Live action TV
Description
Omocchama, also written Omotchama, is a small robot shaped like an oversized die, roughly the height of a calf, with robotic arms and legs and a round face that emerges from the top. His face is made of three cogs: two grey cogs serve as eyes and a red cog serves as a mouth. He belongs to the Takada family and was built to act as the mascot of their toy shop, with his name deriving from the Japanese word for toy, omoccha. He refers to himself with the first-person pronoun botchi and ends nearly every sentence with the verbal tic "-da-koron," a habit so distinctive that the episode titles he announces all close with koron.
In personality, Omocchama is cheerful, childish, and at times cheeky. He is talkative and can be a bit awkward in his manner, and despite being a robot he expresses emotions readily. He is also somewhat naive, and simple leading questions can sometimes trick him into revealing secrets. He approaches his duties with enthusiasm and is sincerely dedicated to helping his human partners, though he occasionally finds some of their antics questionable and enjoys teasing them about the romance between them.
His motivations are rooted in loyalty and a genuine desire to stop wrongdoing. He is committed to the fight against the Doronbo gang and takes pride in supporting the heroes in whatever way he can, from gathering information to helping decide how to respond to a threat.
Within the story, Omocchama serves as the sidekick and companion to the Yatterman pair, as well as the announcer who reads out each episode title and the preview for the following episode. He was the one who first discovered the Doronbo gang's hunt for the Dokuro Stone, and afterward he regularly spies on their activities, either alongside the heroes or on his own. He also has a talent for locating the hidden entrances to the gang's underground mecha factories, no matter how well they are disguised. For a long stretch of the series, he was responsible for choosing which Yatter mecha would be sent into battle: he would be rolled like an actual die in a cup, with one and two selecting Yatter-Wan, three and four selecting Yatter-Pelican, and five and six selecting Yatter-Ankou. This routine later changed to a game of musical chairs involving the Janken Trio, who represented different mechas through rock-paper-scissors symbols, and then to a small robot duck called the Matchmaking Duck, which walked along a string of paths toward doors displaying the available mechas. Near the end of the series this selection ritual was dropped entirely.
In terms of abilities, Omocchama lacks serious combat power. He can extend a propeller from the top of his head to fly, and he can retract his head and limbs into his body. He is powered by batteries that require periodic recharging, a limitation that appears to affect his propeller in particular. He is physically very light and can be knocked over by the simplest of blows, a trait frequently played for comedy during the heroes' victory pose. His strengths lie instead in observation, reconnaissance, and support, and he is not suited to direct fighting.
His relationships are centered on Gan and Ai, the two members of the Yatterman team. He is devoted to both of them, offers them encouragement when they need it, and often serves as the witness to or commentator on their partnership, including their affectionate bickering. He is likewise closely tied to the Yatter mechas, which he helps select for battle and with which he shares a friendly working relationship.
Over the course of his appearances, Omocchama's role developed from a small shop mascot into a dependable fixture of the heroes' operations. In later versions of the story, including the theatrical adaptation, he continues to behave in much the same way, acting as the heroes' helper and guide. In that film he plays a pivotal supporting part: while examining fragments of the Dokuro Stone, he uncovers important information about the artifact and vanishes when its power activates, though he manages to leave behind the data he gathered. He is later pulled back from the vortex created by the stone, and his advice helps the heroes destroy the artifact and undo the damage it caused. Across the various installments, he remains a loyal, talkative, and slightly accident-prone robot whose presence ties the heroes' adventures together.
In personality, Omocchama is cheerful, childish, and at times cheeky. He is talkative and can be a bit awkward in his manner, and despite being a robot he expresses emotions readily. He is also somewhat naive, and simple leading questions can sometimes trick him into revealing secrets. He approaches his duties with enthusiasm and is sincerely dedicated to helping his human partners, though he occasionally finds some of their antics questionable and enjoys teasing them about the romance between them.
His motivations are rooted in loyalty and a genuine desire to stop wrongdoing. He is committed to the fight against the Doronbo gang and takes pride in supporting the heroes in whatever way he can, from gathering information to helping decide how to respond to a threat.
Within the story, Omocchama serves as the sidekick and companion to the Yatterman pair, as well as the announcer who reads out each episode title and the preview for the following episode. He was the one who first discovered the Doronbo gang's hunt for the Dokuro Stone, and afterward he regularly spies on their activities, either alongside the heroes or on his own. He also has a talent for locating the hidden entrances to the gang's underground mecha factories, no matter how well they are disguised. For a long stretch of the series, he was responsible for choosing which Yatter mecha would be sent into battle: he would be rolled like an actual die in a cup, with one and two selecting Yatter-Wan, three and four selecting Yatter-Pelican, and five and six selecting Yatter-Ankou. This routine later changed to a game of musical chairs involving the Janken Trio, who represented different mechas through rock-paper-scissors symbols, and then to a small robot duck called the Matchmaking Duck, which walked along a string of paths toward doors displaying the available mechas. Near the end of the series this selection ritual was dropped entirely.
In terms of abilities, Omocchama lacks serious combat power. He can extend a propeller from the top of his head to fly, and he can retract his head and limbs into his body. He is powered by batteries that require periodic recharging, a limitation that appears to affect his propeller in particular. He is physically very light and can be knocked over by the simplest of blows, a trait frequently played for comedy during the heroes' victory pose. His strengths lie instead in observation, reconnaissance, and support, and he is not suited to direct fighting.
His relationships are centered on Gan and Ai, the two members of the Yatterman team. He is devoted to both of them, offers them encouragement when they need it, and often serves as the witness to or commentator on their partnership, including their affectionate bickering. He is likewise closely tied to the Yatter mechas, which he helps select for battle and with which he shares a friendly working relationship.
Over the course of his appearances, Omocchama's role developed from a small shop mascot into a dependable fixture of the heroes' operations. In later versions of the story, including the theatrical adaptation, he continues to behave in much the same way, acting as the heroes' helper and guide. In that film he plays a pivotal supporting part: while examining fragments of the Dokuro Stone, he uncovers important information about the artifact and vanishes when its power activates, though he manages to leave behind the data he gathered. He is later pulled back from the vortex created by the stone, and his advice helps the heroes destroy the artifact and undo the damage it caused. Across the various installments, he remains a loyal, talkative, and slightly accident-prone robot whose presence ties the heroes' adventures together.