Thanks to Dylan, Kosame and the native boy Hototo are saved. Appare repays him by promising he’ll be in the car ahead of him one day, to which Dylan says bring it on. Appare makes a lot of promises to a lot of people, but considering how far he’s come on his ingenuity, he’s yet to make a claim he can’t back up. Kosame is learning that he’s not as crazy as he looks.
As for Hototo, he’s on a quest of vengeance, aiming to find the man who killed his father. In him Appare sees someone with knowledge of the terrain to the east, which will be part of the race. Like Appare and Kosame, Hototo has nowhere else to go, so he accepts their hospitality.
Their ability to offer Hototo a place to stay is disrupted when the young, rich BNW scion Al Lyon arrives in town with his kind Chaperone Sofia (Orisaka Fumiko…RUKIA!) and buys all the storehouses from the sea captain, including Appare and Kosame’s.
Al says he needs all of the space he’s bought, so Appare suggests they race in their respective machines in 10 days. If Al wins, he’ll get Kosame’s prized swords—which you’ll remember he can’t draw when he’s in a pinch. If Appare wins, they get the storehouse.
Appare knows he doesn’t need to build a machine that will beat Al’s sleek BNW in every aspect of performance. Al let him choose the course, so all he has to build is something that will achieve the objective of the race, no more or less. It can crumble to dust immediately after, as long as they win.
Grateful that he was able to repair her company’s car, Xialian gives Appare access to spare parts, which he picks up in his hastily-built Segway-like self-balancing scooter. Still, Xialian hasn’t driven since the incident, her team has no intention of entering, and she is certain Appare can’t beat BNW.
The day of the race in the dusty, rugged outskirts of L.A. finally comes. Appare and Kosame arrive a bit late in an ungainly (and above all very slow looking) contraption, fueling the fires of doubt in Xialian. Al is certain he’s got this, and amends the deal once more: he gets the swords, the Segway, and the car.
Al gets off to a quick lead with his straight-line speed, but has to go around a cliff that Appare’s car can leap over. Still, Al is closer to the finish when Appare has Kosame pull a lever that launches half of the car—and Kosame—ahead of Al. All Kosame has to do is run to the tree and touch it before Al, which he does. Notably, while racing Appare’s personality changes completely, to something more in line with his appearance.
Impressed by the win and acknowledging his complacency, Al takes the loss in stride, giving Appare his car and use of the storeroom to his heart’s content. Appare in turn is a good winner, and offers Al the Segway so he doesn’t have to walk home. Al refuses, but Sofia accepts, and you can’t blame her—that’s a long walk in a stuffy dress!
The win over Al lends further credibility to Appare’s capability, along with stability, as losing use of their garage is no longer a possibility. He must now set to work on a much more complex machine that will endure over the myriad terrains and conditions America will throw at them. He may have also convinced Xialian not to give up on her own dream to race.
With that, our three-part intro to Appare-Ranman! is complete, and we’ll have to wait a while for the rest of the story. It’s looking like other drivers will be more traditional good-natured rivals, while all of them will share a common enemy: a steam baron intent on squashing the automobile in its infancy to continue his hegemony.
Whatever the case, it’s a well-made, entertaining show and I’ll be looking forward to its return!