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Transformers Review —

Airwave

The Micromaster Stations are the next step up from the Patrols and Transports. Disguised as Earth-based buildings and installations, they unfold into battle platforms and come with one Micromaster “commander” each. Airwave, the first of the Decepticon Stations, is a playset consisting of a robot/F14 jet fighter and mini-airport with an impossibly under-scaled runway.

Transformers Micromasters Airwave (1989)Airwave’s airport, moulded in grey, blue and orange plastics, is essentially a small hanger with a runway at the front. Details are on the sparse side, but there’s an orange air traffic control tower and glossy sticker to represent the departures lounge. According to the sticker, this is runway 32. The Decepticons clearly have their targets set on international hubs.

The key selling point of the Micromaster Stations is the inclusion of a detachable ramp that can connect to various parts of all other Micromaster playsets. Thus, any myriad configurations of a Micromaster city can be enjoyed. Like the Micromasters in general, it’s a concept borrowed heavily from rival toy range, Micro Machines.

The airport transforms into a missile battery, complete with two orange ICBMs. This mode, to be fair, is very poor. The missiles do not fire, there are no wheels for mobility. It’s actually very characterless and static.

Transformers Micromasters Airwave (1989)Airwave is the same mould as the Air Strike Patrol’s Nightflight in new colours. Airwave can either stand foolishly inside the space underneath the missile housings of the battle station mode, or, in jet mode, can attempt to land on the runway of the airport mode. Superior brakes would be essentially for a safe landing.

According to Airwave’s Tech Specs on the packaging, this Decepticon, with a rating of “1″ is the weakest of the Decepticons. How apt.

Transformers Review, verdict 2 stars out of five

Category: Micromasters
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