Author Archives: Joe

S.H.Figuarts Nappa – Event Exclusive Color Edition

Here comes Nappa!

When it comes to my S.H.Figuarts collection, I’ve been able to largely keep to just Dragon Ball. And by Dragon Ball, I mean the original anime and manga that centered on a young boy named Goku. Even though that’s my favorite edition of the venerable series, it doesn’t mean my favorite is the one shared by millions across the globe. Most fans prefer Dragon Ball Z to any other iteration of the anime (the manga just kept the name Dragon Ball until Dragon Ball Super became a thing) so there is ton more merchandise for those fans than there is for me.

Now, just because I have a preference, does not mean I dislike Dragon Ball Z. Like many American viewers, I saw DBZ way before I ever saw Dragon Ball. I saw it briefly when it was on a broadcast network in my area really early in the morning, but I became a fan when Cartoon Network started airing it. The popularity of the show led the network to center a whole block of action cartoons, most of which were anime, around it and Toonami was born. During those early days, only the first 56 episodes or so were dubbed in English (it’s confusing because there was enough material cut that the English dub had a smaller episode count for awhile), and since the show had failed to catch on initially, there were no plans to dub more. Those same episodes then aired over and over so we American fans came to know those characters and arcs rather well. And one of the early villains of the show was the Saiyan warrior: Nappa.

I hope you like yellow and black.

Nappa arrived with Vegeta following Raditz’s defeat with the idea being to get vengeance for his fallen comrade. Even though he viewed Raditz as weak and pathetic, there was enough Saiyan pride in the grunt to want to seek revenge. His comrade and superior, Vegeta, had other ideas though. He cared nothing for Raditz and only wished to find the Dragon Balls so he could wish for eternal life. Unfortunately for Nappa, Vegeta’s lack of affection for Raditz extended to him as well, and when Goku delivered a devastating blow to the warrior that left his back snapped in two, Vegeta decided to put the beast down rather than help him rehabilitate.

Yeah, I know, it’s the wrong Vegeta.

As a result, Nappa’s presence on the show was fairly brief. He shows up, beats up the lesser fighters, and then gets to be the sacrificial lamb to Goku in a bid to demonstrate how far the warrior has progressed in his training. Still, I always thought he was a really effective bad guy. A remorseless killing machine who just loves to fight. His design is simple in that he’s just a massive piece of man-beef with a bald head and moustache. He wears the giant Saiyan armor that was still rather new to viewers at the time, but has shown up in a myriad of places since, and just really looks the part of a guy you wouldn’t want to mess with. So many villains in the show are intentionally drawn small and unimposing as series creator Akira Toriyama seemed to enjoy toying with expectations. Nappa was different, though also kind of the same since the much smaller Vegeta was considerably stronger than him.

I love that scouter look.

A few years ago, a version of Nappa was released in the Bandai/Tamashii Nations S.H.Figuarts lineup that was really tempting. A comic book store near me had one on display in a glass cabinet, but I never could bring myself to bite on it. He even got marked down eventually, a paltry 10%, but a discount nonetheless, and I still passed. That version of the character had more of a manga appearance. His armor was basically black and brown, but he still looked cool. In the anime, his coloring was slightly different which happened from time to time. His shoulder pads were more of a yellow and the black portions had a blue hue to them. That was my Nappa, and when Bandai unveiled a version of the character that matched that appearance I finally gave in.

“Hands off the tail, Namek!”

During the virtual San Diego Comic Con in July, Bandai put what would have been its exclusives on its Premium Bandai webstore. The whole thing was a shit show, and getting from one screen to the next was incredibly tiring as the website was just overrun by collectors looking to buy one of the five Dragon Ball exclusives. It took me over an hour, but I did get an order in for Nappa. I had to wait over a month for delivery though, which funny enough, makes Nappa the first SDCC exclusive I have received in 2021. Either because the global shipping crisis delayed release, or because manufacturers expected they wouldn’t need to have product on hand for a physical con, most of the exclusives ended up being pre-orders. My NECA purchase might arrive in October, or it might arrive in December and my Mondo purchase is dated January. My guess is the reason for the delay is actually a combination of both reasons spelled out, but ultimately, it’s a case of “it is what it is.” You want this stuff? Cool, you got it, but you’re going to have to wait.

These chop hands really draw attention to how massive his hands are.

Nappa arrived in the usual SHF window box only this one features a black and yellow motif to accentuate that it’s an event exclusive. My event exclusive Kid Goku was packaged similarly, though I never did post a review of that figure since he’s the same as the other Kid Goku, just with a blue gi instead of orange. Nappa is a chunky boy. He’s not the tallest SHF figure I own, but he’s probably the heaviest. He stands just a tad shy of 7″ and really fills out the package he comes bundled in. He’s a great figure to hold as he looks and feels like a collector grade action figure. The plastic is firm and each, individual, piece has a lightness to it, but the sum of its parts results in a nice heft for this guy. All of the musculature is well sculpted and the anatomy and design of such really echoes the source material well. As is the case for most of the figures in this line, there’s not a ton of paint, but what’s there is clean. Nappa actually commands more paint than usual as his gloves and boots feature some gray piping with mustard braids around the wrists and ankles. The mustard yellow of the abdomen, shoulder pads, and skirt pieces are all painted and there’s even a slight wash on his muscles. The painted portion of his upper chest area matches the sculpted flesh color of the neck well. The only paint application that looks a little odd to me is the moustache on his smirking head because it doesn’t follow the crease of his smile on the right side. I don’t think it’s supposed to though, it’s just one of those things that looks odd. I’d have to closely inspect the source material to see if I’m wrong, but it only looks odd when the figure is placed right in front of your face. Otherwise, I have no complaints about the aesthetics of this guy.

He’s a bit of a ham for the camera.

Where the SHF line rises above most is in its ability to wed these impressive sculpts with a ton of articulation. Nappa has a whole bunch at his disposal and it’s all of the stuff you would expect. He has a ball joint at the head plus another at the base of the neck so he can look all over the place including up and down. At the shoulders, he has a ball joint plus a butterfly joint. Because of the bulky armor, he can’t bring his arms out and across his chest as well as some figures. The shoulder pads are on hinges so they can be moved out of the way, but the bicep hits the edge of his pec. There’s a biceps swivel and double elbows, but his arms are so thick that he can’t bend past 90 degrees. On the plus side, none of the plastic joiner pieces are over-exposed to accommodate a truly wide range of motion so his arms look pretty nice in whatever position you place them in. His hands are attached via ball pegs, and even though they’re recessed in those gauntlets he’s wearing, he can still move them around pretty well. In the abdomen, he has a ball-joint that I don’t think is hinged. At least, mine won’t go up. He can bend back okay, but not forward very well and you definitely have to be mindful of the upper chest area rubbing on his abs and ruining the paint. At the waist, he has a very small ball-peg that basically just affords swivel rotation. There’s a little tilt there, but nothing game-changing. At the hips, he can kick forward and back about as far as you would ever need him to. There’s a thigh twist and double-jointed knees that go just a tiny bit past 90. At the ankle I believe we have a ball-joint. It’s nice and tight, which is what a big figure like this needs, but doesn’t provide a huge range of motion. There’s also a toe hinge, but it’s not very good and is kind of ugly because the joint is too far forward.

I couldn’t really get him into a kneeling pose to sell this one better.

Nappa moves reasonably well. Obviously, there’s no getting around that armor he wears. It’s big and bulky. The hinges on the various flaps help to some degree, but there’s only so much they can do. While I wish he could reach out in front of himself better than he can, I wouldn’t want to put any cuts in the armor to facilitate that so I’m happy with the choices Bandai made. It helps that Nappa doesn’t really have a signature energy blast like a Kamehameha or Special Beam Canon that he needs to mimic. He’s more of a brawler, and if Bandai ever did want to do a more articulated version of him they could also do a battle damaged one that doesn’t have the armor. As I mentioned in the prior paragraph, the lesser articulation means his joints mostly look really good. His elbows and knees look pretty great whether bent or out straight and there’s not a lot of gapping issues on him. The only area, besides the useless toe hinge, that I think looks a little unsightly is the neck. He’s always going to have a small gap there and since his neck is bare there’s no way to hide anything. The trade-off for the neck articulation is one I’d make though. He is an action figure, after all, not a statue.

Time to fly!

There’s a lot of plastic in Nappa, so it’s probably not surprising to see his accessory count is on the smaller end. Nappa comes with four, distinct, facial portraits. He comes with a smirking face, a yelling face where he’s looking straight-ahead, a yelling face where he’s looking down and to the left (or like he’s trying to look behind himself because there’s a guy grabbing onto him) and a smirking face with scouter. The scouter is non-removable so you only get one display option if you wish to use it. I always think of him as having the scouter on so that’s my preferred look, but I like the others as well. The head where he’s trying to look off to the side is definitely present so you can recreate the scene where Chaoz blows himself up why clinging to Nappa’s back. It’s even illustrated on the back of the box. I don’t have that figure though.

The base of the stand looks pretty cool, it’s just that Nappa isn’t the best figure for such a stand.

In addition to the alternate heads, Nappa also comes with 3 sets of hands. He has fists in the box, but also has grabbing hands and a set of hands that are in a “chop” position. I’m assuming he does some chops in the anime, though I really can’t recall specifics (maybe when he’s smashing up the jets) and the product shots on the box are of no help as none feature them. He also has a seventh hand which has two fingers extended. It functions like a cool, style, pose sort of thing and he may have done an attack that utilized such a gesture, or I could be mistaken. I think it’s present because that’s how he makes holes in the ground to plant the Saibamen. Of the sets, I definitely prefer the grabby hands, but all of them feel like they have use and I’ll likely switch them up, though I don’t know that I’ll ever display him sans scouter. That’s it though for accessories. As usual, there’s no blast effect which would have been nice. A big, mouth, blast would have been pretty fun and unique. I think the standard version might have come with a small one? Or the shop I used to see him at just happened to display him with such. That blast effect wasn’t the best, but I’d still take it over nothing.

Goku, on the other hand, works just fine. The third stand (not pictured) uses Whis’ symbol for the base.

That’s not all I have to talk about though. For SDCC, Bandai had four figures available plus a fifth set which was a box of action stands. They’re personalized to coincide with the figures they did and I grabbed a set. I think it was 40 bucks, but it got you 6 stands, 2 each of the following design: Goku, Whis, and a Saiyan Space Pod. I grabbed it because I really did need more stands and I thought they looked pretty slick. Unfortunately, when it comes to Nappa it doesn’t work too well because he is just so thick. The stand is designed to grab the figure around the waist and has some added crotch support, because even action figures need crotch support. The clasp really can’t get around Nappa’s waist, but he can at least be position on the crotch piece. You will likely need to tighten the screws in the stand as far as they’ll go to accommodate his bulk or else it will just topple. I like that the pack came with two of each style though since anyone who has the previously release Saiyan Saga Vegeta will likely want to use one with him. I do not have that figure, though if he ever gets a re-release I’ll probably grab one now. I was able to finagle a flying pose for Nappa with the stand, though I don’t think I’d trust it on a shelf. That means it’s more like a base for Nappa, and having the space pod as a base is kind of cool in its own way, but it would have been nice if it had been specially engineered to work better with the bulky Nappa.

This figure has some shortcomings, but ultimately it nails what it needed to the most and that’s the look. This looks like Nappa from Dragon Ball Z and he looks fantastic. It would have been awesome if they had found a way to make him move a little better, (and at least one of the product shots on the back of the box must be a render because he can’t wipe his mouth with the back of his hand) or stuck in a cool effects part, but he can definitely can hit all of the important poses for the character. Really, the biggest negative about him is now I want more figures that display well with him. A Saiyan Saga Vegeta is the most appropriate, but it did cause me to look at the recently released Kid Gohan, but I don’t think I need him. I considered Kaioken Goku, but he squared off with the unarmored Nappa so that doesn’t feel necessary. I did grab one figure, and I’ll tell you about him soon enough, and I also pre-ordered the new Krillin so Nappa should have a few guys to play with in due time. This is a guy that enjoys being violent, so I definitely need to feed him.

This dude looks good and he knows it. He’s not quite as tall as King Piccolo, but definitely chunkier.

This action figure is an event exclusive from Premium Bandai. Other retailers did buy some stock, but they tack on a sizable surcharge. Even with that surcharge, it looks like most have sold out so if you want him you may have to go to the secondary market. Some people are probably looking to flip him, and Bandai did open a pre-order window since their website was so terrible so some people (and possibly retailers) will get him in Q1 2022 so if you don’t like the prices right now you can wait and see if they improve next year. Bluefin Brands has also been hosting a pop-up shop that will be selling the con exclusives. They’ll probably only hit major cities like LA and New York, but maybe you have a buddy who can get to one for you or something. If you prefer the older version, maybe the release of the more anime-accurate Nappa has knocked the price down on that guy a bit. I’m pretty happy with him, even if my Saiyan Saga collection is rather light, and I don’t think any DBZ collection of S.H.Figuarts should be without a Nappa.


NECA TMNT “Muck Everlasting” Deluxe Muckman and Joe Eyeball

Here comes Muckman!

There was a bit of confusion in the collector space when NECA unveiled the fourth figure in its deluxe line of action figures based on the 87 cartoon series Teenage Mutant Ninja Turtles. Muckman was the company’s chosen character and some immediately scoffed at the presentation. The green, lumpy, orange-clad mutant didn’t look “good” to them. It would have to be pointed out, numerous times, that this was Muckman from the classic cartoon series who appeared in only one episode, the 1991 “Muckman Messes Up.” In that episode, garbage collectors Garson Grunge and Joe Gunkee are exposed to mutagen via Bebop and Rocksteady causing them to mutate into the duo of Muckman and Joe Eyeball. Considering it was just one episode, it’s easy to see how some could forget over the ensuing 30 years, especially when as kids they were exposed to the original Playmates toy version of the duo. That figure was far more gross and detailed. When the character was brought to animation, there was just no way to preserve that on a TV budget so the character was simplified. He was still pretty grotesque, just less defined.

I have a love/hate relationship with these f.h.e. inspired boxes. I love the execution, I hate that I can’t bring myself to throw them away.

And NECA’s version of the character is TV specific, and like almost every figure from this line, the character looks like he was yanked right off of the screen. All of the details one would expect to be there are present: the banana peel on his head, the clothespin on his nose, flower petal on the shoulder, aerosol can on the ankle, mirror in the stomach, etc. There’s even that weird, gray, blob, on his chest which I have no idea what it’s supposed to be. He’s goopy and gross and looks just like how he’s supposed to.

This is the only slime pic you’re getting out of me.

Muckman getting the deluxe treatment was originally not supposed to happen. He was supposed to be in a 2-pack with Mondo Gecko, but the pricing wasn’t working out for NECA. Both he and Mondo are two characters that require a lot of unique tooling and it’s not the kind that can be reused down the road. Rather than up the price on a two-pack, NECA decided to split them up and make some changes. We’ll talk about how that impacted Mondo when we get to him, but for Muckman it would appear it had little impact. He is in his own unique packaging which seeks to emulate the f.h.e. VHS releases from yesterday, as have all of the deluxe releases in this line, and it looks terrific. He comes with less stuff though in comparison to other deluxe releases. Again, the cost of tooling likely played a role and NECA probably doesn’t plan on reissuing this figure as much as it will someone like Krang which helps offset some of those initial costs. This means Muckman will run you about $35 at retail, which is the higher price point for deluxe figures previously occupied by Krang with Metalhead and the Foot Soldier coming in at $30. With prices skyrocketing over the past year, I’m guessing $35 is going to be the new floor for this kind of release and $40 will be reserved for the higher cost figures (like Mondo and the upcoming Chrome Dome) going forward. It’s an unfortunate reality, but one all toy manufacturers have to deal with and as collectors we can either accept that or accept lesser products that must make sacrifices to keep costs down. I definitely prefer to keep the quality high, so for now, I’m just rolling with it.

Finally, someone who smells worse than Rat King.

Muckman stands just shy of 7 inches. He’s got a slight crouch to his stance so if you straighten him out completely he can probably hit that 7 inch mark or exceed it slightly. This is true to the show as he was larger than the turtles and he definitely looks to fit-in just fine with the rest of the line. He’s painted just like every figure in this line in that he’s got a darker paint job on his backside to simulate cel-shading and it generally looks pretty sharp on this guy. His bright, orange, jumpsuit is in tatters and there’s a ton of linework on him to accentuate each goop and glop on his body. This paintjob is super impressive as there’s a lot going on and I can’t find a touch of paint slop anywhere. This may be the best paintjob the line has seen to date and it’s great to see that level of quality on such a nice sculpt. This dude is one heavy figure and he’s very solid. I’m sure there will be people out there a little irritated at the price of the figure, but I doubt many will say this guy doesn’t feel like a deluxe release.

What’s up, little buddy?

Muckman is a beefy dude, but he still has plenty of articulation. He basically has what you would expect him to. He’s a character without a neck, so his head mainly pivots from side-to-side. He can look up, but not down. At the shoulders we have ball-hinges and his arms can raise out to the side just fine. The tattered edges of his jumpsuit are soft and flexible so you can rotate his arm all the way around if you want to, though I would be mindful of potential paint rub. Past that we have a biceps swivel and double-jointed elbows. The hands can rotate and are hinged for in-out motion. In the abdomen we have a diaphragm joint that is likely a ball joint that allows Muckman to rotate and tilt. There’s a lot going on with the sculpt in that area, so you do need to be mindful of that so you don’t mess up the paint. He can also swivel at the waist below that. The legs are the new model hips and, unlike my frogs, is plenty tight so he has no trouble standing. There’s a thigh twist and double-jointed knees below that and each, goopy, ankle has a hinge and a rocker. Yes, even that left foot with the manhole cover base can rock side-to-side. On my figure, the only joints that were tight out of the box were the knees. I’ve heated them up once and got them to budge a bit, but they’re still not perfect. I could probably heat them again to correct this, but I’m not sure I need to as I can’t see myself doing anything elaborate with his lower half.

Does this count as a third expression?

Muckman pretty much nails the presentation side of things. The sculpt is excellent and so is the paintjob and he has more than enough articulation to satisfy collectors. Where he may come up a tad short is on the accessory end. Muckman comes with two sets of hands: gripping/trigger hands and open hands. He also has an alternate mouth which just plugs into the figure’s face. One is open and one is closed. He has his garbage can which slides into a slot on his back. The connection is loose, but the bucket will sit there just fine and it can support the weight of his biggest and most appropriate accessory: Joe Eyeball. Don’t try to force the bucket in or look for a click or you’ll risk breaking the tab on it. Just set it and forget it. As for Joe Eyeball, he’s a slight upgrade over the version Playmates released 30 years ago. He’s fully painted in the same cel-shaded style as Muckman. The cartoon version of the character omitted that weird, armpit, eyeball so it’s not on this one either. He does have some articulation though. His head is on a ball joint so he can rotate and tilt and look up and down as well. His top, two, arms are also on ball-hinges so there’s some pose-ability there as well. The two lower tentacles, legs, and tail are non-articulated so don’t try to crank on them. The tentacles are just glued in so they look like they could be articulated, but are not. Same for the eyes. It would have been fun if they were bendy, but then you have to worry about paint cracking and such so I get why they did it this way. He fits in his bucket just fine though and he can also stand on his own if that’s your preference. I like positioning him in the bucket with the bottom tentacles hooked onto the lip of the bucket so he looks like he’s peeking out from behind Muckman.

He has a gun, but he also kind of doesn’t.

The Playmates version of the character came with this big, trash, bazooka-like gun, but in the show Muckman just tossed globs of himself at people. To replicate this, NECA included a cannister of green slime. There’s a radioactive symbol on the canister, which kind of resembles a drum barrel, just on the small side, and it’s sealed with cellophane. The substance, from what I’ve seen, is pretty viscous and actually holds together fairly well unlike the old slime which was thinner and ran all over the place. This Muckman can’t have slime dumped through his head and out of his mouth like that toy, but you can have him hold globs of it in his open hands or fill his bucket up with it. It’s not something I really want to mess around with though, so it’s just going to sit in that bucket and function as a visual accessory, but I suppose it’s cool NECA included it. What I would have preferred instead though, is just some trash globs that could fit in Muckman’s hands made out of a green, semi-transparent, plastic similar to an energy or blast effect that comes with various figures out there. I can accept a low accessory count with a figure that doesn’t really need accessories, but it is definitely something I feel like is missing and I’m actually a little surprised it is. The slime is kind of fun, but also not really something an adult collectible should come with. I guess it was cheaper than the alternative?

It’s almost a shame that the gun, technically, isn’t meant for him because he holds it really well.

Muckman does come with one additional accessory and I wonder if it was added when NECA decided to make him a deluxe release. NECA is pretty good about setting a cost baseline for their figures, and if a figure comes in below that cost, they add stuff to bring it up as opposed to just pocketing the savings. At least that’s the approach brand director Trevor Zammit takes so Muckman comes with the Rockilizer gun. The gun was seen in a completely unrelated episode and was given to General Traag by Krang. The Traag and Granitor two-pack was a high-cost two-pack which didn’t come with a lot of accessories so using Muckman to get a unique weapon into Traag’s hands is pretty cool. I mean, I’d prefer that Muckman just have his globs of goo, but the gun is definitely a welcomed addition. It’s a cool looking design, though it’s potentially brittle since there’s not much holding it together besides a thin, tube, of plastic. That’s not NECA’s fault as it’s just how the design of the gun was made. I suppose they could have cast it in a more flexible plastic, but it at least looks as it should and the paintjob is well done. And to his credit, Muckman can hold it very well with his trigger hand, better than Traag can since he doesn’t have a proper trigger hand. That’s where it will go though in my display with Muckman opting for his open hands instead.

Now Traag, I hope you remembered to say “Thank you,” to Muckman for bringing you your gun.

Muckman was probably not high on the wants list for a lot of people, but I doubt any are going to complain about this guy. He’s somewhat quietly turned out to be one of the best figures in this line so far. He looks just like the TV version, the sculpt is awesome, the paint is great, and he has plenty of functional articulation. And if packaging is your thing well that looks fantastic too! The only negative I could find with him is the lack of molded goop for him to hold in his hands. Otherwise, everything is awesome! The only other negative was having to wait a day shy of four weeks for NECA to ship him and Mondo Gecko my way after having a sale on their website. Both figures were advertised as “in-stock and ready to ship,” but it still took almost a month for him to reach me. I basically paid 15 bucks for the privilege to sit at home and wait, even though I’ve been seeing the figure in plentiful quantities at Target. Hopefully that’s good news though for anyone reading this that has yet to get one. He is a Target exclusive and if there’s demand beyond that NECA will probably make him available as a made-to-order item, but that’s probably a year away if not more so don’t delay. This guy may not seem like an essential character to some from the show, but he’s definitely worthy of being in your display.

This barrel of goop is apparently the only weapon Muckman needs.

Super7 TMNT Ultimates! Rocksteady

Bebop’s got a buddy.

We saved the big boy for last! The lone villain of wave 3 of Super7’s Teenage Mutant Ninja Turtles Ultimates! line is the mutant rhino, Rocksteady. He follows in the footsteps of the monstrous Bebop who was released in wave 2 and is the crown jewel of the young line for many collectors so far. Rocksteady follows a similar path as he too has seen an upscaling in his size. Unlike Bebop, who’s original figure was squat and thus should have been taller, Rocksteady was not. His Playmates figure, which this figure is based on, was pretty much straight up and down so had Super7 wanted to make him shorter they had a reason to, but I am glad they decided against doing so.

That can’t be a very comfortable way to travel.

Rocksteady arrives in the purple slipcase cover that all of the villains get to wear. If you really like this package soak it in now, because there is no villain planned for wave 4. Now, I didn’t really talk about the packaging in my reviews of Michelangelo and Metalhead because it’s the same as all of the figures in the Ultimates! line, which is to say it’s quite nice, but a tad excessive. Rocksteady is worth pointing out though because he looks pretty ridiculous, in a good way, in box. And that’s because his head is so massive that he needed to be packaged looking over his should in order to fit in the box. His profile is roughly 3 inches long and it certainly is an eye catcher. When looking at him in box, I was a little concerned that Super7 may have gone overboard with his head, but once I got him out of the box and looking straight ahead I found my concerns were baseless.

His ENT doctor either loves or hates him.
The dermatologist definitely isn’t a fan.

Rocksteady is a big boy. That’s the main takeaway anyone is going to have when handling this guy. He stands at about 8″ tall and certainly commands respect with his impressive stature. The body is basically the exact same as the vintage Rocksteady this figure is based on, only with the details embellished. His skin has a texture to it that adds a bit of realism to this guy. All of the warts and scars are still in place, except now they’re either fully painted or Super7’s black wash they added to the figure really brings them out. His black tank top also has some added texture to it and the camo on his otherwise brown pants is plentiful. Unlike Bebop, he does not feature a tail, but neither did the original figure. He has his helmet, which is non-removable, and still sports the same, stoic, expression as the old toy. The paint on his eyes is nice and glossy giving it a natural sheen that really adds a lifelike quality to this guy. He’s easily the most “alive” of any of the figures in this line so far and it’s a testament to the quality of both the sculpt and paint.

That’s quite a profile.

In terms of articulation, Rocksteady is quite a bit like his mate, Bebop. The head can rotate and pivot a bit and has a decent amount of range looking up, but almost none looking down. Normally, that’s not something that bothers me, but with a figure who towers over the others, it would have been nice to see him able to look down more. At the shoulders, he has ball-hinges that are at a good tolerance. He can lift his arms out to the side and rotate all around. There’s no biceps swivel, but he does have a swivel and single hinge at the elbow to make up for it. Like the other figures in the line, he can’t quite achieve a 90 degree bend at the elbow, but he gets closer than the turtles at least. There’s no articulation in the torso, but he does have a waist twist. The belt is permanently affixed to him so there’s no fear of losing it this time, which is nice. At the legs, we have ball joints that let him kick forward and back a generous amount and he can basically do a split too. There are thigh swivels below it and one arrived stuck on my figure. A quick twist though was all it took to free it up, so crisis averted. At the knee is another swivel and a single hinge that gets him to about 90 degrees. There’s a boot cut below that, and at the ankle there’s only a rocker joint because of the way his boot cuffs are sculpted, so no hinge there.

Well, hello little buddy!
The new model isn’t as proficient a nose-picker as the original.

Rocksteady moves well enough. With Bebop, I felt he really could have used a diaphragm joint, but with Rocksteady the need is less since he has a shirt. They could have attempted to make the shirt an overlay, but that usually negates articulation in that kind of joint anyway. Where Super7 definitely missed an opportunity is at the jaw. A hinged jaw would have really added some personality to this guy. My biggest complaint with Bebop and Rocksteady is that they’re so stoic looking to the point of coming across as passive. Neither looks ready to obliterate a turtle. With Bebop, a hinged jaw would have been harder to do without harming the aesthetic, but with Rocksteady his lower jaw is a separate piece already. It’s just glued on. Why not slip a hinge in there? Plenty of companies have proven at this point that you can do it and hide it extremely well. The seam is already there!

At least he’s got a knife for those hard-to-reach places!

Considering this guy contains a lot of plastic, it would seem Super7 had to pair back the accessories a bit even when compared with Bebop. Rocksteady comes with a pair of gripping hands in the box and he has a second pair of fists. I really miss some kind of style pose hands with this guy and I would have taken those over fists, for sure. In terms of weapons, he has his trusty Retro-Mutagen Gun which is basically a scoped rife of some kind. In what has become an unfortunate trend with this line, there’s virtually no paint on the gun. Super7 gave it a graphite finish, which distinguishes it slightly from the weapon sprue version also included, but it’s still just a big, gray, gun. There isn’t even a dab of blue or white paint on the scope lens, which is unfortunate. Rocksteady also has his knife, which would look huge in the hands of most, but looks a lot smaller in Rocksteady’s hands. It’s bigger than Bebop’s though so it still looks fearsome. The blade is also painted silver, thankfully. His manhole cover shield, unfortunately, did not receive an upscaling. As was the case with Bebop’s trashcan lid, it looks pretty silly in Rocksteady’s hands and it’s a pain to fit into them because it uses the same backing as Bebop’s trashcan. It’s at least bigger than the vintage one, which basically takes up the smaller “disc” inside it, unlike Bebop’s which somehow turned out smaller. Lastly, Rocksteady has a trio of grenades to wield. Much to my surprise, they’re different form the ones that came with Metalhead. These ones have some silver paint on the metallic portions and look a whole lot better as a result. His belt also has a lip on the rear part of it so you can stick the knife in there if you want or clip the grenades in as well. I love weapon storage on figures! This is also good because he doesn’t really hold the grenades that well. You basically have to just kind of position them on the openings of his gripping hands and hope for the best.

You would think that’s Bebop’s shield by looking at this picture, but it’s not.
From the front, the shield looks like the vintage model, but it’s easily the dud of the accessories since it’s too hard to hold and it lacks paint.

It’s a solid assortment for Rocksteady, but the big omission is obviously a second head. Bebop got one, but it was the same sculpt just with a different deco. Rocksteady didn’t need one in that sense, but I still wish he had an alternate portrait like the turtles. I just wish Super7 viewed that as a feature of this line and not one reserved for the turtles alone. It looks like some of the upcoming non-turtles will get that though, like Mondo Gecko and Ray Fillet, but it’s too late for Rocksteady. Again, a hinged jaw would have accomplished the same for me. And I already mentioned my disappointment at the hand allotment. Especially considering he can’t really hold his grenades in a natural manner. Just one, open, hand would have been fine, but oh well.

Bebop’s got his buddy.

Rocksteady ends up being a lot like Bebop, and that makes perfect sense. The issues I had with Bebop are present with Rocksteady, but so are all of the things I liked. Rocksteady relies on his size and impressive sculpt to get attention and he does a great job at that. Where he stumbles is just in how passive he looks in basically any pose. A jaw hinge, style pose hands, or an alternate portrait would have solved that issue while retaining the look of the vintage toy for those who want it. Super7 could have even looked to some vintage versions of Rocksteady that they’ll likely never reproduce to find an alternate portrait like Mutations Rocksteady or the kickboxer Rocksteady. It’s just enough of an issue, for me, to view this as a very good figure that could have been truly special.

It’s shell-shocking time!
It can’t be undersold how big these dudes are.

I am happy with Rocksteady and very happy to pair him with Bebop. They go together like peanut butter and jelly, and even though I was able to pass on Shredder, there was no way I could pass on Rocksteady after getting Bebop. I love his size and I love the paintjob he was given. I do still prefer Bebop to Rocksteady, but that has little to do with how the Rocksteady figure turned out and everything to do with how much fun the design on Bebop is. The red vest, skeleton turtle shoulder pads, high top sneakers – he’s just a product of his era. By comparison, Rocksteady is the no nonsense soldier just hear to blast turtles and maybe get paid. He’s not the dimwit he was in the cartoon, but he’s also not a genius either. He’s just a soldier who wants to pulverize some turtles, and he looks like he could!

Lets bring Baxter in, since I so often leave him out of these group shots.

That is going to do it for me with wave 3 of Super7’s Teenage Mutant Ninja Turtles Ultimates! collection. I decided to pass on the fourth figure, April O’Neil, as I never liked the look of the figure she’s based on and I felt no attachment to the Super7 offering as a result. As of right now, the fourth wave for the line is aiming for a December release. They’re scheduled to leave the factory by the end of September and Super7 is asking people to plan for a 60 day transit given the global shipping crisis. Considering they’re going to come in around December, things could get even more backed up given the holiday shopping season will be well underway. Hopefully, the wave reaches us in 2021, but whenever it gets here, I’ll have some thoughts to share on two of the figures: Donatello and Muckman. Until then, the other turtles are just going to have to make do as a trio. At least they have a party robot to keep them company.

It’s a minor miracle my Mutations Rocksteady survived the great purge of 1998. The only other TMNT toys from that era I have are the original ’88 figures and the movie ones.

Super7 TMNT Ultimates! Metalhead

Let’s get this party started!

This post marks number 800 for this blog! Now, when I hit a nice, round, number like that I usually try to find a special topic of some kind, but also one representative of the content on this blog. Well, we certainly look at a lot of toys on this space, and there have definitely been a lot of Teenage Mutant Ninja Turtles posts, and I do consider myself a metalhead so why not do a figure review of Super7’s TMNT Ultimates! Wave 3 Metalhead? Now, I’m taking a bit of a gamble in making such a milestone post a figure review. This thing could suck for all I know, but I’ve handled enough figures from this line that I’m reasonably confident that it won’t. Plus, it’s Metalhead, one of my favorite figures from the original Playmates line and one I wish I had held onto (sorry, no comparison shot).

There’s a lot going on with this sculpt.

When it comes to this line, it’s interesting to see the choices Super7 makes in regards to how faithful they want to be to the vintage toy and what they want to change. With Bebop, we saw they elected to pump him up quite a bit so that he towers over the turtles. Metalhead is a robot turtle, and across other mediums he tends to be on the larger side. Super7 though, saw him as a robotic duplicate of the turtles akin to the fifth turtle, so they decided to make him the same size. He’s not the same sculpt as his body is loaded with tiny, technical, bits, but he is the same height, width, and obeys the same proportions. This puts Metalhead at about six inches which means that, despite this being a 7″ scale line, he’s actually shorter than NECA’s cartoon version of the character by nearly an inch. Obviously, these two are not meant to be exactly the same as they’re the same character from two different sources, but it is an interesting comparison.

I had to bring out the flash for this shell.

Metalhead was one of the more detailed sculpts released by Playmates in the original toy line, and the same is true for this version as well. His entire body is covered with grooves, buttons, vents, wires, and rivets. It’s an impressive mold and it also means Super7 had to use a lot more paint than they usually do. The base color for the figure is gray, so every bit of red, black, yellow, silver, and green is painted on. And a lot of the details are quite familiar to me as I look this guy over, especially the little lightning bolts on the forearms and shins. Those were sculpted on the original toy, but unpainted and it’s nice to see them brought to life here. The head still features the light piping which is to say that his eyes and brain are cast in a red, transparent, plastic and the rest of the head is molded around it. Shine a light into the top of his brain and it should filter through the eyes. If you don’t care for this though, Metalhead’s alternate head is exactly the same, but with that feature removed in favor of red paint. Super7 seems to have taken some small liberties with the figure’s legs as there are now tubes connecting the back of the knee to the thigh. I don’t recall how these looked on the old figure, I’m guessing they were there, but part of the sculpt. Here it looks cool, but is a little concerning when it comes to articulation, but we’ll get to that in due time.

“I will crush you, puny robot!”

Of course, the elephant in the room concerns Metalhead’s torso. The original figure was vac metal, a process by which a layer of reflective, metallic, paint is placed over a hard plastic to create a finish akin to chrome. The vac metal is less a paint, and more like a heavy, duty, coating. The problem is, it only adheres to harder plastics like ABS (most toys are a type of PVC) and it’s prone to chipping as it does not possess any sort of give. Super7 opted not to do the chest or shell in vac metal for these reasons. I think, with a little creativity, they could have made it happen if they had really wanted to. The front of the figure’s “shell” is a separate piece so they could have made that removable and given people a vac metal plate to put over it if they so desired. Instead, they just went with a super, metallic, paint job for the torso that’s a very lustrous gold. I am personally not that into vac metal, so I don’t really care. I think this paint job is pretty flashy and I quite like it. Something about how the light rolls across the rear of the shell is very pleasing. It’s so pleasing that I kind of don’t want to put the backpack on him.

Light piping in action! The other head just has red-painted eyes.

If there’s anything to nitpick about the figure’s appearance, beyond the size (I get it, but I do think of Metalhead as being bigger than the turtles), is mainly in just some of the finer details. So much of the character’s sculpt has been painted and brought to life, but the belt is just three colors and most of that is black. The oil can, funnel, and bolts affixed to the belt are unpainted while the grenades are just green. It would have been cool to see some added embellishment there. There’s also the unsightly holes in this figure, one on the rear and two on the chest. They’re to accommodate his backpack accessory, but when that’s not in use you get the holes. Some plugs would have been cool to fill them, or they could have used magnets to hold the pack on. It’s not the end of the world, and I suspect most will use the pack anyway, but it’s just neat when companies go that extra mile.

Robo-chuks and grenades. You can see how the stuck thigh swivels impact how the left kneed is positioned. It’s irksome.

In terms of articulation, Metalhead is basically the same as his organic allies, though the execution is not. Metalhead has a head that sits on the same ball joint and he can pivot up, down, and to the side. The range isn’t spectacular since he has a sculpted neck with no lower neck articulation, but it works all right. At the shoulders, we have ball hinges, but the shape of the shoulder means he really can’t lift his arms out to the side much. He won’t be serving as a “T” for any cheer squads. The elbows are single-hinged, and like the other turtles, the elbow pad won’t let him achieve a 90 degree bend. The wrists rotate and have horizontal hinges. At the hips, he can pivot a bit, but the shell won’t let him spin all the way around or anything. The legs connect via these small, skinny, pegs and below them should be a thigh swivel, but my figure is totally stuck on both legs. I’ve tried heating it, then freezing, to see if that will get it moving, but to no avail. It really stinks because the left leg is rotated inwards a little so his knee isn’t facing forward. He has a swivel at the knee, but you have to be mindful of those hoses on the back because they link the upper and lower leg which really isn’t a smart design. I wish the thigh cut had been repositioned to just above the yellow knee indicator as there is a natural place for it in the sculpt. The other swivel is just too close to the hip and it’s hard to get any real torque without putting pressure on the peg connecting the hip. Below the knee is the standard ankle rocker which works well.

I do really like his tentacle finger.

Metalhead ends up not being the best articulated figure, but he’d have enough if it just worked better. To make up for it though, he has stuff. Like every figure in this line, Metalhead comes with extra hands. He has gripping hands in the package plus a pair of fists and wide gripping hands. I’m not really sure what the wide hands are needed for, but he has them. He also has another right hand which features a tentacle like extension popping out of his index finger. It’s pretty cool looking and something the original toy did not feature. He also has some mechanical nunchuks that clip into his wrist in place of a hand (like the original figure, which I think was the first figure I ever had with swap-able hands). The actual ‘chuks portion can rotate, but not freely like a propeller so it’s more for positioning. Swapping parts is easy, and if anything too easy as they sometimes pop off when just positioning the figure. He also has his pizza oven backpack, since this guy is a party robot. It snaps into his back and the straps plug into the chest. There’s a mini satellite dish that plugs into the top, or you can use the second nunchuk attachment which makes it function like a helicopter. I think this resulted in someone on staff at Super7 saying they mistook the nunchuk that came with the original Playmates toy for a propeller as a kid and wanted to give anyone else who did the same that option with the new toy. Lastly, we have a pair of grenades that Metalhead can toss at his foes. They look just like the ones molded into his belt, so that’s a nice touch, but I wish they could affix to the belt in some way. Or if the backpack could open, now that would have been cool!

You can see how the backpack causes him to lurch forward to stand.
I guess the primary function of this pack is to supply pizza and soda, but according to the bio it has the features of a jukebox, arcade, and can blast Foot Soldiers. That’s quite a bit better than my backpack.

The accessory assortment is solid, though I wish Super7 took more time in painting them. The vintage line was all uniform, so I get that they want to match it, but they provide an unpainted weapons rack with every figure, Metalhead included. Why not add more paint to the rest? The backpack especially could use a little flair on the rear as could the innards of the nunchuk. The grenades don’t even have silver on the handles or pin. They provide these nice, painted, weapons for the turtles, but it seems Super7 shorts every other figure in the line in this area. There’s also the issue of the backpack being quite heavy. Metalhead’s hips aren’t flimsy like Raph’s, but they’re also not strong. His torso might also weigh more than the other turtles because he’s prone to falling backward. Add the backpack and the problem is exacerbated. This is one you’ll need to keep an eye on and you shouldn’t get too ambitious with the posing. It would be a shame if that shell were to scuff or worse. I’m not sure why they didn’t make the backpack hollow, and therefore lighter, but I have a conundrum where I want to display the figure with it on, but it would be a great deal more stable to go without.

And now he can fly!
“Thanks, dude, I needed a pick-me-up!”

These issues with the figure may seem like a classic case of nitpicking, but they all add up to be more problematic than expected. Getting Metalhead to stand is more challenging then it should be, add the backpack and it really becomes an issue. Then when you take away something like a thigh swivel, you’re forced to rely on the other joints to create a strong base. And when you find yourself constantly tinkering with the figure to get him to stand, you end up grabbing the lower leg and forgetting there are hoses behind it and that’s how you end up with a broken toy. Yup, those hoses I pointed out as a potential problem turned out to be just that. The right leg ended up breaking on me, and not from twisting the lower leg too far, but just by my finger wrapping around the leg in just the right (wrong) way, apparently. It’s a very thin, soft, plastic and it won’t take much to break. I have a feeling in ten years when we’re looking back on this line that Metalhead’s tubes will be akin to the old Playmates Krang and the antenna on top of the head that always broke. I ordered this figure through Big Bad Toy Store so I reached out to them (because Super7 asked me to do that first with my Michelangelo issue) to see about an exchange. The stuck thighs already had me frustrated and contemplating an exchange, and the broken coil became the tipping point.

I can’t believe this design choice made it into the final figure.

Metalhead ended up being a more frustrating experience than I expected. He had become the one I was looking forward to the most from Wave 3 of Super7’s Teenage Mutant Ninja Turtles line of Ultimates!, and now he’s my most disappointing. It has not been a great start to this wave as I had the ankle issue with Michelangelo so hopefully the last figure I look at (Rocksteady) won’t be more of the same. This follows really no issues with waves 1 and 2 for me beyond stiff or loose joints, and it’s not causing me to rethink all of the open preorders I have with Super7, but it has taken some of the wind out of my sails.

Hooking the tentacle on a more stable figure has the hidden benefit of helping Metalhead stand.

In the end, maybe Metalhead wasn’t the best choice for my 800th post, but it’s a decision I’ll have to live with. I’ll come back and update this post if I have any success on getting a better Metalhead. Right now, the figure is available in a few places to order, but he won’t last forever since Super7’s model is made-to-order. They’ve relaxed their one and done strategy for this line for both of the first waves, but I wouldn’t count on that going forward. Especially as factory availability remains challenging and shipping from Asia continues to be a problem. I can’t give my full endorsement to this figure as-is, but if you like the look and are okay with the limitations, then you should have enough information to make an informed decision that works for you. I do like the look of this one, and no matter how my interactions with customer service goes, I’m not about to toss him in the trash or anything, but he definitely feels like a “set it and forget it” action figure which is a shame since he has enough stuff that a variety of display options are present. His base just won’t cooperate though, so he gets to be a shiny, golden, idol instead.

Bebop is so big.

UPDATE: I reached out to Big Bad Toy Store, where I bought my Metalhead, about the issues I had with it and they replaced it at no cost to me and without any additional questions. They also let me keep the first one. My new Metalhead arrived a few days later and he’s much better in some ways, and not in others. First of all, all of the joints are free and usable and obviously the wire/hose/coil behind the knee is fine. On the negative side, the hips on the new one seem even more loose than my first one so he’s still no fun to stand. I’m guessing that’s just going to be the reality of this figure where some are tighter than others. There was also some yellow paint slop on the black portion of the knee which was unfortunate. At any rate, he at least looks better because his knee isn’t constantly twisted and I went over the paint slop with a black marker. Because of the performance issues though, I do think Rocksteady is the superior figure in this third wave and I’m still a little disappointed in Metalhead, but I feel better about this one at least. And hats off to Big Bad, I’ll definitely continue to turn to them for my action figure needs.


Super7 TMNT Ultimates! Michelangelo

Turtle #3 is here!

It’s been a longer wait than expected, but Wave 3 of Super7’s Teenage Mutant Ninja Turtles Ultimates! has finally arrived. The original plan was for a new wave of figures to start shipping every 4 months, but COVID had other plans. When we last looked at a figure from this line, there was snow on the ground, we were all trapped in our homes waiting on a vaccine, and Valentine’s Day cards had yet to hit the clearance rack. Now we’re in the dog days of summer, people are arguing over masks again, and kids are heading back to school. It is what it is, but at least the wait is over and collectors now have 3/4ths of the Teenage Mutant Ninja Turtles assembled for Michelangelo has arrived!

This packaging shot is the only time you will see the extraneous “ninja” weapons.

If you’re unfamiliar with this line of action figures form Super7, this line is an homage to the original Playmates line of action figures first launched back in 1988. Actually, it’s less an homage and more like a straight remake with the figures boosted to fit in a 7″ scale with updated articulation, paint, and sculpting. Some look so much like the old toys that from a distance one might think they’re the same, just bigger. Up close though the differences become more obvious. With the turtles themselves, they especially look more updated than some of their friends and foes. Those old figures had permanently bent elbows and knees and while you could approximate such a pose with these new figures, it’s not something most would want to do. The turtles also come with a secondary portrait that’s a lot different from the original so if that’s the chosen method of display then they’ll actually look quite different. All of the main details are still in place though including the white eyes, facial expressions, belts, and skin tone.

Yup, that’s Mikey.
How do you store your ‘chuks? Chains up or chains down?

And if you’ve handled Raphael or Leonardo, then you know what to expect from Michelangelo. The party dude is essentially the same figure as his brothers. The only thing that distinguishes the turtles from one another is the color of their skin, shell, mask, pads, and the shape of the belt which needs to be customized to serve the turtle’s chosen weapons. Michelangelo sports a deep, forest, green for his skin which has always looked great with the orange mask and pads. As a kid, it was toss-up for me which shade of green I liked best between Mikey and Raph, but I think I can safely say I prefer Mikey now. His default head still sports that side grimace with the right side of his mouth baring teeth and the left not. He has four loops on the rear of his belt to store his chosen weapon, the nunchaku, and a yellow M is emblazoned on his belt buckle so he doesn’t forget his name. He looks good and there is a black wash over parts of his body to accentuate the muscle tone. It does, unfortunately, seem to be on the default head and gives his orange mask a dingy quality. There’s also a bizarre factory error on my figure concerning the left ankle (pictured below). It looks like the cut was done incorrectly for the ball-hinge. Since his foot can only rock, not twist, it means it can never lineup with his knee and looks weird. It’s probably only something I’ll notice, but it’s definitely one of those things that once seen cannot be unseen. One of the horizontal hinged hands has a similar issue. Regardless, it’s not enough of an issue for me to initiate a return and exchange, but I did reach out to Super7 to see if they are willing to send a new lower leg (which just pegs into the knee) and I’ll update this post accordingly if they do indeed provide such.

That’s not supposed to be that way. You can see the outline for where the cut was probably supposed to be made for ankle articulation.

Where Mikey differs from his brothers is in some small ways. The rear of his shell is basically black where Raph’s was a light brown and Leo a deep green. His belt is all black and the trim on his belt buckle and the rings in the belt is ever so slightly darker than the same on Raph’s, and a lot darker than the chrome used on Leo (which sounds like that was a factory error and re-releases of Leo should be closer to Raph and Mikey). The front of his shell is fairly yellow, which surprised me a little because Leo’s was darker, with more orange mixed in, than Raph’s. Mikey’s though is pretty much the same shade of yellow as Raph though making me wonder if Leo was supposed to match and it’s just a factory variance. Oddly enough though, one difference that looks weird is Super7 declined to paint Mikey’s finger and toenails. Leo and Raph both had a bright, yellow-green, color to their nails that looked fine on Raph, but a little like nail polish on Leo. Maybe they didn’t like how it looked on Mikey who features the darker skin tone. They could have gone with another color though rather than not paint them at all, but it’s not something that stands out on a shelf either so I guess it’s just me nit-picking.

I hate taking this picture because Raph’s heads are not fun to swap.
And that’s because I choose to display Leo and Raph this way, so this is likely how Mikey will have to be displayed.

In terms of articulation, Michelangelo is exactly the same as his brothers. As such, I don’t feel the need to break it down completely again since you have that in my reviews of Raphael and Leonardo, so instead I’ll just say what’s good and bad about it. For one, Super7 does not like double-hinged joints. It’s something we just have to agree to disagree with when it comes to Super7. I will say, Mikey’s joints are at an appropriate tolerance which is an improvement over his predecessors. His extra hands and head also swap a lot cleaner. Maybe all of that extended time sitting in a hot shipping container did some good? The only joint that is a little tight is at the shoulder, but that’s a strong joint so it’s something I don’t worry about breaking. The hips, a point of contention with the past figures, seem tighter and Mikey stands just fine. The lack of a butterfly joint and the fact that his arms can’t quite bend at 90 degrees are more of a problem for a ‘chucker like Mikey. I can’t, for example, get him to do the ‘chuk over the shoulder with the other hand reaching across the chest/belly to grab it pose. The ‘chuks aren’t quite long enough, nor can he reach all the way across his body. He can at least hold one handle of the nunchaku while the second is in a belt loop.

The most popular nunchaku pose? At least absent a whirling piece.
Chains are awesome, but it does suck that they can’t be posed.

Where Mikey is the same, but different, from his brothers is in the accessory loadout. Obviously, he’s got to have his ‘chuks and Super7 decided to give him three sets. One is all painted, plastic, versions of the nunchaku he came with in ’88, only now the chain is sculpted instead of plain. The second set is painted as well, but features actual chain links between the handles which has basically become the standard ever since NECA’s 2008 release of the Mirage Michelangelo. Both have advantages and disadvantages when it comes to displaying the figure as the real chains give the figure an added sense of realism, while the plastic version allows for gravity-defying posing. The plastic links have a slight bendy quality to them so you can try to position them in a manner that makes it look like Mikey is swinging them. Both sets can fit into the rear holsters on his belt just, albeit quite snugly, though I prefer the chained versions for that since it’s not going to put stress on the weapons like it would the all plastic version. The third set is another pair of plastic nunchaku, but unpainted like the vintage toy. It’s attached to a sprue/rack along with the other “ninja” weapons likely no one uses. Something I’m just now noticing is that all three turtles feature a slightly different shade of brown for their weapons rack. I’m not sure if this is intentional or not, but might bug some people. I, personally, never take them out of the package so I have no right to complain.

Michelangelo comes with the box, but he’ll need help from his brothers if he wants to score a slice.
The alternate head has been a point of contention in the fanbase. I think it’s okay, but yeah, it could have been better.

In addition to the nunchaku, Mikey also comes with painted versions of the generic weapons all of the turtles came with and have come with: ninja stars, that hooked thing, and the little knife weapons. He also has an assortment of hands including gripping, fists, and style posed hands. He also has another set of gripping hands with a vertical hinge instead of a horizontal one. The second head follows in a similar aesthetic to his brothers in that it’s a bit more realistic, with actual wrinkles and lines to accentuate his expression and basically bring him to life, albeit in a comic book sort of way. Where his alternate head differs though is that Mikey isn’t just wearing an updated version of his old expression, but one entirely different. It’s an all toothy, open mouthed, grin and it definitely takes a little getting used to. It reminds me of the 2k3 Michelangelo from Playmates, as well as that popular GIF of the costumed Mikey head grinning. It’s an appropriate expression for Mikey, but I’m not super enthused with the execution. There’s a rather sizable gap between each of his teeth that looks odd and it made painting the mouth a great deal more difficult. It’s a little sloppy. On a shelf, it’s probably not noticeable, but it should look better. It puts me in a bit of a tough spot with the figure as I’ve gone with the alternate portraits for Leo and Raph in my display, but those old toys ones just don’t blend well with that look. So while I want to go default here, I’m likely go with the alternate head just for balance. It’s not a terrible look or anything, but I definitely have a clear preference for the vintage head with this figure where as with Raph I definitely preferred the new one, and with Leo it was more 50/50.

It’s well-painted, but yeah, my Mikey won’t be wielding this thing.
I feel like Super7 missed an opportunity for a pun here.

We’re not done though as Mikey still has a few more accessories. Unlike his brothers, he does not come with any Turtlecoms or even a slice of pizza. Instead, he has his trusty Turtle Hook weapon/grappling hook that he featured in the cartoon. The Turtle Hook started off as this piece of equipment all of the turtles seemed to carry, but it would eventually become Michelangelo’s weapon of choice because certain parts of the world had some issues with the nunchaku. It makes the Turtle Hook something that’s both loved and hated, we all loved it as a fun accessory, but hated to see Mikey running into battle with just a grappling hook. It’s a smart inclusion for a toy though, and while I like the look of it, I must say this is my least favorite attempt at the Turtle Hook to date. It’s non-articulated, and the string attached to it is very plain and lacks something that would make it easier for the figure to hold. Both Bandai and NECA put a piece of plastic at the end of their Turtle Hooks, but Super7 elected not to. It’s probably not something I’ll display with my figure, though I suppose I prefer it to another Turtlecom. Mikey’s other unique accessory makes a lot of sense for him though and it’s one I do like: a box of pizza. There’s only one slice left in it, and there’s some “cheese” stuck to the top of the box, and it’s just a smart inclusion for Mikey. I do wish the box could open and close though, but it works for a display. The pizza in it is permanently glued in at an odd angle which kind of stinks since you can’t fill it with more slices. It also seems a touch small given the size of the slice. I’m guessing a lot of collectors will choose to display Mikey with the pizza though alongside the slices that came with Leo and Raph as opposed to a more battle ready pose. It certainly works well with his alternate head.

Like father like son. My old Mikey was certainly loved over many years.
I really should have dug out my 2003 Mikey for this, but he’s buried under a bunch of stuff in storage.

Super7’s take on the party turtle arrives largely as expected. That’s what happens when a mold is reused for four different characters. The good thing is that mold looks pretty great and packs enough functionality to make this a worthwhile figure to own. And if you already have Raph and Leo, well then you’re going to get Michelangelo. Super7 did right by the character when it comes to his signature weapon, and I do appreciate Mikey getting a couple of unique accessories to help differentiate him from his brothers. I do wish he didn’t come with more ninja stars and those generic weapons, but I also understand what Super7 is going for with this line. Thankfully, there’s only one more turtle to go and then we can hopefully bid those things goodbye. Hopefully, the wait for Donatello won’t be as long as the wait for Michelangelo was as that would mean a 2022 release for Donnie. I guess we’ll just have to cross our fingers until then. And if you want to know more about Wave 3 of Super7’s TMNT Ultimates! line then check back soon as we have a couple more figures to talk about!

Now that we’re done here, it’s pizza time!

UPDATE: After reaching out to Super7 about my Mikey’s weird ankle joint, I was asked to contact the retailer first to see if they had replacement parts on-hand, so I did. I emailed Big Bad Toy Store and about 2 days later I heard back. They were sending me a new Michelangelo at no cost to me and didn’t even want the other one back. That’s some pretty awesome customer service. I’m no shill, and I don’t have any advertisements on this blog or receive review samples, so I’m just telling you as a consumer that Big Bad is pretty great. The unit was partially defective through no fault of theirs and they still made it right. Now, I’m guessing they get reimbursed by the manufacturer when these things happen, but it doesn’t change the fact that it makes things really easy on the consumer when retailers just replace product with zero hassle.

A tale of two heads: matte (left) vs shiny (right)

And upon receiving my new Mikey, I did notice something that escaped me in my initial review. Truly, it wasn’t really something I could have seen unless I had two figures in front of me that featured this distinction. And that is, my new Michelangelo has a coating on his default head that gives it more of a textured, matte, finish. It’s subtle, but it’s something that’s on Leo and Raph. And with Leo, I noted in my review that he had a little swath on his face where this was missing and it seemed to be widespread. I have no idea why this is the case with Michelangelo though. There’s only been one factory run so it’s probably not a running change, unless it was something that was supposed to happen and the factory noticed it mid-production, but it’s pretty odd. It’s hard to predict if this will be an issue in the collector community to the point that Super7 will be asked to respond. I definitely prefer the matte look, but maybe some will like the glossy appearance since it more resembles the original. Who can say? If it matters to you though, there’s not a lot you can do since most of these are purchased online. If buying from eBay, you can inspect pictures. If you find it in a comic book store then obviously you can get a better look at it, but you’ll also likely be asked to pay a significant mark-up.

The alt heads. I probably wouldn’t have noticed anything with these two if not for the regular heads being more apparent. Matte left and “glossy” right.

Super7 is Heading to Springfield!

Wednesday, August 18th, ended up being quite an eventful little day in the world of toy collecting. There were some reveals from major toy companies, leaks, and even those long neglected Street Sharks fans got something to get excited about late in the day. Personally, it was a good day for me too as I finally got to click “ship” on a Big Bad Toy Store Pile of Loot that includes my Super7 Teenage Mutant Ninja Turtles Wave 3. However, nothing prepared me for what Super7 had in-store for us (or technically didn’t) come the evening.

It started in the afternoon when Super7 posted a tease for a new license: an image of a glowing, green, rod with the vastness of space behind it. To the uninitiated, this may have been cryptic or even confusing. A glowstick? What could that be a reference to? For diehard fans of The Simpsons though, the image was unmistakable: an inanimate carbon rod! This rather plain looking object was the punchline to the episode “Deep Space Homer” where the show allegedly “jumped the shark” by sending Homer to outer space. It’s a ridiculous concept, but like a lot of classic era episodes of The Simpsons, there’s plenty of jokes to make it worthwhile.

Speculation was then running wild on social media about what Super7 had planned for The Simpsons. Most, including myself, assumed a wave of ReAction figures was forthcoming. If you’re unfamiliar with ReAction, that’s Super7’s retro, five points of articulation, throwback line of figures that are sold on elaborate cardbacks and can be found everywhere. They’re not my cup of tea as I have no nostalgic attachment to the Star Wars figure line from the 70s and 80s. They’re just ugly figures to me, but sometimes Super7 creates some interesting figures in this line so I wasn’t ready to dismiss the idea. The Nicktoons figures have turned out pretty well, so maybe The Simpsons could be pulled off just as well.

What I was hoping for though, was that Super7 would give The Simpsons the Ultimates treatment. We’ve talked about the Ultimates figure line a lot here, but for those just popping in, Super7’s Ultimates line is a 7″ scale action figure line that’s made to order. These are the figures that are decidedly modern in their approach to sculpting, articulation, etc. The Simpsons isn’t a brand that screams “Ultimates” since we’re not talking about sword-wielding ninjas and such, but I’m interested in figures that capture the likeness best and come packed with tons of accessories and facial expressions. Still, I assumed that would be far off, and if Super7 did want to do Simpsons in that style that they would start small (like they did with Ren and Stimpy) and maybe just offer a Homer or Bart or a one-off character.

What do we have here?!

And I was wrong! Later in the evening, the Twitter account @preterniadotcom tweeted an image of a Google search result for a Super7 Ultimates Deep Space Homer. The link went to a 404 error, but it’s mere existence was encouraging. The same account then dug a little further and was able to find a solicitation image that all but confirmed the existence of a Deep Space Homer action figure. As the name suggests, it’s Homer in his astronaut suit and he indeed comes packaged with our beloved carbon rod. He has extra hands and three different facial expressions. He also has a bag of chips and the colony of ants. It’s just a digital render, but it sure looks promising.

The fun didn’t stop there. Soon many people were messing around with the Super7 store URL and it wasn’t long before an image of the entire first wave of Simpsons Ultimates was uncovered. A user at thefwoosh.com was the first person I saw to uncover the image, but soon every social media account connected with toys was sharing it. The day began rather ordinarily, and then we got a Simpsons tease, then we got confirmation of an Ultimates figure, and when we all went to sleep we had an entire first wave. And it wasn’t just two figures, it wasn’t even the standard four, but five figures! Super7 clearly appears to be all-in when it comes to The Simpsons and I am here for it!

Wow! It looks great! And you get a Homer accessory with your rod!

So who all is joining Homer in this inaugural first wave? Well, in true Super7 fashion, it’s a surprising collection of characters intended to appeal to the diehard Simpsons fan. Disney fans were confused when Super7 launched a Disney line last year consisting of Sorcerer Mickey, Pinocchio, and Prince Jon from Robin Hood because there was no Robin Hood. Super7’s approach is both strategic and also by the seat of their pants. They like to produce the figures that they simply want, and Super7’s Brian Flynn loves Prince Jon so he gets to be in Wave One. To them, that suggests to the consumer that “Of course Robin Hood will be in Wave Two,” but for fans unfamiliar with the company it’s just confusing. With The Simpsons, I’m pretty sure the same thing will happen because Wave One is Deep Space Homer, Moe, Poochie, and robot versions of Itchy and Scratchy from the episode “Itchy and Scratchy Land.” I don’t want to speak for Super7, but my guess is these are just favorite characters, episodes, and gags for the people at Super7. It’s also a tell to the Simpsons fanbase that they’re going to go deep. It’s a foregone conclusion that you’re going to get a Bart, Lisa, Krusty, etc. at some point, so they’re going to give you some of those deep cuts upfront so you don’t have to worry about Super7 not getting to them.

Should I spend hundreds of dollars to amass an army of Itchy and Scratchy robots?!

Of course, since everything except the initial tease is basically a leak (or a cleverly disguised reveal to get people talking) we don’t necessarily know what the plan is or what direction they’re going in. Maybe Super7 isn’t interested in doing a base Homer? I kind of doubt it, but we’ll have to wait and see. They’ll probably want to get someone out there soon to talk about the license and give fans a head’s up, but for now we at least know about five figures. And from what I see, they look terrific. I don’t know that I need Homer in a space suit, but I do like what Super7 is showing here so it’s not something I’m going to pass on. Moe looks as Moe should. He comes with his apron, rag, a Flaming Moe, and a bright red phone for prank calls. He even has an angry, screaming, face that should pair well with that phone. He also has a panda in a crate, because Moe gets his hands into some questionable business practices. Poochie also looks great and comes with his surfboard, skateboard, and all of the stuff he needs to take things “To the extreme!” The stars of the inaugural first wave though might be those robotic Itchy and Scratchy figures. They just look fun with Itchy featuring a removable skull top to expose his robotic innards and Scratchy possessing a removable face to do the same. They have various implements of destruction as well as items to feature in a parade. And, not to be missed, is the Bort license plate that comes with Scratchy (chef’s kiss).

This has to happen.

Even though I get what Super7 is doing here, that doesn’t change the fact that this is a rather bold selection of characters for the first wave of a new IP. Is there a market for high end Simpsons action figures out there? I guess we’ll find out. Many are used to paying 10 bucks or so for the Playmates figures of 20 years ago. These will retail for $55 a piece so there’s likely to be some sticker shock. I’m familiar with Super7 so I know what to expect. I’m also used to paying that kind of money for a toy in 2021 so it should go without saying that I’m all in. And then there’s also the delay in actually getting these. Simpsons fans who have been out of the collector game for a long time will be surprised at the price, and then further surprised when they find out they won’t even get their figures for a year. Super7’s made-to-order model is basically designed in such a way that they almost can’t lose money on a figure offering, but if this wave underperforms it might mean a smaller Wave Two. I suspect they have a list of figures they really want to make and it’s possible nothing will stop them unless sales are truly abysmal, but it will be interesting to see the response to these. As for me, I have a long list of characters that I’d love to see, and I expect a lot of the figures to come will be episode specific. Surely there will be a Bart in Wave Two, but I’m also really hopefully for a Skinner and Chalmers pairing full of Steamed Ham references. Such a thing would surely get the social media a-buzzing!

Update 8/20/2021: The entire first wave is now available through Super7 at https://preorder.super7store.com/. If you want to order from a place that doesn’t charge upfront, more options should become available later in the day. I recommend at least heading on over to Super7’s store for more high-res images of the line including a look at the sleek packaging!


Chrono Trigger (DS)

Chrono Trigger was originally released in 1995, but has been re-released numerous times since.

One of the great hallmarks of the Japanese Role-Playing genre of video games is Chrono Trigger. The 1995 Super Nintendo game was crafted by a dream team of the era’s best RPG developers. Produced by Squaresoft, the title was a collaboration between Square and Yuji Horii, who at the time was best known as the creator of Dragon Quest. The designer for the title was Hironobu Sakaguchi who was credited as the father of Final Fantasy. For RPG fans in the 90s, Squaresoft working on an RPG that was essentially Dragon Quest + Final Fantasy was an RPG fan’s wet dream. How could it be get any better than that? Well, it did, because numerous other talented individuals worked on the title. Akira Toriyama handled (Dragon Quest, Dragon Ball) character designs and a young artist by the name of Tetsuya Takahashi was also part of the art department for the game. Composers Yasunori Mitsuda and Nobuo Uematsu were onboard to provide the music while a trio of Final Fantasy vets, Akihiko Matsui, Takashi Tokita, Yoshinori Kitase, handled the directing duties. A lesser name at the time, Masato Kato (Xenogears, Final Fantasy VII), contributed as a writer on the project and would come to be the main architect of the Chrono Trigger story.

Needless to say, this was a huge project for Squaresoft and the Super Nintendo in the mid-90s and was the spiritual merger of Square and Enix years before that merger would become a reality. Unfortunately though, the game was almost too big and too late arriving in the first quarter of 1995 after the Japanese launch of Sony’s PlayStation and roughly 6 months before that console’s US release. Another obstacle to the game’s success was its price. In the US, the retail price of a new copy of Chrono Trigger was $80, a pretty massive sum of money for a single game that wasn’t part of an established franchise. RPG gamers, particularly in Japan, had reason to be excited for Chrono Trigger and were likely willing to pay such a price, but the casual gamer had no idea what this was and the JRPG subgenre was still finding its footing in the west. All of that is to say, it’s not particularly surprising that, despite largely strong review scores in gaming mags, the game didn’t sell vast quantities when initially released. The production run was likely modest, and many people simply missed it.

It’s easy to see a little Dragon Ball in Toriyama’s designs for Chrono Trigger.

In 1995, I didn’t quite miss Chrono Trigger, but I also didn’t get the full experience. The title was a rental for me, and even though SNES JRPGs aren’t as long as modern ones, a single rental still wasn’t enough time to experience everything the game had to offer. I distinctly remember getting to the point where the character Frog leaves the party, and I don’t believe I made it much farther. The game somewhat quickly came to be regarded as a missed classic. I think this was largely due to the explosion in interest in the genre following the release of Final Fantasy VII, but even a mere 2 years after the SNES release, the game was already hard to come by. Prices on the after-market were routinely $100 or more, and even though we should have still been used to higher priced games, it was hard to justify that kind of expense when brand new PlayStation titles were $50.

For many, their first introduction to Chrono Trigger would come from emulation. Emulators for 8 and 16 bit consoles were becoming popular and many used them as an alternative to paying exorbitant after-market prices for rare games. I know I gave Chrono Trigger another shot on an emulator, but I don’t recall making it very far. For me, there was always a logic hump to get over when it came to playing console games on the PC. I also lost interest because not long after that Squaresoft announced a PlayStation port of Chrono Trigger. The title would be released alongside Final Fantasy IV as Final Fantasy Chronicles in 2001 (ironically, quite late in the lifecycle of the original PlayStation). I was a day one buyer of the bundle and it was in that form that I finally completed a playthrough of Chrono Trigger. Unfortunately, the PSX version of the game wasn’t the best way to experience it. In porting the SNES game to the disc-based PSX a new problem was unleashed: load times. The loading was a necessary evil to enjoying the game as simply going from gameplay to the menu included a load of approximately 5 seconds. It may read as inconsequential in text, but in playing the game it’s annoying and monotonous. Still, it wasn’t all bad for the PSX version as it did include some flashy new animated segments from Toriyama’s Bird Studio and animated by Toei, who also animated Toriyama’s most famous franchise Dragon Ball.

Aside from availability, the big selling point of the PSX release were the new cutscenes.

The PlayStation release was a flawed one, but not so flawed that it could sap all joy from Chrono Trigger. Still, I have wanted to replay the game for years now, but was reluctant to return to that PSX port even though I still own it. And ever since 2008, there really has been no need to as that is when Square-Enix released what many consider to be the definitive version of Chrono Trigger on the Nintendo DS. The DS version kept the good parts of the PSX port but returned the functionality of the SNES version. It also contained improvements in the form of a refined translation and display mode tailored to the DS which basically removed all visual clutter from the main screen and moved it to the bottom one. It also made the game portable, and really the only sacrifice one has to make is the loss of being able to easily play the game on a television. When the DS version came out it slipped under my radar. I was likely just too preoccupied with whatever I was playing at home to grab it. Only recently did I finally rectify that, though similar to the SNES version back in the late 90s, my procrastinating did hurt me in the wallet to some degree though not as badly as it would have in 2000.

My desire to play Chrono Trigger in 2021 stems from the fact that most of my experience with the game was in an inferior form 20 years ago. Since then, the game’s reputation has only managed to grow and many now regard it as the greatest RPG of all-time. The RPG podcast Axe of the Blood God even did a March Madness style bracket for its listeners to vote on that resulted in Chrono Trigger besting the likes of Final Fantasy VII, Skyrim, and The Witcher 3 to be crowned the best ever. Now, one RPG podcast is hardly the final say on any single game, but I found it telling that a subscription-based userbase for an RPG podcast would still settle on Chrono Trigger as one would imagine anyone paying to listen to an RPG podcast is quite likely a diehard RPG enthusiast. And I personally had no real qualms with the result myself as I personally hold Chrono Trigger in very high regard and the end result made me realize that I just need to experience it again for myself.

The DS version really declutters the main screen by moving all of the informative graphics to the bottom screen.

If you’ve read this far and have no idea just what Chrono Trigger is allow me to explain. It’s a pretty traditional JRPG from the 90s. As the player, you control and manage a party of up to 3 characters with more in reserve as you go from town to town in the game talking to non-player characters to find information on where to go. Traveling from these towns to the next destination unfolds over a world map; a zoomed out view of the game’s world where characters can traverse miles in seconds. Upon entering hostile areas, the player will encounter enemies which triggers a battle sequence. Unlike its peers, Chrono Trigger’s transition from exploration to battle is entirely seamless. There’s no change to the art style, no loading of a new screen, the characters just simply pull out their weapons and commence fighting. In battle, characters can attack, use magic, use items, or flee when it’s their turn. Turns are determined by the character’s underlying speed score which affects how quickly their action meter fills. For RPG veterans, they know this as Square’s Active Time Battle System first implemented in Final Fantasy IV and Chrono Trigger makes no real changes to it. Where Chrono Trigger does distinguish itself from Final Fantasy is in the removal of random encounters on the map as enemies will now appear on screen before a battle begins. The other distinguishing trait is in the Tech system, which I’ll get to shortly. For the most part though, the game plays like any other JRPG. When the battle is over, character’s gain experience which contribute to them leveling-up and seeing their base stats improve. They also gain ability points which are applied automatically to their magic and skills and will eventually result in them learning a new ability. Characters can also be outfitted with a weapon and three forms of armor that enhance their native abilities and are gradually replaced overtime as better equipment becomes available.

What sets the wheels in motion is essentially a misunderstanding and an overzealous Chancellor.

That all is pretty conventional, but Chrono Trigger changes this up a bit with its emphasis on time and its Tech system. The word tech is essentially a synonym for magic in other games, though the game doesn’t consider all techs “magic.” They’re the abilities characters learn as they get stronger and the only way to learn a new tech is for a character to participate in combat, which is different from earning experience towards leveling up as inactive characters will still earn experience. Techs come in various forms, some are simply strong physical attacks, others are elemental spells like Water and Fire, and some are support abilities like healing and buffs. Each character has their own unique techs to learn and they basically shape how that character should be used. Some are naturally more physical fighters with the character Ayla in particular lacking a magic attack. Some are magic attackers, some are more of a support character, and a few try to blend both. That part is pretty standard, the part where Chrono Trigger introduces a new wrinkle is in the form of dual and triple techs. Each character will eventually learn a tech that’s compatible with another character. This starts off slowly, but by the end of the game basically every character has a tech that works with another. Learning them is simply a matter of the two characters participating in battle together when they both know the tech needed to create the dual tech. Like standard techs, they take on various forms and can be healing or attacking in nature. Some allow the non-magic users like the previously mentioned Ayla to add an elemental component to an attack, but mostly they’re just high impact moves as the damage output is greater than the sum of its parts. The same is true for triple techs which just incorporate all three active characters.

The Tech system is certainly flashy which helps cover up its lack of depth. Very little player input is required to learn them and it becomes more about balancing risk vs reward. Especially early in the game when the speed of the characters is both slower and more varied. Dual and triple techs are only usable when all of the characters involved have full action gauges so waiting on slower characters means there are moments when characters aren’t doing anything. Towards the end of the game it’s less of an issue as you will likely have access to multiple characters that have maxed out or near maxed out speed. The only added wrinkle is there is one, optional, character that has no dual techs and only a few, hidden, triple techs. Deciding whether or not to utilize that character can be tricky because you’re losing the ability to combine attacks. That character is also entirely offensive in nature which means someone else is going to have to be the healer in the party and usually that character is weaker and not the best choice for dual-teching. By the end of the game though, it’s again rendered somewhat moot as there is at least one character capable of healing that also can dish out plenty of damage.

I know they don’t make any sense, but I do miss the World Map that was prevalent in every JRPG in the 90s.

The main focus of the game’s plot and design revolves around the ability to travel through time. The game begins with the main character, default name Crono, encountering a runaway which leads to the main character getting into a rather sticky situation. It’s not particularly unique for the genre, but it will result in the player getting sent 400 years into the past. As you progress through the game more periods become available. They’re accessible via permanent warps in certain areas and they’ll take you to the future and even further into the past. A key component of advancing the plot involves traveling to the future to obtain something only available there and then going back in time to change something in a later period. Even though you’re essentially playing with the time stream the whole game, it’s still a linear experience for the vast majority of the game. Only towards the end does it open up a bit, as do many of its peers, when the player gains access to a vehicle that both flies and functions as a time machine removing the need to backtrack to specific warp points.

The game is certainly still fun after more than 25 years. The game cycles characters through early on which keeps things fresh and exciting. Level-ups occur at a brisk enough pace and new abilities are added at a suitable pace as well which can become addicting. Seeing each era available in the game also provides incentive to keep going, it’s once you’ve seen them all that the game starts to lose a little steam. Players will naturally gravitate towards a preferred trio only really swapping characters out to make sure abilities aren’t neglected. It’s helpful that you can swap at will, though saving the game is still relegated to the world map and designated save points. By the end of the game, a tedium will start to set in as it becomes apparent that Chrono Trigger’s lack of random encounters doesn’t mean all confrontation is avoidable. Rather it would be more appropriate to describe Chrono Trigger as a game of scripted encounters. Many enemies are onscreen, but completely unavoidable. This becomes annoying in traversing to the various time warps as many will always feature battles in certain spots, even when the party is far beyond the enemy’s talents. One optional string of quests late in the game involves going back and forth between a dinosaur village in two time periods that is just a constant string of fetch quests and backtracking. You will come to know all of the encounters in your way as you battle through them again and again. You may even come to miss random encounters as at least they had some variety as opposed to these scripted ones which never change.

The seamless transitions from exploring to battle are pretty neat, though the non-random encounters aspect of the game has been oversold.

Where the game has not suffered though in the ensuing years rests in its presentation. Toriyama’s digitized character designs are still as charming as ever and the inclusion of the anime cutscenes serve as a reminder of what these sprites represent. The script is mostly light-hearted with plenty of moments of humor. I don’t think anything in this game made me laugh out loud, but it was something I definitely enjoyed for the most part. The score is also a strength, even on tiny DS speakers, though I do feel like it’s missing a signature track similar to how Final Fantasy back in the 90s had its victory theme. The world design is enjoyable though with eras of typical fantasy fare, but also there’s the variety inherent in the future world and prehistory period. The future is quite impressive given the sheer amount of clutter forced into each area. It could have become too messy and busy to look at, but instead remains impressive after all of these years. Certainly, if you’re more of a modern gamer and something like the PlayStation 3 was your first console you may not appreciate the visuals as much as someone who started gaming in the 70s or 80s, but hopefully most will still find them pleasant enough.

And this takes me to my final thoughts and how I view Chrono Trigger as both a product of its time and something that is inherently timeless. Which is to ask, is Chrono Trigger worthy of being viewed as the best RPG ever? I find it hard to argue that it is. I can certainly see how someone who first played it in the 90s can form an attachment to it. It has a terrific team behind it, looks great, sounds great, and it’s just different enough from a Final Fantasy or a Dragon Quest to feel unique. And if you’re into time travel then you really have a recipe for a terrific gaming experience. Where I think it comes up short though is largely in its systems. There’s almost zero customization available to the player as each character has a defined role. Actually, if anything, their roles aren’t defined quite enough as it’s not hard at all to just pick 3 favorites and stick with them. Especially towards the end of the game when all techs have been learned and you can just spam the best dual and triple techs to get past just about every encounter. Enemies basically have just two tricks, they’re either susceptible to physical attacks or magic ones, and not much else. All of the challenge is found in the first 10 hours or so when you’re forced to adapt on the fly, but come the end of the game when it should be getting harder it’s actually getting easier. The final dungeon is almost painfully boring as it’s very linear and offers little or no challenge. I just powered through with the team of Crono, Ayla, and Frog and never had to turn to another character. And I didn’t do any grinding (which is actually another feather in the game’s cap) and was around level 50 come the end. I wasn’t having a bad time with the game or anything like that, but I was certainly ready for it to be over and was reminded why I never embarked on a New Game+ back on the PSX version.

The game boasts an enjoyable cast of characters, though main character Crono is basically just a cipher for the player.

That’s not to say that Chrono Trigger isn’t a competent RPG or an enjoyable experience in 2021. It very much is, and I think a lot of people fell in love with the game because it is so accessible and the presentation is rather flashy for a game form 1995. It’s just not the deep, RPG, experience some might prefer in the genre. I think there’s still a debate over whether or not it’s even the best SNES RPG available. Final Fantasy VI is quite epic in scope with a touch more depth, while Final Fantasy V is very much a systems-focused RPG experience at the expense of story and presentation. In looking at the offerings in the console generation to follow, I still think highly of Final Fantasy VII and I’m also a big proponent for the game’s sequel, Chrono Cross. Then you have games like Suikoden II, Tactics Ogre, Xenogears, and more and I’m reminded that the late 90s and early 2000s really were the golden age of the RPG, the JRPG in particular. And I’m left to honestly wonder if this game can compete with the likes of Skyrim and The Witcher. Those modern titles offer something almost completely different in terms of gameplay, but if I was in one of those annoying scenarios that literally never happen and I had to pick just one RPG to play forever am I picking Chrono Trigger? Am I even considering it? I don’t think so. There is a New Game+ option once the game is over and there are extra endings to uncover, but like the systems, they’re more style than substance. I probably will play through this again since I have the DS version now, but I’m not currently itching to so it may be awhile.

One thing I am certain about in my replay of Chrono Trigger is that the DS version is indeed the way to go. I love making this a portable experience and even though you can’t save at will, at least a DS can be placed into sleep mode to hold your progress. The new display is superior to what came before it with the menu shortcuts on the bottom and the gameplay on the top. I enjoy having the cutscenes even if they don’t add a ton they’re still enjoyable to look at. And from what I can tell, the new translation is superior to what I remember, though admittedly it has been a long time since I looked at the original. The added DS specific content is kind of worthless though. You get a battle arena and a new dungeon that’s just more tedious than anything, but if you’re not tapped out on the game’s combat by the end it’s there. It’s also entirely optional and adding this new content to the game did nothing to harm what had already been created. If you liked Chrono Trigger before, you’ll still like it now. And if you’ve ever enjoyed a classic JRPG, you’ll probably like this as well. It moves at a good clip and it’s very approachable. I would just caution first-time players to not come into it expecting the greatest RPG known to man because that’s an impossible standard for any game to live up to.


What I Want from Super7’s TMNT Ultimates! Line

The year 2020 will forever be linked with the COVID-19 pandemic, a pandemic that has stretched on into 2021 and may very well continue into 2022 at this point. The greatest tragedy of the pandemic is obviously the millions of lives lost to the virus, and I don’t want anyone to forget that the lives lost far surpasses the inconveniences we’re currently dealing with. One of those inconveniences just happens to be a global shipping crisis. When the virus first ravaged China, it causes factories and ports to shut down. Since many consumer goods are manufactured in China, that lead to shortages across the world and things have been slow to come back. Now, many factories are at least operational, but the ports have a huge backlog. Some companies are pointing the finger at the few shipping companies in operation and accusing them of unfair practices and price gouging as the cost to ship a container across the Pacific has exploded. This doesn’t figure to be something that will resolve itself anytime soon either, and some are already cautioning the American public that the holiday shopping season won’t look like seasons from years past.

One industry affected by all of this is the toy industry. Most plastic toys are manufactured in China or Hong Kong and have been affected by the factory closings and shipping situation. Release dates in 2021 have practically lost all meaning as a result and a March release became an April release, became a Q3 release, and so on. One company hit by all of this has been Super7. Super7’s business model is essentially to put a line of action figures up on their site for a one month preorder. When that month concludes, the company places a factory order for the amount of presales (plus extra for quality control and to sell at their physical store) and eventually consumers have something in their hands in roughly 8-10 months. The idea is to put a wave for their various lines up for sale every 4 months, so that by the time the first wave is shipping the third wave is available for pre-order. This model has been blown up though, and one line affected has been Teenage Mutant Ninja Turtles.

The first wave of TMNT figures from Super7 started rolling out last August and into September. Wave 2 followed in December/January and Wave 3 was expected around May. Well, delays pushed things back further into Q2 2021 and then the shipping industry struck. Up until just last week, Super7 was still waiting for the container holding some of the figures for this line to be unloaded at the port. They had the turtle from this wave, Michelangelo, in their warehouse nearly two months ago, but not the rest. It’s something that likely frustrates all parties involved since the product is there, ready to go, but still out of reach. Some retailers, like Big Bad Toy Store, managed to get some of their stock before Super7, which is unheard of. They didn’t get everything though, and many collectors are still waiting. It was actually last night that I finally saw someone post that Super7 is shipping their set of figures so at least the long wait for some is about to end.

As for me, I’m still waiting with no end in sight. I only ordered 3 of the 4 figures in the wave and I ordered them from Big Bad Toy Store. The store prioritized complete sets of orders before fulfilling a handful of singles and has now stopped fulfilling orders leading me to believe they’re waiting on more. Since I can’t tell you what I think about the likes of Michelangelo and Rocksteady right now, I’ll pivot and do a post I’ve been kicking around in my head for awhile.

If you’re unfamiliar with the line, Super7’s take on TMNT is to recreate the toys made famous by Playmates and realize them with a modern aesthetic and in a 7″ scale. As a result, it’s pretty easy to make a wish list since the figures the company produces will mirror those, for the most part. The company has said it intends to do at least a few figures in the line that Playmates never did (maybe more of the Punk Frogs?), and there are some that are off-limits due to licensing issues. For the most part though, I’m expecting we’ll get most, if not all, of the unique characters from the vintage line and some of the turtle variants. The company has already unveiled 5 waves of figures which cover all of the original 10 figures and a bunch of the later figures. They’re clearly not focusing on one year over another, so anything is fair game.

So what would I like to see next? Well, I have some thoughts. I’m not all-in on this line as I’m mostly cherry-picking my favorites, but if Super7 were to release any of the following I’d probably buy it.

Slash

I feel like I’m one of the few who actually likes the cartoon Slash, but this is the Slash we need Super7 to adapt.

If you polled collectors about what character they want to see next it would not surprise me in the least if Slash finished in first. The evil, mutant, turtle from Dimension X was taken from the Archie companion comic Mighty Mutanimals where he was actually a good guy. In what quickly became a trend, Playmates and the cartoon would take a Mutanimal and make him evil which apparently annoyed creators Ryan Brown and Stephen Murphy. When the cartoon wanted to make Ray Fillet a villain, they put their foot down which is why we ended up with just Ray, a weird, composite, fish, mutant.

I certainly respect the views of the creators, but unfortunately, evil Slash is my preferred take. Even the good guy version looks like a bad guy, and this guy is begging to be realized in a modern style. Super7 plays fast and loose with the scale so I’m curious how they’ll approach Slash. The vintage figure was quite squat and actually shorter than the hero turtles, but I’d prefer Super7 make him just a touch taller than the good guys. He certainly should be chunkier, and I’m curious if they’ll give him a proper neck or just stick with the vintage approach. I’m also quite curious to see how the company approaches the figure’s spiked nunchaku. They probably can’t do an actual, spiked, chain, so I suspect it will be bendy, molded, plastic, but maybe they surprise me with something more elaborate. I’m also curious if they stick with the solid purple blades on his hands, or do something more metallic. When the company did Shredder, they basically just stuck with the Playmates colors which is partly why I passed so I suspect they’ll treat Slash in a similar fashion. Mostly though, I hope they take their time with the headsculpt and really bring out those teeth. It would be a shame if they stay too true to the original and produce something soft instead.

Triceraton

I forgot about the rat hanging off of his belt, a snack for later? photo: tmnt-ninjaturtles.com

When I was a kid, I had no idea this guy was part of a race of space dinosaurs called Triceratons, and just thought his name was Triceraton. When the cartoon finally got to him I was forced to admit my head-canon was off. I don’t care though as this guy was pretty bad ass looking. And he was a character I frequently paired with Slash as they had a similar aesthetic with their bumpy skin and all together evil appearance. The cartoon Triceratons NECA gave us are pretty cool and true to the source material, but this guy is different. He’s still an orange, bipedal, triceratops with big guns, but he just looks all together meaner and more formidable. I’m also hopeful that Super7 makes this guy big! I’m talking Bebop size! He’d just have a ton of shelf presence with his bright, orange, skin if made at that size. I just hope they give him some more expressive hands as my only gripe with the Bebop figure rests in the static nature of his posture. At least the Triceraton has a snarling facial expression which will help give him a more dynamic feel all by itself.

Monty Moose

Oh Monty, how I pine for thee. Photo: hollywoodheroes.com

I talked about this guy in my Toys that Got Away feature as he was a figure I saw at the store, but couldn’t buy at the time, and then never saw again. I don’t know what it was about Monty Moose that appealed to me. Maybe it was because I grew up in New Hampshire where a moose sighting wasn’t terribly uncommon? Or maybe it was the Canadian Mountie inspired attire that just looked cool to me. Whatever the case, I still think he looks rather unique and this is another figure that would be huge. The newly released Rocksteady has that long snout of a face that forced Super7 to package him him looking off to the side. Monty Moose has a similar visage, but also packs those massive antlers. Turn him to the side and you just create a new problem. He might need special, oversized, packaging to get the job done and I do feel like he’d come in pretty close in size to Bebop and Rocksteady since he is a freakin’ moose!

Space Usagi

Blast-Off Bunny – Hah! Photo: Google

Earlier in this post I mentioned that some figures from the vintage line were off-limits due to licensing issues, and unfortunately that happens to affect Usagi Yojimbo. It wasn’t that long ago that Super7 founder Brian Flynn mentioned in an episode of The Fwooshcast that Usagi was coming and the contract was already signed, but since then things have apparently changed. Either Flynn got a little ahead of himself, or that agreement became null and void thanks to a new Netflix series featuring the samurai rabbit. Basically, anything Usagi is on pause right now which affects both Super7 and NECA who also have not featured the character in their TMNT line. I’m reasonably optimistic that things will get worked out, but there’s no guarantee.

And if they do get worked out, I suspect we’ll see a standard version of Usagi before we see the space one, even though if I had it my way I’d go with the radical space variant first. I guess some folks in the 90s just found space rabbits appealing because I have no idea why Usagi ever needed to go to space. It was pretty gnarly though and I used to pair him with Space Cadet Raph (who is all but assured to be released in Wave 6, 7, or 8) for intergalactic adventures in my bedroom. He had this neat mask molded to his face that kind of made him look like a Star Trek villain, plus a cape and and dome that fit around his ears. He got to pack a gun instead of his boring old katana, and it’s just the type of wacky character the line was known for and one I’d like to see get another shot at life.

Walkabout

Photo: tmnt-ninjaturtles.com

The old Playmates line is incredibly nostalgic for me, and for various reasons. One reason is when I happen to remember getting a specific figure. Even though my grandmother bought me lots of TMNT stuff when I was a kid, I associate her with Walkabout because she and my grandfather gave him to me when they got back from a vacation. Normally, they’d vacation in a place like Mexico and bring me back a sombrero or t-shirt that probably advertised alcohol, but this time I got a turtle toy and I was pretty surprised and excited. The orange kangaroo Walkabout just looked different to me than many of the other toys in the line and there was just something about him that I really liked. Maybe it’s because a kangaroo was just an exotic creature to someone living in the US, maybe I was really enamored with Crocodile Dundee, or maybe I just liked that he had a tail and articulated knees? I don’t know, but if Super7 makes him I’m buying him!

Rat King

There’s a lot of stuff going on with that sculpt. Photo: dallasvintagetoys.com

When I talked about Slash I said I felt he was the character most fans were looking forward to seeing the most. Well, if he has a rival it’s probably Rat King as he’s another classic figure of a now classic character begging to be realized by Super7. Not much distinguishes Rat King from his cartoon appearance, he’s just more detailed and a little more gross. And speaking of gross, how will Super7 sculpt and paint Rat King’s dead cat belt?! There isn’t much Super7 will need to do with this figure, sort of like how it really didn’t have to do too much to Baxter Stockman. Just make him bigger, add some articulation, and paint every last detail that was in that old sculpt. And please, paint the damn accessories! If I have one, lingering, complaint with this line as a whole it’s that the turtles get their weapons painted up all nice and pretty while everyone else largely gets monochrome accessories that aren’t nearly as flashy.

Hothead

Hey Super7, looks like he’d pair well with Samurai Leo… photo: dallasvintagetoys.com

Hothead is a figure I never had as a kid and I don’t ever recall playing with him either. He was a late comer to the line when I was getting pulled in different directions and would eventually devote my meager resources to X-Men. However, I do feel like I missed out on a cool figure in Hothead. I mean, he’s a mutant dragon – what’s cooler than that?! Or should I say what’s hotter than that? Regardless, he has a killer look and a neat feature that allowed his neck to extend. I suspect Super7 would have to include two necks with this guy, which kind of messes things up for them as they like to make the neck just part of the torso sculpt, but would they do this figure any other way? I guess they refrained from making Mutagen Man water-tight so maybe they’d ignore the extending neck feature and just settle on a middle-ground. Honestly, as long as he comes out looking good I’ll be interested, but I hope they come up with something interesting. A fully articulated neck, or bendy neck, would probably be the most extravagant way to go as he’d look so awesome if he could be positioned looking around and such. Ah, I shouldn’t get my hopes up though.

Scale Tail

This guy is just insane, check out his “tail” gunner. Photo: transformerland.com

Another one I never had as a kid is Scale Tail, but I at least had friends who had this guy. He’s just another bonkers sculpt from Playmates and Varner Studios, who handled a lot of the figures in the line. He’s a mutant cobra, but one arm is composed entirely out of snakes while his forked tongue has been outfitted with a forked gun. He’s just ridiculous, and that’s really the only reason why I want to see Super7 tackle him. They’d definitely make him fairly large, not so much in height, but length, and it’s hard to imagine someone coming into a room and seeing that thing on a shelf and not immediately asking about it.

Rock’n Rollin’ Turtles

One of the few left from my personal collection.

Super7 started with the main turtles with each figure anchoring one of the four waves. For the fifth wave, Sewer Samurai Leonardo is the anchor turtle leading most to believe that Super7 will do the rest of the “disguised” turtles across the next 3 waves. Recently, Super7 designer Kyle Wlodyga, during an appearance on The Fwooshcast, indicated that we will eventually see an entire wave of four turtles and my hope is they’ll be the Rock’n Rollin’ Turtles! One of the few figures to survive my purge many years ago is my Classic Rock Leonardo. He looks like Leonardo doing a Springsteen cos-play, and despite my not having any particular affection for the music of Bruce Springsteen, I just happen to like the figure. The leather vest, denim pants, turtle guitar – all solid gold as far as I’m concerned. The rest of the wave was a Rappin’ Mike, Punk Rock Don, and Heavy Metal Raph (more like Hair Metal Raph) which I do not currently own. I think I used to have Mike, but never Don or Raph. If Super7 did all four, I’d at have to consider getting them all, but I’d definitely get Leo to pair with my vintage one. There aren’t many turtle variants that I need to see updated, but these are pretty close.

Sports Turtles

Mikey was the star of the sports series. Photo: Rad Plastic

Behind the Rock’n Rollin’ Turtles in terms of importance to me are the sports turtles. These included the likes of Michelangelo as a pro wrestler, Raph as a baseball player, and Leonardo as a quarterback, among others. I would not need to get all of these guys, but I really liked my vintage baseball Raph for some reason, and Mikey as a wrestler is just a lot of fun. Some of the others included a soccer Raph, basketball Donatello, and hockey Leonardo. Some of them are fairly charming, but definitely not essential (especially at $55 a piece if prices remain steady). Most of the other wacky turtle variants are things I don’t need. I have some nostalgic attachment to a few here and there (like Raph the Magnificent), but even as a kid they were figures I’d be excited to get, play with for a weekend, then retire. Unless they’re interesting visually, they have no appeal for me in a collector line.

That’s about it for me though. If Super7 gets to all of these figures then great, and if not, I guess I’ll have to live without them. I’m not saying I wouldn’t buy figures not listed above, but the rest aren’t figures I’m really rooting for. Some of that has to do with NECA as their cartoon Scumbug and Groundchuck are pretty close to that Playmates aesthetic, and since I’m all in on their toon line, it makes me less likely to get the Super7 offering. Had Super7 got to those characters first, then yeah, I probably end up with them similar to how I ended up with Baxter Stockman. That’s fine though. These things aren’t cheap and I have only so much room in my house to dedicate to toys.

Hopefully, retailers start getting their stock of TMNT Ultimates! Wave 3 and I can tell you how much I love the figures from that line. And hopefully Wave 4 remains on-track for Q4 2021. And hey, maybe some day I’ll be able to tell you what I think of Super7’s Disney Ultimates! which I ordered roughly a year ago. It’s 2021, baby, and release dates don’t mean a thing!


S.H.Figuarts Super Saiyan God Super Saiyan Son Goku

That is quite the mouthful, is it not? The Super Saiyan God Super Saiyan Son Goku is the latest action figure from Bandai’s S.H.Figuarts to arrive in Target stores in the US. This form of Goku is what happens when a Saiyan ascends to Super Saiyan God level, and then goes Super Saiyan again. Confused? You probably should be, which is why in-universe Goku proposed just calling the form Super Saiyan Blue because he just looks like his regular Super Saiyan self, but with blue hair instead of blond. And that’s cool! At least I think it is, but blue has always been my favorite color so that is all the explanation you really need for why I like it. And if you’re unfamiliar with it, that might be because you stopped paying attention after the Dragon Ball Z hype dyed-down for this form is from the more recent Dragon Ball Super. And if you liked DBZ back in the day and have slept on Super, I recommend checking it out because it’s pretty fun.

Do you like your Goku stoic?

The SHF line from Bandai and Tamashii Nations has become one of the premiere collector lines for action figure enthusiasts. It’s a super-articulated, 1/12 scale line that is known for its high level of quality. That can also mean a high price tag as well with many releases tagged for $60 or more at release. It wasn’t that long ago that the line was basically an import only affair, but US-based retailers have slowly been adding the line to their stores. Barnes & Noble and Gamestop were among the first places I encountered the line outside of online toy shops, but Bandai has wanted to make this a more accessible line and has partnered with American distributor Blue Fin Brands to make these things even more available. And also more affordable. That’s why you can now find some products at Target, which was unthinkable just a couple of years ago. And in order to appeal to a more casual Target shopper, Bandai has turned to Goku and a rather aggressive pricing strategy. Likely owing to the fact that the company is reusing the same mold over and over, Bandai has been able to price Goku at $35. He doesn’t come with as many accessories as other figures in the line, but he’s hardly bare bones. Bandai started with its standard Goku, then released the Kaioken version, and now it’s released the Super Saiyan Blue version. I suspect the new Full Power Super Saiyan Goku will show up as well.

Or do you prefer him smug? I like smug.

This seems like a pretty good strategy to me, especially because I may have never bought this particular figure otherwise. I’ve somewhat reluctantly begun to expand my Dragon Ball collection to include some of Z and Super, and this figure is the first one I have in hand. As I said above, I like the Super Saiyan Blue look. It’s just Super Saiyan Goku, but with cooler hair. I never had the opportunity to get this figure before and the only other versions I’ve encountered in a physical store have been the model kits or the Dragon Stars edition, and neither really appealed to me. I have wanted to cherry-pick a bit from the Dragon Ball Super, and to some extent Dragon Ball Z, releases so I was happy to see this figure get reissued as it was originally a released timed with the film Dragon Ball Super – Broly.

Of course, there’s also pissed off Goku.

Goku is about as good as any other SHF release I’ve purchased, and that’s a good thing. To the tip of his hair, he’s just shy of 6.5″ which makes him about a half inch taller than the Super Saiyan Vegeta I have from the same line. That looks about right for late era DBZ and DBS as Vegeta was gradually drawn taller than his original appearance (apparently, being good causes you to grow in the world of Dragon Ball), but was always kept shorter than Goku. He sports his traditional organge gi with his own kanji on the front and rear (accurate to the film) and a knotted belt. His undershirt, wrist wraps, belt, and boots are navy and his skin is quite pale, which is often how it’s colored when in one of his super forms. His hair is a dark, pearl, blue which is basically how it’s colored when the character lacks an aura. I was a little surprised Bandai didn’t try to create the illusion of an aura, but this looks good too.

And when Goku gets mad, he starts working on something…

As is the case with most figures in this line, Goku doesn’t possess a ton of paint. The gi is done in orange plastic with a slight wash on the front to add a touch of depth. Basically, the only painted parts are the facial features, blue sleeves, blue wrist wraps, the flesh of his chest, the kanji on his chest and back, and the red stripes and knots on his boots. What little paint there is has been applied in a clean manner. My only gripe is with the opacity. The white on the kanji needs to be thicker as some of the orange bleeds through it. The same is true of the chest which looks like it’s cast in blue plastic to match the undershirt and it shoes through just a little. It’s not too noticable though and I’m genuinely pleased with how well the flesh plastic of his neck matches the painted flesh. In total, the paint is fine, but since this is sort of a “budget” release it’s easy to wonder if that plays a role in the thin paint on the kanji.

Like the good old Kamehameha attack!
In case you prefer a side view of the destruction.

Beyond the paint, the sculpt for this figure is generally really good. Goku is a character than can be tough to get right for some reason as I’ve seen many figures where his head just looks too small. And I kind of felt that way about the standard Goku Bandai did and it’s why I never picked him up. Maybe it’s just the shape of the Super Saiyan hair, but this one looks better to me. His head might be a touch on the small side, but it doesn’t throw off the look of the figure. The gi looks terrific as far as the folds and such are concerned and they really did a great job hiding the articulation when Goku is in a vanilla pose. I’m especially happy with how the face turned out on all of the swap-able pieces. Anime characters like Goku sometimes end up with facial features that are too soft, but Goku does not suffer in that regard. His nose is pronounced whether looking at the figure head-on or from the side. I like the variety of expressions as they all very much scream “Goku.” The musculature of his arms looks “just right” to me. It’s easy to see why Bandai would re-release this base sculpt over and over because there isn’t much they could do to improve upon it.

Since I don’t have a proper Dragon Ball Super villain, King Piccolo is just going to have to take one for the team.

People love the SHF line because of the sculpts, but also because of the articulation. Goku boasts as much articulation as pretty much any other figure in the line, which is to say he packs a lot. He has a single ball peg at the head/neck that lets him look down pretty far and up just a bit. Go too far back and a small gap will appear at the base of the neck. It’s okay, but not as good as some other figures. At the shoulders, we have the usual ball-hinge setup with a butterfly joint. The shoulder cuffs of the gi can be moved around as they’re just pegged into the arms which allows you to position Goku’s arms in almost any position you can think of, though he can’t quite reach across his body. Bringing the arms forward will, of course, create a large gap behind the shoulder, but he can do a decent Kamehameha so you’ll probably get what you want out of it. Unfortunately, the interior of the shoulder is cast in flesh-colored plastic when it should be orange so if you look at the figure from certain angles when in that classic pose it doesn’t look right. At the biceps, he has a swivel and below that a double hinge that does better than 90 degrees. The hands are on ball-hinges and the wrist cuffs hide the ball portion very well. In the torso, we have the SHF ball hinge so you can twist and pivot at the base of the rib cage, but also pull up on the figure to crunch him forward and back. At the waist is a twist, and below that we have what I think are ball pegs at the hips. He can kick forward and back just fine, but out to the side he’s a touch limited with his left leg, but for some reason his right is even more limited. I don’t know if the floating, plastic, “cap” Bandai used just isn’t lining up right on that side or what the deal is, but I don’t want to force it. He’s got a twist in the upper thigh, double-hinge knee, and ball peg at the ankle with a toe hinge. The ankle articulation isn’t great because it’s recessed so far in the boot. They could probably stand to do better there, but I have no issues standing him. The belt also features a peg at the knot so you can reposition it as needed. It’s a floating piece otherwise so it can also slide around.

“Keep you low power, Super Saiyan, stink away from me, Vegeta.”

The articulation is overall pretty good. It’s not the best SHF figure I’ve seen, but it does strike a pretty terrific balance between pleasing the sculpt and offering a wide range of motion. Really, the big negative is that butterfly joint and maybe the sleeves, which peg into the shoulder to move around, but can get kind of ugly in certain poses. They can be manipulated into something pleasing enough, but it feels like a better solution could be found. For $35 though, this figure is a terrific value. I don’t know that much really competes. Maybe the Tokka and Rahzar NECA released last year which averaged out to around 30-35 a piece? And I haven’t even mentioned the accessories. Goku comes with 4 portraits and four and half sets of hands. The facial portraits are stoic, smile, teeth gritting, and yelling. The hands are fists, open palms, martial arts pose, Kamehameha hands, and one double-pointing “Instant Transmission” right hand. Basically, you get everything you need with no extras. It would be awesome to get a stand or energy effect, but given the price I’d say you’re getting a solid assortment. The only facial portrait one could ask for that isn’t here is maybe just a cheerful expression, but that’s definitely not needed for the Super Saiyan Blue form. And when it comes to the hands, there’s none I could want that isn’t here. Goku isn’t a character that needs gripping hands and he can do all of his signature poses with what Bandai provided in the box, save for the ones that need a stand.

Just a couple of cocky Saiyans.

And that’s what this is, a low cost entry point into the SHF Dragon Ball line. It definitely strikes me as a sound strategy as I can see some people seeing this in a place like Target and picking it up on a whim and that leading them down the rabbit hole that is the SHF line. It’s even worked on me to a degree as I now want a villain, or at least someone, to pair with Goku. I definitely would like to get my hands on a Super Saiyan Blue Vegeta and I hope he gets a reissue at some point. I don’t know that I need the Broly to place on a shelf though. This is a line I intend to just cherry pick my favorite looks and characters and it felt right to add at least one Goku to the mix. And I like how he turned out. Could he be better? Yes, especially at that butterfly joint, but overall he looks nice and moves well enough that I think anyone who picks this figure up will be happy with it.

“Bye!”

Masters of the Universe: Revelation (Part 1)

If you’re into nostalgia then you’re probably familiar with how bad a relaunch, reboot, or long overdue sequel can go when it comes to fanbase reception. It’s essentially a form of gatekeeping, the time honored tradition of true fanatics who take ownership of an intellectual property they didn’t create and react in explosive, irrational, ways when something doesn’t go the way they wanted it to. The worst of it manifests in the form of harassment directed towards the actor, writer, etc. that the fanbase has decided has wounded them and it’s pretty gross. I think we saw the worst of this with The Last Jedi when angry fanboys decided to harass actress Kelly Marie Tron for playing a role they apparently didn’t like, never mind that the actor rarely has much input in how a character is presented and is just following a script and director. Like I said, it’s largely the reaction of the irrational and unfortunately it colors all individuals interested in these subjects as big man-babies, since this is largely the reaction of a male audience.

When tackling such a project, it seems the artists involved can either try to placate this segment of a fanbase or ignore it. With the new Netflix series Masters of the Universe: Revelation, writer and executive producer Kevin Smith seemed to try to have it both ways. The series was billed as a sequel to the Filmation series He-Man and the Masters of the Universe which ran from 1983-1985 and spanned 130 episodes. Rather than make the new show the same in style and tone as the original, Smith opted to write a sequel of a show intended for six-year-olds in the 80s for the same fanbase which is now approaching 40. It turns out this is a bad approach for Masters of the Universe if the most vocal portion of the fanbase is concerned. The show has received positive critical reviews, but has also been review bombed at outlets like Rotten Tomatoes with audience scores in the “rotten” range.

Teela assumes the spotlight for these episodes, and considering the MOTU fanbase is largely male, you can imagine how that has gone over.

What is the source of this fan outrage? As is often the case with these things, it’s hard to pinpoint. Some clearly went in expecting to hate the show and got what they wanted. They rage about “wokeness” or other abstract concepts they struggle to get specific with. And then there is the always prevalent “they ruined my childhood” cries if a character behaves differently than expected or is killed off, never mind that those 130 episodes Filmation made are never going anywhere. In the case of Masters of the Universe: Revelation, the complaints definitely span some of those topics, but one complaint I saw a lot of was that there isn’t enough He-Man. In hindsight, perhaps fans should have expected a more ensemble approach since the show purposefully dropped He-Man from its title. And the trailer Netflix released presented an honest look at the show. It’s also important to note, this is part 1 of a planned 2 part event and is only 5 roughly 24 minute episodes. It strikes me as a very Poochie response to complain about there not being enough He-Man, while ignoring that there’s a pretty obvious story in play here, but some fans are far more interested in feeling aggrieved over cries of a classic bait and switch.

Despite cries alleging the opposite, He-Man is still a part of this show.

I’ve already paid far too much lip-service to the arguments of a set of individuals who were going to hate the product no matter what. Is the show actually good though? It’s important to remember how this all originated. The original show was a glorified toy commercial. The animation was limited even compared with Hanna-Barbera properties of the era and the plots paper thin. There were some fun character designs, but clearly not a lot of thought was put into the creation of the series and characters as everyone has some generic name. Even He-Man himself, the title character, has an absurdly stupid name that we’ve just all grown to accept overtime. And it’s fine. That old show worked for what it was, but it’s certainly not the type of cartoon you can hand an adult who has never seen it and expect them to enjoy it. It’s not going to happen. Like many shows of that era, you need nostalgia goggles to have a good time. If Revelation had been designed as a sequel in both spirit and tone, it would have been terrible. It may have succeeded as a fun novelty, but nothing more.

Instead, we have a series that wants to treat the original premise with respect. There will still be the relics of the past that can’t be changed, like a character named Stinko, that pull the viewer out of it a bit, but I certainly don’t blame Smith for keeping that stuff in place. This series is given a TV-PG rating, but it’s definitely aiming beyond that in tone. It’s not overly violent, but characters do strike each other and we even get an impalement in one episode complete with a blade covered in blood emerging from the victim’s chest. Powerhouse Animation Studios was contracted to handle the animation and viewers may know them as the company behind Netflix’s well-received Castlevania series. Masters of the Universe has a similar look to that series, but with a brighter color palette befitting the show. The characters are large and the scenery detailed. The animation can be a bit jumpy at times, but I’m always delighted to see a series choose a 2D aesthetic over a 3D CG one. The series is scored by Bear McCreary and its mature tone matches the visuals well. It’s appropriately triumphant when it needs to be, and McCreary is able to add a dash of some of the familiar stings from yesterday that should please anyone familiar with the property.

Mark Hamill crushes it as Skeletor, which should surprise no one.

The setup for the series is a confrontation between He-Man (Chris Wood) and Skeletor (Mark Hamill, who is so good in the role) leads to the destruction of all magic in Eternia. In order to save the world, magic needs to be brought back and hero and villain will need to work together in order to make that happen. The heroine Teela (Sarah Michelle Gellar) is the focal point for these five episodes as she is turned into a reluctant hero entrusted with bringing back magic. She has a cast of allies at her side, but notably no He-Man for both he and Skeletor are essentially removed from the picture alongside magic. Their presence still looms large over the show, because how could it not, so even though they aren’t always there physically, they’re certainly there spiritually.

The only people who should be mad about screen time are Fisto fans. There’s just not enough Fisto.

Now, light spoilers ahead, but it’s hard to frame the series without revealing a little bit of the plot and nothing I say here isn’t already covered in the official trailer for the show. When He-Man is removed from the picture is when his identity as Prince Adam is revealed to Teela. Prior to the confrontation, Teela was made the Man-At-Arms for the kingdom as a promotion in a ceremony at the castle that is quickly adjourned when Skeletor strikes Grayskull. Upon finding out Prince Adam’s secret and that it was a secret also kept by her father, Man-At-Arms (Liam Cunningham), she reacts with anger. She feels like she has given her all to a kingdom and to a man, Prince Adam, who did not even deem her worthy of knowing what’s really going. Feeling betrayed, she abandons her post as a result of both that and at seeing how her father is “rewarded” for his year’s of service when the king finds out his son’s secret, and that sets the wheels in motion. A lot of criticism levied at the show that I’ve seen points to this moment as being unrealistic, poorly written, etc. It’s really none of those things. The audience does not need to feel it would react in the same manner, but that doesn’t make Teela’s actions unjustified or unearned. And the story will come back to that moment and explain it even better in the following episodes, maybe not as explicitly as some of the audience apparently needed, but it’s there for anyone willing to pay attention.

Heroes and villains on the same side?! Kevin Smith, what madness have you unleashed?!

The story takes on a quest-like feel as Teela gets pulled back into her old role as a Master of the Universe and will round up allies along the way. Each character they encounter is dealing with a new personal crisis resulting from the climax of the first episode. Where the show succeeds very well is in giving each character a clear arc that allows them to grow along the way. Some arcs will end in death, at least for now, which is always controversial. It’s important to remember this is only the first grouping of episodes and a lot can change in the next batch. While I suspect some deaths are permanent (and should be as they’re satisfying) it also would not surprise me in the least if the story finds a way to undo all of them, but I won’t prematurely criticize the show for something it may not even do. The show ends, as virtually all Netflix shows seem to do, with a cliffhanger and it’s one Kevin Smith likened to The Empire Strikes Back. Our heroes are going to get knocked down again before they can rise up, and we have to wait for the next batch of episodes (which presently have no release date, but Smith has indicated they’re nearly finished) to see that rise take place. And I’m pretty sure it’s going to happen, so fans crying about the end really need to chill.

Tri-Klops as a creepy techno-evangelist is a turn I didn’t see coming, but am very much here for.

Beyond the plotting, the show finds time for humor so it’s not all doom and gloom. There are some interesting developments for the world post magic, and the villain Tri-Klops (Henry Rollins) takes an entertaining turn. There’s a lot of humor and genuine chemistry found in the pairing of Orko (Griffin Newman) and the sorceress Evil-Lyn (Lena Headey) that may have been my favorite part of the whole thing. I actually wish there had been more time allotted for quieter moments between characters, but the short running time means this show moves at a brisk pace and it’s a pretty easy binge. I watched it with my kids on a rainy afternoon and it was short enough that I wasn’t feeling fatigued come episode 5. Mostly though, the cast should be praised for their work on this one. Netflix appears to have spent good money attracting talent, while the show probably also saved a few bucks by casting some Smith regulars (including his daughter) in a few minor roles. If you’re a fan of Kevin Smith’s work, you’ll probably find added enjoyment in trying to pick out actors like Jason Mewes and Justin Long from the cast of characters present.

Masters of the Universe: Revelation is the spiritual sequel to the original show from Kevin Smith that apparently many fans didn’t want. Despite that though, it’s well-written and the production values are about as good as it gets for an animated television series in 2021. The show is not prestige TV by any means, but fans of Masters of the Universe looking to see how the characters could behave in a mature setting should at least find it engaging. It is a fairly predictable show, especially if you’re familiar with Kevin Smith and the type of story-telling that intrigues him. Predictable does not equal unenjoyable though, and even though I could foresee a lot of the plot beats a mile away I still found them satisfying as they made sense for the story being told. I suspect the remaining five episodes will unfold in a similar fashion, and fans bemoaning the fact that they didn’t get to see tidy, little, plots where He-Man foils Skeletor at the end of every episode will eventually get the resolution they want. Part of the show’s premise, after all, is to showcase the final confrontation between He-Man and Skeletor. I’m guessing the people who don’t like this show aren’t wrestling fans because this thing is scripted like a classic wrestling angle where the hero needs to go away, because the return “pop” is always the biggest. This show is a fairly easy recommend from me since it’s quite digestible and it’s entertaining. If you’re someone who is very specific about what you want from your toy commercial turned show, then maybe it’s not for you. And if you’re someone who finds the whole concept of Masters of the Universe dumb to begin with, then yeah, it’s probably not going to win you over either. And if you just want to see Prince Adam wave his sword in the air and become bathed in light, well you can always go watch the old cartoon. Or wait for the more kid-friendly show coming out later. That one actually has He-Man in the title, so if he’s not in every episode you’re free to get mad.