codenamed SDF-1, on South Ataria Island at the end of the 20th century completely shattered humanity’s understanding of the universe. The undeniable proof of extraterrestrial intelligence—one seemingly just as prone to warfare as humankind—alongside astonishing technologies vastly superior to our greatest achievements, opened the door to true space exploration. However, the temptation to use this newfound power to establish absolute global hegemony proved too great; the remaining superpower and its allies attempted to monopolize the treasures of the 'Star Wanderer.' In response to this diktat, an Anti-U.N. Alliance of nations was formed, determined to overturn the status quo and achieve a genuine unification of humanity on equal terms.
This standoff sparked a brutal series of local conflicts and regional proxy wars. Yet, war is not called the 'engine of progress' for nothing, and the Unification Wars catalyzed the rapid adaptation of alien OverTechnology across multiple fields—most notably in military hardware. Alongside the swift modernization of weapons, armor protection, and powerplants on conventional vehicles, an entirely new class of combat machinery was born.
Initially, the primary focus was on reverse-engineering alien battle pods and powered exoskeletons into combat mecha suitable for human pilots. While these efforts were largely successful, they immediately raised serious practical challenges regarding strategic transport, tactical deployment, and pilot training. An unconventional solution was found in the experimental transformation systems discovered deep within the bowels of the SDF-1—a breakthrough that allowed engineers to merge the best qualities of conventional armored warfare with bipedal robotics.
You already know from our previous lectures what this unorthodox approach led to in the realm of fighter aviation. Now, let us turn our attention to the evolution of armored ground forces.
The 2000s and 2010s became the defining era for shaping the concept of Variable Technology, marked by the development of entire series of unique and unconventional prototypes designed to test the limits of operational effectiveness and establish tactical doctrines for these new machines.
The earliest models resembled 'tanks with legs' far more than true transforming mecha. However, their reliable wheeled drivetrain, exceptional cross-country mobility, unique agility, superior firing stability, and heavy armament—combined with relatively straightforward controls and the integration of OverTechnology—made them a formidable and cost-effective alternative to conventional main battle tanks.
The chassis of these mecha-tanks, combining foam-filled rubber wheels with articulated mechanical legs, allowed this new class of vehicles to achieve high road speeds and even amphibious buoyancy. Crucially, they could retain mobility even if one of their limbs was damaged, while executing highly unorthodox battlefield maneuvers such as lateral strafing and short-range vertical leaps.
The unmanned turret of these hybrids featured a modular architecture, allowing weaponry and sensor suites to be rapidly swapped depending on the mission profile, and was slaved directly to the gunner’s helmet-mounted display. Thanks to advanced automation, the crew was reduced to just two personnel, housed deep within the hull inside a heavily armored citadel capsule that provided vastly superior survivability.
These early mecha-tanks went down in military history under the designation 'Quads.' Although the Quads became obsolete fairly quickly as transformation mechanics matured, they decisively proved the viability of variable combat walkers. I should emphasize that a very similar four-limbed propulsion system was simultaneously utilized on the variable amphibious submarines known as the Octos.
The next evolutionary step for the Variable Tank class centered on developing a true transforming combat machine capable of seamlessly switching between Tank Mode and Battroid Mode, effectively combining the finest attributes of both architectures.
At a certain stage, engineers faced the critical challenge of selecting an optimal transformation layout. While this phase yielded several fascinating experimental designs, designers ultimately settled on the simplest and most mechanically efficient configuration.
Recognizing the inherent tactical advantages of a mecha over a conventional tank—and capitalizing on existing breakthroughs in bipedal locomotion—engineers made the legs serve as the primary wheeled suspension base in vehicle mode, while the arms folded along the hull to act as supplementary composite armor before deploying as weapon hardpoints in Battroid Mode. Built-in armaments were mounted via a rotating dorsal turret and a shoulder-mounted scabbard, while the pilot’s cockpit was housed directly within the head unit. In essence, this was no longer a mere hybrid of a tank and a robot, but a full-fledged combat mecha featuring a high-speed wheeled transit mode—a design choice that proved especially advantageous in close-quarters combat.
Furthermore, the prototype incorporated a proven self-reconfiguring motion control system. Its core principle is that the onboard computer continuously diagnoses structural damage across various mechanical components and dynamically recalibrates the remaining intact actuators to restore full mobility and balance. This platform also served as the testbed for an automated fire-control and target-allocation system.
Although this prototype was essentially a technology demonstrator, its successful synthesis of OverTechnology and straightforward engineering solutions allowed it to see extensive service as both an operational trainer and a mobile testing laboratory.
The pre-production test units of the serial combat models featured several distinctive design traits: an asymmetrical hull layout, a mono-eye sensor block, a chest-mounted cockpit, and an automated dorsal turret.
All of these characteristics stemmed from ongoing experimentation to find the optimal balance in powerplants, armor plating, sensor suites, and weaponry. In fact, across this entire test batch, you would be hard-pressed to find two identical machines. Nevertheless, they did share one common feature: small solid-fuel vernier thrusters installed to act as momentum compensators during transformation—a necessity brought on by heavier armor, expanded weapon loads, and additional onboard equipment, all of which significantly increased the vehicle's overall mass.
Tactical doctrines for these Variable Tanks were also refined during this phase. After gathering and analyzing field trial data, designers concluded that developing a single, unified modular weapon platform was far more cost-effective and logistically sound than building narrowly specialized variants.
Incidentally, there is an interesting story behind their codename. Because these heavy ground machines were, in many respects, the exact antithesis of the sleek Valkyries, they left a lasting impression on the lead director of Project VF. Being an avid enthusiast of Norse mythology, he decided to name them after the mighty frost and mountain giants—the 'Thurs.' By the time the design was cleared for mass production, this unofficial nickname had already stuck and was formally adopted into the production model’s designation.
It was during these field trials that these Variable Tanks saw their first real combat deployments—and proved remarkably successful.
The 2010s through the 2030s became an era of continuous modernization, re-equipment, and perfection of what turned out to be a remarkably successfulVariable Tankairframe, alongside its extensive adaptation for deployment byU.N. Spacyforces in zero-gravity and orbital operations.
The VT-07 Thurs became the first mass-produced combat machine in the Variable Tank series. Its reliable wheeled drivetrain allowed it to travel at high speeds over vast distances while conserving the mechanical lifespan of its legs. Meanwhile, its straightforward two-mode transformation eliminated the need for specialized heavy transport trailers, and its humanoid manipulators could be used for non-combat duties—effectively substituting for combat engineering vehicles when needed.
The ability to alter its silhouette height, combined with the advantages of an anthropomorphic frame, dramatically expanded the VT’s tactical flexibility—for instance, allowing pilots to lean and fire around corners or take cover behind low structures. Robust armor built around a Movable Frame architecture, paired with compartmentalized internal volumes, ensured exceptional battlefield survivability, while an ejection pod was integrated to protect the pilot.
A heavy array of diverse armaments—mounted to maximize firepower while keeping the 'hands' completely free—worked in tandem with advanced fire-control computers to let a single pilot engage multiple targets across different vectors simultaneously, including directly behind the unit. The weapon and sensor hardpoints were entirely modular, enabling field crews to rapidly reconfigure the VT for any mission profile. In addition to integrated weaponry, the manipulators could wield handheld armaments such as heavy assault rifles and grenades. For close-quarters combat, this model was equipped with reinforced armored knuckle dusters.
Initially powered by a gas-turbine engine, the VT-07 was upgraded to a thermonuclear reaction turbine by 2010, enabling engineers to outfit the vehicles with Energy Conversion Armor and directed-energy beam weaponry. Ultimately, these advantages—proven decisively in combat trials and real engagements against the Destroid series—led to the VT-07 being officially adopted as a standard frontline combat unit.
During Space War I, the Thurs underwent its first major combat refit. Engineers fully sealed the airframe for vacuum operations, replaced its solid-fuel thrusters with thermonuclear vernier boosters, and fitted magnetic clamps to its limbs. This allowed U.N. Spacy forces to deploy these mecha as mobile exterior turrets on the hull, stage ambushes amidst orbital debris and asteroid fields, patrol the vast interior bays of the Super Dimension Fortress, and even conduct boarding assaults on enemy warships. It is also from this period that we find the earliest records of supplemental Armored Packs for VTs—bolt-on composite armor modules and heavy ordnance pods.
It was the distinguished service record of the VT-07 that cemented the permanent necessity of Variable Tanks, ensuring not only the resumption of mass production after the war, but also the launch of next-generation modernization programs.
The 2030s through the 2050s became an era of doctrinal renewal forVariable Ground Vehicles**, driven by rapid interstellar colonization and deep-space expansion, alongside rising separatist insurgencies and the growing threat of organized criminal syndicates across the frontier.**
The rapid expansion of humanity’s colonies naturally created an urgent need to defend them. However, establishing permanent U.N. Spacy military bases on every frontier world required immense financial and logistical resources. As a result, high command decided to organize local Planetary Defense Forces equipped with inexpensive, lightweight hardware, whose primary mission was either to repel minor raids independently or hold the line until regular rapid-response units could arrive.
The direct outcome of this design philosophy was a compact, highly agile Variable Tank capable of transforming between a three-wheeled 'trike' vehicle mode and an unconventional bipedal robot. The most recognizable hallmarks of the VT-29 Troll were its 'headless' torso profile and its inverted transformation scheme.
Despite its light frame, its standard arsenal commanded genuine respect—featuring an autocannon or a beam gun paired with a multi-tube missile launcher—while custom field variants could be outfitted with an even wider range of ordnance. The same held true for its internal systems: a modular architecture allowed technicians to rapidly adapt the mecha to the harsh environmental conditions of virtually any alien world. Later on, the VT-29’s versatility and compact footprint also led to its widespread adoption as a heavy police patrol mecha.
By the 2030s, a pressing operational need emerged for a modernized Variable Tank series tailored specifically for airborne assaults and covert infiltration missions. The direct product of this doctrine was the VT-31 Jotun—an airborne assault combat vehicle engineered for lightning counterstrikes, rapid suppression, and special operations.
Its overall silhouette was deliberately sculpted around an 'intimidating' aesthetic to serve as a psychological suppression tool against insurgents. From a practical standpoint, engineers eliminated the traditional rotating dorsal turret, replacing it with an array of independent weapon and sensor hardpoints; this reduced the vehicle's overall profile while dramatically expanding its ability to engage targets across multiple vectors simultaneously.
Furthermore, the Jotun was outfitted with active stealth countermeasures, full compatibility with standard FAST Pack modular boosters, and full zero-gravity propulsion capabilities for autonomous operations inside space colonies, orbital bases, and asteroid stations. Another critical innovation was a detachable armored troop compartment capable of carrying a squad of eight special forces operatives directly into the breach. Notably, the VT-31 also became the very first lineage of the 'Thurs' family to be equipped with a Pinpoint Barrier System.
Тhis brings us to the 2050s—the present day.
The rapid urbanization of colonized worlds and the emergence of massive 'space cities' aboard the new Macross-class colony ships created an urgent operational requirement for combat vehicles capable of neutralizing threats without causing catastrophic collateral damage to surrounding civilian infrastructure.
These constraints led to the development of a brand-new generation of Variable Tanks specifically optimized for close-quarters combat. A redesigned internal frame architecture granted the mecha an unprecedented range of articulation, while a standardized Pinpoint Barrier System provided formidable defensive resilience. Alongside conventional ranged armaments, a physical shield, and modular FAST Packs, the VT-45 Ymir is armed with dual boomerang-blades suitable for both melee strikes and ranged throwing, supplemented by heavy power-assisted knuckle dusters integrated directly into its gauntlets.
Overall, the Ymir is engineered for high-speed shock assaults and forcing engagements at point-blank range; however, it should by no means be mistaken for a narrowly specialized brawler. On the contrary, it retains all the finest combat and technical capabilities of its predecessors while adding true close-combat mastery—and is even equipped with a unique 'Surfer' atmospheric entry system that enables it to conduct autonomous orbital drops into planetary atmospheres.
Finally, designing this next-generation machine around the archetype of a 'heroic defender' naturally gave rise to a striking new aesthetic inspired by a high-tech knight.
Beyond the Battlefield: Civilian Variants
Of course, as has often been the case with OverTechnology, breakthroughs forged for military robotics inevitably paved the way for Variable Technology to expand into the civilian sector.
Initially, this was limited to surplus or refitted Variable Tanks being utilized by firefighting brigades and disaster-rescue teams. Before long, however, purpose-built engineering and construction models—affectionately nicknamed 'Labors'—became a ubiquitous sight across orbital shipyards and frontier colonies alike. Eventually, the technology even spilled over into the entertainment industry, with stripped-down, high-performance sport variants gaining massive popularity in extreme survival races and televised gladiatorial arena battles. Finally, a special category is reserved for custom, homemade Variable Tanks built by independent enthusiasts based on original blueprints.
Author's Note: For the visual references used in this concept, I pulled designs from the Eureka Seven video games (Vol. 1: The New Wave and Vol. 2: The New Vision). Using these concepts feels completely justified since their mechanical designer is none other than Shoji Kawamori himself, meaning these transforming tank-mecha fit the aesthetic and engineering style of Macross like a glove.
Also, keep in mind that this is purely a fan project meant to give the world a bit more logistical and military "cohesion"—so please don't take it too seriously or start yelling "Not canon!" in the comments. Officially, conventional ground armor does exist in the Macross universe, which means there is definitely room for Variable Tanks too (and you won't convince me otherwise!).
I’ve recently become a huge Macross fan! I’ve been watching the TV series and movies, and honestly, I’m loving everything about this universe.
Funny enough, I still haven’t bought a single Macross action figure. So I decided to take a different approach and start making my own. Not just one, but five different designs using 3D printing!
Here’s one of my first completed projects. I’m still learning and experimenting, but I’m having a blast bringing these machines to life.
Now, I have a question for the Macross community: Do you think 3D printing your own figures is a good way to celebrate the franchise, or could some fans see it as disrespecting the original designs and collectibles?
I genuinely respect this community and the artists behind these amazing machines, so I’d love to hear your thoughts! Long live Macross!
This was taken around 13 years ago. The figures are this and this, and originally from 2004(!)
I snagged them both from a local figure/kit shop's bargain bin for around US$ 25 at the time. They're old figures and it shows. The color had a faded quality to it and bled at some places. The box has neat booklets I mostly can't read.
My family moved house last year and I think I gave them away.