Monitor
Spider-like machines that can be encountered in Squaresoft's 1991/1993 Sa・Ga III: The Ruler of Time and Space (サ・ガ3:時空の覇者, Sa・Ga 3: Jikuu no Hasha) Nintendo Gameboy roleplaying video game (more commonly known as Final Fantasy Legend III in North America--however, that name choice was a rather dishonest marketing ploy as the Sa・Ga series is not part of the Final Fantasy franchise). Said title was also completely remade, with 3-dimensional polygon graphics, for the Nintendo DS in 2011 (Sa・Ga 3: Jikuu no Hasha - Shadow or Light), but it's only available in Japan. The robots Guard, Keeper, Monitor, Searcher, and Alert (respectively Spider, Watcher, Zoom, Security, and Focus in the original Japanese version) all share the exact same game sprite but differ in strength (I chose to call my figure a Monitor for the sake of convenience, but it could just as easily be any of the other four variations--did I mention that I hate when game developers recycle sprites?)
The capabilities of these eight-legged machines vary from model-to-model, but they share many similarities. Due to their spindly construction, they're not particularly well-suited to prolonged close-quarters combat, although these robots are fond of dropping down on the unwary from above, crushing their opponents beneath their not inconsiderable weight. Instead of fisticuffs, they tend to rely on long-range attacks and other high-tech gimmickry. Any model can fire off destruction beams from its single eye, and the more advanced versions can also emit lasers with surgical precision. Some of the variants can also drain vitality from other organisms with their sophisticated optics, siphoning out the target's life force simply by focusing on the victim for a few moments (this leeched energy is converted into direct current electricity in the process, which the droid then immediately uses to bolster its own failing reserves). It's also possible for these units to discharge powerful bursts of light from the flash bulb located on the forehead, potentially blinding foes (the glare produced by the advanced variants is so great that it can be instantly lethal!) Perhaps the most annoying aspect of fighting any of these robotic arachnids are the self-diagnostic repair routines that rapidly undo any negative status effects you manage to inflict upon them. A compromised unit (asleep, blinded, confused, muted, paralyzed, etc.) automatically restores itself to 100% operational condition by the beginning of the next round of combat, making any and all attempts to handicap the fight in your favor futile.
In addition to battling these mechanical terrors, your characters can potentially transform into, and play as, a Guard, Keeper, Monitor, Searcher, or Alert by installing the nuts and bolts that are sometimes left behind by defeated cyborgs/robots after the conclusion of an encounter. Becoming a Guard is possible at experience levels 15 and 16, a Keeper at 19 and 20, a Monitor at 21 and 22, a Searcher at 25 and 26, and an Alert at 27 and 28 (if your character is at a higher, or lower, experience level, they'll become something different instead). This transformation is also dependent on the elemental affinity of the individual (installing the pieces of an "earth" cyborg/robot will have a different effect on the evolution of a "fire" character than it would on a "water" one), as well as what their current class is (robot, cyborg, human/mutant, beast, or monster--note that an individual cannot advance to robot form until they have first achieved cyborg status, which is a logical progression). Characters that become robots can equip any weapons or armor, but, completely lacking in magical ability, they may not use spells (with two exceptions: Float and Dive, which cost zero magic points to cast and are required to navigate through some early sections of the game). Although it can get quite expensive, robots are also unique in that you can purchase upgrades, in the form of capsules, to permanently increase their hit points and stats (a character's attributes take a steep dive when they become fully mechanized, so you'll have to invest some serious cash if you want to build those scores back up again).
Robot Model
|
Element Affinity
|
Hit Points
|
Magic Points
|
Attack
|
Defense
|
Agility
|
Magic
|
Evade
|
Magic Defense
|
Magic Evade
|
Talents
|
Guard (Spider)
|
Earth/ Water
|
465
|
0
|
47
|
39
|
47
|
0
|
30
|
47
|
39
|
Beam
Drop
Flash
Repair
Blind
|
Keeper (Watcher)
|
Earth/ Water
|
562
|
0
|
58
|
52
|
58
|
0
|
38
|
53
|
47
|
Beam
Drop
Flash
Counter
Repair
Blind
|
Monitor (Zoom)
|
Earth/ Water
|
685
|
0
|
70
|
59
|
75
|
0
|
50
|
75
|
59
|
Beam
Drop
Flash
Drain
Repair
Blind
|
Searcher (Security)
|
Earth/ Water
|
780
|
0
|
81
|
64
|
81
|
0
|
55
|
81
|
64
|
Drain
Beam
Drop
Laser
X-Flash
Repair
Blind
|
Alert (Focus)
|
Earth/ Water
|
880
|
0
|
91
|
72
|
91
|
0
|
63
|
91
|
72
|
Drain
Beam
Drop
Laser
X-Flash
Counter
Repair
|
Materials:
Lined white notebook paper, newsprint, white glue, wire twist ties, acrylic paint, and gloss nail polish.
Dimensions*:
4.4 cm (1.7") x 2.8 cm (1.1") [widest point x highest point]
* The numbers given assume a neutral standing pose; the values will vary depending on how the figure's joints are positioned.
Articulation:
34 Points: Neck x 2, hips x 8, knees x 16, and ankles x 8.
Time:
Two days: July 24 and 25, 2013.
Above are several mid-construction photos of my Monitor figure. The first picture illustrates the leg building process; seven of them are finished and the eighth is almost done. The second image shows all the legs assembled and joined together at the body (looks like a sea spider, doesn't it?) While nothing may seem amiss, I actually goofed up pretty bad here. At this stage, each pair of legs loosely rotated at the hips, like a car's wheels, instead of the individual legs moving stiffly and independently of one another, which is not at all what I wanted (in other words, when you moved the first leg on the left, its counterpart on the right also turned with it). There was an easy way to prevent that from occurring (by bending a small "catch" loop in the center of the wire running between the legs, at a 90 degree angle, which would have prevented the limb pairs from rotating as a unit), but, for whatever reason, it slipped my mind until it was too late (I think too much usage of my stock Cylin-Dra MKII humanoid body lately, which does not require that step in the leg assembly process, has made me sloppy/complacent). I was able to correct things to some extent by ripping apart the body shown and doing some rebending, but, short of completely breaking the legs down into their smaller components again and spending a considerable amount of time restringing them on new wire, which I was not willing to attempt, there was only so much I could do, and, as a result, the robot's body ended up being bigger and thicker than what I wanted it to be, although, in the end, I guess it doesn't look too shabby. The final pair of images depict the head mounted on the new lower body assembly from two different angles. I later added some more details here-and-there, but, the modeling/fabrication process was just about complete at this point.
For comparison/informational purposes, below are several relevant images. Please note that I digitally colored all of these pictures; Final Fantasy Legend III was made for the original Nintendo Gameboy system, so it had black and white, not color, graphics.
A couple of screenshots of my party fighting a group of enemies that includes two Monitors. After making short work of the Ammonite and Mage, somebody is about to get zapped by a Monitor's beam attack.
After emerging victorious, the adventurers find some Monitor components left behind. If you elect to install them, the character of your choice will undergo a transformation into something else. Seriously, who finds nuts and bolts on the ground and says to themselves, "Sweet, I'm going to jam these into my body?" Now, in the case of discovering beast or monster meat, I'm more understanding--it's only natural to want to know what Ammonite tastes like, right? But embedding metal doo-dads in your flesh? That's whack.
Front, back, and side views of the player character Alert/Guard/Keeper/Monitor/Searcher sprite that I animated.
REFERENCES:
GameFAQs.com Final Fantasy Legend III guides/walkthroughs and Japanese translations.
Final Fantasy Legend III and Sa・Ga 3: Jikuu no Hasha Nintendo Gameboy games.
RPG Classics Final Fantasy Legend III bestiary.
Wikipedia Final Fantasy Legend III article.
« Return To My Square-Enix Gallery Index Page
This is a nonprofit web site.
Any and all copyrighted imagery, terminology, etc., depicted on this page belongs to its respective holders/owners, namely Square-Enix.
The repeating background graphic is the box cover from Sa・Ga 3.
The midi music playing is one of the dungeon themes from Final Fantasy Legend 3.
|