TV-Series
Description
Gang Hosu, known in the original Japanese version as Ginta Toramizu, is the central protagonist of his story. He begins as a 14-year-old second-year middle school student from Tokyo, Japan. In his original world, he was notably unathletic, possessed poor eyesight, and had below-average grades, often being the shortest in his class and lacking in stamina. The defining feature of his early life was a persistent, recurring dream of a fantasy world where he was a hero; he had the same dream over one hundred times, a fact believed only by his close friend Koyuki. His father disappeared around six years prior, and like his son, he had also spoken of similar dreams, causing Ginta's mother to worry that he might also vanish.

Within his own world, Ginta has a fun-loving and carefree personality, though his constant daydreaming often gets him into trouble with teachers and classmates, leading to punishments like running laps. Upon being summoned to the world of MÄR Heaven, a place that matches his dreams, his personality shifts to fully embody the hero he always imagined himself to be. He possesses a powerful sense of justice and cannot ignore the plight of others, making him a quintessential hot-blooded protagonist. He is fiercely loyal and prefers to avoid killing his opponents, believing in protecting those in need. His catchphrase, "My heartbeat won't stop," reflects his relentless and passionate nature.

Ginta's primary motivation is to explore and understand the world he has always dreamed of, but this quickly evolves into a mission to save MÄR Heaven. Upon arrival, he learns that the land is being terrorized by the Chess Pieces, a powerful and malevolent organization. He forms Team MÄR to compete in the War Games against the Chess Pieces, becoming the team's captain and the spiritual center of the resistance against their efforts to collapse the world. A secondary, yet persistent, motivation is his desire to reunite with Koyuki, who eventually comes to his world as the guardian Snow.

Ginta's role in the story is that of the catalyzing hero. He is the leader of Team MÄR and the primary wielder of the legendary ÄRM, Babbo. His journey from an unremarkable boy to the savior of a magical world serves as the central narrative thread. He is the symbol of hope and the main force that rallies others to stand against the Chess Pieces.

Key relationships define his journey. His most important relationship is with Babbo, a unique, talking, mustache-faced ÄRM that was once used by a member of the Chess Pieces. Despite Babbo's arrogant and self-centered personality, Ginta trusts him completely as an irreplaceable partner, even defending him against those who would destroy the weapon for its dark past. Dorothy, a witch, is the first person he meets in MÄR Heaven, and she helps him acquire Babbo, leading to a long-lasting friendship. Initially, he is hostile with Alviss, who wishes to destroy Babbo, but they eventually overcome this and become trusted colleagues. He also harbors a secret crush on his childhood friend, Koyuki, who later joins him as Snow.

Throughout the story, Ginta undergoes significant development. Upon arriving in MÄR Heaven, his physical limitations from his original world vanish; his eyesight is restored, and his strength, speed, and stamina increase dramatically, allowing him to perform feats like destroying armored enemies with his bare hands. Beyond this physical transformation, he matures technically and emotionally through countless battles and training. He hones his skills with Babbo and grows from a dreamy boy into a confident leader and a symbol of hope for MÄR Heaven. He later undergoes intense training within a special dimension, which accelerates his growth and increases his height and physical prowess, changes that remain even when he eventually returns to his own world.

Ginta's notable abilities are almost entirely derived from his partnership with the ÄRM Babbo. Babbo is a powerful weapon with a human soul that can talk and change its form. Using different Guardian and Weapon ÄRMs in the form of "Magic Stones," Babbo can download various combat personalities and transform into powerful "versions," each with unique attack capabilities. In his earliest days with Babbo, Ginta simply used the ÄRM in its default kendama shape, swinging it like a flail. However, as he grew, he learned that by using his imagination, he could unlock new and more powerful forms within Babbo, making his creativity and willpower his greatest assets in battle.