Author Archives: Joe

Hot Wheels Teenage Mutant Ninja Turtles Party Wagon

 

img_4586I’ve mentioned on many occasions in my toy reviews that action figures were my first love. That’s not entirely true, as before those came into my life there were cars. My dad was always into cars, so when I came along he made sure I had a bunch of them. I had Hot Wheels, Matchbox, and plenty of Tonka. I liked them quite a bit. My favorite was some black car of unknown make. I liked it best because the rear of the car featured a molding that, to me, resembled the exhaust on the Batmobile from the Adam West show. I don’t know how close it came to actually resembling that, or if my little brain just wanted it to, but it was enough. I’d eventually get a proper Batmobile when merchandise from the 89 movie started arriving, which was probably around the time I ditched the cars for good.

Despite my dad’s best efforts, I never became a car person. It was all super heroes following that. He’s given it another try with my own son, and it’s not looking good. My nephew is still into cars, so maybe that will be his gear head. Who knows? I tried helping him out a bit myself as I’ve bought a lot of Hot Wheels for my son and daughter. When Toys R Us was still a thing, it was an easy task to leave the store with a new one since they’re so inexpensive. Prior to my son coming along, I have no idea when I last bought a Hot Wheels product. As for the last one bought for me? That’s almost impossible a task to figure out. It may have even been that Batmobile. At least until now.

 

Mattel has a history of doing exclusives for San Diego Comic Con, and this year was no exception. In addition to a brand new Batmobile, they did a first:  The Teenage Mutant Ninja Turtles Party Wagon, or Turtle Van for short. This nifty little piece of diecast is based on the classic Turtle Van from the old cartoon with an obvious nod to the toy counterpart from Playmates. It comes in a standard box with some modern artwork on it, and within that box is a cylindrical “sewer pipe” box with the actual toy sits inside. When you remove the slipcase on that you’re met with this attractive window box display. Inside is the vehicle and around behind it is a city backdrop with villains Shredder, Krang, Bebop, and Rocksteady. Interestingly, Bebop and Rocksteady look to be based on concept art from Playmates, specifically the mutating figures toy line as Rocksteady has his helmet and green jacket and Bebop his red coat. They almost look to be celebrating the presence of the Turtle Van, which is a bit amusing, but it’s a nice touch to see them featured.

 

The underside of this display features these little plastic tabs that can easily be bent to allow the base to slide out. Once done you have access to the toy inside, which sits on a black pedestal with an ooze covered manhole beneath it. The van is screwed down to this base, and if you want to remove it you need to cut away at the label on the underside. Mattel almost made this packaging tamper-friendly, but this label is glued down so if you want to free your van you’ll have to mangle the packaging a bit. I was going to, but opted not to as I’m just going to display it in the box anyway and I don’t feel like I need to roll this thing around to get the full experience. If you do remove it from the packaging there is a disclaimer on the packaging that it’s not compatible with playsets, not that it would be a good idea to go drop this thing into your Criss-Cross-Crash set even if it were.

 

The Turtle Van itself is quite an attractive little piece. Like most Hot Wheels products, it’s done up in diecast metal. The only plastic parts are the fin on the roof, the canons, and the swinging door. There’s a transparent elastic on that door to keep it open for display, but if you were to remove it then you would find it closes pretty easily. It does look a touch off because of the colored plastic on that door piece, but from a distance you likely wouldn’t notice. The wheels appear to be rubber coated, or all rubber, which is pretty cool. The logo on the front of the van is obviously the modern logo and I do kind of wish it was the classic one, but it’s no big deal since they’re so similar. The fin is unpainted, which makes it toon accurate though I’m torn on if I wish there was another logo or something there as well for an added splash of color. The top does not open like the Playmates toy, in case you were wondering.

 

You’ve likely noticed one other cool addition to this vehicle, or rather four. Each of the four turtles is represented in plastic form. Mikey is seated on that swing out door behind a laser turret while Donatello looks on from inside the van. Behind the wheel is Raph, and beside him is Leo. These little guys look pretty great, though Mattel was apparently reluctant to paint them up in greater detail. If you look closely you’ll see they have sculpted belts and pads that were left unpainted. Perhaps a confident collector would add some additional paint to these guys, but I’m not such a collector.

 

As I mentioned earlier, I am not a Hot Wheels collector, but when I saw images for this thing I had to have it. My love for the Turtles combined with just how well this turned out made it hard to resist. Unfortunately, it was a San Diego 2019 Comic Con exclusive and was only available to those attending the show. Leftover stock sometimes goes up for sale after the event, but I never caught wind of anything like that happening with this set this year so I had to turn to eBay. The MSRP on this was about 20 bucks, but obviously I had to pay more. It’s definitely worth the $20 Mattel pegged it at, and depending on your level of fandom it may be worth more than that. I’m happy to have this one on my shelf as part of my TMNT collection. And if it seems like something that might interest you, then give it a look.

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“Umm, Donnie, how are we going to fit in there?”


The New Batman Adventures – “Growing Pains”

growing pains titleEpisode Number:  8 (93)

Original Air Date:  February 28, 1998

Directed by:  Atsuko Tanaka

Written by:  Paul Dini and Robert Goodman

First Appearance:  Annie

“Growing Pains” is the first episode of this new series to make me actually happy there are no title cards this time around. I largely miss them for their artwork, but one thing I don’t miss them for is their tendency to spoil parts of the story. There have been a few episodes where the villain of the episode is a mystery, but only if you happened to miss the title card. This is another such episode, but the absence of a title card actually preserves the mystery for much of the episode. The only way to know the identity of today’s bad guy is to recognize the voice, and since guests sometimes do multiple characters there’s still some mystery even in that scenario. If you’ve never seen this episode, and you don’t want it spoiled, maybe skip this entry until you do.

annie

A mysterious young girl is the star of today’s episode.

This episode opens in Gotham at night under that ominous red sky. A young girl is running through a run-down area and she seems quite scared. She’s decked out in a long red coat and she has black hair cut at an even length. She reminds me of Coraline. Some bikers see her and immediately start giving her a hard time. They surround her, and I guess they’re just bad guys as she doesn’t look like someone who would be in possession of any valuables, though I suppose if you’re open to kidnapping then any kid has some value.

robin places to be

It’s not everyday you get cock-blocked by a fancy light bulb.

Fear not, for this young lady has someone looking out for her. Unfortunately though, she apparently drew the short straw tonight because it’s Robin, and only Robin, who comes to her aid. The bikers aren’t impressed with Robin’s threats, but he makes them regret their hubris in style. Some lumber was just laying around, and Robin knocks one biker off his mount with a javelin-like toss of the wood. The others make a hasty retreat as Robin checks on the girl. She (Francesca Marie Smith) is in a real panic and seemingly can’t remember who she is or where she’s from. The only thing she knows is that she has to keep moving. Robin wants to help, but the girl takes off on him. Up in the sky, the Bat Signal flies high and Robin is forced to let the girl go to tend to his other responsibility. As she runs off, so too does Robin in the opposite direction. The real drag of being an actual boy wonder off on his own means the only mode of transportation he has are his feet.

batmans tough love

Batman dishing out some life lessons on love and the battlefield.

Batman and Robin convene in Gordon’s office to view some surveillance footage of a violent robbery. A very large man can be seen on camera and Gordon suspects the guy has acquired some super strength via chemical means. Batman doesn’t recognize him, but both key-in on his wild looking gaze. His eyes appear to be all white, which is sort of interesting of them to acknowledge since it seems like a fairly common thing for comic book villains (and heroes) to possess which almost always goes unnoticed. As the two discuss what they see, Batman notices Robin is staring off into space. When he asks him about it he mentions the girl he ran into earlier. Gordon remarks “teenagers…” and then makes a comment about being glad daughter Barbara is past those “wild” days which causes Batman to give him an odd look. As the two leave, Robin talks about the girl and wanting to help her, but Batman cold as ever, tells him they can’t help her. He needs him to focus on the task at hand which is finding this big dude while also passing on some Batman tough love.

The next day, Tim complains to Alfred while he’s being chauffeured around Gotham that Bruce always treats him like a kid (a line that really needs to go away). Alfred points out that he is a kid and Tim gets bent out of shape about him taking Bruce’s side. He then spots the girl from the previous night, and tells Alfred there’s been a change in plans. Alfred tells him he was told to bring him straight home, but that smart-ass just gives him the whole “Tim’s not here,” thing as he gets into costume. Alfred then lets him out of the car in his Robin attire. He doesn’t even pull off into an alley or anything, he just stops and lets him out in the middle of the city. He then gives old Master Bruce a call who’s currently at work.

Robin races off into what looks like a bus terminal, a very large bus terminal, and catches up with the girl. The girl cries and collapses into his arms, which was probably the reaction Robin dreamed about. They have a nice little chat where she reiterates that she remembers nothing of her past, even her name. Robin decides to arbitrarily give her a name. Spying a girl holding a Raggedy Ann knock-off, he decides to call her Annie and the girl seems to like it. She goes on to explain that she’s running from someone. She doesn’t know who the person is, but he’s a man and she can sense his presence. She then jumps and points at a shadowy area declaring the man is there!

robin vs big guy

Robin has his hands full with this guy.

Robin looks and from the darkness emerges the burly fellow from the surveillance tape. His eyes look pretty normal, but he is indeed a very large individual. He starts yelling at Annie and demands she come home. Robin puts himself between the two and demands the man identify himself. He ignores the request and Robin is forced into action. He jumps at him and rains blows upon him, but they’re not very effective. The bad guy gets his mitts around Robin and lifts him over his head, but then Batman comes swooping in.

Seeing Batman seems to frighten the big guy, and he decides to turn tail and run. Robin tells Annie to stay put as he and Batman give chase. They wind up chasing him through a parking garage or something and into a tunnel. Batman enters from one side while Robin swings around and enters from the other. When the two meet up in the middle, there’s no sign of the big guy. Batman looks around, but the only way out he can find is a grate. Robin tries removing it, but it’s sealed shut. Without any additional clues they return to Annie, only to find out she’s gone too. As Robin wonders where she could have gone, Batman scrapes some mud off the ground that came off the guy’s shoe. He tells Robin they’re done here and that they’re going back. Robin gets angry, saying he doesn’t want to wait around while Batman looks at some mud. He defiantly shouts “No,” when told to return to the Batcave and Batman looks surprised. Robin then takes off to go after Annie and Batman doesn’t stop him.

Robin winds up in a part of town full of homeless folks. As he walks around he pauses to look at a family of four sleeping on the ground. He looks a bit sad, but it’s hard to tell given the mask and all. He eventually finds Annie, or maybe it’s better to say Annie finds him. She tells him he shouldn’t be trying to help her, but Robin insists he can handle the guy that’s after her and likens him to his own father. Annie seems touched by Robin’s sincerity, and even plants a kiss on his cheek. As the two stand there, she notices some lights in the sky. She says they look familiar to her, only the light she’s trying to recall was higher and atop a tower of some kind. Robin smiles and seems to know what she could be talking about and tells her to come with him.

annie kiss

Annie is a lot happier to see Robin this time.

Robin leads Annie to the coastal shore and points out a lighthouse. Annie does indeed recognize it and she gets a bit excited. As they explore the area she takes note of some pipes spilling who knows what into the ocean. They’re connected to a chemical plant, something Gotham has no shortage of, and she and Robin head inside.

At the Batcave, Batman is doing his thing and having his computer check out that mud. Alfred joins him to inquire about Tim, but Batman assures him he’s keeping an eye on the boy. Alfred then remarks that he still has a tracer in his utility belt and confirms to Batman that he does indeed treat Robin like a child. Batman makes a sour face at this revelation as the computer dings that it’s done analyzing the sample. For the third time in this series, Batman drops an “Oh my God,” on us when he gets the results. He explains only that he knows who the assailant is and that Robin is in danger. He jumps into the Batmobile and rockets away leaving Alfred to look on with worry.

In the underbelly of this assumed chemical plant, Robin and Annie are walking in near darkness. Robin is too distracted by the girl and fails to notice an opening in the floor. They both fall down a pipe even further down into the plant. They’re fine, but there’s now only way to go and that way is soon blocked by the big mean guy. He seems to be in a better mood at least, and remarks to Annie that he’s glad to see she came home. Robin is ready to attack as the man approaches, but then his body starts to shift and change revealing his true identity:  Clayface!

clayface revealed

There’s that face we all know and love!

Clayface (Ron Perlman) moves in on the boy and reaches for Annie, but Robin slaps his hand away. They run, and Clayface does his extending arm trick which curls into a steel fence blocking their escape forcing Robin to smash through it. They run deeper into the plant to get away from the monster and as they regroup Annie notices that some of the clay splattered on her when Robin chopped at Clayface. Her body starts to absorb it and she seems horrified at first, but then a knowing calm settles over her. She shows Robin, then explains to him what happened.

robin smash

Robin seems unimpressed by this clay guy.

After the events of “Mudslide” Clayface could barely hold himself together. As he drifted through the water he arrived at this plant, and specifically, those pipes. Whatever chemical it was they were dumping into the ocean had an affect on Clayface’s makeup and it helped him to pull himself back together. He crawled into the pipes, too weak to do much else. Not wanting to be kept in the dark, he created a scout with a piece of his body That scout is Annie, and she was to explore the area surrounding the plant and then return to Clayface, only once she left his side her memory vanished and became lost. There’s no attempt to put a timeframe on any of this so who knows how long this girl was wandering around.

Robin is confused, and he probably should be, but undaunted. Annie has a different perspective, and tells Robin that he shouldn’t protect her because she isn’t real. Robin insists otherwise. He tells her to run as Clayface closes in and she obeys. Robin can only keep him away so long though, and Clayface gets agitated with the diminutive hero. He had been telling him to get out of here, but now he’s mad and grabs ahold of him. With Clayface seemingly intending to kill him, Annie can’t let that happen and throws herself at Clayface. He drops Robin, but that’s because he has her now and she is soon absorbed back into her “father.”

goodbye annie

Goodbye, Annie.

Robin is enraged by this development and demands that Clayface bring her back. He tells him he can’t and she’s gone. Robin starts throwing batarangs in his direction. At first, they seem like mild annoyances, but Robin strikes some containers full of solvent. They start emptying their contents and Clayface seems to find the substance quite painful. It’s causing him to fall apart, and as he backs away Robin targets more of the tanks full of the stuff forcing Clayface down a catwalk and into a dead end. Batman arrives and tries to stop Robin as he’s going to kill Clayface. As the two grapple, Clayface tries to kill them himself with his old blade hand trick. He misses and the metal causes a spark which ignites this solvent that’s all over the place. Batman grabs Robin and uses a grapple gun to get out of the area as it goes up in one big explosion.

The police are now on scene and Clayface is shown being loaded onto a truck. He’s in a tank of some kind full of water or some other liquid and appears to be unconscious. As Robin looks on, Batman walks up and attempts to console him. He’s not very good at it, and basically can only muster up a line about there not always being a happy ending. Robin says nothing, but overhears a cop going over a list of charges with Gordon concerning Clayface. Robin adds “murder” to the list before turning his back on the scene and walking off sullenly. The camera pans up towards the sky as he does to rest on the light from the lighthouse streaking across the sky.

“Growing Pains” is an episode that is quite a bit of fun for longtime viewers of Batman. It reintroduces fan favorite Clayface, and even ties up the loose end of how he’s still alive following his appearance in “Mudslide.” I wish he had not appeared in “Holiday Knights,” but at least he now looks better. And that’s because this is another TMS episode. The famed Japanese studio handled Clayface’s original appearance, so it’s only fitting they do his true return for this series. He’s been redesigned somewhat with a more rocky appearance. He’s also a darker shade of brown and the shape of his head has been altered some. He looks pretty great though, and the effects of his shape-shifting powers are quite spectacular. While it’s not as amazing as “Feat of Clay Part II,” it’s still mighty impressive. It’s also nice to see the studio get to extend itself a bit with the Clayface character, as the previous TMS episode “Never Fear” didn’t really allow for the usual flourish one associates with the studio.

clayface blade

He may look a little different, but Clayface still has the same old tricks up his sleeve.

And it’s not just Clayface that looks great. Some extra care was definitely put into Robin during his fight with the villain at the end. He makes some expressions we’re not accustomed to seeing, and overall just looks really intense. This is the first episode to really sell the audience on what Robin is capable of. He’s definitely been the least heard from hero, and it’s nice to see that when given a bigger role the character ends up shining rather than being an annoyance.

The plot of the episode is more than a little bonkers. As I mentioned in the opening paragraph, this one manages to keep the villain a secret for quite awhile. Ron Perlman voices him throughout the episode, and that’s basically the sole clue for much of the episode. I think most viewers probably at least figured it out when Batman started scraping mud, but it was still handled well. I have no idea what to make of Clayface suddenly being able to create life. It’s a pretty wacky power, but it does at least lend itself well to creating some drama here. I felt pretty bad for Robin in the end, but Annie took the news pretty well. Maybe she could have reacted differently and played up the sympathy angle, but it was interesting in its own way to see Annie just sort of accept the reality of her existence.

robin sad

There’s more Robin in this one than we’re used to, but it’s actually a good thing here.

The other underlying plot device is Batman’s treatment of Robin. The whole “He treats me like a kid,” thing is way overplayed in cartoons, so I don’t really find it very interesting. I’m also not sure if I should expect there to be some payoff of this down the road, and I don’t remember if there is. I suppose I could look ahead, but I’d rather take advantage of my faulty memory and hope to be surprised. My thought is there isn’t a payoff though, so there may be no surprise to come.

As for Clayface, I’m afraid this is goodbye. If you wanted to know more about where this life-creating power came from you’ll just have to look elsewhere I suppose. Clayface will stay gone this time, presumably imprisoned somewhere. He was one of the show’s best villains and certainly the character benefited from the show as prior to it I had never heard of Clayface. His debut episode was the first episode of this show I happened to see, so there is a touch of nostalgic affection on my part for the character. Even without that though I’m pretty sure he’d still be one of my favorites. It would have been fun to see him again, but TMS probably doesn’t come cheap and I don’t ever want to see the character done cheap again like he was in “Holiday Knights.” Clayface, you will be missed.


NECA San Diego Comic Con The Capture of Splinter Action Figure Set (TMNT)

 

img_4504.jpgOver the years, various toy companies have given their take on the venerable Teenage Mutant Ninja Turtles. And no company has done that more often than Playmates, holders of the master toy license from back in the late 1980s when the property made the leap from print to world-wide phenomenon. I have no idea how many iterations of Leonardo or Raphael that company has made over the years, but it wouldn’t shock me if the number is over 100. For whatever reason though, when it came to the biggest foe the Turtles faced Playmates often came up short.

The Shredder was the villain in the debut comic and naturally he was chosen as the main villain for the cartoon series. As a result, he was one of the four villains in the debuting toy line. That Shredder left something to be desired. Few of those toys resembled the cartoon, but Shredder was particularly off. He had a blue helmet with a purple mask that appeared to reference a cloth material in the sculpt. He had his various spiked pads and a piece of purple cloth that served more like a gi than an a cape (most of my friends ditched the belt and opted to display him as a shirtless, caped, villain). Worst of all, he had this weird crouching pose that made him so hard to stand. It used to drive five-year-old me crazy that I couldn’t get him to stand or get him to properly wield a sword or something.

The toy was bad, but surely a better one would follow. Right? Eh, not really. There was a Super Shredder toy that became my favorite Shredder toy, though he was comically out of scale when compared with the other figures. He also wasn’t exactly like the Shredder I wanted. There was a wacky-action Shredder and a Toon Shredder, who was just a cartoon-accurate repaint of the original figure. Arguably, a good Playmates Shredder didn’t arrive until the 2003 cartoon series, long past the point at which I cared about the old cartoon.

 

When Playmates decided to make figures based on the film version of the Turtles, it oddly chose to essentially skip the first film. Maybe the company was unsure of how successful the pivot to live-action would be, but there were no movie tie-in toys for that film, which is really surprising in retrospect. The sequel came quick though just a year later and for that Playmates did make figures. Shredder looks pretty neat in the first film, and while he was changed for the second, it wasn’t a drastic change. Basically, he wore purple instead of red and the edges of his helmet were now serrated like a sawblade. Playmates opted against doing a figure though and instead just made a Super Shredder. Opportunity wasted.

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I need more shelf space.

It took almost 30 years, but NECA has delivered where Playmates failed. Earlier this year, the company released a quarter-scale version of Shredder from the first movie. I want it, and it looks awesome, but I made the painful decision to take a pass. I was partly able to do so because I knew this set was on the way. For San Diego Comic Con, NECA delivered another set of action figures based on the 1990 film. Last year it was the Turtles, and this year it’s Shredder, Splinter, and a pair of Foot Ninja.

I’ve had really good luck with these NECA exclusives over the past couple of years, but I had to sweat this one out a bit. I landed my set on the last day of the presale, having failed the days prior. It arrived just at the end of July as it was shipped after San Diego Comic Con and I’m happy to finally have it in my possession. The box will probably strike people as being understated compared with the past two convention exclusives. Last year’s Turtles set came in a box resembling the original VHS of the film. This one settled for a simple black with the Foot bandana wrapping around it. The inner box has some photos of the set, as well as the actual figures in a window display. It’s a nice piece, it just happens to follow two spectacular looking ones between last year’s VHS box and the prior year’s Archie action figure collector case inspired look.

 

We’ll get to the big guy eventually, but lets not forget that before Shredder there was the Foot Ninja. NECA did a quarter-scale version of this character as well and released it early this year. Unlike Shredder, the Foot Ninja has a Playmates counterpart which was actually one of the better figures Playmates did during that era, save for the fact that he was made green for some reason. A quarter-scale version of this figure was a bold move, and hopefully one that has worked out financially for NECA as he’s what we would call an army-builder in the collector community. You can’t have just one, but at that size and price point few can justify acquiring more than one. In a seven inch scale though, the figure works just fine.

img_4514Just like the Turtles from last year, the Foot Ninja appears to be an almost exact scaled-down version of the larger figure. He looks great, and best of all there’s two! The texture of the costume is so realistic looking that I feel like I’m looking at a still from the film. There’s numerous weapons from the film and even a weapon rack to stack them on. Want to re-enact the nunchaku face-off with Mikey? You can. Maybe you just want to see them smash the floor of April’s apartment with those giant axes? Go for it. The only thing limiting you is your imagination. This figure is expected to get a single card release down the road at retail (Gamestop exclusive) and I imagine there will be lots of people interested in acquiring more and more Foot to pose with their heroes.

img_4515The Foot Ninja is dressed all in black and sculpted with a soft, plastic, material in many places. This helps make him have a really excellent range of motion even with those funny shaped shoulders and such on account of his costume. He’s all plastic, save for a strip of cloth around his waist just above his sculpted belt. At first, I didn’t understand why NECA would include that until I realized it functions as a great way to store weapons on him. And he has a lot of weapons. There are two nunchaku, one with a plastic strap similar to Mikey, and one with a chain linking the two handles. He’s also got a katana, a baton, and the aforementioned axe, plus a pair of sai and a bo staff for good measure. I do not recall any of the Foot wielding sai in the film, but I’m happy to have the extra weapons. The longer weapons can be stored on that included weapon rack, and the smaller ones in the fabric strip on the belt. He also has a pair of gripping hands and a pair of open palms. I have no complaints about this figure, but one obvious shortcoming is in the hand selections. The two Foot by default have punching hands which means they have to share the other two sets. Really, the default hands should have been gripping hands with the pair sharing the fists. If you want one of the ninja to hold a pair of sai, or nunchuks, or even the staff with two hands then that means the other one gets to hold nothing. They also share an extra knot for their bandana, but that doesn’t bother me.

 

Splinter is the lone all-new sculpt in this set. There is no accompanying quarter-scale version and as far as I know there is no planned one. 2020 will mark the film’s 30th anniversary and NECA will surely celebrate that in some fashion, so maybe a quarter-scale Splinter could be a part of that. Anyway, this is a depiction of Splinter from when he was captured by the Foot in the first film. He looks a little worse for ware, and even comes with shackles for you to hang him with. A separate to purchase diorama of that area he was held prisoner would have really made this set perfect, but beggar’s can’t be choosers. Splinter looks solid, with cloth accents used for his rags. He’s done-up all in plastic, in case you expected NECA to do something else with the fur. Because of that, he doesn’t look as picture-perfect as the other figures, but this is still a near spot-on likeness of the character. This battle-damaged version of the character is expected to remain exclusive to this set, so if you want your Splinter tenderized you’ll have to track one of these things down. Otherwise, a standard version is expected to be made available at some point in the future. Presumably his robe will be cleaner (though the guy lives in a sewer so it can’t be too clean) and maybe he’ll have a brighter paint deco. This one is fairly dark, and I do wish some red was added to his fur to warm him up a bit (since he was often under a harsh light in the film). Maybe he’ll also gain some swappable hands as this one just comes with shackles, which can be removed if you wish, but I’m a big baby so I haven’t tried.

 

As mentioned above, Splinter is light on accessories with the shackles being the main feature. They clip around his bicep area and are joined by a chain. He also has a crate to stand on that’s just a printed piece of cardstock. Plastic would have been better, but the figure appears to stand on it just fine without putting much force on it so I don’t think durability will be a major issue. His cloth robe looks great and even has a nice feel to it, almost grimy. There’s a fabric belt around it that’s really long. It kind of stands out too much and I’m tempted to remove it, though I probably won’t as I don’t really mess with the integrity of my toys. That robe hides a surprising amount of articulation as well, so if you want to remove the shackles and go nuts you can. My Splinter’s arms want to stay in that hanging position and I’m reluctant to force them, but I’m pretty sure they can be positioned more naturally (I might just need to remove the shackles). It’s a bit of a shame he can’t hold the nunchaku convincingly, but I’ll probably just display him in chains so it’s not really an issue for me. I don’t have a nice chain-link fence to hang him from, but that weapon rack seems to function as a decent stand-in.

Which brings us to the main event, Shredder himself. This is the figure I have wanted since I was a kid first seeing these characters I loved so much on the big screen. Even more so than the Foot Ninja, he looks like he was ripped from the screen. His magenta outfit has that slight sparkle to it and the helmet looks like it’s actually made out of metal. The faceguard pops off to reveal the scarred visage of Oroku Saki underneath and it’s a quite satisfying and fun accessory to play with. He comes with various extra hands and weapons, including his hidden dagger he tries to take out Splinter with. His weird, shiny, zebra-print, cape is also here and it’s a heavy cloth material that convincingly drapes over the character. It looks great and it really causes a dilemma as to how to pose him on a shelf since he rarely sported that look in the film. I’ve opted for the no-cape look for now, but I might change in my mind in a month or so when I get sick of looking at the current pose I have going on.

 

The body of Shredder appears to be the same as the Foot Ninja. I suppose that’s a bad thing if you wanted your Shredder to be taller than his minions, but otherwise it’s fine as the body sculpt looks excellent. There’s a lot of softer sections of plastic making posing free and easy. His extra parts are also snug against his limbs, but can be manipulated if necessary. Mine needed some adjusting out of the box and at no point did I fear breaking anything. Like the Foot Ninja, he has a strip of fabric across his waist for storing a weapon or two, an obvious necessity for Shredder given the events of the film. He also has his long spear weapon to combat his foes with. He has additional hands as well including a pair of gripping hands and two open palm hands. The material his helmet is made of is soft plastic so getting the faceguard on and off is pretty simple. His face looks amazing and it’s almost a shame to keep it hidden under that faceguard, but he just looks so cool with it on!

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Hang there, until you die!

That’s not to say that Shredder is perfect. He’s almost perfect, but there’s one shortcoming with him and it resides with that helmet. It looks awesome in promotional images, and the texture of it is also well-sculpted, but that soft plastic which makes it easy to slide the faceguard off and on can also bend. Most of the images I’ve seen from consumers all tend to have an issue where the left side (Shredder’s left) curls into the figure or bubbles out. I’ve tried messing with it a bit, and I don’t know if hot water or a hair dryer would help or hurt (the heat might make it curl more). It’s not something I feel like I need to contact NECA over, but it does bother me a bit. Since removing him from the packaging and messing around with him it has improved, so it may settle into the right position eventually. The only other nit I can think to pick with these figures is that the Foot and Shredder don’t have the necessary amount of movement in the shoulders to hold the axes over their head in a swinging motion. That’s minor though, and really the only solution would be additional joints in the front of the shoulders which would harm the aesthetics of the figure. Given the choice between the two, I think NECA got it right.

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Maybe all that hardware’s for making coleslaw?

Overall, this is a really satisfying set that should please Turtle fans out there. If you happened to get one of these and you’re not satisfied with it, I’ll just add that NECA has some of the best customer support you’ll find. I haven’t had to do it, but I’ve encountered people who felt there was a problem with a part of their figure and NECA either replaced the part or the entire figure at no charge, often with no questions asks. It might take a few weeks, but they always deliver and stand by their product. The only real fault I can find with this set is the lack of extra gripping hands for the Foot Ninja, but if I’m really bothered by that I could always try and buy more Foot Ninja when they hit retail. Otherwise, the rest is just nitpicking here and there. At the end of the day, these are some really finely sculpted action figures and it’s hard to imagine anyone being able to top what NECA has done here.

 

The only other major shortcoming many people might add is that this sucker is a convention exclusive and thus, if you don’t have it, you can’t get it unless you’re willing to pay a scalper. The good news is that there’s a high likelihood of these figures all hitting Gamestop either by the end of the year or early next year. NECA all but confirmed that and if I had to guess the only exclusives with this particular set might be the weapon rack and shackles on Splinter and possibly some of the weapons the Foot get to play with. The single-carded Foot Ninja will likely have a full assortment of hands and the extra bandana knot and I’d be surprised if Shredder was changed at all. So if you missed out and you’re real upset about it, just be patient and keep your eyes open as these guys will sell fast once they’re made available. Earlier this year, Gamestop had issues fulfilling all of the pre-orders online for the Turtles so a pro-tip for you is if you have a local Gamestop preorder in store. Everyone I know that did so got their set and it was only the online orders that were cancelled. I don’t go into Gamestop too often, but every time I have I’ve taken a peek to see if they have the Turtles and I’ve never seen them so they’re still selling extremely well.

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Now I will finish what I began with your ear!

As for the future of this line, expect more! Nothing is certain, but Randy Falk at NECA was quick to remind folks during his interview with Pixel Dan that next year marks the 30th anniversary of the first TMNT film. Expect something from the company to mark the occasion. As for what that could be, your guess is as good as mine. NECA also confirmed it will make figures based on the sequel, The Secret of the Ooze. Whether or not those include quarter scale versions is unknown, but I think it’s safe to say if you’re a fan of two prominent adversaries from that picture then you’ll probably be happy, eventually. And of course, NECA is continuing its line of TMNT with cartoon themed figures in two-packs at Target (Bebop and Rocksteady should be showing up this fall) and also video game themed figures at specialty shops. Expect Turtles in Time themed toys, including Slash, to start showing up at those places this fall. Right now may be the best time ever to be a TMNT fan, so start saving!


Russi Taylor

 

Russi TaylorEven though they made their debut together, Minnie Mouse has rarely been celebrated as much as Mickey. Last year marked Mickey’s 90th birthday, a tremendous achievement, but seldom was it mentioned that his beloved Minnie was also celebrating a birthday too. Such has been the case with Minnie as she started off as a fixture of Mickey Mouse shorts, but slowly saw her star fade. When Mickey and the gang made their big return to the world of cinema with Mickey’s Christmas Carol in 1983, Minnie was there as always at his side. Unfortunately, she was the only one of the classic characters who appeared in that film to not have a single line or word of dialogue. She was practically invisible.

That changed in 1986 with the hire of Russi Taylor as the voice of Minnie Mouse. Taylor was already known to the world of Disney as the voices of Huey, Duey, Louie, and Webby on DuckTales. Taylor likely voiced Minnie for theme park segments and attractions initially, as the world would be properly introduced to her version of Minnie via Who Framed Roger Rabbit? in 1988 as well as the NBC television special Totally Minnie that same year. Taylor’s high-voiced, but sweet tempered, version of Minnie was an instant success, a perfect fit for the venerable mouse. And she held onto that role for the rest of her days, voicing Minnie on the small and big screen in hundreds of features.

totally minnie

Totally Minnie was essentially a reboot for the character.

Because of her contribution to the company and her role as the voice of Minnie Mouse, Russi Taylor was recognized as a Disney Legend in 2008. Also receiving that same honor that day was her husband, the late Wayne Allwine who had been the official voice of Mickey Mouse for decades. It was a tale too perfectly sweet for this world as the voices of Mickey and Minnie found happiness and love in each other’s arms.

I had never met Russi Taylor or had an interaction with her, but based on what I’ve seen in interviews over the years I get the impression she was a very humble woman. She would insist that Minnie is the star and she was just there to give her a voice. I must respectfully disagree for Minnie would not be the character she is today without Miss Taylor’s contribution. Her Minnie is wonderfully versatile. She can be the sweet-natured mentor to children everywhere via The Mickey Mouse Clubhouse as well as a songstress. She demonstrated more recently her knack for comedic timing with her more manic and bubbly version of the character for the present line of Mickey Mouse shorts. In those cartoons, Minnie has finally become her own character capable of being funny and entertaining without playing off another character. Her star rivals that of her famous partner and others – she’s that good! If you’ve been sleeping on those wonderful cartoons then you owe it to yourself to check them out.

martin pool

The role of Martin Prince may be retired following Taylor’s passing which has been the custom for The Simpsons.

Beyond Minnie Mouse, Taylor had many contributions to the world of voice acting. She was in-demand if you needed someone who could pull-off a convincing child or needed to provide words to a kind-hearted woman. Her most famous non-Disney role (well, until recently) is likely that of Martin Prince on The Simpsons. Martin was often called on during the show’s golden years to provide a laugh, often at the character’s suspense, and Taylor always delivered. She was also the voice of twins Sherri and Terri on the same show, a smaller role, but one still often proving to be very funny.

the disney fab four

People my age have grown up with these individuals serving as the voices for the iconic Disney characters. Left to right:  Tony Anselmo (Donald Duck), Wayne Allwine (Mickey), Bill Farmer (Goofy), and Russi Taylor (Minnie).

Russi Taylor has been a presence in the media I consume for basically my whole life. I’ve never really known another Minnie Mouse, and the same is obviously true of my kids. I have a daughter who will be turning 3 in the fall and Minnie Mouse is her world. She often requests, no demands, to wear a Minnie dress daily. When we took her and my son to Disney World for the first time this past winter, she was playfully shy with all of the characters she met, basically sticking close to mom or dad and waving from a distance. All except Minnie, of course. She ran to Minnie and gave her a big hug. I wasn’t sure we were going to be able to get her out of there. It was a heart-warming moment, and I have to believe part of my daughter’s love for Minnie can be credited to the performance of Russi Taylor.

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My own little princess would be devastated if she knew that Minnie Mouse had passed away.

Russi Taylor passed away this past Friday at the age of 75. I don’t know how the news was received by those who knew her in life, but for fans it came as a shock. Images of this happy, smiling, woman flooded my mind when I heard the news, then came the images of all of the voices she provided. Her legacy is incredible, and my condolences go out to her friends, family, and colleagues who must all be hurting right now. Many of them have expressed some wonderful sentiments all across social media and through entertainment channels. I encourage you to seek them out. I don’t think it’s hyperbole to say that Russi Taylor was the best Minnie Mouse yet. I mean that as no disrespect to the women (and man, as Walt himself once voiced her) who came before her. Someone out there is about to land the role of a lifetime, and they’ll have some big shoes to fill.

There are likely more cartoons to come featuring Taylor, as well as episodes of The Simpsons. A new attraction will be opening at Disney World’s Hollywood Studios soon, a ride featuring Mickey and Minnie which is something that is long overdue. Her voice will be featured there likely for many years to come. It wouldn’t surprise me in the least if the ride ends up being dedicated to her and will hopefully serve as one of many enduring tributes. The last Mickey cartoon released before her passing, Carried Away, also strikes me as a fitting farewell. It features Russi Taylor’s singing as Minnie, something the writers of these shorts seem quite fond of because she does it so well. It contains a great twist of an ending that encapsulates the modern spirit of Minnie Mouse so see if you can watch it without having a tear come to your eye. I know I can’t.
wayne and russi


TROGDOR!! The Board Game

 

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You must scream it when reading aloud.

Today marks a first for The Nostalgia Spot – a board game post. Like probably everyone my age, I grew up playing board games. Most of them were terrible. They were either overly simple, but long to finish, like Candy Land and Shoots & Ladders or they were gimmicky and over in five seconds like Shark Attack and Crossfire. Board games felt like the at-home equivalent of busy work: give one to your kids and forget about them for a half hour or so. Good vacation fodder for when you have nothing to do and also a rainy day activity. Video games largely replaced them for me as I got older, but they were always around.

Not all board games were terrible. It’s tried and true, but Monopoly is fine and my family even experimented with a Monopoly night that might have lasted a few weeks. There were also more aggressive games that asked more of its players. I had an X-Men game that was pretty neat and required you to enter rooms inside the mansion and clear them of bad guys. I don’t remember exactly how it worked, but it was something I enjoyed when I could find someone to play with. Hero Quest was a popular one that was basically Dungeons & Dragons light and took a long time to play. I actually don’t know if I ever finished a game of Hero Quest. The one kid who had it always wanted to be that game’s equivalent of The Dungeon Master, and he was a brutal liar. I think we always lost and couldn’t trust he was playing by the rules so every game just ended with an argument.

Board games seem to be enjoying a quiet renaissance these days. From time to time I notice friends and acquaintances having a game night on social media. I had one such night with some cousins though it was mostly silly games eventually just leading to a Cards Against Humanity setting. I have not tried to get into a more complex board game, and maybe that’s just because I was waiting for the right one.

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Check out all these contents!

Enter Trogdor:  The Burninater. In the early 2000s, homestarrunner.com was a thing. I first encountered it in 2002 when a friend basically camped out in my dorm room at my computer watching the flash animation over and over. The first one that caught my eye was the Strong Bad email that gave rise to Trogdor. It was ludicrous and quite funny, and after that I started keeping up with it as well. It didn’t take long for me to start hearing about it in class or booming from the speakers of another dorm. The site was popular for much of the early part of that decade and Trogdor would even be included in Guitar Hero and Strong Bad also had his own game for the Wii.

The creators of that website, The Brothers Chaps (Mike and Matt), sort of quietly retired the website. They had their fun and moved on, though on occasion a new video will pop-up. The website is still active and the archives can be plundered and merchandize can still be purchased. You can also find most of the videos on YouTube now as well. Last year, the property returned via a Kickstarter campaign. It was for a board game centered around Trogdor, Strong Bad’s dragon invention. Kaizer from CA wrote in asking Strong Bad to draw a dragon, and a legend was born. After first coming up with something that admittedly sucked, Strong Bad stumbled onto Trogdor utilizing techniques such as consummate Vs and the inclusion of a beefy arm. The video then pivoted to a scene of other characters doing their own interpretation of the character. After Strong Bad burns up Strong Sad’s version that may have been superior, the video then unexpectedly goes into a song all about Trogdor burninating the countryside and all of the peasants, which serves as the basis for the new board game.

trogdor instructions

Instructions!

When I saw the Kickstarter last summer, I had to back it. Almost exactly a year to the day, it arrived. The game was super popular and it took almost no time to fulfill the parameters of the Kickstarter campaign. It’s a collaboration between the Brothers Chaps and James Ernest. It’s a cooperative game that can support 1 to 6 players. The players are to aid Trogdor and his mission is to help him burninate the countryside including all of the peasants and their thatched-roof cottages. The game contains lots of fan service, due in part to the Kickstarter goals being exceeded, and if you’re a fan of the characters you’ll probably like what you see here.

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The layout for a hypothetical game scenario.

The game is fairly complicated, but not overwhelming. It’s the type of game where your first play through will be done with the instructions at hand. Your second will go better, and after a few games are under your belt you’ll be off and running. Since it’s cooperative, you’re not competing with fellow players which is a unique approach. I thought maybe there would be folks controlling the peasants or adversaries of Trogdor, but that’s not the case. And it’s in spirit with the original cartoon in which Trogdor and his atrocities are celebrated. We don’t want to oppose Trogdor, but celebrate him!

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Trogdor strikes again!

The game is a board game, but it doesn’t actually have a board. Instead, it contains 25 terrain tiles that are laid out in a 5×5 grid. Each card has an image on one side, and a burninated version on the reverse. Some tiles have special properties, and by going this route it accomplishes two things:  Trogdor can burninate the setting and it can be tracked by flipping the tile, and each game can be slightly different depending on the layout of the tiles. One of the tiles contains a mountain, which Trogdor can hide behind. Two contain a cave that are connected so Trogdor can “warp” across the playing field quickly if desired. Cottages that require burninating are placed on specified tiles, and there are some other special ones. Trogdor always starts in the center.

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The Trog-Meter represents Trogdor’s health at any given time expressed in peasants. That guy in the corner is bad news, he’s The Troghammer.

The game largely occurs with cards. There are no dice. Before the game begins, each player receives a Keeper card which may or may not give them a special ability to exploit on their turn. There are also item cards and action cards. The action cards dictate the movement of the NPCs and provide Trogdor with the action points he has on that turn. Action points can be used to do things like move and burninate. If Trogdor burns a peasant, the action card provides a movement path for the burning peasant. Any tile he touches he burns before he dies, unless he winds up in the lake in which he’s spared. After the turn is done, the NPCs move. There are knights on the board that harm Trogdor if they at any point share a tile with him. There’s also an archer piece that fires in horizontal directions. And once Trogdor is harmed, a super knight called The Troghammer is unleashed to provide additional chaos. The unused peasants are essentially Trogdor’s health. He starts each game with 4 and if he chomps a peasant he gains health. When a peasant dies, it goes to The Void and is removed from play preventing Trogdor from acquiring more health, but also preventing more peasants from entering the game.

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These guys are your enemies. Avoid them at all cost.

When all 25 tiles are burninated, all three cottages set ablaze, and no peasants are on the board the game is over and Trogdor wins. If Trogdor loses all of his health, he gets to rage-quit by going on a rampage with a reasonably high probability of being successful. The game can also end if the players run out of action cards, though I haven’t come close to that scenario in my games. It’s an involved game that’s pretty fun. There’s strategy to employ as one needs to prevent Trogdor from getting hurt, but the limited cards means there’s a de-facto timer on the game too so you can’t play skittish. I haven’t encountered any arguments with fellow players, but I suppose it could get heated in certain settings if some people take things too seriously.

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These are your optional Trogdor pieces. Some possess more majesty than others.

Beyond the game itself, there’s a lot here for people who are fans of Homestar Runner to enjoy. The pieces are either made of plastic or wood, depending on the version of the game you backed. I went for the Wingaling level which was the cheaper one and contains painted wood pieces. In addition to the main pieces needed for the game, there are also bonus Trogdor pieces depicting his other forms. There’s the original “S is for Sucks” Trogdor, Coach Z’s interpretation, and even a piece that just says “DAGRON” with the reverse being Homsar’s Toaster’s Choice. This means that before each game you get to select your preferred version of the now timeless character.

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Hey! I know these guys!

In addition to the game pieces, there are bonus meeples! The meeples are wooden depictions of the Homestar Runner cast so there’s Homestar Runner himself, Strong Bad, The Cheat, Strong Mad, and so on. I think I had to pay extra to get these, though I don’t remember since everything happened so long ago. These have no necessary purpose for the game, I suppose you could substitute knights and such with them if you want, but they’re a fun inclusion and a logical stretch goal for the Kickstarter. They even included a little baggy for the meeples and a suggested game that could be played with them. Given that they’re little painted pieces, I’m reluctant to do much with them as I don’t want the paint to chip, but there’s entertainment value here if you want it.

If you did not back the Kickstarter, then right now your only option appears to be eBay. Some folks are selling their sets there with gross mark-ups. Given the presence of a “Buy It Soon” option on the website it looks like a regular retail version is to come. It probably won’t have the meeples by default, but maybe they’ll be available for purchase as well. You can even sign-up to be alerted when they go on sale. Once they sell out, I don’t know if there’s any plan to make more so you may want to act fast. Should you choose to take the plunge you’ll end up with a fun game that has a great theme. If you’re a fan of the property then you pretty much owe it to yourself to seek this thing out. And if you have a group of friends that still remember this, then all the better as your game crew is ready to go. Now get burninating – Trogdor demands it!

 


The New Batman Adventures – “Joker’s Millions”

Jokers-MillionsEpisode Number:  7 (92)

Original Air Date:  February 21, 1998

Directed by:  Dan Riba

Written by:  Paul Dini

First Appearance:  None

After starring in a segment of the series premiere, “Holiday Knights,” The Joker (Mark Hamill) returns to helm his own stand-alone episode. And for the first time, our little feature on this show is running up against continuity from the other DC Animated Universe show at the time – Superman. In the three part episode “World’s Finest,” Joker arrives in Metropolis to accept a contract from Lex Luther that would have paid him one billion dollars if he could kill Superman. He fails, and old Bats is partly responsible as this was the first crossover event for the two super heroes.

Joker had gone to Metropolis because he was having money problems back home. Considering he failed at taking out Superman, his woes have continued. Here we find a broke Joker taking unnecessary risks in order to acquire more cash to finance his unique lifestyle. These risks naturally put him at odds with Batman and the other vigilantes of Gotham. “Joker’s Millions” is based on a comic of the same name from 1952 and also shares some similarities with the 1985 film Brewster’s Millions. It’s largely a comedy piece, as Joker episodes tend to stray in that direction, only this time more so than usual.

The episode opens with Joker and Harley (Arleen Sorkin) robbing what appears to be an electronic’s convention or museum. Joker is seen running around decked out in a new purple trench coat and hat blasting away as civilians run around screaming. Joker is running from Batman and Batgirl and he doesn’t appear to be having his usual good time, especially when Batman lands a punch on his jaw. He runs out of ammo and soon comes across Harley who’s racing around as well. She informs him they’re all out of bullets forcing Joker into a game of fisticuffs with Batman, which he loses. He’s able to fool Batman and Batgirl momentarily after taking a hit to the eye. He lets out a scream and lets a fake eye hit the ground which soon explodes providing the duo enough of a cover to escape.

harley and joker flee


Harley is a bit irritated with Joker’s money problems.

Outside, Harley and Joker are shown speeding away in a rather mundane looking getaway car. As the two flee, they soon realize they forgot the cash they just attempted to steal and soon run out of gas. When Joker admonishes Harley for not filling the tank like he told her to, she responds that they’re broke and asks what she was supposed to do – fill the tank and then shoot the guy?! Joker responds with an emphatic “Yes!” as Harley bemoans their situation. Batman and the cops soon arrive and Joker is forced to eject. Unfortunately for Harley, he could only afford one ejector seat and she’s left behind to get arrested.

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Joker gets the good news.

Joker is then shown arriving at the Chelsea Arms apartment building. It’s looking a lot worse from when we first saw it in “Double Talk.” Joker walks in and gets his mail while the super complains about his rent being late. He heads inside a rather dilapidated looking apartment and is greeted by his pet hyenas, Bud and Lou. Joker settles down on the couch and reads the letter the super gave him which informs him that a crime boss he never cared for, King Barlow, has passed on. Joker is amused to know this, but then grows excited when he finds out Barlowe has left him his entire fortune valued at 250 million dollars!

We then see a brief montage of sorts where Joker is shown using his new found wealth to hire some fancy lawyers to clear his name framed as a news piece. One is clearly a parody of Johnnie Cochran who offers up the line “If a man’s filled with glee, that man must go free!” A psychiatrist is also interviewed who claims he’s tested Joker rigorously and found he’s no longer a danger to society. When the interviewer points out the accusation that Joker is just bribing doctors and lawyers to say what he wants, the man insists such a notion is preposterous. As he does, the camera pans out to reveal the doctor is driving a fancy new car. This gag feels like something we would have seen on Animaniacs. The segment ends at the Batcave with Batgirl wondering if Joker will now go straight since he’s got plenty of money. Batman can only growl in response as he snaps some expensive looking object in half.

Dick Grayson and Barbara Gordon are shown standing in line waiting to get into a swanky new club:  The Iceberg Lounge. The club is owned by none other than The Penguin (Paul Williams), making his first appearance with his new redesign. Penguin had previously been modeled after the version of the character seen in Batman Returns, but for The New Batman Adventures he’s been restored to his classic look which is that of a short, rotund, man with a long nose. He emerges from the club to say they’ve reached capacity forcing Barbara to use her status as the commissioner’s daughter to gain entry with Dick. Penguin, apparently wanting to keep the cops off of his back, acquiesces though not happily.

joker and new penguin


A more dignified Penguin on display.

Inside we see Joker seated at a table ordering food and drink. The club is massive and has an ice theme going on with a gigantic pool in its center inhabited by seals. Penguin shows up to Joker’s table to toast the old rogue to his good fortune and adding that living well is the best means of revenge when it comes to getting back at Batman. Dick and Barbara watch from their table almost in awe of what they’re witnessing. The party is soon crashed by some gun-wielding dudes. One of them had been shown previously as part of the news report on Joker’s inheritance. He was the bodyguard for Barlowe and was perplexed why the crime boss left Joker everything, considering he hated Joker, and left his beloved bodyguard with nothing. He’s come to take what he feels is rightfully is.

As Joker is held up, Batgirl and Nightwing make the save proving they are incredibly quick at changing into costume. A Nightwing shuriken strikes the former bodyguard in the back and sticks in there while another gets booted into the seal pool. These seals are apparently quite violent as they attack the man immediately. Joker applauds the two heroes and even tries to pay them a tip for looking after him. They crumple up the offering in their fists and drop it on the floor causing Joker to howl with laughter.

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Joker living the good life.

We then go into another montage of Joker enjoying his wealth. He’s bought a new mansion and is having it painted purple, enjoying some time on the golf course at the expense of Bruce Wayne, and is shown riding around in a limo tossing money out the back to a crowd of people chasing after him. Harley watches all of this on a television set in Arkham and is enjoying it thoroughly. When Ivy (Diane Pershing) questions why she’s so happy to see her old beau enjoying his wealth she responds because she’s certain he’ll come bust her out any day now. Ivy then shows her a full-page ad in the newspaper she’s reading which was placed by the Joker. It seems he’s looking for a new henchwoman, and Harley reacts to this in the only way she could be expected to.

Joker is then shown auditioning for his opening. Several individuals in Harley costumes are lined up as Joker dresses them down:  too fat, too old, too short, etc. One is clearly modeled after Paul Dini and Joker doesn’t even really dignify the poor sap with a response. He soon settles on a new Harley, who looks like the old one only taller and a bit more curvaceous. This new Harley (Maggie Wheeler) is a bit slow and mistakenly refers to Joker as Mr. G. She’s happy to have the job though and Joker is happy to have something to look at. Meanwhile, the real Harley is trying to escape Arkham via the laundry chute, but she just ends up trapped in a washing machine which is turned on.

paul dini quinn


Sadly, he didn’t get the job.

Joker is about to find out he has a new problem though. A man from the IRS shows up to inform Joker he owes them quite a bit of cash as part of an inheritance tax. The sum is around 140 million, and Joker is surprisingly panicky about having the IRS on his case. He even tells one of his henchmen he’d much rather have to deal with Batman than old Uncle Sam. As he and his crew start filling bags with stacks of bills to pay off the debt, Fake Harley notices something strange about the money. Joker takes a closer look and notices the face of one Ben Franklin is missing from his hundreds, replaced by the ugly smirk of King Barlowe. He soon finds a video tape buried under the cash and is forced to put it on.

The tape is a recording of Barlowe (Allan Rich) himself from his hospital bed informing Joker that he’s been had. He only left Joker 10 million bucks, and he guesses that by the time Joker found this tape he had already blown through it. The other cash and assorted valuables are all fake, and he has a good laugh at Joker’s expense for he knows the clown is much too prideful to admit he’s been made the butt of a joke. Joker is understandably irate at the revelation, and quickly starts trying to think of a way to make back some money. When henchman Ernie (Sam McMurray) suggests he repeat his laughing fish scheme, he yells at him for such a thing would alert Batman that he’s returned to crime. He needs to acquire cash using a method he’s never been good at:  subtlety.

fke joker


Not Joker.

Bruce Wayne is shown at Penguin’s club. Penguin greets him briefly, and Wayne soon spies Joker alone at his table. He approaches to have a chat and Joker suggests he doesn’t recognize him. Wayne reminds him he recently threw him off a building (referencing the events of “World’s Finest” again) and Joker seems flustered. The voice may be right, but this is clearly not Joker as his conventional eyes give it away. He mops at the sweat on his forehead revealing a normal flesh-color below the white makeup and retreats to the restroom. Inside, we see it’s actually Ernie posing as Joker and as he frets about trying to keep up this charade Batman shows up to confront him in a bathroom stall. He begins his interrogation, while Penguin listens from outside. He’s prepared to put a stop to this poor treatment of his patron by Batman, but a growl from Batman and a flushing toilet convinces him otherwise.

batman john


Well, at least if the sight of Batman caused Ernie to mess himself he was in the right place.

We’re then shown a bunch of odd looking armored cars as they drive onto a ferry. They’re gray and rather blocky and frequently their doors disappear in what is easily the shoddiest piece of animation I’ve come across in this series. The occupants of the vehicles step out and are confronted by some shadowy individuals with guns. These guns are packed with gas that knocks them out and Joker emerges from the shadows sporting a ship captain’s hat. Fake Harley is steering the vessel, as Joker soon turns his attention to the money inside.

joker captured again


Joker’s fun appears to be done.

The ship rocks causing Joker to bark out at Harley, but things are about to get worse as Batman, Batgirl, and Nightwing show up. The fight is surprisingly brief, and Joker finds his feet bound by a rope from Batgirl as he teeters on the edge of the ship. She thinks he’s trying to save some money that blew away over the side of the ship, but Joker corrects her by informing her he just wants to go with it. Batman pulls him back onto the ship and in a parting shot flips him a quarter and tells him to go call his fancy lawyers.

On shore, the cops take it from here. Joker is loaded into a police wagon in shackles and he seems to be in an all right mood. He remarks it will be good to see the old gang again as a female cop looks on from inside the back of the wagon with him. She soon leans into the light and reveals to Mr. J she ain’t no cop, but rather Harley Quinn. Joker is a bit concerned by this development and tries to play it cool, but as the wagon drives away we can hear the sounds of Harley wailing on Joker with a nightstick to bring this one to a conclusion.

harleys revenge


In an episode that’s basically all about comedy, it’s Harley who gets the last laugh.

“Joker’s Millions” is a very comedic episode of Batman. There’s the show’s trademark violence on display as Batman lands some solid blows on Joker early on, but most of the scenes are practically slapstick in nature. It is a bit amusing to see Joker out of cash and then to see him go on a spending spree. It’s also interesting to see him use money to essentially buy his freedom and go straight, even though it doesn’t necessarily fit the character. I suppose we can hand wave this one though as being short term. Had Joker really inherited all of that money he likely would have eventually returned to crime as just living a wealthy life would likely grow stale for old Mr. J. Likewise, the scenes of Harley from Arkham are all played for laughs, with the washing machine gag being especially cartoonish in nature.

Because so much of the episode is spent with Joker, there’s actually very little for the heroes to do. Wayne just happens to be in the right place at the right time to find the fake Joker, so there’s little detective work on display. As was the case with “Riddler’s Reform,” Batman just doesn’t buy Joker being reformed and essentially is harassing him by keeping tabs on him. It was fun to see the new Penguin on display though. I’m a bit surprised they didn’t recast him considering the drastic change to his appearance, but that would also be no reason to get rid of a fine voice actor like Paul Williams.

Ultimately, this episode is fine. While I look forward to something a bit more menacing from Joker given the new standards of the show, an occasional comedy episode is okay. And if you’re going to have a comedy episode, why not feature The Joker? It’s a bit hard to believe that Joker could ever be out of money, or that being out of cash would be a problem for him, though it’s also even more unlikely he could rent an apartment anywhere. I’ll ignore that though, just like the episode basically is asking me to ignore the fact that Harley and Joker have once again patched things up offscreen. Their relationship is combative here, and I think that’s what can be expected going forward. The nice thing is that Harley now gives as good as she gets so things don’t seem so one-sided anymore.

We’re actually not going to hear a lot from Joker during this run of the series. He’ll be mentioned in a few episodes, and his likeness shows up in the anthology episode “Legends of the Dark Knight.” His next outing is actually a flashback in the episode “Old Wounds” and his real next episode isn’t until episode 21, the classic “Mad Love.” Too much Joker is obviously not a good thing, but I have a feeling I’m going to wish there was a bit more of him.

 


Final Thoughts on Bucky O’Hare and the Toad Wars

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Bucky O’Hare raced onto television screens in September of 1991.

Another series is in the bag as the past 13 weeks have covered 90s relic Bucky O’Hare and the Toad Wars. As evidenced by my posting on the toy line by Boss Fight Studio as well as other pieces of Bucky media, this show has a special place in my heart. It was something I loved intensely as only a child can for a short duration that then broke my heart, but I got over it because for kids most things are short term. I found something else to obsess over and didn’t think about Bucky O’Hare much until I reached adulthood when suddenly looking back on childhood things held new meaning.

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The animation is sloppy and careless, such as with this scene in which Dogstar is mistakenly included as part of Bucky’s infiltration team when he’s actually piloting the ship.

I won’t lie to you all and say that Bucky O’Hare and the Toad Wars is a great television series. I’m not even sure I can say it’s a great children’s show. It does have things going for it, and then it doesn’t. It certainly suffered from a small budget, which isn’t a surprise as the property wasn’t exactly tried and true nor was it backed by a major studio. Those putting up the dollars to make the show likely viewed it as a toy commercial primarily with the hope it would find a footing so more money could be made off of it via other merchandise. Had the show arrived in the 80s it would have largely fit in with other shows on television, but for a 1991 show it was rather shoddy looking. The animation is choppy, there’s numerous visual errors, and few sequences that seemed to attempt anything truly artistic. The classic cartoon where a lavish intro serves as a red herring for what’s to follow.

In addition to the rather poor visual fidelity, the budget is further constrained in the sound department. A small cast of voice actors was forced to shoulder the load. When a new character shows up there wasn’t a thought to getting a guest voice actor (or if there was at the time of recording it was abandoned before release) so get used to a lot of characters sounding the same. This isn’t a knock on the cast, all of which I thought did a good job with the scripts provided, but a short-coming nonetheless. The music also suffers in the same manner. Doug Katsaros handled the music, including the memorable opening and closing number, and was apparently only hired to write and arrange about five tracks which are recycled through every episode. I like the music in the show and consider it perhaps the show’s greatest attribute, but it certainly was becoming repetitive by season’s end.

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Willy’s interactions with bullies in the early episodes are among the lowest points for the show.

Those are the show’s most obvious flaws production-wise. Serving as both a strength and weakness is the show’s writing. There are some early sequences, namely anything involving Willy DuWitt’s time on Earth, that are dreadful. Just pandering, talking down to the audience kind of stuff. The show also had pacing problems, particularly early on, where the episodes tried to cover too many things and never had a chance to breathe. The end of the first episode is supposed to be stressful so I don’t fault the writing there, but there were other episodes where plot points were basically glossed-over or the end felt rushed. The show is happy to use Willy’s genius as a deus ex machina to get the gang out of trouble on many occasions which probably won’t entertain an adult, but kids may have been more forgiving. I know for me personally as a kid characters like Willy and Donatello from Teenage Mutant Ninja Turtles annoyed me a bit with how they could seemingly invent their way out of any problem, but I don’t know if I was the exception or the norm.

Another aspect of the show that works, but also doesn’t, is the nature in which Willy was approached. He’s clearly meant to be the audience stand-in. As more of this universe is unveiled, we experience it alongside Willy. Whenever the show takes us to another world, we experience that world via Willy who has to learn about the cat people on Jenny’s world and learn how to deal with pirates in the Dead-Eye episode. It’s the type of approach that probably sounds good on paper, but in practice it’s not as successful. Willy just isn’t interesting, and having almost every episode center around him in some way harms the show. The only episode I actually felt this approach worked was the finale, and that’s because the crew was hiding something from Willy and thereby hiding it from the viewer as well.

Otherwise, the writing for Bucky O’Hare and the Toad Wars could be really ambitious and even better than the average slop thrown at children in 1991. The first three episodes are serialized and even the fourth fits into that as well. For the rest of the season, the show often reflects back on past events and there’s a feeling of continuity throughout, for the most part. Networks were loathe to attempt this sort of thing with kids as many just don’t respect the intelligence of the audience. Serialized story-telling isn’t necessary for every show, but it is rewarding for viewers in the right setting and that’s true of adults and kids. It’s why I found the show riveting as a child, and I believed there were more stakes here than was the case with the other shows I watched.

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Mimi LaFloo was an excellent addition to the show, I just wish we saw more of her.

This show was also really good to its female characters. Females were often an afterthought for shows aimed at boys. At most, they were often someone who needed to be rescued. April O’Neil was the gold standard at this point, a character who was confident and fearless, but ultimately always ended up captured by Shredder. In this show, we have Jenny who is the second in command and a powerful telepath. When she gets captured in episode three, it’s in addition to Bucky and Dead-Eye. It’s she who takes charge in her own episode to save her people, and in the final episode she gets captured on purpose as part of a master plan. The other female is Mimi LaFloo, a character determined to save herself and the other slaves who isn’t going to wait around for a hero. She becomes a captain herself, though we only get to see her in this role in one episode. The only negative is that these two characters are quite “catty” towards each other which feels too stereotypical. The most frequently used writer on the show is a female, Christy Marx, who wrote or co-wrote both episodes featuring Mimi so this may have been a contribution on her part or she was instructed to put these two at odds with each other. That aside, it’s cool to see the females in a heroic role and equally cool that a woman got to write them and I think it’s something that should be talked about as part of the show’s legacy.

The show also can be funny, and it’s not the sort of stupid humor I was accustomed to seeing in action shows. The show did tone down on the political humor with the obtuse and budget conscious S.P.A.C.E. bureaucrats. Some of it was retained, but I’m not surprised that Willy wasn’t made to sign-up for company healthcare before going on his first mission. Even the incompetent villains manage to remain funny throughout the season. Perhaps some of that is due to it only lasting 13 episodes, but at least the bumbling Air Marshall had yet to ware out his welcome.

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The villains are predictable, but also often amusing.

I largely view Bucky O’Hare and the Toad Wars as a flawed series, but still worth watching. It’s definitely worth watching for kids of 1991 as there wasn’t much better on TV as far as action cartoons were concerned. Teenage Mutant Ninja Turtles was pretty dumb and The Real Ghostbusters was well past its prime. The Pirates of Dark Water might have been the best contemporary for the show, but I find Bucky O’Hare to be more interesting. Come 1992 the television landscape for this genre would be forever changed with Batman and X-Men, but for a brief period of time, Bucky O’Hare and the Toad Wars was at least in the conversation for best children’s action adventure program. It’s a shame the show isn’t readily available on DVD or at least streaming somewhere. I suppose it’s never too late, but it definitely doesn’t feel like that is something that is going to change anytime soon.

With my final thoughts out-of-the-way, I felt it would make sense to close the book on this series with a ranking of the 13 episodes. Let’s start with the worst:

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The only thing “On the Blink” has going for it are the scenes shared by Al Negator and the Air Marshall.

13. On the Blink – the Blinky episode on the koala planet is my least favorite. It feels inconsequential, and is, and has a lame resolution. It also was the first episode to really look poor. It does score points for showing Al Negator and the Air Marshall in golf attire.

12. The Warriors – Kamikaze Kamo would have made for a good action figure, but as a character he’s pretty annoying. I like that the episode gave us a new villain in Sly Leezard, and seeing the Air Marshall fired was amusing, but it’s a pretty ugly episode that didn’t do much to further the overall narrative of season one.

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This episode is just awful to look at.

11. Corsair Canards – This episode is all right, and the overall plot is solid, though some of the execution is a bit off. Mostly, it’s ranked this low because it is absolutely the low point in terms of animation. So many errors and just plain ugly sequences. With some polish, this could have been one of the better episodes.

10. Bye Bye Berserker Baboon – Bruiser’s homeworld is surprisingly low key, but at least there’s some Toad ingenuity on display here. Plus, the Terror Toad looks pretty cool. The baboons just get pretty annoying though and Bucky’s Bugs Bunny impression felt really off for this show.

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Al Negator, perhaps second only to Toadborg in the villain rankings, debuts in “A Fistful of Simoleans”

9. A Fistful of Simoleans – Now the list gets a bit tricky. I’ll put episode 2 here as it’s a bit slow and yet also over-stuffed. Al Negator is introduced and Bucky’s naivety is on display, though the message of the episode is kind of that racism can be okay? Basically, Bucky should have known not to trust Al because of his species, which is pretty shitty, but he’s also part of a fictional race of crocodiles so I guess it’s possible that they are all greedy, shifty, pieces of crap. I don’t think it was malicious on the part of the writers, but it comes off weird.

8. The Kreation Konspiracy – The plot for this episode is pretty cool, and I like the added Toad lore. Really, what knocks this one down a few pegs is the resolution with Willy converting a planet into a giant ape. And yet, the actual ending is possibly the best ending of any episode of the show as it’s genuinely funny, if rushed. At least Blinky got to do something to make up for the lackluster “On the Blink” episode.

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It was Toadborg’s time to shine in this one.

7. The Artificers of Aldebaran – This episode helped clarify how Jenny and her kind get their powers, even if it was pretty crazy given it involved a moon-sized demon in outer space. Mostly though, I rank this one here because I love how ruthless Toadborg is when negotiating with Jenny. He’s such a good villain and I feel like similar villains are rarely allowed to be this nasty in children’s shows.

6. Komplex Caper – This is just a fun action-heavy episode. The plot is a tongue-in-cheek commentary on television and works well in this show which is full of that stuff via Toad TV gags. We get to see Bucky take the fight to Komplex and also Dogstar’s crew gets a moment to shine. The only real negative for me watching as an adult is how the Toad fleet is weakened. In the first few episodes, Bucky and his crew couldn’t possibly hope to go toe to toe with so many enemies, but Dogstar’s crew seems unphased. Bonus points go to the humorous confrontation between Dead-Eye and the Toad Master Spy.

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“War of the Warts” introduced us to Bucky O’Hare and his crew.

5. War of the Warts – The debut episode is very lore heavy, but it’s necessary to establish the world. Really, the only parts I don’t like are Willy’s experiences on Earth dealing with bullies who will thankfully not make it out of Episode 3. This is also the episode that “killed” Bruce forever creating stakes kid-me never knew existed in cartoons.

4. The Search for Bruce – The episode that brought Bruce back, albeit as a ghost of some sort. It does a good job of showing a character, in this case Bruiser, actually experience grief which is something “War of the Warts” didn’t have time to explore. It’s a bit sad, but there’s also some fun stuff in the middle as well as the show’s most violent sequence. The only real drag is the constant references to bananas by the two baboons. I get it, they love bananas, I don’t need the constant reminder.

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The finale even finds time for the unheralded to get a moment, though maybe not a “shining” moment as it were for Digger.

3. The Taking of Pilot Jenny – The series finale does its job. While it has a few warts, namely with how Komplex is finally defeated, it’s largely a satisfying conclusion to the first season. Bucky gets to play hero and the mammals pull off an inventive scheme. Past plot points are revisited and the whole thing is just very satisfying. That last scene is still able to hit me in the feels, cheesy as it may be.

2. The Good, the Bad and the Warty – The conclusion to the first arch brings about the show’s first action-heavy episode. We get to see Bucky and his crew captured by the Toads and forced to escape. During which we see Willy’s ingenuity and Jenny’s impressive powers. It’s also our first real look at Toadborg and what he’s capable of and makes for an entertaining episode. There’s some more junk with Willy on Earth, but at least it also marks the end of his conflict with the bullies, something that felt really tacked on to make the show more “relatable” to its audience. The show in general features too much Willy, but at least he ditched the Earth problems for the most part.

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A debut for Mimi plus a dramatic and heroic moment from Bucky contribute to make “Home, Swampy Home” my favorite of the bunch.

1. Home, Swampy Home –  I had a feeling this one would be my favorite and it remained so after all was said and done. It does have the one real strange sequence of Bucky meeting his off-camera mentor who had some really on-the-nose advice for the captain, but aside from that it’s pretty cool and a lot of fun. It showcases how the other hares idolize Bucky and view him as their Superman, in a way. He will save them, no questions asked. It also gives us Mimi LaFloo, who is a really interesting character for a 1991 cartoon aimed at boys. She’s an anti-princess, a female who isn’t going to wait around for someone to save her. She looks down on her fellow captives, the hares, because they’re just waiting for Bucky to save them while she intends to save herself. And while Bucky’s help is needed in the end, she’s rewarded for her efforts by being named captain of her own frigate. This was an era where pretty much every female cartoon character was just a damsel in distress, so seeing an empowered female character was pretty cool. Bucky’s dramatic reveal to Mimi and the hares is also my favorite moment from the show.

 


Toy Story 4 Happy Meal RV

 

happy meal boxThe Happy Meal toy is one of the lowest common denominators of toys. It’s somewhere above that of a vending machine toy, but maybe not quite as good as the toys at the local pharmacy. It’s the kind of toy that a child is happy to have in the moment, and then a day later it’s at the bottom of a toy box or forgotten in the car. And that is essentially by design. The toy is just a means of attraction, like a cereal box toy, and also is a means of promotion. It gets the attention of a child via a commercial or restaurant signage which in turn gets said child to beg their parents to buy them some delicious, but also terrible, food in order to get this temporary must-have item. And it works, probably too well, which is why the state of California actually banned McDonald’s from including a toy with its Happy Meal (you have to buy the toy separately for a meaningless amount of money) because the feeling was that fast food was a leading contributor to childhood obesity.

Like a lot of things, credit for the Happy Meal is given to some rich white guy, but the idea originated elsewhere. Its roots can be traced to Guatemala where restaurant operator Yolanda Fernández de Cofiño first came up with the concept of creating a meal for kids making it easy for parents to just walk in and order an item for their children. McDonald’s liked the idea so much, that it basically adopted the concept worldwide and thus the Happy Meal was born. It debuted in 1977 and Bob Bernstein is recognized by the company as the creator of the product. It went national in ’79, and that year the first big marketing tie-in was utilized in the form of Star Trek:  The Motion Picture. Kids who received a Happy Meal during this promotion would receive a piece of a comic book strip. In order to see the full story, they had to keep coming back and buying more.

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I may have lost you, but I’ll never forget you, McNugget-O-Saurus.

This concept of having to buy repeated Happy Meals for a larger experience is not one utilized by the company very often. Usually, a Happy Meal is just connected to an external property and cheap toys are made based on that property to promote a movie, TV show, or something else. Occasionally, there is no real outside promotion and McDonald’s just promotes itself. In fact, some of the most well-remembered Happy Meal toys fall into this category. I know when I was a kid, a personal favorite of mine were the transforming meal item toys. Originally, there were food items that transformed into robots. There was no connection to the Transformers officially, but I’m sure that’s where the influence came from. Later the robots were replaced with dinosaurs leading to one of my all-time favorite Happy Meal toys:  The McNugget-O-Saurus! Another popular promotion were the Halloween trick-or-treat pails featuring a pumpkin, ghost, and witch. These pails would reappear several times, and the best version featured a removable piece in the center of the lid to pass the candy through, though all knew these pails were far too small for actual trick-or-treating.

And that’s not to say that the external promotional items weren’t memorable as well. A lot of the times they were just simple, cheap, toys with an action feature that was often repeated. Other times though there was a gimmick that worked a bit better. For some reason, I have strong memories of some Tiny Toons cars that featured a domed portion that contained an action when the car was pushed. I had Buster and in his dome was a mini basketball court and the ball would shoot in the air and sometimes go through the little plastic hoop inside. I don’t know why I remember this particular toy. I know I got it when my mom took me and me alone to McDonald’s, a rarity as often my sister would be included. She must have been at a sleep over or something and my mom wanted to treat me. We got it at my favorite McDonald’s too, a blue-roofed restaurant somewhere near Gloucester, VA that also had a classic car in the dining room (I want to guess it was a Chevy, but can’t recall). We only lived there a short while, and my guess is that McDonald’s is gone and replaced with one of the newer models which is a shame. Another promotion I remember is coincidentally another Warner one that featured a Loony Tunes figurine with snap-on DC super hero costumes. I had the Bugs as Superman and I liked it so much I nearly bought a set a year ago off of eBay, but thought better of it.

I have some positive memories of Happy Meal toys, but like most kids turned adults, I don’t physically own any of those toys. They were disposable, and while I liked them in the moment, I soon forgot about them. I have even fewer memories of competitors Burger King and Wendy’s. They followed suit with kids meals as well, Burger King even had the Burger King Kid’s Club in the 90s with its own cast of characters. I remember BK was the first to land the Teenage Mutant Ninja Turtles license, but their toys were terrible. When Disney and McDonald’s had a break-up, BK was also there to swoop in leading to some worthwhile attractions. They were actually separate from their kid’s meal though and included things like puppets. I remember two versions based on Toy Story in particular.

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I’m just glad my kids are young enough to not realize they want all 10.

Which brings us to today’s post, Toy Story 4 Happy Meal toys. Ever since Disney and McDonald’s kissed and made up in 2018, the franchise has rolled out several Happy Meal promotions based on a Disney property. They even just went back-to-back with Toy Story 4 and now The Lion King and earlier this year had toys based on The Avengers. As a parent of small kids, I am often asked to go to McDonald’s because, like most kids, they love Happy Meals. McDonald’s is often tempting because it’s cheap, tastes good, and my kids will actually eat it. Most parents likely know the frustration of making a meal only for a picky eater to just poke at it and play with it. Dinner time is not fun, and feeding a kid something they’ll actually eat is often quite tempting. McDonald’s has improved its Happy Meals to a point, but they’re still pretty unhealthy. As such, I rarely give in with my kids maybe averaging one trip per month, but it’s harder when the toys are so attractive.

I have a Disney family. We all love Disney and Pixar too and Toy Story 4 in particular. When I saw the toys I didn’t think much of them, but then I saw what they could do. Individually, they’re unremarkable. Some are even terrible. Most feature a figurine of one of the film’s characters and a base with an action feature of some kind. The first one we received was Forky while we were on a road trip. Forky’s figurine is a good enough likeness that it’s cute, and his base features a dumpster and he’s supposed to get launched into it. I never saw my kid pull it off as he often missed. And poor Forky’s paint application was so cheap that it started to scratch off. Others, like Trixie and Rex, lack a figurine and just imitate a carnival ride and is quite dull. Ducky and Bunny at least feature a roulette wheel that’s a game. It’s a boring game, but at least it does something. By far, the most fun are Buzz and newcomer Duke Kaboom. Buzz just gets launched straight into the air, which is pretty common for a Happy Meal toy, but it’s at least common for a reason. Duke is similar, only he gets launched horizontally off a ramp. The only odd thing about him is that the wheels on his motorcycle aren’t actual wheels. He just glides. Woody and Bo Peep both feature a dull action, but at least the figurines look nice.

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Along the way, I ended up with an assortment of doubles.

All in all, there are ten toys to collect and if you manage to collect them all, like that original Star Trek promotion, you can experience something more. The base pieces from each toy combine to re-create the RV Bonnie and her family travel in during the film. This concept has always intrigued me and as a kid it was also something that felt out of reach. As an adult though I’ve taken advantage of it as a build-a-figure attraction with toy lines like Marvel Legends and even Futurama. It’s a brilliant concept as it can lead to people purchasing a character they may not want, but will help them complete a figure they do want. As a Happy Meal toy, it’s even more frustrating as who goes to McDonald’s enough times in a month to get 10 toys? Plus, each restaurant receives a different allotment of toys so even if you were to walk in intending to just buy the toys outright you’d likely end up disappointed. When I took my kids, all they had was Forky, which was good for my son since that was the one he wanted, but it deprived us of a second piece as my daughter received the same.

We ended up seeing Toy Story 4 two weeks after that visit, which meant another McDonald’s trip. There my kids received separate toys – score! One more visit at the end of the promotion lead to a fourth toy. That was more than enough Happy Meals and an extended McDonald’s break is now needed, but as a toy collector I couldn’t look at these four now discarded toys and not want to see the end goal realized.

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Individually, the toys suck, but at least the figurines look okay. Left to right:  Forky, Bo Peep, Gabby Gabby.

To eBay I went! There I found several listings for complete sets and individual toys. Most sellers wanted somewhere in the neighborhood of 40 to 50 bucks for a set of 10. No thanks. Individually, most were also trying to mark these things up as high as 10 bucks a figure, some yet to factor in shipping! I initially abandoned my pursuit, but on occasion I would get curious and do another search. With the promotion nearly over I was hoping that some who tried to collect a set by simply going to the restaurant would have failed and given up by putting what they had on eBay. I ended up being proved right as I found an auction for 7 distinct pieces, plus numerous doubles. Since there was a secondary promotion with these figures in the form of a contest you had to enter, that may have also contributed to people buying up a bunch of these things in hopes of winning a trip to Disney World or something. Whatever the reason, this person had a bunch of toys and I ended up paying about 10 bucks for the whole lot.

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Don’t forget Woody and Buzz. I do appreciate that the designers seemed to settle on a certain look for these toys they all adhere to. It’s similar to the Disney Infinity look.

The problem with doing so was that I was a figure short. Bo Peep was the one toy that between my own visits and this stranger on eBay’s lot that managed to elude me. I couldn’t let myself come up a figure short, and I paid an eBay price for her. I’m not proud, but in the end at least I didn’t pay 40 bucks to assemble this thing, because had I done so I would have been extremely disappointed.

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Are we sure this thing isn’t a torture device for poor Jessie? At least she’s smiling.

Now, I wasn’t expecting anything spectacular, but I did hope to end up with an interesting visual display to mark the release of Toy Story 4, one that would hopefully prove relatively unique down the road. Most of the toys come with stickers that can be applied. There’s some freedom afforded here as some include window decals that feature a character, and some that are empty. I chose to omit the creepy puppet character, because he’s  both creepy and because he never set foot on the RV in the movie. The outer wheels of the RV are just decals with the real wheels actually found underneath the RV. It can roll, it’s just unconventional in how it does so. The pieces all connect rather easily, the only tricky one is the front piece (#2) that connects the top and bottom. That part is a bit frustrating, but manageable. Forky’s launcher serves as the ladder and can be affixed to the rear of the RV. There are pegs on the top to place figurines, and Jessie’s posts are designed to go in-between piece #2 and the body of the RV.

 

The end result is a mildly attractive piece, but also one that’s a touch fragile. If I turned this over to my kids it would probably fall apart constantly. Or, they would want to take it apart to make use of the individual toys, even though they mostly suck. That’s why I’m glad that eBay lot contained numerous doubles. They have plenty of toys to play with, and Dad has his display piece. The RV would look a lot better with more color. It’s all one, uniform, shade of light gray with only the stickers to really break things up. I generally hate stickers on toys, but I wish McDonald’s had included more to add more color. I suppose I could paint it if I felt that strongly about it, but I’m too scared I would end up with something I disliked ever more if I went that route.

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“Hey dudes, lets turn this thing into a party wagon!”

Not including the Happy Meals I bought my kids, I ended up spending a little over 20 bucks to assemble this thing. If I saw it in a store for 20 bucks would I buy it? Maybe. Probably not for myself, but if my kid wanted it as a present I’d probably be okay at that amount. And then I’d also probably think it’s overpriced depending on how much enjoyment my kid got out of it. It felt like a unique thing to have though, and I do adore my Disney related knick knacks. Now I just need to find a place for it. It’s pretty big, probably around 8″ long, so that won’t be an easy task. I don’t expect this thing to appreciate much though, especially given that prices for that set of Loony Tunes as superheroes I mentioned earlier were pretty reasonable. It should still retain its neatness though, even if one day it just winds up being some toy I hand off to a random kid visiting my house once my own kids age out of traditional toys. Hopefully, McDonald’s has no plans for similar releases as I don’t want to be tempted again by another build-a-set series.


The New Batman Adventures – “Never Fear”

never fearEpisode Number:  6 (91)

Original Air Date:  November 1, 1997

Directed by:  Kenji Hachizaki

Written by:  Stan Berkowitz

First Appearance:  None

If you’re at all familiar with Batman: The Animated Series then one look at the title of this episode will tip you off to who the villain of the day is. The Scarecrow is back with a new look and a new voice actor. Pretty much every villain from the prior series received a redesign for this one, but The Scarecrow’s is one of the most extreme and memorable. It’s interesting because he was also the villain to receive the most severe redesign during the original series, moving from a tear-drop shaped mask in his debut to a much more hideous and frightening one in his subsequent appearances. For The New Batman Adventures, his redesign reads like a change in philosophy. He now resembles an undead preacher and the noose around his neck implies the manner of execution was a hanging. He wears a duster jacket and hat and wields a stick to complete the ensemble. We’re left to assume that underneath the new costume is still Dr. Jonathan Crane, though since he’s now voiced by Jeffrey Combs (replacing Henry Polic II) I suppose that could lead some to question if this is an all new villain. Combs portrays Scarecrow with a much softer and quiet voice, a lethal whisper, so to speak. It makes this version of the character similar to The Phantasm, minus the smoke effects.

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Behold the new Scarecrow!

Also returning is Scarecrow’s fear-based methods aided by his various serums and toxins. Both Batman and Robin have had to deal with Scarecrow’s fear-inducing methods previously and have overcome them, so how can the show change things up this time? The answer is by swinging in the total opposite direction. Where Scarecrow’s old gas once induced a debilitating terror in his victims, his new weapon now removes all traces of fear making the victims reckless and uncaring about consequences. It’s an interesting approach, but does it work?

The episode opens at night with a crowd of onlookers watching a man swinging around the buildings of Gotham. Only this man isn’t Batman, it’s just some paunchy guy (voiced by Efrem Zimbalist, Jr.) awkwardly swinging around. Batman and Robin spot him and make the determination that this activity appears quite unsafe. They swing after the guy, who just seems to keep going almost like the end of his rope is attached to a helicopter or something. The guy is having a good time, until he smashes into a neon sign causing him to lose his grip. The man apparently possesses great upper body strength, as well as finger strength, as he grabs a ledge on the way down saving himself. Batman and Robin have to take care of the debris from the sign so it doesn’t injure any of the onlookers, but soon turn their attention to their odd thrill-seeker.

acrophobic man

Just some guy out for an evening swing.

They eventually get to him and Batman asks him what he’s doing and advises against it. The man seems almost euphoric. He explains he has no fear, and apparently he sees no reason for the crime-fighting duo to put an end to his fun. He playfully shoulder tackles Batman off the ledge, forcing Batman to use his grapple-gun to save himself and grab ahold of the lunatic, who also had fallen. The crowd cheers as this little episode comes to a close.

Nearby, a man in a white suit looks on and seems a touch displeased. He heads inside to an auditorium and there we’re introduced to this new version of The Scarecrow. Scarecrow is angry with this gentleman, who goes by the name of Guru (Charles Rocket), for losing control over the crazy man we just saw swinging around Gotham. Apparently this guy was a test subject for Scarecrow’s new drug and he was supposed to be guarded closely.

The next day, Bruce Wayne is heading to his office. His secretary informs him that someone has been trying to get ahold of him all morning, while another person waits in his office for him. With a “Let me guess,” Bruce enters his spacious office to find Tim playing in his office chair. When he questions why the boy isn’t at school he points out it’s summer vacation. Tim wants to know if Bruce has any more info on the guy from last night. Bruce tells him he does, as the police learned an interesting fact about he him – he has acrophobia, a fear of heights. Before their conversation can continue, they’re interrupted by Seymour Grey (Ken Berry), a dissatisfied employee of Wayne’s and likely the one who has been calling all morning. He rants about being ignored for 18 years and claims to have a bunch of wonderful ideas, but he’s not here to share them. He just wants to yell finally tossing a bunch of papers in Wayne’s direction before declaring that he quits. On the way out, he takes a rather lurid peek at Wayne’s secretary and then grabs her and places a kiss on her. She does not take that well, and Bruce surprisingly doesn’t deck the jerk as security comes in to remove him. As Mr. Grey is taken away, Bruce notices he dropped his wallet and inside it is a business card for a company called Never Fear.

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He just doesn’t put the same effort into his disguises as he used to.

Bruce finds an address on the business card and heads to the location in perhaps his worst disguise yet. He just looks like Bruce Wayne, but with a really thin, fake mustache which is even less convincing than Superman’s alter ego. Nonetheless, no one appears to recognize him as he attends what turns out to be a self-help seminar hosted by the Guru. Not surprisingly, the seminar is all about letting go of fear and as Guru goes on and on Bruce slips away. He ducks into an office and starts nosing around. He picks the lock on a drawer and finds a bunch of canisters inside. Before he can figure out what it is, a shadowy figure emerges behind him and blasts him in the back of the head with a club. As Bruce crumbles to the floor, the camera pans up to reveal the Scarecrow as the assailant.

Bruce wakes up to find himself in a zoo. He’s just outside a crocodile exhibit and as he looks around he’s soon alerted by the presence of The Scarecrow. He wants to know what Bruce was doing in the office, and he too is apparently unaware of who Bruce is. Wayne plays dumb and says he was just scrounging around for cash which Scarecrow seems to buy. That doesn’t mean he’s going to let him off the hook though. He shoots Wayne with a gas gun and then dares him to approach. Scarecrow is positioned behind the crocodile enclosure, so Bruce opts to go through it. In a bit of a confusing scene, Wayne hops the fence and is in ankle deep water, but the crocs emerge from underneath it. They’re massive, and they drag Bruce under water, which is now apparently several feet deep. As the water turns cloudy with blood, a satisfied Scarecrow departs with a rather amusing taunt of “Welcome to the food chain.” We’ve seen Batman tangle with massive reptiles before though, and soon just the back of a croc breeches the surface limply as Bruce emerges, seemingly unscathed.

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This Scarecrow is surprisingly playful.

Alfred and Tim are just hanging around Wayne Manor when Bruce comes storming in soaking wet. Before they can even ask what happened he orders Tim to suit up and get in the plane. The Dynamic Duo then take off and Batman fills Robin in on what he saw. He explains that Scarecrow is behind a new gas that removes people’s sense of fear. Robin takes note of how recklessly Batman is operating the Batwing prompting him to ask if he was exposed to this new toxin. Batman confirms that he was, but curtly informs his young sidekick that he can handle it. Robin seems unconvinced of that as Batman continues to fly in an irresponsible manner.

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Nice chin, Guru.

The two return to Scarecrow’s hideout. They return to the office where Batman found the canisters as Bruce Wayne only to find they’re gone. The Guru then shows up with some armed men in tow. Batman charges at them and is more than fortunate to not get shot. Robin’s approach is more professional as he uses batarangs to disarm the thugs allowing Batman to bash them into oblivion. He sets his sights on Guru, but the sharply dressed man isn’t talking. Batman ropes him up and tosses him over a balcony. Guru is now frightened, but it isn’t until Batman starts slicing the rope and musing about how little he cares if Guru falls does he start talking. He tells them that Scarecrow took the gas to the subway where he plans to unleash it on the city. Batman, having received what he wanted, remarks that his plan is just in time for rush hour (I guess he’s referring to the morning rush hour) and simply turns his back on the man and heads for the Batwing. The rope snaps, forcing Robin to make the save as Guru screams and passes out from the experience. Robin, despite being about a third of the size of Guru, manages to haul him up.

On the rooftop, Batman is heading for the Batwing when his own rope is used against him. He falls to the ground in a bind with Robin standing over him. He’s incensed and demands to be untied, but Robin tells him he’s in no condition for this. He once again insists that he can handle the toxin, but Robin tells him to sit this one out and removes his utility belt. As Robin walks away, Batman softens his tone and tells him he’s right. Telling Robin that he’ll be in charge on this mission, he once again asks him to untie him. Robin approaches, but stops short, telling Batman he almost fooled him. Batman then again returns to a state of heightened agitation with a “Why you little…!” but he at least stops short of swearing at the kid who leaves him on the roof top.

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Robin does what must be done.

Robin enters the subway system to confront Scarecrow and whatever help he brought with him. He enters a train that Scarecrow has apparently commandeered. There he finds Scarecrow in the midst of recording a ransom video intended for the mayor. When he flashes an inhaler indicating it’s the antidote, Robin nails it with a batarang and barges in. As he prepares to handcuff the Scarecrow, one of his men creeps up behind Robin and clubs him with both hands knocking him out. They cuff him, and apparently they’re content to just let him hang around until the job is done.

Meanwhile, Batman has escaped from his restraints and made his way to the same subway train. He boards it, apparently retrieving his belt at some point (or Tim just left it on the rooftop), and thunders through the cars. He grabs Scarecrow’s men and tosses them from the moving train. He moves right past Robin and takes Scarecrow from behind in the control room. He manages to get his hands around Scarecrow’s neck and he looks intent on finishing the job. During the fracas, the controls are damaged and the car is now out of control. This also seems like a good time to point out that this is by far the weirdest subway tunnel I’ve ever seen, resembling more of a mine train setting than a subway.

batman v scarecrow

Batman in full-blown murder mode.

Robin is able to free himself of his own bonds and jumps on Batman’s back. He tries to talk Batman down, but he has no success. He then spies the inhaler on the ground that contains the antidote to Scarecrow’s gas. He gives Batman a good blast in the face with it, and he quickly snaps back into sanity. Batman recognizes the dire situation, and orders Robin to evacuate. Robin hesitates, but Batman insists he’s fine now and that he’ll get he and Scarecrow out of there. Robin does as he’s told, and Batman grabs Scarecrow and bails before the subway train plunges into a ravine.

As Batman, dragging Scarecrow, and Robin walk out of the tunnel, Robin tries to apologize for what he did, but Batman tells him it was the right thing to do adding that a little fear is a good thing. The only thing missing from this ending is a sweet hug.

“Never Fear” is an episode that quickly abandons its premise. We’re shown how removing someone’s sense of fear could change him through the acrophobic individual at the beginning and the Wayne employee Mr. Grey. It’s easy to understand why someone who had a fear of heights would want to do something daring after suddenly having the fear removed. Similarly, Mr. Grey was likely a meek employee afraid to speak up for himself for years and now finally has the courage to do so which explains his actions in Wayne’s office.

robins bravery

Batman is pretty awful in this one, so much so that it almost seems implausible that Robin could just brush it off as the effects of some drug.

For Batman though, this new drug goes well beyond removing fear. Batman is a murderous psychopath when on this drug. Not only is he no longer afraid of consequences, the drug has seemingly removed any sense of value he once placed on the lives of Gotham’s criminals. Is the episode implying that it’s simply the law that prevents Batman from murdering his foes? Essentially, I feel like the episode began with a premise, and then the staff realized that a fearless Batman just wasn’t enough so they needed the drug to just turn him into a rampaging beast. For that reason, I’m not sure if they intend for us to draw any further conclusions from Batman’s actions. Even so, this Batman is very unlikable and as a viewer I can’t just forgive and forget, which makes the ending feel unearned because that’s exactly what Robin does. I feel like that drug peeled back some layers on Batman’s character, and what has been seen cannot be unseen.

This episode is one of the few not animated by the tandem of Dong Yang and Koko Ltd. It’s the work of the much acclaimed Tokyo Movie Shinsha, or simply TMS, and was directed in-house by Kenji Hachizaki. This marks a new turn as TMS previously animated episodes back in season one, but directing responsibilities were still performed onshore. Of course, with animation arrangements like this sometimes the credited director isn’t always the one doing the most directing so the real credit should almost always go to multiple parties. Still, it’s a nice honor for Hachizaki which reflects the standing of TMS in 1997. The studio will animate a handful of other episodes in this run and most of them are among the show’s most memorable. TMS is perhaps the best 2D animators on the planet during the 90s, and the quality is easy to spot in anything the studio works on. Though with this more streamlined design, the differences in animation quality are far less obvious than they were before. Or maybe that’s just a complement to the likes of Dong Yang which really improved noticeably during the life of BTAS.

This is also the Batman debut for writer Stan Berkowitz. He had previously worked on Fox’s Spider-Man as well as a bunch of live-action stuff before joining the staff of Batman. Berkowitz will contribute to more episodes in this season as well as many episodes of Superman. He’ll transition to Batman Beyond where he wrote a number of episodes, including the pilot. He’s basically hung around the DCAU ever since and should be a familiar name if you’ve kept up with those properties.

shadowy scarecrow

One thing seemingly not up for debate is that this version of The Scarecrow is superior to the previous one.

As for The Scarecrow, this new take on the character is easily the greatest success in terms of character design for The New Batman Adventures. No other redesign works as well as this one to improve what came before. It’s also nice to see the character returned to a more prominent role as he had been reduced to comedic relief in the final episodes of BTAS. Unfortunately, he doesn’t get much exposure in this new series making that neat design feel almost wasted. He will return one more time in a role that features minimal screen time, but the effects of which result in what is probably the show’s finest episode. As for “Never Fear,” it’s a good debut for this new twist on the villain even if I have some issues with the tone and direction the episode took. I suppose if you’re more willing to forgive and forget the actions of Batman in this episode then you may feel it’s a great deal better than I think it is, and maybe one of the best. For me, it’s almost too uncomfortable and it’s hard for me to at least partially not associate The New Batman Adventures version of Batman with the character we saw here.


Bring Arts Weltall Action Figure Review

 

img_4425One of my favorite games from my youth is the role-playing game Xenogears. I think I even declared it as my favorite game of all time when I reviewed it here a few years ago. I don’t know if it is my all-time favorite or not, but it’s still right up there because it did a lot of the things well that I enjoy in a game. Especially for a game released in 1998. In case you’re not familiar, Xenogears is a Japanese RPG published by then Squaresoft and released for the PlayStation game console. It was unique at the time because it chose to mostly stick with two-dimensional sprites for its characters, but placed them in a three-dimensional world. If you’re looking for a modern comp, think Octopath Traveler only with more jaggies – a lot more jaggies.

Xenogears told the story of Fei Fong Wong, an orphaned boy in his late teens with no memory of his past living in a quiet village that will not remain quiet for very long. The village ends up becoming a casualty of war, so to speak, as a battle causes a large robot to be deposited there. Fei ends up piloting this robot, referred to as a gear in the game, because he’s called to do so by an unspeakable force and he ends up bringing death and destruction to the village. Ostracized from the community, but in possession of this very lethal gear, Fei ends up getting caught up in something much bigger than he could have ever imagined. He’ll make new friends, encounter new foes, and even fall in love across two discs of gaming goodness. Things will get pretty wacky with split personalities and a destiny being revealed that seems to involve destroying God. It’s a head scratcher and probably more than a little pretentious, but damnit, that’s what we expected of JRPGs in the 90s!

 

I’ve played through and completed Xenogears on more than one occasion, and I’m sure every time I’ve engaged it I’ve thought to myself, “Man, it would be really cool if there were action figures for this game.” And for a long time, there were not. With 2018 marking the game’s 20th anniversary though, Square-Enix decided to partner with action figure company Bring Arts to do right by this game for the first time in a long time.

Bring Arts is known for collaborating with Square-Enix on several properties. The company’s figures are usually highly articulated and well-detailed, but also can be rather pricey. Finding places that carry them in the US can be troublesome, with places like GameStop usually only willing to stock a few figures of the most popular franchises. Xenogears, despite being permitted to brand itself as a Greatest Hit back in the day, is not a terribly popular franchise so I have not seen a single figure from the line in a physical store. That doesn’t mean there aren’t any carrying them, but it did mean I didn’t get too excited when I heard toys were coming.

 

Bring Arts first released last year a figure of Fei, as he being the star character that made sense. They then followed with a figure of Elly, one of the other central characters in the show. They look pretty good, but I took a pass because they’re not cheap and also not really what I dreamed of acquiring. Finally, Bring Arts just recently released it’s third figure:  Weltall. When I played Xenogears back in 98 it was Weltall and the other gears designed  by Kunihiko Tanaka that I was thinking of when I wished there were toys based on the property. Weltall is Fei’s gear, and he’s got a nice look to him. He comes across like a hybrid of a Gundam mixed with one of the orbital frames from Eva. It’s mostly blue with glowing red eyes and has wings, or fins, that don’t seem to do anything affixed to its back. Weltall doesn’t use any weapons in the game and instead fights as Fei does with martial arts techniques. It can shoot a Kamehameha like blast, but it doesn’t have guns or a giant sword

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SH Figuarts Vegeta for scale.

The Bring Arts version of Weltall is not to scale with the previous figures. It essentially exists in its own world as the figure itself is only slightly taller than Fei, even though Fei is meant to sit inside the gear and pilot it. It would have been cute if Bring Arts included a tiny Fei with the toy, but sadly the company opted not to. I don’t have Fei, or Elly, so it’s not something that really matters to me, but I suppose if you’re adding Weltall to a Xenogears display it might annoy you a bit.

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Weltall setting Vegeta up for his patented Stunner.

Weltall comes in a nice window box package that’s easy to get into. Once removed, Weltall has a nice feel to it. The figure is all plastic, but has a gun-metal finish to it that makes it at least resemble sheet metal from a distance. It would have been cool if Bring Arts could have included a lot of diecast with this piece, but considering the MSRP is around $90 maybe it’s good that it does not. The figure does feature swappable, diecast, feet which is pretty interesting. It reminds me a bit of the Teenage Mutant Ninja Turtles action figures from SH Figuarts which had diecast shins for balancing. Placing the diecast feet onto the figure allows it to more easily be posed in one-legged positions. Scratching is always a concern with diecast parts so you’ll want to take care when removing them, but they swap on and off easily and the paint application is consistent from plastic to diecast so they don’t look out of place.

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The feet, see if you can tell which is diecast and which is plastic.

Weltall comes with additional hands for posing, including a set of gripping hands. Considering the gear doesn’t use weapons I’m not really sure what good gripping hands are, but they’re included. He has some “chop” hands and energy blast hands, which are permanently bent back. Same for the two fingers pose hands he’s got. The wings, or whatever they are, need to be attached to the figure manually and they snap on easily enough. I was concerned these pieces would throw off the weight of the figure and make it harder to stand, but they’re nice and light and I didn’t have any issues there. I heard some folks were dissatisfied with the paint on the first figures in this series, but I’m happy to report my Weltall looks great.

 

Weltall has a lot of articulation, some of which is rather creative. There are numerous plates on the figures body, some of which you need to swivel a bit before moving a limb. This isn’t a toy you ever want a kid to just grab and start fiddling with as a lot could go wrong. There are some sliding joints in the shoulders and thigh area that help make the limbs clear some of these plates so that the arm or leg can have a full range of motion. The ankles also extend a few millimeters for enhanced positioning as well which is really cool. The extra hands and feet all snapped off and on for me rather easily and this toy in general required little in the way of breaking-in. The only limitation I could find articulation-wise was with the chest and abdomen, which really aren’t able to do much. Since this is a robot, I suppose it doesn’t need a true ab crunch. The sculpt of the torso is also quite nice so at least nothing was sacrificed for the sake of articulation.

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The beauty of diecast feet.

Weltall comes across as a pretty high quality piece of plastic. The likeness is dead-on, and the inclusion of diecast feet was pretty neat. It does mean the figure comes with that hefty price tag though. The MSRP appears to be around $90, but I’ve seen the figure for sale at marks both above and below that figure. Diligence and patience are your friends if you want to get this figure for as little as possible. It’s a niche product, so there’s always the chance Bring Arts ships too many and it ends up on sale, but it almost seems too niche for that. I was fortunate to find a brand new figure on eBay that was an actual auction listing that started at a penny. As result, I ended up only paying around $65 for my figure. I say “only” but that’s obviously in comparison with the asking price as $65 for a six-inch scale action figure is a lot of money. As a result, this isn’t a toy I can recommend to casual fans and collectors. If you’re a diehard Xenogears fan like myself that has always wanted a figure of Weltall then yeah, go ahead and splurge, but otherwise you’re probably better off staying away.

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The figure also comes with a stand, but honestly, it doesn’t need it.

I’ve seen some individuals in the Xenogears fanbase openly speculating on what’s to follow Weltall. I’ve even seen some say they’re waiting for the red version of Weltall from the game, Weltall-Id, but that seems a bit risky to me. Bring Arts has not announced or shown any other figures from Xenogears, and I don’t expect any to follow. Since Weltall-Id could be done fairly easily, I suppose a future variant is possible (maybe a convention exclusive?), but new sculpts seem unlikely to me. This line feels like a rather simple celebration of the game’s age and three figures based on the most recognizable characters/gear feels like a fitting tribute. Would I want more? That’s actually a tough question. I love Weltall, and Weltall II was fine, but also not much different from Weltall 1. Of the other gears, I suppose Andvari was pretty cool and I did enjoy Fenrir, I’m just not sure I liked any of them to want to drop another 80 or so bucks a piece. Most of my favorite designs actually belonged to the bad guys, live Alpha Weltall and Wyvern, and I don’t know if Bring Arts would dare make figures based on those instead of another hero character. I guess we’ll cross that bridge should we get there.

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Blast away.

For now, this Weltall action figure is a pretty neat way to celebrate 20 years of Xenogears. It’s basically exactly what I wanted, just at a price point higher than I would have liked. If more gears come along I’ll certainly take a look, but if this is the only action figure I ever own from Xenogears then that’s okay by me.