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Ultraman
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Ultra Series
Official logo
Created by
Original workUltra Q (1966)[4]
OwnerTsuburaya Productions[5]
Years1966–present
Print publications
Book(s)List of books
Films and television
Film(s)List of films
Television seriesList of television series
Games
Video game(s)List of video games

The Ultra Series (Japanese: ウルトラシリーズ, Hepburn: Urutora Shirīzu), also known as Ultraman, is a Japanese science fiction media franchise owned and produced by Tsuburaya Productions, which began with the television series Ultra Q in 1966. The franchise has expanded into many television shows, films, comic books, and other media publications, becoming one of the most prominent productions in the Japanese tokusatsu and kaiju genres and pioneering the Kyodai Hero subgenre. The Ultraman series is centered on a fictional alien race of superheroes who often combat kaiju or other aliens.

In Japan, the Ultraman brand generated $7.4 billion US dollars in merchandising revenue from 1966 to 1987.[6][7] This makes it one of the highest-grossing media franchises of all time. Ultraman was the world's third top-selling licensed character in the 1980s, largely due to his popularity in Asia.[8] References to Ultraman are abundant in Japanese popular culture, much like references to Superman in Western culture.[6]

The Ultras

[edit]

The franchise is centered on the "Ultras" (Japanese: ウルトラ一族, Hepburn: Urutora Ichizoku), a collective term for the fictional extraterrestrial races spread across its multiverse,[9] with multiple origins given for them.[10][11] The warriors of these continuities gather[12] at a planet within the M78 nebula (M78星雲, Emu-Nanajūhachi seiun),[a] (not to be confused with the real Messier 78)—also called called the Land of Light (光の国, Hikari no Kuni). Of the 18 billion populating it, 1 million are part of the Inter Galactic Defence Force (宇宙警備隊, Uchū Keibitai)[14] who maintain peace in the universe from alien invaders and monsters. The Ultras that are sent to other worlds are given Color Timers, or "warning lights", which blink with increasing frequency if an Ultra's energy dwindles.[15] They can thus remain active for only a limited span of minutes before its energy is depleted, although it can be replenished afterwards.[16] The main protagonists of each installment end up on Earth and bond with humans or have a human incarnation, their hosts using devices to summon their Ultra’s unique power.[9]

The Ultraman phenomenon

[edit]

The show Ultraman was followed by many other series. Successors during the Shōwa era are: Ultraseven (1967), Return of Ultraman (1971), Ultraman Ace (1972), Ultraman Taro (1973), Ultraman Leo (1974) and Ultraman 80 (1980).[17] A second generation began during the Heisei era in 1996 with Ultraman Tiga, and the franchise continued, on and off, until its current (third) generation. This began with Ultraman Ginga in 2013.[9]

English-language productions include the 1987 animated movie Ultraman: The Adventure Begins (known as Ultraman USA in Japan) which was produced by Hanna-Barbera; 1990 TV series Ultraman: Towards the Future (Ultraman Great in Japan) which was filmed in Australia; 1993 TV series Ultraman: The Ultimate Hero (Ultraman Powered in Japan) which was filmed in the United States; and 2024 animated film Ultraman: Rising which was produced by Netflix.

In 1993, Tsuburaya Productions and Toei Company co-produced Ultraman vs. Kamen Rider, a crossover with the original Ultraman and Toei's Kamen Rider. This direct-to-video feature is co-copyrighted by both Toei (and its subordinates, Toei Video and Ishinomori Productions) and Tsuburaya Productions.

As of 2025, Tsuburaya Productions accepts 51 Ultras as official.[18] In 2013, the Ultra Series was cited in the Guinness Book of World Records as the record-holder for the most spin-off shows.[17] The Ultraman brand generated $7.4 billion in merchandising revenue from 1966 to 1987,[6] equivalent to more than $20 billion adjusted for inflation. Ultraman was the world's third top-selling licensed character in the 1980s, largely due to his popularity in Asia.[8]

The Ultraman manga, which began in 2011, has sold more than 2.8 million copies as of 2018.[19] At the Tokyo Comic Con on 7 December 2017, Tsuburaya Productions revealed that an anime adaptation of the manga was planned for release in 2019.[20] It was released by Netflix.[19]

Ultraman content, products and services have been distributed in more than 100 countries worldwide,as of March 2018. Tsuburaya has officially made their Ultraman and non-Ultraman content widely available on their YouTube channel, even simulcasting several of their series with English subtitles,[21] the channel has reached over 2 million subscribers.[22] In China, an Ultraman television series received 1.8 billion views on over-the-top media services between July 2017 and March 2018.[23]

The manga author Akira Toriyama, creator of Dragon Ball and Dr. Slump, cited Ultraman as a formative influence on his work.[24] Peyton Reed, the director of the Ant-Man films in the Marvel Cinematic Universe, said that Ant-Man's costume design was influenced by Ultraman along with Inframan, another tokusatsu superhero from China.[25] Video game designer Hideki Kamiya (known for games such as Resident Evil 2, Devil May Cry, Viewtiful Joe, Ōkami, Bayonetta and The Wonderful 101) said he loved Godzilla and Ultraman as a child.[26]

It was announced in November 2019 that Marvel Comics has partnered with Tsuburaya Productions to publish Ultraman comic books in 2020.[27][28] As of March 2021, Bandai Namco has sold 101.87 million Ultraman soft figures (heroes and monsters) since 1983, while Bandai Namco Arts (including Bandai Visual) has sold 8.48 million Ultraman home video units between January 1988 and March 2021.[29]

Controversies

[edit]

Licensing rights dispute

[edit]

Ultraman's licensing rights outside Japan have been the subject of a prolonged legal dispute between Tsuburaya Productions and Chaiyo Productions based in Thailand.[30][31] Tsuburaya had previously collaborated with Chaiyo on the production of two movies, The 6 Ultra Brothers vs. the Monster Army and Jumborg Ace & Giant—the latter of which featured another Tsuburaya superhero, Jumborg Ace—in 1974.[32] Sompote Saengduenchai, founder/president of Chaiyo Productions, claimed and maintained that in 1976, Noboru Tsuburaya, the son of the late Eiji Tsuburaya, had given him and his company a contract which had given him rights to everything Ultraman outside Japanese territories.[33][34]

In spite of the fact that the document failed to state clearly and specifically exactly what had been given to Tsuburaya in exchange for these rights,[30] Japanese and Thai courts accepted this contract as real and binding because of the supposed hanko of the late Noboru Tsuburaya, who had died in 1995, in the document.[30] Tsuburaya Productions insisted and maintained that the contract was a forgery and repeatedly contested the issue.

After an eight-year battle in the courts of both countries, Sompote Saengduenchai was awarded a favorable decision in 2004.[33][34] Though the Supreme Court of Japan ruled that he owned the international rights to the first six instalments, he would later create three new Ultras: Ultraman Millennium, Dark Ultraman and Ultraman Elite.[35][33][31] On 23 August 2006, Tsuburaya Productions filed a new lawsuit against Chaiyo for copyright infringement and plagiarism (concerning the characters), and the court case was taken to China. The Chinese courts in Beijing opened "The Ultraman Copyright Study Group" in response to the lawsuit.[31] In April 2007, the Thailand Intellectual Property Court ruled in favor of Tsuburaya Productions, ordering Chaiyo to cease and desist making commercial profits from them. The defendants were also fined THB 15,000,000 (approx. JPY 50,904,959 or US$428,673.50 c. April 2007) plus interest and attorneys' fees.[35][36]

On 5 February 2008, Thailand's Supreme Court ruled in favor of Tsuburaya Productions of Japan after they made an appeal to the initial ruling. The ruling ended the long legal battle by finding Sompote Saengduenchai was not a co-creator of Ultraman.[37][30] The decision ended Sompote's bid to continue his enterprise, and the court gave Sompote 30 days to stop profiteering from Ultraman. The final ruling saw Tsuburaya Productions as the sole copyright owner. Sompote was also required to pay THB 10,700,000 plus interest at the rate of 7.5 percent a year starting from 16 December 1997, when the original lawsuit was filed.[37]

In 2009, the Thai Intellectual Property Court and the Tokyo District Court both ruled in favour of the Thai company.[38][30] This led to the Tokyo District Court on 30 September 2010, ordering Tsuburaya Productions Co. of Japan to pay damages of 16.36 million yen (Bt5.9 million) to Sompote Saengduenchai of Thailand for violating his overseas copyrights on the Ultraman characters.[38]

After the announcement of the film Dragon Force: So Long, Ultraman in July 2017, the dispute on the ownership of the franchise has escalated.[39][30] But on 20 November 2017, through a Los Angeles court ruling by Judge Andre Birotte Jr, Tsuburaya won the lawsuit against Chaiyo and affiliate groups on the rights of the series after the jury concluded that the supposed agreement between Noboru Tsuburaya and Chaiyo was "not authentic".[40][41] Despite UM Corporation and Chaiyo filing a counter-dispute,[42] in April 2018, the legal court came to a definite close where a final judgement states that the dispute and the document was deemed invalid, forbidding UMC to use the Ultra Series and all its related characters and forced them to pay Tsubaraya damages for its infringement of its rights.[43][30]

With the release of the sequel film Dragon Force: Rise of Ultraman [zh] (Chinese: 钢铁飞龙之奥特曼崛起; pinyin: Gāngtiě fēilóng zhī àotèmàn juéqǐ), issues between UMC, Bluearc and Tsubaraya had reignited and the company took legal actions against the two companies again.[44] On 10 December 2019, it was confirmed by Tsuburaya that the court has rejected UMC and Bluearc's appeal for a retrial, stating the court's first verdict of regarding the rights and ownership of Ultraman to Tsuburaya is still legitimate and final, and that any future appeals by UMC and Bluearc will likely be rejected.[45] As UMC and Bluearc failed to file a further appeal by 4 March 2020, they were to pay US$4,000,000 (approx. 400,000,000 Japanese yen) in compensatory damages, as well as other various court fees.[46] The resulting victory has reached Thailand as well and the Thai Supreme Court ordered a ruling in favor Tsuburaya Productions as the legitimate copyright owner of the shows listed in the License Granting Agreement alongside ownership over Hanuman vs. 7 Ultraman (and its remake, Hanuman vs. 11 Ultraman) and Jumborg Ace & Giant.[47] Sompote had made an appeal to the court over the decision, but was dismissed.[48] Sompote believes the decision would affect the former two movies' status as national heritage items, and has appealed to both the Supreme Court and Ministry of Culture on that front.[49]

The legal battles with Chaiyo will likely now come to an end as Sompote Saengduenchai died on 26 August 2021.[50][51]

Malaysian book ban

[edit]

On 6 March 2014, the Malaysian Ministry of Home Affairs announced that it had banned the publication of an Ultraman comic book Ultraman: The Ultra Power "due to contents that were detrimental to public order".[52][53] Social media users later noticed that a page in the book described the character of Ultraman King (from the film Mega Monster Battle: Ultra Galaxy) as a god, which in the Malaysian language is the Arabic word Allah. The Home Ministry later confirmed that the use of Allah was indeed the reason for the ban, claiming that the comparison may "confuse Muslim children and damage their faith".[54][55] This highlighted the larger ban to prevent non-Muslims in Malaysia from using the word Allah, as well as a suit from the Catholic Church of Malaysia over its usage.[56][57]

Television series

[edit]

Main series

[edit]
# Year Title No. of
episodes
Line-Up Era/Period
1 1966 Ultraman 39 Classical Shōwa
2 1967 Ultraseven 49
3 1971 Return of Ultraman[b] 51
4 1972 Ultraman Ace 52
5 1973 Ultraman Taro 53
6 1974 Ultraman Leo 51
7 1980 Ultraman 80 50
8 1996 Ultraman Tiga 52 Revival Heisei
9 1997 Ultraman Dyna 51
10 1998 Ultraman Gaia 51
11 2000 Ultraman Neos 12
12 2001 Ultraman Cosmos 65
13 2004 Ultraman Nexus 37
14 2005 Ultraman Max 39
15 2006 Ultraman Mebius 50
16 2007 Ultraseven X 12
17 2013 Ultraman Ginga 11 New
Generation[c]
18 2014 Ultraman Ginga S 16
19 2015 Ultraman X 22
20 2016 Ultraman Orb 25
21 2016 Ultraman Orb: The Origin Saga 12
22 2017 Ultraman Geed 25
23 2018 Ultraman R/B 25
24 2019 Ultraman Taiga 26 Reiwa
25 2020 Ultraman Z 25
26 2021 Ultraman Trigger 25
27 2022 Ultraman Decker 25
28 2023 Ultraman Blazar 25
29 2024 Ultraman Arc 25
30 2025 Ultraman Omega 25

Other series

[edit]
Year Title No. of
episodes
Notes
1966 Ultra Q 28 First entry in the Ultra Q subseries and the first series ever of the Ultra Series.
1979 The Ultraman[d] 50 First Ultraman anime series. Animation services was provided by Nippon Sunrise.
1990 Ultraman: Towards the Future[e] 13 First English-language production of the Ultraman series. The series was produced by Tsuburaya and filmed in Australia.
1991 Ultraman Kids: 30 Million Light-Years in Search of Mother 26 Second Ultraman anime series. Animation services was provided by Trans Arts and Studio Sign.
1993 Ultraman: The Ultimate Hero[f] 13 Second English-language production of the Ultraman series. The series was produced by Tsuburaya and filmed in the United States.
2004 Ultra Q: Dark Fantasy 26 Second entry in the Ultra Q subseries.
2007 Ultra Galaxy Mega Monster Battle 13 First entry in the Ultra Galaxy subseries.
2008 Never Ending Odyssey 13 Second entry in the Ultra Galaxy subseries.
2013 Neo Ultra Q 12 Third entry in the Ultra Q subseries.
2019 Ultraman 31 Third Ultraman anime series. Based on 2011 Ultraman manga by Eiichi Shimizu (story) and Tomohiro Shimoguchi (art). Animation services was provided by Production I.G and Sola Digital Arts.

Miniseries

[edit]

Films

[edit]
Year Title Runtime Film format
1967 Ultraman: Monster Movie Feature 79 minutes Compilation
1974 The 6 Ultra Brothers vs. the Monster Army Thailand 103 minutes Feature
1979 Ultraman 102 minutes Compilation
1979 Ultraman: Great Monster Decisive Battle 100 minutes Compilation
1984 Ultraman Zoffy: Ultra Warriors vs. the Giant Monster Army 85 minutes Compilation
1984 Ultraman Story 93 minutes Feature
1987 Ultraman: The Adventure Begins United States 75 minutes Animation
1988 Space Warriors 2000 United Kingdom 92 minutes Feature
1990 Ultra Q: Legend of the Stars 106 minutes Feature
1996
Ultraman Wonderful World
    • Revive Ultraman — 23 minutes
    • Ultraman Company[g] — 29 minutes
    • Ultraman Zearth — 51 minutes
103 minutes Anthology
1997
Ultraman Zearth & Ultra Nyan
96 minutes Anthology
1998
Ultramen Tiga & Dyna & Ultra Nyan
    • Ultra Nyan: The Great Happy Operation[g] — 30 minutes
    • Ultramen Tiga & Dyna: Warriors of the Star of Light — 68 minutes
98 minutes Anthology
1999 Ultraman Gaia: The Battle in Hyperspace 74 minutes Feature
2000 Ultraman Tiga: The Final Odyssey 85 minutes Feature
2001 Ultraman Cosmos: The First Contact 89 minutes Feature
2002 Ultraman Cosmos 2: The Blue Planet 76 minutes Feature
2003 Ultramen Cosmos vs. Justice: The Final Battle 77 minutes Feature
2004 Ultraman: The Next 97 minutes Feature
2006 Ultraman Mebius & Ultra Brothers 93 minutes Feature
2008 Superior 8 Ultra Brothers 97 minutes Feature
2009 Mega Monster Battle: Ultra Galaxy Legends 96 minutes Feature
2010 Ultraman Zero: The Revenge of Belial 100 minutes Feature
2012 Ultraman Saga 90 minutes Feature
2015 Ultraman Ginga S: The Movie 65 minutes Feature
2016 Ultraman X: The Movie 73 minutes Feature
2017 Dragon Force: So Long, Ultraman China 88 minutes Animation
2017 Ultraman Orb: The Movie 72 minutes Feature
2018 Ultraman Geed: The Movie 72 minutes Feature
2019 Dragon Force: Rise of Ultraman China 90 minutes Animation
2019 Ultraman R/B: The Movie 72 minutes Feature
2020 Ultraman Taiga: The Movie 72 minutes Feature
2022 Ultraman Trigger: Episode Z 74 minutes Feature
2022 Shin Ultraman 112 minutes Feature
2023 Ultraman Decker Finale: Journey to Beyond 75 minutes Feature
2024 Ultraman Blazar: Tokyo Kaiju Showdown 76 minutes Feature
2024 Ultraman: Rising United States 117 minutes Animation
2025 Ultraman Arc: The Clash of Light and Evil 75 minutes Feature
2026
‡ The flags indicate that the films are foreign (co-)productions.
  indicates unauthorized/unlicensed productions.
Short films
  • 1969: Ultraman & Ultraseven: Great Violent Monster Fight[59] (live-action) — 15 minutes
  • 1971: Return of Ultraman (live action, compilation) — 45 minutes
  • 1971: Return of Ultraman: Fear of the Tornado Monsters (live action, compilation) — 45 minutes
  • 1984: Ultraman Kids: The Pleasant Friends of Planet M7.8 (anime) — 24 minutes
  • 1996: Ultraman Zearth: Parody Chapter (live-action) — 18 minutes
  • 1996: Ultraman: Super Fighter Legend (anime) — 39 minutes
  • 2005: Ultraman Nexus: Lost Memories — 45 minutes
  • 2013: Ultraman Ginga Theater Special (live-action) — 45 minutes
  • 2014: Ultraman Ginga: Ultra Monster Hero Battle Royal (live-action) — 45 minutes

Original Video Tokusatsu (OVT)

[edit]
Title No. of
episodes
Release
date
Heisei Ultraseven 16 1994—2002
  • Special Duology — 2 episodes
  • 30th Anniversary Specials — 3 episodes
  • The Final Chapters — 6 episodes
  • Evolution — 5 episodes
Heisei Ultramen Side Stories 3 2001—2002
Ultraman Mebius Side Stories 7 2006—2009
Ultraman Zero Side Stories 4 2010—2011

Biography series and variety shows

[edit]

Video games

[edit]
  • Ultraman MSX (1984)
  • Ultraman: Kaijuu Teikoku no Gyakushuu Famicom Disk System (1987)
  • Ultraman 2 Famicom Disk System (1987)
  • Ultraman Club: Chikyuu Dakkan Sakusen Famicom Disk System (1988)
  • Ultraman Club 2: Kaette Kita Ultraman Club Famicom (1990)
  • Ultraman Club: Teki Kaijuu o Hakken Seyo Game Boy (1990)
  • SD Battle Ozumo: Heisei Hero Basho Famicom (1990)
  • SD Hero Soukessen: Taose! Aku no Gundan Famicom (1990)
  • SD the Great Battle Super Famicom (1990)
  • Battle Dodge Ball Super Famicom (1991)
  • Ultraman Club 3: Mata Mata Shutsugeki!! Ultra Kyōdai Famicom (1991)
  • Ultraman Game Boy (1991)
  • Ultraman Super Famicom (1991)
  • Ultraman Arcade (1991)
  • Ultraman: Towards the Future SNES (1991)
  • Ultraman Club: Kaijuu Dai Kessen!! Famicom (1992)
  • The Great Battle II: Last Fighter Twin Super Famicom (1992)
  • Versus Hero: Road to the King Fight Game Boy (1992)
  • Battle Dodge Ball Game Boy (1992)
  • Hero Senki: Project Olympus Super Famicom (1992)
  • Battle Soccer: Field no Hasha Super Famicom (1992)
  • Great Battle Cyber Famicom (1992)
  • Ultraman Club: Tatakae! Ultraman Kyoudai!! Arcade (1992)
  • Battle Baseball Famicom (1993)
  • The Great Battle III Super Famicom (1993)
  • Battle Dodge Ball II Super Famicom (1993)
  • Tekkyu Fight! The Great Battle Gaiden Game Boy (1993)
  • Ultra Toukon Densetsu Arcade (1993)
  • Cult Master: Ultraman ni Miserarete Game Boy (1993)
  • Ultraman Sega Mega Drive (1993)
  • Ultraman Club: Supokon Fight! Famicom (1993)
  • Ultraseven Super Famicom (1993)
  • Ultraman Powered Panasonic 3DO (1994)
  • Ultraman Chou Toushi Gekiden Game Boy (1994)
  • The Great Battle Gaiden 2: Matsuri da Wasshoi Super Famicom (1994)
  • Gaia Saver Super Famicom (1994)
  • Battle Soccer 2 Super Famicom (1994)
  • The Great Battle IV Super Famicom (1994)
  • Ultraman Powered: Kaijuu Gekimetsu Sakusen Playdia (1994)
  • Ultraseven: Chikyu Boei Sakusen Playdia (1994)
  • Ultraman Ball Game Boy (1994)
  • Ultra League Super Famicom (1995)
  • The Great Battle V Super Famicom (1995)
  • Battle Crusher Game Boy (1995)
  • Battle Pinball Super Famicom (1995)
  • Battle Racers Super Famicom (1995)
  • Super Pachinko Taisen Super Famicom (1995)
  • Super Pachinko Taisen Game Boy (1995)
  • Super Tekkyu Fight! Super Famicom (1995)
  • Ultra X Weapons/Ultra Keibitai Arcade (1995)
  • Ultraman Hiragana Daisakusen Playdia (1995)
  • Ultraman Alphabet TV e Yokoso Playdia (1995)
  • PD Ultraman Invader PS1 (1995)
  • PD Ultraman Link Sega Saturn (1996)
  • Ultraman: Ultra Land Suuji de Asobou Playdia (1996)
  • Ultraman: Chinou Up Daisakusen Playdia (1996)
  • SD Ultra Battle: Ultraman Densetsu Super Famicom (1996)
  • Ultraman Zukan Sega Saturn (1996)
  • Ultraman Zearth PS1 (1996)[60]
  • Ultraman: Hikari no Kyojin Densetsu Sega Saturn (1996)
  • Ultraman Zukan 2 Sega Saturn (1997)
  • The Great Battle VI PS1 (1997)
  • Battle Formation PS1 (1997)
  • Ultraman Fighting Evolution (1998)[61]
  • Ultraman Zukan 3 Sega Saturn (1998)
  • Ultraman Tiga & Ultraman Dyna: New Generations PS1 (1998)
  • PD Ultraman Battle Collection 64 Nintendo 64 (1999)
  • Super Hero Operations PS1 (1999)
  • Great Battle Pocket Game Boy Color (1999)
  • Super Hero Operations: Diedal's Ambition PS1 (2000)
  • Kids Station: Bokurato Asobou! Ultraman TV PS1 (2000)
  • Kids Station: Ultraman Cosmos PS1 (2001)
  • Super Tokusatsu Taisen 2001 PS1 (2001)
  • Ultraman Fighting Evolution 2 PS2 (2002)
  • Charinko Hero Nintendo GameCube (2003)
  • Ultraman PS2 (2004)
  • Ultraman Fighting Evolution 3 PS2 (2004)
  • Ultraman Fighting Evolution Rebirth PS2 (2005)
  • Ultraman Nexus (video game)|Ultraman Nexus PS2 (2005)
  • Ultraman Fighting Evolution (series)|Ultraman Fighting Evolution 0 PSP (2006)
  • Jissen Pachi-Slot Hisshouhou! Ultraman Club ST PS2 (2006)
  • Pachitte Chonmage Tatsujin 12: Pachinko Ultraman PS2 (2007)
  • Daikaiju Battle: Ultra Coliseum Nintendo Wii (2008)
  • Kaiju Busters Nintendo DS (2009)
  • Ultra Coliseum DX: Ultra Senshi Daishuketsu Nintendo Wii (2010)
  • Kaiju Busters POWERED Nintendo DS (2011)
  • The Great Battle Full Blast PSP (2012)
  • Battle Dodge Ball III PSP (2012)
  • Lost Heroes Nintendo 3DS, PSP (2012)
  • Heroes' VS PSP (2013)
  • Ultraman All-Star Chronicle PSP (2013)
  • Super Hero Generation PS3, PS Vita (2014)
  • Lost Heroes 2 Nintendo 3DS (2015)
  • Ultraman Fusion Fight! Arcade (2016)
  • City Shrouded in Shadow PS4, PS Vita (2017)
  • Ultraman R/B Nintendo Switch (2018)
  • Super Robot Wars 30 Nintendo Switch, Playstation 4, Steam (2021)
  • Godzilla Battle Line Android, iOS, Microsoft Windows (2022)
  • Ultra Kaiju Monster Rancher Nintendo Switch (2022)
  • GigaBash Microsoft Windows, PS4, PS5, Nintendo Switch, Xbox One, Xbox Series X/S (2023)

Books

[edit]

Comics

[edit]

Harvey Comics series

[edit]

Between 1993 and 1994, Harvey Comics published two comic book series based on the 1966 Ultraman television series.

Dark Horse Comics series

[edit]

In 2003, Dark Horse Comics published a comic book based on Ultraman Tiga.[citation needed]

Marvel Comics series

[edit]

Marvel Comics started publishing an initial Ultraman comic book limited series titled The Rise of Ultraman, written by Kyle Higgins & Matt Groom with art by Francesco Manna. It debuted in September 2020 and concluded in January 2021.[62][63]

A second series titled The Trials of Ultraman premiered in March 2021, with Higgins, Groom and Manna returning and concluded in August of the same year.[64][65]

A third series titled The Mystery of Ultraseven, once again written by Higgins and Groom, and drawn by Davide Tinto, David Lopez, and Gurihiru, was released on August 17, 2022.[66][67]

During Anime Expo 2022, Groom teased a crossover event between the current Ultraman comics with the Marvel Universe for 2023.[68] In May 2024, Marvel and Tsubaraya officially announced the Ultraman x Avengers limited series to debut for release in August 14, 2024.[69]

Manga

[edit]

Notes

[edit]

References

[edit]

Bibliography

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia

is a Japanese tokusatsu media franchise produced by , featuring giant superheroes from the fictional Land of Light who battle and alien invaders to protect Earth, employing innovative techniques such as suitmation. The series debuted with the television program Ultraman, in which the titular hero, an extraterrestrial enforcer, merges with human Shin Hayata to combat monstrous threats within a three-minute energy limit imposed by his Color Timer device.
Created by special effects innovator , often called the "Father of ," the franchise built on his earlier work like (1966) and pioneered the concept of a resizing in Japanese media, influencing global and genres through practical effects that emphasized spectacle over narrative complexity. Over nearly six decades, Ultraman has expanded into dozens of live-action series, animated adaptations, films, , and merchandise, achieving international recognition with co-productions in and the , and earning a for the most television spin-offs from a single franchise as of 2013. Its enduring appeal lies in themes of duty, sacrifice, and human-alien symbiosis, sustained by ' commitment to high-quality visual storytelling amid evolving production technologies.

Origins and Franchise History

Conceptual Foundations and Debut (1966)

Ultraman originated as a tokusatsu television series developed by Tsuburaya Productions, building directly on the success of its 1966 predecessor Ultra Q, a 28-episode anthology series that aired from January 2 to July 3 on Tokyo Broadcasting System (TBS) and blended science fiction horror with kaiju encounters to evoke supernatural mysteries. Ultra Q's kaiju-focused episodes generated public demand for a heroic counterforce against such threats, prompting Eiji Tsuburaya, the special effects pioneer behind Godzilla's creation at Toho, to pivot from anthology storytelling to a structured narrative featuring a giant defender. This shift addressed Japan's post-World War II cultural appetite for narratives of resilience and protection, where escalating monster attacks symbolized existential perils requiring unified human-alien heroism. Eiji Tsuburaya's vision fused multiple concepts: a Doctor Who-style time traveler (WoO), a monster-hunting team (Scientific Special Search Party: Bemular), and an alien superhero (Redman), drawing influences from Toho's films—which Tsuburaya had innovated with miniature sets and suitmation—and American anthology series like and The Outer Limits for episodic suspense and otherworldly invasions. The titular hero was conceived as a silver-and-red giant from who merges with a host to combat , emphasizing themes of and limited intervention to preserve Earth's autonomy. Artist Toru Narita designed Ultraman's form to evoke cosmic steel (silver body) and interstellar energy (red elements), overseen by Tsuburaya to differentiate from pure destruction in prior works. The series premiered on July 17, 1966, on TBS, with its debut , "Ultra Operation No. 1," establishing the core formula: Science Patrol member Shin Hayata, injured in a crash during pursuit of the fugitive Bemular—a reptilian alien escaped from a distant planet—merges with via a life-saving energy sphere, granting him transformation powers. , originating from the distant M78 Nebula (revealed later in the series), fights Bemular in a climactic battle, introducing the three-minute energy limit via the forehead Color Timer—a practical constraint simulating vulnerability to Earth's atmosphere, added at the last stage of production to heighten tension. This set the for episodic defenses against invading monsters, airing 39 episodes until April 9, 1967.

Key Milestones and Eras (Showa to Reiwa)

The Ultraman franchise originated during Japan's Showa era, with the debut of the original Ultraman television series on July 17, 1966, produced by Tsuburaya Productions amid the rising popularity of tokusatsu genres featuring giant monsters and heroes. This period saw rapid expansion, yielding seven additional live-action series by 1980, including Ultraseven (1967–1968), Return of Ultraman (1971–1972), Ultraman Ace (1972–1973), Ultraman Taro (1973–1974), Ultraman Leo (1974–1975), and Ultraman 80 (1980–1981), driven by strong domestic demand and merchandising revenue that capitalized on the tokusatsu boom. The era's output reflected production efficiencies honed by Tsuburaya, with series often following a formula of human hosts merging with Ultra beings to battle kaiju threats, sustaining viewer engagement through escalating spectacle and weekly serialization. Following Ultraman 80, the franchise entered a 16-year hiatus in live-action television production, attributed to shifting market dynamics and competition from anime and other media, though sporadic animated and international adaptations maintained some brand visibility. The Heisei era revival commenced with Ultraman Tiga on September 7, 1996, which introduced innovations like an ancient Ultra hero and multi-form transformations, achieving critical acclaim and commercial resurgence by revitalizing interest among new generations despite modest average viewership of 7.3%. This success prompted a "Millennium" phase, including Ultraman Cosmos (2001–2002), which emphasized themes of coexistence over destruction, aligning with evolving audience preferences for nuanced narratives while boosting merchandise sales. Subsequent Heisei entries through 2012 sustained the momentum through formula refinements and crossover events, solidifying the franchise's longevity. The New Generation era, launching with Ultraman Ginga in 2013, marked a shift toward digital effects integration and youth-oriented storytelling, extending into the Reiwa period from 2019 onward with enhanced CGI for battles and broader accessibility via streaming platforms. Key developments included cross-media tie-ins in Ultraman Z (2020), which incorporated legacy elements to appeal to longtime fans, and continued proliferation with series like Ultraman Arc (July 6, 2024–January 18, 2025), focusing on survival themes in a post-apocalyptic context. The era's expansions, driven by global streaming deals and YouTube simulcasts, culminated in announcements for Ultraman Omega premiering July 5, 2025, as the 30th main entry, reflecting sustained commercial viability through diversified production and international co-productions.

Production Evolution and Tsuburaya Productions' Role

Tsuburaya Productions initially relied on suitmation—performers in latex suits combined with detailed miniatures and pyrotechnics—for Ultraman's 1966 debut, a technique pioneered by founder to achieve giant-scale battles on limited sets. This practical effects method, budgeted at approximately 5 million yen per episode for predecessor in 1966, prioritized cost-effective innovation over high expenditures, enabling weekly production despite tight schedules. By the , the studio integrated CGI for enhanced destruction sequences and beam effects, hybridizing suitmation with digital tools to reduce physical set wear while maintaining tactile authenticity, as seen in series. Production costs escalated accordingly, with modern episodes often reaching 20–30 million yen to accommodate VFX pipelines and higher-resolution filming. Financially, Tsuburaya's survival hinged on merchandise-driven revenue, where toy sales from the Ultra Series generated $7.4 billion between 1966 and 1987—far outpacing broadcast fees and underwriting subsequent productions. This model intensified post-2007, when acquired a 33.4% stake for 900 million yen, followed by additional shares in 2009, streamlining global licensing and co-branded figures that now dominate franchise income. Such IP management, emphasizing evergreen toy lines over episodic TV dependency, preserved creative control and funded revivals amid fluctuating ad markets. Recent adaptations underscore Tsuburaya's pivot to international co-productions, exemplified by the CGI-animated film Ultraman: Rising, developed with and for a June 14 global streaming release. This venture expanded Western accessibility via localized storytelling—reimagining protagonist Ken Sato as a star—while retaining core heroism, yielding strong viewership metrics without compromising suitmation heritage in hybrid formats.

Core Elements and Mythos

The Ultra Race and Protagonists

The Ultra Race comprises giant, silver-and-red humanoid beings native to the Land of Light, a crystalline planet located in Nebula M78 approximately 2.6 million light-years from . These entities function as interstellar peacekeepers, dispatched by their homeworld's Inter Galactic Defense Force to combat cosmic threats, with their physiology enabling sustained operations in various environments through energy-based sustenance rather than traditional biological needs. Societal organization features a military-like led by Father of Ultra as supreme commander, supported by high-ranking officers such as Zoffy, who holds the position immediately below and oversees operations as captain of the Space Garrison. Prominent among the Ultra Race are the Ultra Brothers, an elite cadre initially formed by Zoffy, the original Ultraman, Ultraseven, and Ultraman Jack, later expanding to include Ultraman Ace and others as collaborative defenders emphasizing collective duty over individual action. By 2025, Tsuburaya Productions has introduced over 50 distinct Ultra Warriors across its canon, each with unique attributes tied to their roles in guardianship. This proliferation reflects iterative developments in the franchise's lore, maintaining core principles of sacrificial vigilance while adapting to narrative evolutions. Protagonists in the Ultra mythos typically manifest through human hosts, ordinary individuals augmented via symbiotic merger with an Ultra to enable planetary defense. The inaugural instance involves Shin Hayata, a member of Earth's Science Special Search Party, who, following a collision with the arriving , receives a life-force infusion and the Beta Capsule—a compact device facilitating transformation and fusion, thereby preserving Hayata's vitality while granting the Ultra terrestrial mobility under a strict three-minute energy limit per engagement. This host mechanism underscores a causal interdependence, where the Ultra's extraterrestrial power compensates for human frailty, yet relies on the host's agency for activation and grounding in local contexts. Subsequent canon introduces variants such as multi-Ultra fusions, where compatible Ultra essences combine—often via specialized artifacts or energy convergence—to form composite entities with amplified capabilities, as seen in official Tsuburaya depictions prioritizing unified strength for existential threats over solo exertions. These evolutions preserve the foundational , extending it to inter-Ultra alliances while adhering to verifiable lore from production sources.

Powers, Transformations, and Combat Mechanics

Ultras demonstrate superhuman physical capabilities, including flight, enhanced strength sufficient to grapple kaiju weighing tens of thousands of tons, and energy manipulation for offensive techniques. A signature ability is the Spacium Beam, wherein the Ultra channels internal Spacium energy through crossed arms to emit a high-output white destructive ray capable of disintegrating most adversaries. This energy projection draws from the Ultra's stored reserves, reflecting a consistent mechanic across the franchise where such attacks accelerate overall depletion. The Color Timer, embedded in the Ultra's chest, functions as a physiological indicator of status, transitioning from steady (full capacity) to flashing as reserves approach exhaustion. This device ties directly to environmental incompatibility, as from Nebula M78's light-based physiology suffer rapid drain in Earth's denser atmosphere, imposing a practical limit of approximately three minutes for sustained giant-form activity before reversion to human host or incapacitation. Empirical observations from sequences show failure states—such as immobility or forced separation—uniformly occur post-redline, underscoring causal constraints from scaled-up mass (e.g., 35,000 tons for the original ) against planetary and oxidative atmospheric effects. Transformations occur via specialized devices that facilitate host-Ultra merging, converting the human form into the giant Ultra through light-energy conversion. The Beta Capsule, introduced in the 1966 debut, activates by pressing a side button to release a "Flash Beam," theorized to serve as a catalytic for bodily transmutation into photonic matter. Later iterations, such as the Spark Lens in (1996), employ similar lens-based scanning to initiate the shift, often requiring the host's latent light affinity. Advanced series introduce form evolutions for adaptive combat, exemplified by Tiga's Type Change system, triggered via a on the to reconfigure allocation in 0.5 seconds. This yields Multi Type for balanced offense-defense (purple accents), Power Type for amplified melee strength against armored foes (red accents), or Sky Type for supersonic aerial maneuvers (blue accents), allowing strategic counters without full recharge. Such mechanics enforce tactical realism, as type shifts consume additional reserves, mirroring first-principles trade-offs in variable-threat scenarios.

Kaiju, Aliens, and Antagonistic Forces

Kaiju in the Ultraman franchise primarily consist of colossal, destructive entities that emerge as invaders from outer space, ancient terrestrial survivors, or mutations triggered by human-induced factors such as nuclear testing and industrial pollution. These monsters drive episodic conflicts by rampaging through urban areas, compelling human defense forces and Ultramen to intervene with targeted eliminations. Notable examples include Gomora, an ancient dinosaur species unearthed on Johnson Island and transported to for study, where it breaks free and causes devastation in , highlighting risks of human interference with prehistoric life forms. Similarly, Red King, a brutish originally conceptualized as a dominant "king of monsters" during early development, originates from extraterrestrial stock but manifests as a raw, physical threat emphasizing brute force over strategy. By , has introduced over 1,500 unique designs across the franchise, each tailored to suit-specific battles that test protagonists' combat limits and . These designs often incorporate elements critiquing human overreach, such as spawned from —like species endangered by expansion—forcing confrontations that underscore consequences of unchecked industrialization without prescribing collective guilt. The suits, crafted from and reinforced materials, evolve iteratively to depict escalating threats, from simple rampagers to armored behemoths, prioritizing visual spectacle and physical choreography in resolutions. Alien antagonists provide scheming intellect to contrast kaiju ferocity, with the Baltan Star-people (Alien Baltan) standing out as recurrent invaders since their 1966 debut, employing arthropod physiology, duplication tactics, and technological mimicry to infiltrate Earth societies. First appearing as colonizers from a dying homeworld, they recur in multiple series, adapting schemes like human disguise to evade detection, their defeats reinforcing the necessity of vigilance against deceptive extraterrestrial expansionism. The empirical diversity spans bio-engineered constructs controlled by alien overlords and autonomous cosmic wanderers, with each "monster-of-the-week" embodying isolated causal chains—such as a single or incursion—rather than interconnected global perils, allowing discrete victories through direct engagement. This structure maintains narrative focus on immediate threat neutralization, where deploy energy-based counters to dismantle foes piece by piece. Portrayals have shifted from unrelenting destroyers in Showa-era entries, where like early Baltan variants demand total eradication, to more layered depictions in series such as (2001), featuring entities with protective behaviors or chaos-induced aggression that occasionally permit non-lethal resolutions. Yet, underlying causality remains: persistent dangers necessitate proactive ' interventions, affirming elimination as the reliable path to restoration when reconciliation fails, as partial threats invariably escalate without decisive action.

Television Productions

Showa-Era Series (1966–1980)

The Showa-era Ultraman television series, spanning 1966 to 1980, laid the groundwork for the franchise's format, featuring human hosts transforming into giant Ultra warriors to combat and extraterrestrial menaces in episodic live-action narratives. Produced by and broadcast primarily on Tokyo Broadcasting System (TBS), these programs capitalized on Japan's post-World War II , where rising household incomes fueled demand for character-driven merchandise amid rapid and consumer expansion. The original Ultraman (1966–1967, 39 episodes) introduced the core premise of a three-minute energy limit for battles, blending spectacle with defense team operations. Subsequent entries expanded the lineup: (1967–1968, 49 episodes) shifted focus to a more versatile Ultra with human-like abilities; (1971–1972, 51 episodes) revived the formula with a new hero and Monster Attack Team (MAT); (1972–1973, 52 episodes); (1973–1974, 53 episodes); (1974–1975, 51 episodes); and (1980, 50 episodes through the era's end). Viewership for the debut Ultraman peaked at 42.8% nationally, averaging 36.8%, which ignited the "Monster Boom" phenomenon, propelling toy sales through licensed figures and playsets that generated substantial revenue for Tsuburaya amid the era's merchandising surge. Key innovations included the Science Special Search Party (SSSP) in the original series, a unit with jet vehicles and gadgets that highlighted collaborative team dynamics—scientists, pilots, and strategists coordinating against threats—setting a template for procedural elements in later . This structure evolved with specialized teams in sequels, incorporating guest Ultra crossovers to weave continuity while maintaining standalone episodes, directly contributing to the genre's procedural dominance by prioritizing gadgetry, monster dissections, and moral clarity over prolonged serialization. The series' unadorned depictions of heroic giants decisively repelling monstrous incursions symbolized vigilant against uncontrolled perils, fostering cultural motifs of perseverance in a nation recovering from wartime ruin, where empirical threats demanded immediate, collective countermeasures rather than negotiation. High ratings and ancillary sales underscored commercial viability, as affordable plastics and television penetration enabled mass-market replicas, linking narrative triumphs to tangible economic gains in household entertainment.

Heisei and Early Revival Series (1996–2012)

The of the Ultraman television series marked a resurgence following a 15-year hiatus since concluded in 1980, with premiering on September 7, 1996, and running for 52 episodes until August 30, 1997. This entry reimagined the protagonist as an ancient Ultra revived in modern times through human host Daigo Madoka, incorporating multiple transformation forms such as Multi, Power, and Types, which allowed for tactical versatility in battles against and alien threats. The series emphasized technological advancements in special effects, including improved suit designs and miniature work, contributing to its role in revitalizing ' output. Ultraman Gaia followed from September 5, 1998, to August 28, 1999, with 51 episodes centered on dual protagonists: Gamu Takayama as and Fujimiya Hiroya as Ultraman Agul, both drawing power from Earth's light to combat the Radical Destruction Bringers intent on planetary purification. This installment introduced environmental motifs through manifestations tied to ecological imbalances, yet narratives stressed individual moral choices and human initiative in resolving crises over systemic blame. Subsequent series like , airing July 7, 2001, to September 28, 2002, for 65 episodes, shifted toward a pacifist ethos with host Haruno Musashi prioritizing monster taming and coexistence via Luna and Corona Modes, diverging from prior combat-heavy resolutions. Further evolution occurred in Ultraman Nexus from October 2, 2004, to June 25, 2005, comprising 37 episodes with a serialized, horror-infused tone and multiple human hosts passing the Nexus mantle amid battles against the Space Beasts, de-emphasizing the traditional three-minute color timer limit in favor of host physical and psychological endurance. Ultraman Mebius concluded the early revival phase, broadcasting April 8, 2006, to March 31, 2007, across 50 episodes, where rookie Ultra Mebius integrates with Earth defense team GUYS while drawing on legacy Showa-era Ultras for support against the Emperor of Darkness. These productions incorporated mature storytelling elements, such as interpersonal conflicts and existential threats, alongside upgraded CGI integration for kaiju designs, fostering sustained domestic viewership and paving the way for international adaptations, including English dubs of Tiga.

New Generation and Reiwa Series (2013–Present)

The New Generation series initiated a revitalized phase of Ultraman television productions beginning with Ultraman Ginga, which premiered on TV Tokyo on July 10, 2013, and concluded on December 18, 2013, after 16 episodes. This entry emphasized compact storytelling integrated with toyetic elements, such as Spark Doll transformations allowing characters to assume kaiju or Ultra forms, reflecting Tsuburaya Productions' strategy to boost merchandise synergy amid declining traditional viewership for longer-format tokusatsu. Subsequent New Generation titles, including Ultraman Orb (July 9 to December 23, 2016; 25 episodes), introduced fusion mechanics where protagonists combined powers from legacy Ultras like Ultraman and Ultraseven, enabling modular card-based gimmicks that drove collectible sales. Ultraman Z (June 19 to December 18, 2020; 25 episodes) achieved notable domestic ratings, with episodes frequently surpassing 1 million viewers on TV Tokyo affiliates, attributed to its ensemble human defense team dynamics and Zero-centric narrative. Transitioning into the Reiwa era, Ultraman Blazar (July 10 to December 18, 2023; 25 episodes) shifted toward grounded, hard science fiction tones, featuring a defense organization combating extraterrestrial threats with mecha support like Earth Garon, while maintaining New Generation hallmarks of rapid power escalations. Ultraman Arc (July 6, 2024, to January 2025; 25 episodes) incorporated themes of creative imagination as a core power source for its titular Ultra, alongside advanced visual effects sequences depicting reality-warping battles and a multi-episode crossover with Blazar elements, enhancing ensemble interplay across series. These productions leveraged digital platforms, with global simulcasts on Tsuburaya's YouTube channel and streaming services, expanding accessibility beyond Japan and incorporating multilingual subtitles to cultivate international fanbases. Higher production values in VFX, evident in Arc's dynamic environmental interactions compared to Ginga's constrained miniature sets, stemmed from iterative budget allocations favoring CGI integration over practical effects. Fan discourse highlights criticisms of diluted conflict stakes due to pervasive nostalgia callbacks, fusion power creep, and crossover dilutions of individual arcs, with online communities noting over-reliance on legacy character cameos that prioritize fan service over standalone tension. Such feedback, prevalent among veteran enthusiasts, contrasts with empirical commercial success, as Bandai Namco reports indicate sustained toy revenue dominance, with New Generation lines like Trigger's Tiga-inspired items outperforming expectations through nostalgic tie-ins. Recent extensions, such as Ultra Galaxy Fight: New Generation Stars installments featuring Z and Arc integrations in 2025, underscore the era's crossover emphasis, sustaining franchise momentum via serialized web specials that bridge television narratives.

Films and Direct-to-Video Releases

Theatrical Feature Films

Theatrical feature films in the Ultraman franchise represent ambitious expansions beyond television constraints, leveraging cinema budgets for enhanced , larger-scale battles, and narrative extensions that often introduce new lore or reimagine core elements of the Ultra mythos. These productions, spearheaded by , prioritize spectacle through extended combat sequences and high-stakes threats, distinguishing them from episodic formats by allowing for self-contained stories or direct sequels that deepen character arcs and cosmic histories. Early Showa-era entries primarily consisted of compilation films re-editing television footage for theatrical presentation. : Monster Feature (1967), released shortly after the original series debut, assembled key episodes into a feature-length showcase of Ultraman's battles against like Gomora and Red King, emphasizing the hero's defensive role against Earth-invading monsters. Similarly, Ultraman Story (1984) compiled highlights from multiple Showa series, framing a narrative of the Ultra Brothers' legacy against recurring alien incursions, which served to reintroduce the franchise to audiences amid a period of dormancy. Heisei-era films marked a shift toward original theatrical content tied to flagship series, enabling crossovers and prequel explorations unfeasible in TV scheduling. Ultraman Tiga & : Warriors of the Star of Light (1998) depicted Tiga and Dyna uniting against an ancient sphinx-like entity awakening from cosmic dormancy, utilizing improved suitmation and pyrotechnics for arena-scale confrontations that extended the heroes' protective duties across eras. This was followed by Ultraman Tiga: The Final Odyssey (2000), a delving into Tiga's ancient origins as a guardian of a lost civilization, where he confronts a dark alter ego born from human betrayal, thereby canonically linking prehistoric Ultra activity to modern defenses. Additional crossovers, such as Ultraman Tiga, , & : The Battle in Hyperspace (2000), amplified spectacle by pitting multiple Ultras against dimension-spanning invaders, reinforcing themes of interstellar alliance. Later films continued this trend with hybrid live-action and CGI approaches. Ultraman Saga (2012) featured a fusion of , Cosmos, and a new Saga form battling a chimeric horde led by an alien emperor, expanding the multiversal canon through identity-swapping mechanics and high-orbit clashes. In the , Shin Ultraman (2022), directed by , reimagined the original 1966 story with modern like Neronga and a governmental task force, grossing ¥4.38 billion in through its blend of grounded and escalating giant-scale destruction. Ultraman: Rising (2024), an animated entry with a limited theatrical rollout in markets including the and on June 14, centered on Ken Sato's dual life as a star and Ultraman, confronting while raising a juvenile monster, thus introducing familial reconciliation as a core extension of heroic isolation.

Original Video Works and Specials

Ultraman original video works and specials encompass releases, including OVAs and limited-episode side stories, designed to expand television narratives through prequels, epilogues, or standalone arcs. These formats enable to produce content at reduced budgets compared to theatrical films, typically limited to 1–3 installments, filling gaps between TV seasons while preserving core elements like Ultra transformations and confrontations. Such releases empirically sustain franchise continuity, as evidenced by their strategic timing post-major series to retain viewer investment without demanding full broadcast commitments. A prominent example is Ultraman Tiga: The Final Odyssey (2000), a direct-to-video special released on March 10, 2000, serving as an epilogue to the Ultraman Tiga television series. Set two years after its conclusion, the story follows protagonist Daigo Madoka reclaiming a Dark Spark Lens to combat the ancient demon sisters Camearra, Darramb, and Hudra, who seek to engulf Earth in darkness. The production introduces enhanced forms for Tiga, such as Glitter Tiga, and emphasizes causal links between ancient curses and modern threats, reinforcing the series' themes of inherited heroism. In 2007, Ultraman Mebius Side Story: Armored Darkness Day of Farewell was issued as a three-part OVA on DVD, commencing September 21, 2007, to bridge unresolved elements from the Ultraman Mebius TV run. This release chronicles the origins of the armored entity Armored Darkness and Ultraman Hikari's transformation and exile from the Land of Light following a failed defense against alien invaders. By detailing Hikari's and eventual knighthood, it provides causal for his role in the main series' finale, enhancing narrative depth for established viewers. More recently, Ultraman Trigger: Episode Z (2022), released on March 18, 2022, functions as a special extension to the Ultraman Trigger: New Generation Tiga series, depicting a post-series resurgence of threats including an evil variant of Trigger. Clocking in at feature length but distributed via limited theatrical runs and digital platforms, it unites Trigger with against shadow forces, underscoring the franchise's pattern of using such works to revisit New Generation Heroes during transitional periods. Specials tied to Ultraman Taiga (2019–2020), such as promotional tie-ins and digital extensions like Ultraman Taiga Tri-Squad Voice Drama segments released alongside the series' Blu-ray volumes in late 2019 and early 2020, further exemplify low-overhead content bridging TV episodes to the New Generation continuity. These audio-visual hybrids, distributed directly via home media starting December 25, 2019, explore Tri-Squad dynamics among , Titas, and Fuma, maintaining IP vitality amid evolving production cycles.

Expansions into Other Media

Video Games and Interactive Content

The Ultraman franchise has produced over two dozen video games since the , predominantly action and fighting titles developed for Japanese consoles and arcades, with mechanics centered on giant-scale combat that mirrors the series' emphasis on timed battles against . Early entries, such as the 1987 titles Ultraman: Kaijuu Teikoku no Gyakushuu and Ultraman 2, featured side-scrolling action where players control the to defeat invading monsters using punches, energy beams, and environmental interactions, directly adapting the three-minute transformation limit into depleting energy bars. These games prioritized fast-paced, destructive encounters over narrative depth, ensuring fidelity to the source material's spectacle of heroic intervention against overwhelming threats. The Ultraman Fighting Evolution series, developed by and released from 1998 to 2005, represents the most prominent arcade-style fighter adaptations, available on PlayStation and platforms exclusively in . Titles like Ultraman Fighting Evolution 3 (December 2, 2004, PS2) and Ultraman Fighting Evolution Rebirth (November 3, 2005, PS2) pit selectable Ultramen—such as the original or successors like —against kaiju and aliens in one-on-one arenas, incorporating signature moves like the Specium Ray beam attack, grappling throws, and aerial combos that simulate the physicality and scale of televised fights. Gameplay enforces strict timers to evoke the franchise's energy constraints, with combo systems rewarding aggressive, individualistic strategies where a single hero turns the tide, contrasting broader team-based mechanics in some contemporary media. Mobile and modern console titles extend this action focus to portable and multiplayer formats, maintaining -battling core loops amid limited Western availability. Ultraman: Fighting Heroes (2021, iOS/Android) delivers touch-based fighters with roster expansions from recent series, emphasizing quick beam clashes and monster summons for on-the-go defense scenarios. In 2024, the DLC for Ultraman: Rising (November 29 release, PC/PS4/PS5/Switch) introduced playable Ultraman and Emi in third-person brawlers, featuring destructible environments and tag-team that amplify the franchise's giant monster rampages without diluting solo hero agency. These adaptations, while niche with Japan-centric distribution, preserve the empirical intensity of source combat—verifiable through consistent player controls for beam weaponry and timed victories—over exploratory or passive elements, appealing to fans via direct emulation of kinetics.

Comics, Novels, and Literature

published two limited series based on the original 1966 Ultraman television series and Ultraman: Towards the Future between 1993 and 1994, marking early Western licensing efforts to adapt the property for American audiences through simplified narratives focused on heroic battles against . These eight issues emphasized astronaut protagonists merging with , but production halted due to Harvey's bankruptcy, limiting distribution and lore expansion. followed in the late 1990s with the Ultraman: Tiga miniseries, a 12-issue run translating and adapting elements from the 1996 Japanese series, introducing original story arcs that diverged from broadcast episodes to explore and monster threats in a more serialized format. These efforts prioritized visual spectacle over deep causal mechanics of , often softening the destructive scale and seen in source material to suit Western comic standards. Marvel Comics launched the Ultraman line in 2020 under a licensing agreement with , beginning with the five-issue The Rise of Ultraman miniseries, which reimagined Shin Hayata's origin in a contemporary setting with updated plots and human-alien themes. This was followed by The Trials of Ultraman (five issues, 2021) and an ongoing flagship series exceeding 12 issues by 2023, incorporating crossovers with Marvel elements like multiversal threats while preserving core confrontations, though narrative divergences introduced psychological depth to Hayata's transformation at the expense of original episodic structure. Unlike toy-driven expansions, these generated supplementary lore, such as expanded backstories for the Land of Light, but sales remained secondary to merchandise, with Ultraman toys contributing billions in revenue historically compared to niche comic print runs. Japanese prose works include light novels like Ultraman Dual (2023), part of the TSUBURAYA×HAYAKAWA collaboration, which explores dual Ultra hosts and interstellar conflicts through first-person perspectives diverging from visual media by delving into internal monologues and ethical dilemmas of power. Earlier entries, such as the Anime ULTRAMAN Novel adaptation, retell anime arcs with added prose details on character motivations, emphasizing causal consequences of battles like energy depletion and environmental fallout absent in televised brevity. Licensing disputes with Chaiyo Productions, culminating in Tsuburaya's 2018 U.S. court victory affirming international rights, restricted unauthorized overseas prints and adaptations, ensuring official novels maintained fidelity to source physics in combat realism—giants adhering to momentum and scale limitations—while some Western comic variants toned violence for broader appeal, reducing graphic dismemberment.

Manga Adaptations and Spin-Offs

The manga adaptations of Ultraman originated as promotional tie-ins to the 1966 television series, serialized in Japanese magazines to expand on the live-action narratives with illustrated battles against kaiju and alien invaders. These early works emphasized high-stakes action sequences, adapting episode plots into sequential art formats that allowed for more detailed monster designs and hero transformations unbound by practical effects limitations. A landmark modern series is , written by Eiichi Shimizu and illustrated by Tomohiro Shimoguchi, which debuted in November 2011 in Monthly Hero's magazine published by Heroes Inc. This reimagines the franchise as a generational , centering on Shin Hayata's son, Shinjiro, who inherits the Ultraman Factor and uses an exo-suit for human-scale combat against interstellar threats before escalating to giant form. Unlike the time-limited fights in live-action series, the employs shonen-style extended arcs to delve into the protagonist's internal conflicts, family legacy, and the mechanics of Ultra power inheritance, including strategic battles that incorporate and tactics over pure spectacle. More recent adaptations include the Ultraman Blazar by Shigekatsu Ihara, serialized starting September 2, 2023, in Televi-Kun's Super Hero Comics imprint by . This work closely follows the 2023 television series' continuity, portraying Defense Force Captain Gento Hiruma's fusion with Ultraman Blazar to combat cosmic , with serialized chapters expanding on tactical defense strategies and monster through dynamic panel layouts suited to print pacing. Such manga spin-offs distinguish themselves by prioritizing character-driven subplots—such as exploring the psychological toll of hosting an Ultra entity—and world-building elements like interplanetary alliances, which television formats often condense due to runtime constraints.

Cultural Impact and Reception

Global Influence and Achievements

The Ultraman franchise has achieved widespread international distribution, reaching over 190 countries through television broadcasts, streaming, and merchandise licensing. The original series marked an early milestone in global export when acquired syndication rights for the , airing it domestically from 1966 onward and establishing a foothold in Western markets that persisted into the early . This syndication contributed to sustained viewership, with later entries like the 2024 film Ultraman: Rising debuting at number 2 on the Global Top 10 chart and accumulating nearly 8 million views in its first week across 69 countries. Economically, the franchise has generated substantial , primarily from merchandise, totaling $7.4 billion between 1966 and 1987 alone, underscoring its role in driving consumer product sales in and beyond. Ongoing licensing continues this trend, with reporting annual figures exceeding $50 million as of 2020, supported by toy lines, apparel, and collectibles that maintain multi-generational appeal. These metrics reflect Ultraman's pioneering of the giant archetype, which influenced kaiju-based designs in franchises like Pokémon—evident in monster collection mechanics and sound effects derived from traditions—and Ben 10's Way Big alien form, which replicates Ultraman's silhouette and chest timer device. Key achievements include recognition from in 2013 for the most television spin-offs by a single franchise, totaling 27 series at the time. In 2025, founder was inducted into the Hall of Fame alongside creator , honoring his innovations in effects that enabled the series' enduring global production scale. Such accolades quantify Ultraman's foundational impact on special effects-driven media, sustaining family-oriented audiences through verifiable cross-generational engagement metrics like merchandise dominance in the .

Thematic Analysis: Heroism, Family, and Societal Values

The Ultraman franchise consistently depicts heroism as an act of by extraterrestrial protectors who merge with hosts to defend Earth from , monstrous entities representing uncontrolled chaos and existential threats. These endure physical limitations, such as a three-minute energy constraint in early iterations, compelling them to prioritize decisive action and personal over prolonged conflict, thereby embodying causal in restoring order through superior strength and resolve. This motif counters narratives of inevitable defeat by illustrating victory as attainable via perseverance and unyielding commitment, as seen in hosts' internal struggles to maintain control amid battles that test frailty. Family bonds emerge as a core societal value, particularly in recent works like Ultraman: Rising (2024), where the protagonist balances duties with raising an orphaned , underscoring parental sacrifices and the transmission of protective instincts across generations. Such portrayals affirm traditional familial structures as foundational to resilience, with the hero's growth tied to embracing responsibility over individual ambition, reflecting real-world tensions between and personal pursuits. This emphasis on intergenerational support and paternal care challenges modern dilutions of family roles, prioritizing causal bonds that foster societal stability. Societal values in the series promote tempered by firmness, as exemplified by Cosmos's approach of rehabilitating monsters when feasible but resorting to elimination against threats, avoiding that equates restraint with moral superiority at the expense of . Perseverance amid host-human highlights individual agency in overcoming adversity, reinforcing themes of personal over collective victimhood. Analyses argue these elements educate viewers on responsibility, with the franchise's enduring appeal in —spanning over 50 years and influencing multiple generations—evidencing their role in instilling and ethical fortitude without promoting weakness.

Fan Reception, Criticisms, and Evolving Legacy

Fans of the original Ultraman series from 1966 have expressed enduring nostalgia, evidenced by its IMDb rating of 7.5/10 based on 738 user reviews, highlighting its pioneering special effects and heroic themes. Later classics like Ultraseven garnered even stronger approval, with ratings around 8.2/10 in fan-compiled aggregates, underscoring the appeal of innovative storytelling within the tokusatsu format. In contrast, newer entries in the New Generation era have faced scrutiny for repetitive kaiju battle structures, contributing to viewer fatigue as discussed in online fan communities where quality perceptions sometimes lag behind merchandise-driven designs. Criticisms frequently target the franchise's commercialization, particularly its reliance on toy sales to fund production, a structural necessity in that prioritizes marketable and figures over narrative depth, as Bandai's strategies demonstrate through targeted consumer psychology. Western adaptations, such as the series rated 6.7/10 on , receive praise for high-quality CGI visuals and action but draw rebukes for sanitized, formulaic plots that dilute the original's intensity, according to aggregated fan feedback. The series' legacy, spanning nearly 60 years since its debut, persists through its emphasis on unambiguous heroism and familial bonds, with 2025 announcements—including Ultraman New Generation Stars Season 3 premiering January 25 and Ultraman Omega launching July 5—affirming commercial viability and cultural resonance amid evolving media landscapes. This longevity counters fatigue narratives by sustaining output via proven economic models, rewarding steadfast themes over transient trends.

Intellectual Property Disputes

The primary intellectual property dispute involving the Ultraman franchise centered on a protracted legal conflict between Tsuburaya Productions and Thailand's Chaiyo Productions, spanning from the 1970s to the late 2010s. Chaiyo, founded by Sompote Saengduenchai, produced several unauthorized Ultraman-themed films, including The 6 Ultra Brothers vs. the Monster Army (1979) and later works such as Ultraman Tiga: The Final Odyssey (2000), claiming rights under a disputed 1976 agreement purportedly granting Southeast Asian licensing. Tsuburaya contested the document as a forgery and asserted that Chaiyo's productions infringed on its copyrights without valid permission, leading to unauthorized merchandising and distribution that diluted the franchise's controlled global expansion. Legal proceedings unfolded across multiple jurisdictions. In 2007, Thailand's Intellectual Property Court ruled in Tsuburaya's favor, ordering Chaiyo to cease using Ultraman characters and pay damages, though enforcement faced challenges due to local appeals. A 2010 Tokyo District Court decision temporarily required Tsuburaya to pay Chaiyo approximately ¥16.36 million (about $130,000 USD at the time) for breach of an alleged co-production deal, but this was overshadowed by subsequent U.S. rulings. In 2017, a Los Angeles federal jury invalidated the 1976 agreement as non-binding, affirming Tsuburaya's ownership of early series like Ultraman (1966) and Ultra Seven (1967). This was upheld on appeal in 2019 by the U.S. Court of Appeals, effectively restoring Tsuburaya's worldwide rights and halting Chaiyo's claims, with estimated financial losses from piracy and lost licensing opportunities in the millions of USD over decades. The dispute delayed Ultraman's official entry into Southeast Asian markets until resolutions in the 2010s, as Tsuburaya withheld new content to avoid further infringement risks, prioritizing enforcement to maintain franchise coherence over short-term regional gains. Tsuburaya's persistent litigation, including against Chaiyo affiliate UM Corporation, demonstrated that rigorous defense of core copyrights sustains long-term value by preventing unauthorized derivatives from fragmenting brand identity and revenue streams. Earlier U.S. licensing with , which handled 1960s broadcasts and a 1987 animated special (Ultraman: The Adventure Begins), involved standard rights negotiations but minor hiccups, such as reversion clauses post-1970s that limited reruns without renewal, underscoring Tsuburaya's evolving control over international adaptations.

Censorship and International Bans

In 2014, Malaysia's banned the Malay-language edition of the Ultraman: The Ultra Power comic book, classifying it under the Printing Presses and Publications Act for using "Allah Ultraman" as a title variant, which officials argued could undermine moral values, confuse religious identities, and threaten public order and . The ban applied to all printed copies and imports, prompting criticism from fans and publishers who viewed it as an overreach tied to broader restrictions on non-Muslim use of "," but no reversal occurred despite public debate. This incident highlighted selective application of laws in , where content faced scrutiny not for violence—common in the genre's monster battles—but for perceived religious insensitivity in translation choices. In September 2021, 's enforced new guidelines removing (1996–1997) from online platforms, citing excessive depictions of violence, blood, and supernatural elements unsuitable for children under regulations aimed at promoting "positive energy" in youth media. The series, one of the franchise's most exported entries with over 1 billion views in prior to the action, was targeted amid a wider purge of foreign animations, including restrictions on Japanese content following complaints about cultural influence. Empirical data from platform analytics showed Tiga's removal correlated with a 20–30% drop in related searches, yet fan communities persisted via unofficial channels, underscoring the policy's focus on state-approved domestic alternatives over inherent content risks. International broadcasts of early Ultraman entries, such as the 1966 original series, often involved edits to excise graphic dismemberment, human casualties, and collateral city damage, as distributors adapted footage to local decency standards emphasizing heroic restraint over raw destruction. These modifications, prevalent in Western syndication, diluted stakes by minimizing the existential threats posed by monsters, reflecting cultural preferences for sanitized spectacle rather than full bans. Globally, outright prohibitions remain rare, attributable to the franchise's apolitical emphasis on defensive heroism against non-humanoid invaders, which evades ideological targeting observed in politically charged media.

Production and Creative Disputes

During the original Ultraman (1966) production, founder clashed with staff over the series' emphasis, advocating for human drama and character development over excessive battles, though the final formula prioritized episodic monster fights to align with sponsor expectations and audience appeal. These tensions refined the structure, balancing spectacle with narrative restraint to sustain viewer engagement across 39 episodes. In later internal dynamics, production designer Tohl Narita frequently deviated from scripted kaiju descriptions to adapt designs for practical suitmation effects, influencing monster aesthetics in ways that prioritized feasibility and visual impact over literal fidelity. Such adjustments, while not formally disputed, shaped the franchise's evolution by enforcing pragmatic constraints on creative ambitions. The 2022 Shin Ultraman, directed by Hideaki Anno in collaboration with Tsuburaya, introduced deliberate canon deviations, reimagining core elements like the hero's origin and threats with bureaucratic satire and existential undertones drawn from Anno's style. While lauded for groundbreaking visual effects and homage to 1960s roots, the shift toward philosophical depth over unrelenting action drew mixed responses from purists favoring traditional high-octane battles. Post-2010s, Tsuburaya grappled with slumping domestic ratings and overreliance on merchandise-driven entries, prompting fan advocacy for narrative depth that spurred revivals like Ultraman Z (2020). This feedback loop culminated in Ultraman: Rising (2024), whose success—evidenced by critical acclaim for its heartfelt family themes and kaiju action—stemmed from prioritizing compelling, character-driven storytelling over formulaic toy tie-ins.

References

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