Author Archives: Joe

Bucky O’Hare and the Toad Wars – “Bye Bye Berserker Baboon”

img_3742Episode Number:  12

Original Air Date:  November 24, 1991

Directed by:  Karen Peterson

Written by:  Roger Slifer

First Appearance:  Total Terror Toad, TJ, Mrs. B

If you were going to predict where episode 12 was going to take place, chances are you’d probably guess right. After all, we’ve been to Warren, home planet of Bucky O’Hare, Jenny’s home of Aldebaran, and we just saw Dead-Eye’s home planet of Canopis III and even saw the pirate ship he called home before joining up with Bucky back in “Corsair Canards.” That just leaves Blinky, who probably came from a factory, and Bruiser as the two characters who have yet to go home for an episode which is why this week’s episode, and penultimate one for the series, takes place on Beetlegeusia, home of the Beetlgeusian Berserker Baboons.

The baboons are actually tricky for the writers of the show. They seem to exist as a way for the heroes to escape the Toads quickly and easily and with minimal violence. The Toads are paralyzed with fear when they see a baboon and can only run. Only Toadborg can fight off that fear. As a result, the baboons get to live without fear of a Toad attack on their homeworld, but it’s also a wonder why there aren’t more fighting in The Toad Wars.

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The bad guys watching some of Bruiser’s greatest hits.

The episode opens on a Toad Mothership with Toadborg, Komplex, and the Air Marshall confronting that which plagues them:  baboons. They’re watching video from past episodes of Bruiser’s exploits, including a clip when he decapitated a Storm Toad in “The Search for Bruce.” Toadborg says he has developed a way for them to combat the baboons and turns his attention to a screening room. There a bunch of Storm Toads, as well as Frix who enjoys making faces at the one-way mirror, are expecting to see a movie, but instead are shown video of Bruiser. They panic and start piling up against the back wall. The Air Marshall is confused why Toadborg would bother with this demonstration, but he directs him to a second screening room. In this one, Storm Toads and Frax are all wearing goggles. When a video of Bruiser is shown they all start to laugh.

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Check out the fashionable new goggles.

The goggles Toadborg developed (or likely had a Toad scientist develop and he’s taking credit for it) make all baboons look like scrawny chimps. This should allow the Storm Toads to stand-up to the baboons, and since Bruiser seems to rarely carry a weapon, that might be all they need. Toadborg also informs Komplex that he’s developed some weapons that will aid their forces and allow them to invade Beetlegeusia. Komplex is pleased with this development. Toadborg then turns to the Air Marshall and gives him an assignment as well:  he’s to journey to the White Cliffs of Cahill to acquire a secret weapon. Air Marshall apparently knows what Toadborg is after and is terrified. He doesn’t want to go, but Komplex orders him to do as Toadborg commands.

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The goggles in action.

It’s been awhile since we’ve had a scene on Earth, and here we are at Willy’s school. Susie is with him as he’s putting some books in his locker when another girl shows up. Her name is TJ, and she asks Willy if she can borrow his notes from class. Willy, clearly charmed by this girl, hands them over. Susie then scolds him telling him she’s just using his notes to cheat on the test. Willy doesn’t want to believe her, but sure enough during the test he sees TJ looking at his notes. After class, Susie confronts Willy and asks him if he saw and he plays dumb which only irritates Susie more. He returns home to his bedroom, and there he receives a “call” from Jenny. Normally this means bad news, but this time Jenny is contacting him to tell him they’re heading to Bruiser’s home where he’s to receive an award. She thought he might like to come along.

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It would appear Willy isn’t just into cats after all.

Willy enters the Righteous Indignation and heads right for the cockpit. There he spots a weird looking planet and Bruiser tells him it’s called Bog and is swarming with flies. He assumes the Toad’s would love to get their hands on it, but since it’s so close to Beetlegeusia they probably stay away. The ships head down to ground-level and Willy remarks how Bruiser’s world looks like a giant treehouse.

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This might be the Air Marshall’s least favorite task thus far.

On a snowy mountainside, the Air Marshall along with Frix and Frax are trying to find their way in a blizzard. They’re shaking with cold, but also probably fear, as they are looking for a “him” and not a “what,” indicating this Toad secret weapon is a living being. They stumble down a bluff and out of frame. The camera holds on this shot as we hear the trio encounter their target and it sounds like things aren’t going well. Air Marshall can be heard shouting to throw the meat as cartoonish beat-up sounds continue to play.

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Bruiser’s mom is so proud of him. Meanwhile, the marine on the left seems to be enjoying the view.

We’re taken to the ceremony in which Bruiser receives his medal. It’s banana-shaped. Bucky and the others then get to meet Bruiser’s mom, who is simply referred to as Mrs. B, who is overcome with emotion over her son’s award. Bruiser is then asked by the general if he wouldn’t mind serving as an instructor while he’s there and Bruiser is happy to help. Willy asks if he can come too and Bruiser says sure, suggesting Willy can handle the training he’s about to put these other baboons through. He asks Bucky if he wouldn’t mind escorting his mother home and Bucky obliges.

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Willy’s baboon yell.

Bruiser heads to a hut full of cadets. He starts into a typical drill sergeant routine which ends with him demonstrating the baboon yell, that “AYE-YOO-GAH” thing he’s so fond of. Bruiser demands the cadets return his yell and they give it a shot. It sounds awful prompting Bruiser to declare that even Willy could do better than that. Seeking to prove his point, he turns to Willy and commands him to give it a shot. Willy belts out a perfect yell (Bruiser’s voice actor Dale Wilson’s yell was dubbed in) to upstage the actual baboons.

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Willy’s attempt at fisticuffs starts promising, but doesn’t end well.

On Beetlegeusia, Storm Toads gather for their invasion. They can hear the yelling exercise and one toad seems nervous, but he’s told they can handle it. They apparently have no idea what planet they’re on or what they’re up against. With their goggles on, they storm into the training hut where Bruiser, Willy, and the cadets are and fire a series of gas canisters into it. Bruiser, thinking he can just scare them, does his usual routine, but it’s not working. The gas doesn’t seem to knock out the baboons, but it does appear to slow them down. The Storm Toads then fire nets at the stunned baboons and start dragging them out, remarking to each other they’re pretty heavy for a bunch of scrawny-looking wimps. Willy, unaffected by the gas, gets a bit violent and punches a Storm Toad right in the face. He tackles him, but the other Storm Toads then pile on him ultimately capturing him.

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Mrs. B is informed of what happened to her son. Considering she’s already lost one, this is probably pretty stressful for her.

Over at Mrs. B’s home, Bucky and the others are helping Bruiser’s mother gather bananas when they receive word of Bruiser’s capture. Bucky can hardly believe that the Toads would dare attack Beetlegeusia. More Storm Toads then enter the picture as they attack the various villages of Beetlegeusia. The inhabitants are shocked to see Toads attacking them, and they’re apparently not at all prepared. Most are farmers and counter with pitchforks and hoes and the Storm Toads have little issue with them.

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Well doesn’t this guy look fancy.

Bruiser and the others are taken to a Toad outpost where they’re all tossed in a cage. A slightly new character model is shown that’s basically a Storm Toad in something akin to an officer’s uniform. He enjoys talking down to his captors as he preens outside the cell. On the Toad Mothership, the Air Marshall has returned with his subordinates and a rather large cage. They look like they’ve been through hell, but he informs Toadborg that their mission was a success. A large, pink, arm is shown stretching out of from the colossal cage forcing nearby toads to take cover. Toadborg then breaks the Air Marshall’s heart by telling him the invasion is going so well they won’t need their secret weapon causing the Air Marshall to nearly faint.

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Even Blinky wants in on this.

On Beetlegeusia, Bucky O’Hare and his crew finally see the Storm Toads approaching the trees and they get involved. Utilizing their weaponry, they drive back the Storm Toads which are mostly armed with gas-canister guns and nets. Even Blinky is shown firing a pistol. This gets Toadborg’s attention and he’s irritated to see Bucky O’Hare and decides he will deploy the secret weapon after all:  the Total Terror Toad.

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The Terror Toad begins its rampage and for some reason Bruiser is there as well.

The giant cage is dropped onto Beetlegeusia right in front of Bucky and the gang. It immediately opens up and a giant, pink, toad emerges wielding a pair of over-sized hatchets. It’s a mindless, horrible, beast that even towers over a baboon and displays no fear of them as well. It rampages through the villages hacking down the trees that hold the homes of baboons causing total destruction. Bucky and the others try shooting at it and even kicking it, but nothing seems to phase the creature. Bucky them demonstrates that he shares a talent with Bugs Bunny by jumping into the ground and tunneling away, even going through the Terror Toad’s legs. Bucky then returns in the Righteous Indignation, but he flies away. The other baboons are shocked to see the once courageous Bucky O’Hare flee in fear.

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The tough guys have done their job, now Willy gets to science it up again.

At the holding cell, a Storm Toad gets too close to bruiser and he grabs him through the cage. His goggles pop off and he panics at the sight of a baboon, which just confuses his comrades. He opens fire on the cage, inadvertently freeing the captive baboons and Willy, who has now figured out what’s going on. He tells Bruiser and the others to go for the goggles, and as they start breaking them or yanking them off the Storm Toads continue to flip out and run away. Willy then inspects them and tells Bruiser he can create a device to reverse the polarity of the goggles (basically the same thing he did to take down the forcefield on the satellite in “The Komplex Caper”) and Bruiser is excited to get back to his mother.

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Well that isn’t where Jenny would like to be.

As the other baboons struggle with the Toads and the Terror Toad, Bruiser and Willy return armed with Willy’s new weapon. This boxy-looking gun may be ugly, but it’s effective, and soon the Storm Toads start fleeing in terror back to the Mothership via a classic tractor beem. That’s all fine and good, but the others still have the Terror Toad to contend with. It’s knocked out Dead-Eye, and now has Jenny in its clutches. Bucky then returns, this time on the Toad Croaker, and he’s got his own secret weapon. He begins pelting the Terror Toad with jars of flies (no, not Alice in Chains EPs) which shatter on impact. The Terror Toad reacts by dropping Jenny and trying to consume all of the flies that break out as Bucky keeps hitting him with more leading him towards the Toad Mothership’s tractor beem. He then tosses a knapsack apparently full of flies into the beem, and the Terror Toad goes after it. Aboard the ship, a Storm Toad sees the approaching Terror Toad and calls out to shut the bay door, but it’s too late. The Terror Toad rampages through the ship, and Toadborg demands that the Air Marshall deal with it as the Mothership flees Beetlegeusia.

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Bucky gets to be the hero this time, something he really hasn’t done in awhile.

On Beetlegeusia, the baboons apologize to Bucky for thinking he was a coward. Bucky explains he just needed to make a quick trip to Bog to gather some flies, thinking it was the only chance they had to lure the Terror Toad away. Willy is congratulated for his contribution by Bruiser, who seems to think the Toads are now more scared of them than ever. Bucky then makes a comment about the Toads having to face reality, which just so happens to line up with the earlier plot from Earth. Willy is once again at school and at his locker. TJ tries to get his notes once again, but this time Willy declines. TJ even offers to go to some dance with him, but Willy holds firm and TJ leaves. Susie then approaches and congratulates Willy for finally seeing reality for what it is. She then asks Willy if he’d like to go to the dance with her, and Willy is surprised as he thought she didn’t even like him. She corrects him, though while still remarking that he can “be a brain” sometimes, and the two walk off apparently with a date for the weekend.

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And the Toads now have a new problem.

“Bye Bye Berserker Baboon” is another late season episode of little consequence, a far cry from the earlier episodes which mostly related to each other in some fashion. It’s a clever plot, though it also points out how without fear the Toads would have little issue conquering their ultimate foe. The Berserker Baboons don’t seem to possess much technology, their primary weapons being their brawn and their bark, so if the Toads were to overcome their fear it would serve them well. It’s apparently a visual fear, not auditory or anything fancy, which is probably the easiest fear to overcome. It’s just a cartoon, but it sure seems like a minor obstacle. Maybe this episode would have served as a start for the Toads overcoming that fear had a season two happened.

As for the world itself, it’s not terribly interesting. A lot of farmland and tree houses. It basically looks like the world Bruce is trapped on. All of the baboons basically speak with the same voice, which gets a little annoying. There’s basically a male voice and a female voice. The credits being what they are, I don’t know if Dale Wilson voiced all of the males or not. He definitely didn’t voice the general who is clearly Garry Chalk. The female voice sounds different enough that it might be Margot Pinvidic imitating Wilson’s baboon dialect, or it could be Wilson using a higher voice.

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This maneuver by Bucky caught me by surprise, and it’s pretty lame.

The Total Terror Toad is a rather interesting creature. Is there a race of gigantic, berserker, toads out there or is he one of a kind? He is the most formidable physical adversary thus far, and if not for his limited brains, he might have taken out all of the heroes. I kept waiting for the planet Bog to enter the plot in some fashion, since it was pointed out early in the episode, and I suppose that was a suitable way for that to happen. The best way to deal with a beast is to go for its stomach. Maybe the Toads should try hurling bananas at Bruiser? It would have been interesting to see if the Terror Toad was utilized in future episodes. So often it seems when a powerful foe is introduced in a cartoon it’s only powerful for that debut episode, then the heroes dispatch of it rather easily. This show hasn’t really done that with Toadborg, though Toadborg also rarely places himself on the front lines, so maybe he would have remained a force to be reckoned with.

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This kid, man, always getting the ladies.

The Terror Toad is well-animated, and it could be his presence that helped make this episode look a little better than the average one. There’s still some awkward animation, as this show is terrible with running, and one obvious gaffe with Bruiser and the Terror Toad I pointed out. The animation of Bucky tunneling looks pretty bad as he just kind of disappears into the ground without it really looking disturbed. That sequence in general was rather dumb, and I wonder if the TV people came up with that on their own or if that’s something Larry Hama intended for Bucky to be able to do. It’s quite possibly the most cartoonish thing we’ve seen in this show. The episode also reuses the same baboon over and over, a stereotypical farmer in a straw hat. I wouldn’t have expected dozens of unique designs foe one episode, but there is one sequence that looks rather bad when the same guy keeps emerging from every home.

“Bye Bye Berserker Baboon” may seem small in the grand scheme, but largely I found the episode fine. I have no strong feelings for it one way or another. Even the scenes on Earth, something I hated about the earlier episodes, I felt indifferent towards. I suppose some episodes need to impart a clear message to the younger viewers and this was just one of those episodes. It at least looks good, relatively speaking, and at no point was I really bored or anything. I suppose Willy saving the day with some invention has definitely gotten old at this point, but in this case it didn’t bother me much because the obstacle to overcome was fairly simple. They could have just gone after the glasses, but Willy’s gun was just a quicker way to achieve the same goal. For a show that struggled with pacing early, that’s probably the right call. This is the penultimate episode though, which is somewhat sad. Next week we look at the series finale, “The Taking of Pilot Jenny” so hopefully it’s a good one.


The New Batman Adventures – “Double Talk”

tnba double talkEpisode Number:  4 (89)

Original Air Date:  November 22, 1997

Directed by:  Curt Geda

Written by:  Robert Goodman

First Appearance:  None

“Double Talk” brings back another villain from the first iteration of this show:  Scarface. For the first time in this animated universe, The Ventriloquist is also given a name:  Arnold Wesker. Scarface was last seen in the episode “Catwalk” when he was once again destroyed and Wesker was sent off to Arkham for rehabilitation. This time, it’s going to work and Wesker gets his own rehab story which would have fit in quite well with the back half of season two. And like all of the villains from the prior series, he comes with a redesign. The prior version of Wesker was a short, bald, middle-aged man with glasses. This version appears a bit taller and is even more bald than before. His hair is almost completely gone save for these Abe Simpson-esque stray hairs on the side of his head. His head is also no longer pear-shaped and looks more like a thumb. It’s hard to tell where the head ends and the neck begins. His glasses are also transparent now instead of opaque and beneath them are just two dots for eyes. He sports a more casual gray suit with no tie and an unbuttoned collar as opposed to a tuxedo. All in all, it seems like not much of a drastic redesign on paper, and yet he’s basically unrecognizable without his dummy.

Scarface is also redesigned trading his blue pin-striped suit for a white one. He has black hair now and his scar runs the whole length of his face even going over his eye. He’s ditched the cigar and his tommy gun is now basically a full-sized one instead of a custom, tiny, one fit for a dummy. He’s a bit bland compared with the prior version as overall his design has been greatly simplified, but again, not a huge difference really.

wesker's nightmare

Scarface is back and now the stuff of nightmares.

The episode opens at Arkham Asylum. Or at least it appears to. We soon see Wesker (George Dzundza) passing through a darkened doorway. He turns to regard a chest behind him, and it soon starts to bang around. He runs and the scenery grows more surreal as it becomes obvious we’re witnessing a nightmare. Soon the Scarface voice is heard emanating from the chest, and even Scarface’s old henchmen Mugsy (Townsend Coleman) and Rhino (Earl Boen) make an appearance. Wesker eventually wakes up in his cell and sits on the edge of his bed. He looks to a piece of paper on his nightstand which is an official declaration claiming he’s been rehabilitated.

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The Ventriloquist has a name and it’s Arnold Wesker.

The next day, Wesker meets with Dr. Leland (Suzanne Stone) and tells her about his nightmare. It’s good to see he’s not hiding it, but Dr. Leland is unconcerned. She tells him it’s natural for him to be experiencing some anxiety about his condition as he prepares for his reintroduction to society. She mentions he’s been healthy for six months which is all the state requires. Wesker is then shown moving into a halfway house that’s apparently owned by Bruce Wayne, or sponsored by him, as it’s called Wayne Gardens. The woman running the place, Mrs. Segar (Patty Maloney) shows him his room and mentions he has a job at Wayne Enterprises as well. Wesker theorizes he must have a guardian angel looking out for him, but the camera pans to reveal Batman listening in from the fire escape and it’s obvious who is really looking out for him.

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I wonder if he always greets the new employees.

Lucius Fox (now voiced by Mel Winkler replacing Brock Peters) and Bruce Wayne are at work overseeing the delivery of some bearer bonds (which you know are going to eventually be stolen). Wesker strolls by pushing a mail cart and Wayne introduces himself. He tells Wesker he should be proud of himself for his rehabilitation and Wesker says that he is, and comes across rather convincing. That night though, he looks concerned as he heads to the bus stop and justifiably so apparently. Mugsy and Rhino approach and ask where Mr. Scarface is. Wesker insists he’s gone and that he wants nothing to do with them, but they’re persistent. Batman then swoops in and goes after Rhino. The two trade punches and Mugsy makes a couple of attempts to get in some offense but is dispatched effortlessly. Wesker runs off, while Batman eventually gains control of the situation and warns the two that Wesker is off limits.

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Mugsy and Rhino are very dependent on and loyal to a dummy.

Wesker returns to his apartment and grabs a glass of water from the faucet. I assume it’s water, since it came from a faucet, but the liquid looks almost white and is opaque. Maybe Arnie should invest in a water filter when he gets that first pay check. He then hears Scarface taunting him and drops the glass causing it to smash on the floor. He assumes a rather pitiful position kneeling on the floor clutching his ears as he attempts to drive away the voice.

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What are the odds? I mean, really, how often do you ventriloquists in the park?

The next day, a somewhat refreshed looking Wesker is strolling through the park (be on the lookout for the very quick Lois and Clark cameo in the background). I think this is our first outdoor scene in the new show at daytime. The sky, and all of the surrounding buildings, are colored yellow instead of red and black to brighten the image. Wesker sees a man working a ventriloquist dummy for some kids (that’s one crazy coincidence) and of course Wesker sees Scarface’s visage when the dummy turns towards him. He then runs to catch his bus, but sees Scarface in the window and doesn’t get on. At work, he’s distant and unnerved as he pushes the mail cart and haphazardly delivers the letters to other employees. He eventually tips the cart over and as he picks up the mail he notices a letter addressed to Dummy. It’s a note from Scarface telling him to be at his phone at 9 o’clock. Wayne notices Wesker and tries to talk to him but he runs away leaving Wayne to find the discarded envelop on the ground.

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Kids watching this will say “What the hell is that?” and they won’t be talking about the dummy.

That night, Wesker sits nervously by his phone. Sure enough, it rings, but he lets the answering machine get it. What he hears is Mr. Scarface ordering him to pick up the phone. He does, and as he’s instructed that they’re getting the gang back together we see Batman listening in. Wesker can’t believe what he’s hearing, and Scarface tells him to look across the street. In a phone booth, the outline of Scarface can be seen further unnerving Wesker. Batman sees it too, but before he can get to it the dummy vanishes. He picks up its trail though and we get the somewhat comical visual of Scarface actually running from Batman and firing his gun as well. Batman chases him into a stone factory of some kind where it looks like statues are prepared. He spots Scarface high up on a structure, but as he gets to it he’s smacked with a swinging block of stone. The dummy fires from above at Batman and drops a statue on him for good measure. Batman is able to avoid serious injury, but Scarface escapes.

Batman is then shown filling Batgirl in on what happened back at the Batcave. She’s confused at how this could be happening, but Batman distinctly heard Scarface on the phone with Wesker. He’s forced to conclude that someone is posing as Scarface to try and bring the persona out from within Wesker, and there’s really only two suspects for who that could be.

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It must feel good to get that whole forearm back in there.

We then see Wesker arriving home and shutting off the lights and closing his blinds. He rips the phone out of the wall in a bid to avoid Scarface entirely. Unfortunately, someone has placed a new Scarface dummy on his couch, and Wesker is unable to resist the temptation to pick the dummy up and return it to his left arm. He then heads to the old hideout and finds Mugsy and Rhino. They seem almost surprises at first, but Scarface is back and he’s got a job for them.

At a rather sad looking apartment building, a little person is shown heading for his apartment. He stops to swipe his neighbors newspaper and milk delivery before heading in and is soon confronted by Batman and Batgirl. It would seem this fellow is Hips McManus (Billy Barty) a small-time crook (no pun intended) who was hired to play Scarface by Mugsy and Rhino, in case you hadn’t figured that out yet. Johnny Tight-lips he ain’t, as almost without any effort from Batman he spills the beans on a job Scarface and the boys are to undertake that evening.

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Scarface likes to leave scars, it would seem.

And that job? Why the bearer bonds – what else? Scarface has Lucius Fox at gunpoint and forces him to open the vault where the bonds are being kept. Fox can’t believe a dummy is threatening him, and he makes the mistake of trying to ignore Scarface and talk to the others which earns him a smack across the face with Scarface’s gun leaving a mark on his cheek. Fox opens the vault, and is then knocked out for his troubles as Mugsy and Rhino grab what they came for. Batman and Batgirl then show up, but when Scarface holds Fox hostage, they’re forced to obey. Scarface locks them in the vault and tosses a ticking time bomb in there for good measure. With less than a minute to work with there’s no time to hack the electronic lock forcing Batman to get crafty. He rips off a vent cover (which seems like a pretty obvious security flaw for a vault) and fires his grapple gun down it. He then affixes the handle to the bomb and presses the retract button. He and Batgirl take cover as the bomb explodes deep within the ventilation system.

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Mugsy and Rhino finding out they ain’t so smart after all.

On the roof, Scarface and his boys are making their escape. As they head across a catwalk, Scarface orders the men to stop and toss him the bonds. Confused, they obey as they then stare down the barrel of Scarface’s tommy gun. He scolds them for trying to bring him out on their own. He claims he was laying low until the heat was off Wesker and then he was going to re-emerge, but these two forced his hand. He remarks that when the muscle starts thinking it’s the brain, it’s time to amputate. Then for some reason, maybe he just likes explosives, he opts to toss another bundle of dynamite at Mugsy and Rhino rather than just shoot them. It explodes destroying the catwalk the pair were standing on. They grab onto the remains as it swings towards the opposite building. As they hang precariously, only then does Scarface open fire.

weskers revenge

A Batarang knocks the dummy from Wesker as Batman and Batgirl jump in. Batgirl goes off to save the two clowns, while Batman works on reasoning with Wesker. Scarface orders him to take out Batman and retrieve him, and Wesker initially grabs the gun. As Scarface taunts him, and Batman pleads with him, Wesker hesitates, but eventually he turns the gun on Scarface. The dummy gets sucked into a giant fan destroying it once again.

Wesker is then shown at the apartment of Mrs. Segar. She mentions she’s glad he’s doing better and encourages Arnold to seek out the other tenants, maybe check out the rec room (sounds like an invite for something else, Arnie). Wesker mentions that Mr. Wayne gave him his job back, so I’m not sure if this is all immediate or following another stay at Arkham. Anyway, Wesker says he will take her up on the offer eventually, but for now he’s happy being alone for a change indicating he might finally be rid of Mr. Scarface.

bye bye scarface

The last we’ll see of old Mr. Scarface.

And what do you know? This actually is a happy ending for a change as Scarface will not be heard from again. Wesker apparently was able to rehabilitate himself and unlike, say Harley Quinn, was not discouraged by the setbacks he initially experienced. Which is a good thing as I was getting a bit frustrated with Batman while I watched the episode. He knew someone was just toying with Wesker, and yet he never told him. It felt like that would have solved a lot of problems right there. No matter, I suppose. This was actually a pretty well told story and early contender for best episode of The New Batman Adventures. It won’t remain that way as I know of at least one episode to come that I enjoy more than this one, but that doesn’t diminish this one in any way. Which is somewhat surprising as I’ve never been enamored with the Scarface character, but the show has found interesting things to do with him.

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The first successful rehabilitation in the history of Arkham Asylum!

As I mentioned in the opening paragraphs, the redesigns for Wesker and Scarface are not particularly drastic in principle, but they still look fairly different. Wesker in particular is almost unrecognizable when compared with his old design. I don’t really like this version and find him to be rather ugly. I’m not saying he is an ugly man, but rather there’s nothing stylistically about the character that I like. I do appreciate though that the animators didn’t play so fast and loose with the Scarface character this time. Every time a limb moves it’s clear that Wesker is doing it. Wesker’s lips still never so much as quiver when Scarface speaks, but that’s all right since he’s basically supposed to be the world’s greatest ventriloquist. I do miss Scarface’s little baby gun though. Also, it’s a nice touch that the two little people depicted in this episode, Mrs. Segar and Hips McManus, are voiced by actual little people. It’s also neat that a character like Mrs. Segar exists and her physical appearance isn’t a part of the plot at all. She’s just a little person. Though she might exist to offer a positive portrayal of a little person since a not so positive one existed within the plot in the person of McManus.

As for Scarface, I can’t say he’ll be missed, but he also wasn’t a dud like some of the other villains to come and go. He was fine and managed to contribute without overstaying his welcome. He was starting to become a bit too frequent a character in season two so I’m glad he won’t be utilized like that in this series. Ultimately, he did his job. And a lot credit goes to actor George Dzundza who is great in the role of both Wesker and Scarface. The two voices are so distinct that I assumed as a kid they cheated and hired two actors for the role. Unlike Scarface, the contributions of Dzundza will indeed be missed.

 


Toy Story 4

 

toy-story-4 poster

Toy Story 4 (2019)

Is there a better tetralogy of films than the recently completed (?) Toy Story franchise? It’s a question I didn’t immediately ponder upon viewing Toy Story 4, but in the days that followed it’s something I’ve started to consider. I’m not sure what the most famous tetralogy is, but my mind first went to the Indiana Jones franchise. While that one is quite good, I think most would agree the fourth film is okay at best. After that, and it gets murky for me. There’s a lot of trilogy franchises that were turned into four films like The Hunger Games and Twilight. I’ve seen The Hunger Games, I’ve never bothered with Twilight, but I don’t think many would argue for either as being great. There’s also Avengers, but that feels like another beast entirely given how interconnected it is with other Marvel films. And then there are a bunch of former trilogies turned into long-running franchises like Star Wars that took themselves beyond four films.

I’m surely missing out on some and there’s probably a good tetralogy or two I’m spacing on, but I’m having a hard time finding a worthy contender to what Pixar has done with its Toy Story franchise. It’s surprising how successful it has been considering Pixar never even envisioned doing a sequel. Disney all but mandated Toy Story 2 be a thing because of how successful the original was. It even started as a direct-to-video feature that earned a theatrical release and, for many, is the most beloved entry in the series. Toy Story 3 surprised and delighted movie-goers in 2010 and seemed to put a bow on the franchise as it dealt with the toys moving on from their beloved owner, Andy. A few TV specials have emerged since and it seemed like that’s where Toy Story was destined to reside. Then the world was surprised in 2014 when Toy Story 4 was officially confirmed as in development.

Toy Story 4 had probably the most treacherous development cycle (though most treacherous moment still belongs to Toy Story 2 when that film was accidentally deleted) of any of the films in the series thus far. A lot of writers came and went and the picture was delayed a year not once, but twice. John Lasseter was unceremoniously dumped by Disney and Pixar following some allegations of inappropriate conduct which was made worse when actress/writer Rashida Jones left the picture citing a disagreement on where the story was heading and renewing concerns that Pixar was not a great place for women creators. Given the turmoil behind the scenes, and the already high bar set by the previous films, it would not have been at all surprising if Toy Story 4 turned out to be a bust in the end. Pixar has a tremendous track record, but a similarly troubled picture like The Good Dinosaur wasn’t able to overcome development hell.

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Bo Peep is back and she has a whole new outlook on what it means to be a toy that Woody has to come to grips with.

Unlike The Good Dinosaur, this is Toy Story. This is the franchise that essentially made Pixar was it is today and it’s these characters that the company will be most identified by for as long as humans are around and talking about movies. There was likely a different kind of focus behind the scenes and a determination by those involved to make sure that this movie did not harm the reputation of the studio and the franchise as a whole. A lot of credit seems to be going to Andrew Stanton who has helmed several Pixar projects and director Josh Cooley, who was selected by Lasseter to helm his first feature-length project. Further credit should also go to these wonderful characters created by Pixar who quite simply refuse to stop being so damn charming and interesting despite appearing in now four films where the plot is nearly the same in all four with just slight variations on the setup.

Several years ago I ranked Pixar’s 10 best features and selected Toy Story 3 as my favorite in the Toy Story trilogy. It’s still my favorite, but following it I also had no idea how the franchise could go on. Well, that’s not entirely true. Pixar could have easily just stitched together another adventure only now instead of Andy in the background it’s Bonnie. After all, at their core all four films are just the toys getting lost and having to find their way back. That, however, isn’t really Pixar’s philosophy. Their features have purpose, and for Toy Story 4 the concept of self-identity and self worth are its purpose and main story. And the vehicle for that story is Woody (Tom Hanks), who was once the favorite toy of Andy but is now a cast-off in the eyes of Bonnie. He’s going to be paired up with newcomer Forky (Tony Hale), a spork turned into a toy via Bonnie (Madeleine McGraw) who has a hard time coming to grips with the fact that he’s no longer a discarded utensil but an actual toy.

Bonnie takes an immediate liking to Forky, and at least for the duration of the film, Forky is her new favorite toy. Forky though considers himself trash and all he wants is to be thrown away. It’s up to Woody to make sure that doesn’t happen. It’s a task Woody gives himself because he has no other purpose at the moment and he’s not even willing to share the responsibility of safeguarding Forky, which becomes quite a problem when the family hits the road for a good old fashioned RV vacation.

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Woody introducing Forky to the rest of the gang.

The film opens with a flashback revealing what happened to Woody’s old flame Bo Peep (Annie Potts), the porcelain doll who adorned a lamp belonging to Andy’s sister Molly. She disappeared between Toy Story 2 and 3, and in Toy Story 4 she is reintroduced as a lost toy. During an attempted escape from the RV by Forky, Woody and he end up on their own in search of the RV. During that time they happen across an antiques store where Woody recognizes Bo Peep’s lamp in the window, but without Bo Peep. He’ll eventually find her, and the film turns into a story about Woody and Bo Peep that’s essentially a G-rated rom-com.

Along the way, new toys will be introduced like Keanu Reeves’ Duke Caboom, a dare devil motorcycle toy with confidence issues, and the comedic duo of Keegan-Michael Key and Jordan Peele voice Ducky and Bunny, a pair of carnival prizes looking for an owner of their own. Old favorites like Buzz Lightyear (Tim Allen) and Jessie (Joan Cusack) are here as well, but they play very minor roles compared with past films. Really, only Buzz has a substantial role as the others are mostly left waiting on the RV absent from the adventure being experienced by Woody. It’s something that does not read well in a review, or at least it wouldn’t had I read any reviews going into seeing this film, but I honestly did not miss those characters even if I mostly adored them in the prior films. That’s a testament to the engrossing nature of the film’s main plot, the questions it asks, and the stakes it creates.

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Your old favorites are here, but there’s also new characters to introduce and, more importantly, merchandize.

Those stakes are partially created by outside forces. There’s a sense of finality going into this film, as there was with Toy Story 3, which makes it feel like almost anything could happen. And then there was also the impossible to avoid press on the film (even by someone like me who does his best to avoid such) in which Tim Allen and Tom Hanks openly talked about the emotional ending to the film. That had people speculating wildly on what could happen, and it was in the back of my mind while viewing the film. Even so, probably around the one-hour mark in the movie I could see where the picture was headed. That did not diminish my enjoyment of the film, though it probably contributed to my finding of the film’s resolution less emotional than its predecessor.

Toy Story 3 is a film that hit me right in the feels, so Toy Story 4 not matching that level of emotion is hardly a negative. It would have been hard to pull that off, but what Toy Story 4 did manage to do in terms of topping the prior films is up the comedy. This is, especially in the first half of the film, the funniest Toy Story movie yet. A lot of that comes from Forky who is basically suicidal, in a sense. I was quite skeptical of the character going into this one, but he absolutely won me over and he basically steals every scene he’s involved with. Ducky and Bunny also lend a certain level ludicrousness to this one that wasn’t found in past installments, or really in any Pixar film I can think of. I’m curious how much, if any, ad-libbing Key and Peel were allowed to do for their characters as it feels like their brand of humor certainly had an influence on their parts. Reeves is more charming than truly funny as Duke Caboom and Kristen Schaal’s Trixie is also good for a chuckle when she’s around.

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Your little ones may find some of the scenes in this picture a bit intense.

Toy Story 4 is not only the funniest film in the series, it might also be the scariest. While there is no moment where all of the toys look like they’re going to perish in a fire as there was in Toy Story 3, there’s some pretty scary imagery that may freak out the younger members of the audience. In particular is the army of old school ventriloquist dummies which occupy space in the antiques store. Those puppets, like clowns, are never not scary so when they’re trying to be terrifying it works. The film’s villain, Gabby Gabby (Christina Hendricks), is quietly unsettling as well and I always felt a feeling of discomfort when she was around, similar to Lotso from Toy Story 3.

The scary and the funny moments are just entertainment beats along the way to telling the story of Woody and Bo Peep. They have quite the adventure in this picture not unlike the past ones and everything looks quite spectacular along the way. The leap in terms of visuals from Toy Story 3 to 4 isn’t as impressive as what we saw in going from 2 to 3, but it’s still noticeable and this is a high point for Pixar. Whether it’s the toys or the few humans on display, this picture is marvelous to look at. The action pieces are thrilling and the novelty of viewing a world through the eyes of a toy has yet to grow stale. While I do think some liberties were taken in this picture in terms of the actions of the toys going unseen by the humans they share space with, it never diminished my enjoyment of the film.

I have heard there’s some disappointment amongst the fanbase in how this film resolves itself and some of the plot points it took to get there, but I can’t say I share them. Is this the story I would have told had I been given the keys to the franchise? Probably not, but I also would never be put in that position, and with good reason. I never desired to find out what happened to Bo Peep, just as I don’t really care what happened to Weezy or that shark who momentarily wore Woody’s hat in the first film, but Pixar created a story and a film centered on Bo Peep and it works. She is everything Woody fears as she’s a lost toy who is beholden to no owner, and Woody has to struggle to understand that world view. I get a sense some are disappointed to see that Bonnie has also essentially discarded the cowboy she appeared to love in Toy Story 3. To those I say how many of you continued to love every toy you received as a four-year-old? It would be more improbable for that four-year-old girl to continue to adore an old cowboy as opposed to finding something new (and in this it’s clearly established that she prefers Jessie to Woody). And while it’s unlikely any child would continue to love and adore a plastic spork turned into a toy, it’s totally probable in the short-term. I know my own kids have professed to love a Happy Meal toy or something similar for a few days or a week at most only for it to wind up under a bed or in a toy box for months on end (and then when I go to get rid of it they suddenly love it all over again).

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I never would have expected a rom-com from Toy Story, and yet that’s what we got and it works.

As it is, I find nothing improbable about the film’s overall plot, aside from it being about sentient toys. I accept the story for what it is, and found the film delightfully entertaining for its entire duration. There are parts that made me a touch uncomfortable with where these characters were going, but good films and stories should do that. They should challenge the viewer and take them out of their comfort zone at times, otherwise what’s the point?

Naturally, folks will debate what is the best movie in this franchise. It’s perhaps too soon to tell, but I do think Toy Story 4 is probably going to be the least liked film in the series, and yet it’s still going to be held up as another Pixar masterpiece. That says less about the movie than it does about the franchise as a whole, which has been remarkably consistent. It brings me back to my original question when I started this review:  what is the best tetralogy in film history? I’m not qualified to answer that definitively, but I’m having a hard time coming up with a series of four films better than what Pixar has given us with Toy Story. These are four delightful films populated by interesting and wondrous characters who have already managed to stand the test of time for nearly 25 years. Toy Story 4 is probably the end for these characters, though if you asked me I would have said the same after Toy Story 3. It’s always possible another movie comes along, and additional shorts will probably happen, but I wouldn’t hold my breath on Toy Story 5. If this is indeed the end then it’s a wonderful way to go out. Maybe it didn’t answer all of the questions fans had been asking (Who was Andy’s dad? Did Andy’s mom once own Jessie?),  but it kept the focus on the toys and it gave us a pretty full look at what it means to be a toy. It made us laugh and it made us cry and it probably also caused more than a few viewers to feel a little guilty about all of those toys we left behind ourselves, but mostly it captivated us and showed us a new way to enjoy animation. Toy Story is a franchise with an amazing and unforgettable legacy attached to it, and Toy Story 4 adds to it and is yet another film that will be enjoyed by kids and adults alike to infinity and beyond.


Bucky O’Hare and the Toad Wars – “The Warriors”

img_3714Episode Number:  11

Original Air Date:  November 17, 1991

Directed by:  Karen Peterson

Written by:  George Arthur Bloom

First Appearance:  Kamikaze Kamo, Sly Leezard

Reminding us that this show was created in the 90s, episode 11 brings us the requisite ninja episode. Likely owing to the success of Teenage Mutant Ninja Turtles was the rise in popularity of ninja characters in general. It wasn’t all TMNT, but ninjas felt like they were everywhere. And since young boys especially seemed to dig them (and what’s not to like – cool clothes, big swords, throwing stars, etc) they were often good guys rather than bad guys, which isn’t where you would typically expect a character that is essentially an assassin to reside.

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Are you ready for Kamikaze Kamo and Sly Leezard?

The cast of Bucky O’Hare and the Toad Wars may have contained some bad ass characters, but it lacked ninjas. No longer! Enter Kamikaze Kamo (Garry Chalk), an old friend of Dead-Eye’s and fellow member of the four-armed duck race (which is referred to simply as the four-armed ducks, so apparently that’s their official name). Kamo dresses in an all black standard ninja costume that only reveals his eyes. Surprisingly, AKOM went through the trouble of animating his mouth movements beneath his mask so he actually looks relatively good. He’s got a neon green belt, which probably isn’t very stealthy, and his two lower arms are actually cybernetic so he’s a ninja-cyborg which just maximizes his coolness factor. And to top it off, he not only has a big katana on his back but a pair of white nunchaku as well. Now they’ve just gone too far.

Every ninja needs a mortal enemy, and for Kamikaze Kamo that enemy is Sly Leezard (Scott McNeil). Sly is a samurai and a member of a reptilian race from the planet Saurion. He dresses all in red and appears to lead a band of fellow samurai that all basically look exactly like him. Even though he’s a samurai, he’s a true bad guy out to take over the homeworld of Kamikaze Kamo and the four-armed ducks:  Canopis III. His race sounds like brutal conquerors as he explains he won’t be recognized as a true samurai until he conquers another world. He is a bit more developed than other one-shot characters we’ve seen on this show which helps to make him stand out.

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This can’t be Toadborg’s favorite assignment.

The episode opens on the planet Crystal where the Toads are forcing a race of beaver-people to mine (what else?) crystals. Toadborg is overseeing the mining at ground level while the Air Marshall is providing air support from a new fully functional Toad Mothership. We haven’t seen but a few shots of a Mothership since the original one was destroyed a while back so apparently the Toads are fully recovered from the events of the first three episodes. The Righteous Indignation bursts onto the scene and they’re here to free the beavers from Toad enslavement. An eager Dead-Eye is advised to flex his phalanges by Bucky who is always looking to expand the vocabulary of the viewing audience.

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It’s been awhile since we’ve seen one of these.

The Air Marshall is excited to see his old nemesis make an appearance. He commands the Toad fleet to perform the double-helix maneuver. Frix and Frax caution him because the maneuver is difficult to pull off, but the Air Marshall doesn’t care. He’s not just looking to take out Bucky, he wants to earn some style points while doing it. The Double Bubbles take off towards the Righteous Indignation and the ship loses its engines once again (it’s a piece of junk). They’re helpless as the Toads go into their maneuver which involves them elaborately circling the ship. Of course, the Toad ships collide and the whole thing is ruined. The ship is back up and running and Dead-Eye blasts Toadborg with the ship’s M.A.S.E.R. canons. Even that isn’t enough to stop him, but the distraction created by the Righteous Indignation allows the beavers to revolt and steel the Toad tanker they were loading the crystals on. They flee with a wave of thanks towards the Righteous Indignation which too flees the scene.

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The Air Marshall weeps over the loss of his medals.

Following his latest blunder, the Air Marshall is dressed-down by Komplex. A series of insults beginning with the prefix “in” are directed at the Air Marshall (inept, incompetent, etc.) by Komplex before the A.I. commands Toadborg to strip him of his beloved medals, all except one that is. That one lone remaining medal is intended to remind the Air Marshall of what he once had. Komplex banishes the Air Marshall from the premises and demotes him to a rank not specified. When Toadborg questions who will succeed him, Komplex suggests anyone and follows through on that proclamation by apparently promoting Frix and Frax to assume the position of Air Marshall. Air Marshall sadly exits the room, but since we have no idea what his actual name is, I’m going to just refer to him as Air Marshall despite the demotion.

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Where do you go when you get fired? The bar.

The Air Marshall winds up at some dive where he’s drinking some green water and bemoaning his fate. A sympathetic ear in the form of Sly Leezard indulges him. It would seem Sly has a problem too. If he wants to earn the respect of his peers and be considered a true samurai he needs to conquer a planet. He had set his sights on Canopis III, home of the four-armed ducks, and even devised a plan to use a series of satellites to evaporate the water on the planet’s surface which would render the ducks helpless, apparently. Sly even had a scientist lined-up to help him, but something happened and he basically suggests that he murdered the scientist instead. The Air Marshall is intrigued by this story though. Reasoning he could get back into Komplex’s good graces by conquering Canopis III himself, he mentions he knows of a scientist that may be able to help them:  Willy DuWitt.

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Sly knows how to travel in style.

Dead-Eye Duck and Willy are shown making repairs to the Righteous Indignation. They’re in some kind of external hangar on a space station and are just out in space. This seems dangerous, but it also is convenient for Sly and the Air Marshall who show up unannounced in Sly’s spaceship which looks like a lizard (lizards and toads apparently share similar philosophies on spaceship aesthetics). They’re able to effortlessly abduct Willy, and despite them being in space, Dead-Eye’s jump after him is limited by gravity. Dead-Eye heads inside to inform Bucky about Willy’s kidnapping, and that he has a lead. He was able to see Sly Leezard in the spaceship as well as the Air Marshall. He knows Sly and he also knows of someone who could help them. With the Righteous Indignation out of commission, Dead-Eye takes a spare spaceship just hanging around that only fits one person to seek out the aid of Kamikaze Kamo.

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It’s the latest craze:  Pirates vs Ninjas!

Dead-Eye arrives at a forest presumably on Canopis III. A legion of crimson-clad ducks drop in on him and he quickly puts his hands up to indicate he’s just here to see Kamikaze Kamo. Kamo approaches and recognizes him immediately. Before they can get to reminiscing, Dead-Eye informs Kamo he needs his help in tracking Sly Leezard down so save his buddy Willy. Kamo agrees to help and the two hop into Kamo’s goofy-looking duck spaceship and head for Saurion.

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Willy does not wish to help, but you know he’s going to.

At the base of Sly Leezard, Willy is being bullied into helping Sly complete his water-desolving satellites. Willy is unwilling to help him, but Sly tells him if he doesn’t then he’ll detonate a bomb he planted on the Righteous Indignation killing all aboard. He promises to release Willy when the job is done, and gives him his word as a samurai. Willy reluctantly agrees and gets to work.

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These are odds Kamikaze Kamo apparently enjoys.

Kamo and Dead-Eye arrive at Sly’s planet and disembark from Kamo’s spaceship. They continue on via hangglider which unnerves Dead-Eye somewhat. Apparently this race of duck does not fly. They land and are almost immediately set upon by Sly Leezard’s men. When Dead-Eye questions where’s the honor in ganging up on the two of them, Kamo reminds him that the odds are in their favor. He’s apparently a bad ass and whips out his nunchaku and starts taking out the enemies. Dead-Eye is impressed and whips out his pistols to help, but really it’s not needed as Kamo seems to have things under control. As the lizards flee, Kamo throws a ninja star at one and actually hits him in the tail with it which becomes lodged in his flesh (there’s no blood or anything, but still surprising). They interrogate this lone samurai to find out where Sly’s base is. Unfortunately, getting there will require scaling a mountain.

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Willy is some kind of genius, and yet he fell for the old candy-as-a-bomb-detonator trick.

Willy finishes the work on the satellites, and to no one’s surprise, is not set free. Willy gets a lesson on trusting others as he’s hauled off to a dungeon. Air Marshall is impressed with Sly’s ruthlessness and inquires about the detonator for the bomb on the Righteous Indignation. Sly pulls it out and tells him it’s just candy before tossing it to him. Sly apparently deals in lies. Air Marshall is even more delighted with Sly once he tastes the candy – cherry.

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Kamikaze Kamo is very image-conscious.

Dead-Eye and Kamikaze reach the mountain’s summit and find it’s open at the top. There they can look down into Sly’s lab before getting the drop on him. Sly Leezard is surprised, but angry, to see his mortal enemy Kamikaze Kamo and the two square-off. Dead-Eye is forced to deal with the stragglers. Kamo does some fancy moves with his nunchaku before finally removing the sword from his back to have a proper ninja fight. As the two battle, there’s some countdown going on in the background that will apparently ready the satellites. Air Marshall decides this is no place for him and takes off in one of Sly’s spaceships which the satellites have been loaded onto. He heads for Canopis III to oversee the deployment of the satellites.

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Sly threw his only weapon at Kamikaze, what a dope.

Kamo eventually gets the better of Sly disarming him in the process. With him at his mercy, Sly once again turns to his samurai code of honor to get Kamo to back off. Claiming he’s going to shut down the satellites, he instead activates them then laughs as Kamo futily tries to undo what’s been done. It apparently can’t be, and Sly flees. Seeing no sign of Willy, Dead-Eye contacts Bucky. The ship has been repaired and Bucky is just awaiting word from Dead-Eye on what’s going on. He instructs Bucky to head for Canopis III and fast.

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Everything is actually going according to plan for a change.

From space, the Air Marshall watches the satellites switch on. He laughs gleefully as they go to work sucking up the water from Canopis III. The plan has worked, and he openly wonders what rank Komplex will bestow upon him for helping to conquer the duck homeworld.

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Frix and Frax have done some stupid things, but nothing quite this stupid.

As the Righteous Indignation emerges from hyperspace, Frix and Frax are there in a Toad tanker hauling crystals. They were assigned to oversee the mining on Crystal and apparently they’ve gathered enough to fill a tanker. Frix sees the appearance of the mammal frigate as an opportunity to achieve something even the Air Marshall failed to do, while Frax reminds him they’re in a tanker which isn’t even armed. Frix doesn’t see the problem since their ship is ten times the size of the Righteous Indignation. Frax cautions him by reminding him of Air Marshall’s failed double-helix, but Frix orders the pilots to ram the ship. The Toad Tanker is detected by the Righteous Indignation’s sensors, and they easily avoid the attack. The tanker misses, smashing into a nearby asteroid or moon or something. Frix and Frax are immediately shown in an escape vessel openly hoping Komplex won’t ask about the cargo they just lost.

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Kamo can’t stop the satellites by simply pulling the lever again.

Bucky and the Righteous Indignation arrive at Canopis III and find that the satellites have been deployed and activated. With Bruiser behind the guns this time, they soon discover the satellites have a forcefield on them and can’t be destroyed. On Saurion, Dead-Eye and Kamo find Willy in a stalagmite prison and Dead-Eye blasts them out. He tells Willy what happened and Willy advises him not to worry because he built a fail-safe into the satellites. Then head back for Sly’s lab where Willy pulls out a remote he had stashed which, when activated, will cause the satellites to self-destruct. He activates it and Dead-Eye reaches out to Bucky for confirmation. The Air Marshall watches the satellites explode from the ship he commandeered and bemoans another failure. A Storm Toad is on the ship with him for some reason, which must be an animation mistake.

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Sly Leezard ready for his crowning achievement.

Dead-Eye, Willy, and Kamikaze Kamo head for the mountain top. Below them, Sly Leezard emerges with his men ready to lead the attack on Canopis III that will end with him crowned emperor. The good guys drop a net on him and haul him up to their level. They let him know his plan has failed and they vow to take him to Canopis III as a prisoner. Suddenly, a legion of other samurai lizards show up. They look more like Roman gladiators complete with gold underwear. The leader, dubbed Supreme Commander, demands to know what is going on, and the heroes explain that Sly broke his word as a samurai. This displeases the Commander, who demands that Sly be handed over to them. Sly cries out that he’d rather be a duck prisoner as they turn him over. The Supreme Commander then tells them to leave, and if they ever return to Saurion they can expect to be attacked. No one doubts this samurai’s word.

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Check out these dudes.

Having no where else to turn to, Air Marshall requests an audience with Komplex. He intends to grovel and beg for forgiveness in hopes of being reassigned. He says to himself he’d accept any demotion except to that of Storm Toad, but then backtracks and decides he’d even take that. As he enters a room for his conference, Komplex comes onto the various monitors and has surprising news:  the Air Marshall is having his rank restored and his first assignment is to return to Crystal. When Air Marshall asks what has become of Frix and Frax, Komplex lets him know that the two are waiting for him. We then cut to the two who are all alone mining for crystals unhappily. Frax pauses for an “I told you so” directed at Frix while Frix just tells him to shut up and get back to digging.

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You were so close Sly, so close.

“The Warriors” feels like a very unnecessary episode. It doesn’t provide additional backstory for any of the usual characters and is just a stand-alone story. It does somewhat address the ineffectiveness of Toad Air Marshall, but it also just returns everything to the status quo when all is said and done.

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I suppose it’s no big surprise to learn that the Air Marshall had his rank restored in the end.

The introduction of Kamikaze Kamo and Sly Leezard is welcomed since the roster of characters on this show is a bit thin. They fail to be more than just action figure ideas brought to life though. Well, I will say Sly is somewhat interesting even if he is just another version of Al Negator. Kamo though is downright annoying with his constant “Quack-quack-quack,” battle cry. Both guys also speak with bad, fake, Japanese accents. I’m not surprised Sunbow didn’t hire actual Japanese voice actors for the role, but they could have toned it down or something or just not done it. They don’t say anything offensive at least, though Sly does go with the cliché “Sayonara suckers” line.

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Likely the only hard labor these two have experienced.

With so few episodes remaining, it’s disappointing to get one so inconsequential as this. It’s not terrible, but it does feel like it’s not aiming particularly high. I probably liked this episode as a kid since it involved Dead-Eye teaming up with a ninja, but as an adult it feels like a toy commercial. New, neat looking characters and vehicles with no real stakes. I guess I should care about the planet of the ducks, but there’s no built-in attachment there to make me care. It’s also not a great-looking episode as the animation is quite choppy in the fight scenes. The showdown between Sly and Kamikaze is especially underwhelming, not that I expected greatness. No aspect of this episode marks a low point for the series, but it’s definitely not a highlight. Next week’s episode takes us to the home of the berserker baboons so hopefully that’s a bit more exciting than seeing Dead-Eye’s planet.


The New Batman Adventures – “Cold Comfort”

coldcomfortEpisode Number:  3 (88)

Original Air Date:  October 11, 1997

Directed by:  Dan Riba

Written by:  Hilary J. Bader

First Appearance:  Jack Ryder

“Cold Comfort” (which shares a name with the Iceman episode of X-Men) is the unofficial completion of the Mr. Freeze trilogy in Batman: The Animated Series. It’s interesting to me now in doing these how fast and furious it feels like Mr. Freeze has come at me with the trio of “Deep Freeze,” SubZero, and now this episode following the amount of time that passed between the debut “Heart of Ice” and Freeze’s return. Of course, in real-time “Deep Freeze” aired in 1994 with SubZero seeing release in 1998. This episode actually aired before SubZero was widely available so this episode some-what spoils the ending to that feature.

This episode also isn’t the reintroduction of Mr. Freeze that we were supposed to have. The Batman Adventures Holiday Special, which “Holiday Knights” was partly adapted from, also featured a Mr. Freeze tale called “White Christmas.” That segment was supposed to be featured either as part of “Holiday Knights” or as its own episode. Following SubZero though, that story didn’t make sense as it required Nora Fries to be dead so those plans were scrapped and we somehow ended up here. This episode is interesting to me because it’s written by someone not named Bruce Timm or Paul Dini. Of course, neither worked on SubZero (which is what initially led to the confusion with “White Christmas”) so their hold on Freeze had already been lessened. Handling writing duties for this one is Hilary Bader in her first contribution to Batman. She wrote several episodes for Superman (and actually first wrote for the character of Superman on the show Lois & Clark) and will make additional contributions to this series. She’ll also handle the final Mr. Freeze episode in this continuity, the Batman Beyond episode “Meltdown.”

freeze why not

Mr. Freeze is back in black looking to spread some misery.

After somewhat flirting with heroism, “Cold Comfort” returns Mr. Freeze to the world of villainy. At the end of SubZero, Victor Fries is shown witnessing a news report of his wife, Nora’s, revival and curing. With tears running down his cheeks, he leaves the scene to walk off with his two polar bear companions into the arctic. We don’t know what he’s planning next, but we obviously know he’s happy to see his wife is okay and will get another shot at this whole life thing. He’s not sporting his handy cold suit, so for all we know it’s been destroyed and he’s trapped in the cold confines of the arctic. Will he return to be at his wife’s side or is he resigned to let her be? He’s obviously found his emotions and is no longer the cold, dead, man he was when we first met him. I’m pretty sure by the end of that movie most of the audience is rooting both Victor and Nora, but no villain seems to ever truly give up their life of crime so I doubt anyone was holding their breath.

The episode opens with a long, lingering, shot on a dinosaur skeleton at a museum. Dr. Margaret Madsen (Tress MacNeille) is exhibiting some new bones discovered at the Gotham Museum and it’s being covered by the local news, hosted by Jack Ryder (Jeff Glen Bennett). It’s a pretty standard piece for the local news, until Mr. Freeze (Michael Ansara) crashes the party. He’s got a new look going on with a mostly all black suit with some light blue accents wisely trading in those purple gloves and boots. His head is still in a fishbowl and his voice is modulated. The shape of his head is much longer now and it basically looks like a cross between a skull and a potato. His goggles have also been replaced as he just naturally has red eyes now with a liberal amount of black surrounding them. If his head weren’t so oddly shaped I’d probably prefer this look to his past one.

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Working for Mr. Freeze apparently includes a dress code now.

Freeze is accompanied by some new henchwomen this time. Basically taking a cue from the old 1960s television show, they’re all wearing purple parkas and sunglasses and are very campy looking. In the credits they’re referred to as Ice Maidens and are voiced by Tress MacNeille, Cree Summer, and Lauren Tom.

Mr. Freeze turns his attention to the dinosaur while one of the women restrains Dr. Madsen. When she points out that no one would buy a stolen dinosaur Freeze corrects her – he doesn’t wish to steal this priceless artifact, but destroy it. He uses his freeze ray to coat the once great beast in ice and watches it shatter. Madsen is reduced to tears calling out “Why?” over and over as Freeze leaves with a simple “Why not?”

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So destructive.

Sometime later, Gotham is shown celebrating its tricentennial with a gala. Mayor Hamilton Hill (Lloyd Bochner) is shown for the first time in this series looking very similar to his previous version, but with more white in his hair. Bruce Wayne is in attendance and is shown complaining to Commissioner Gordon about seeing Mr. Freeze on his television. He comes across as a spoiled, entitled, citizen who wants more from the police which is a pretty solid cover and different from the usual playboy persona he exhibits. Gordon, for his part, listens to Wayne’s complaints without offering much in return likely looking for a way out of the conversation.

All attention is then turned towards Hill who unveils a new work of art to commemorate the city’s birth. Artist Guiseppe Bianci (Ian Patrick Williams) is poised to speak about the mural he painted when Mr. Freeze once again shows up. He offers some praise towards Bianci’s for the work he did while pondering how long it must have taken him to perfect his technique. He then takes aim at it while Bianci begs him not to destroy it for he’s old and couldn’t possibly complete another in his lifetime. Freeze is unmoved and destroys the mural. Wayne, upon seeing his old foe, radios to Alfred who is outside in the limo that he’ll need to change. Expecting Alfred to unveil a fancy contraption housing Bruce’s Batman attire, I was letdown when he simply opens the glove box to fetch the outfit.

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He seems like the type who would dislike little, yippy, dogs.

With the mural destroyed, Mr. Freeze sets his sights on the wealthy attendees of this gala. He offers them a warning, “Search your hearts for the thing you value most, then despair, for I have come to take it from you.” His gaze lingers on a small dog whose owner tries to shield. As Freeze takes aim, Batman shows up and is able to strike Freeze’s gun with a batarang causing him to misfire. Freeze hardly seems alarmed at the sight of his adversary, and his three maidens start firing at Batman. They’re armed with their own freeze rays, but Batman is able to avoid their fire and take the fight directly to Freeze on stage. Freeze, powered by his new suit, tosses Batman aside with tremendous force yet little effort. This causes one of the girls to think she’s got him dead to rights, but Batman is able to reflect her ice blast back at her freezing her leg. Batman then finds himself staring down Mr. Freeze’s gun, but interestingly, Freeze explains he has no desire to destroy Batman at this time and merely freezes his cape to the ground. As Batman struggles to free himself, Freeze departs leaving his partially frozen henchwoman behind in an homage to “Heart of Ice.” By the time Batman is able to tear his cape from the ground, Freeze is gone.

Batman returns to the Batcave and Robin and Batgirl are there as well. He’s at his computer brushing up on his Mr. Freeze knowledge and giving the audience a refresher. They recall the accident that created him, as well as his wife Nora and her curing. Following that, Nora waited for her husband to return to her, but he never did. Eventually she remarried and left Gotham. Now Freeze is back and apparently out to make everyone simply feel terrible.

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Mr. Freeze is apparently not in the best of health these days.

Elsewhere, in a very cold room a doctor clad in a warm parka reviews some data on a string of paper (it looks like a modern-day CVS receipt). He remarks that his patient’s brain waves look good, and the camera pans to show Freeze on a gurney being examined by a team of doctors. Freeze thanks the doctor for his work, who reminds Freeze that a more appropriate way to say “Thanks” would be to let them go. He walks over to the door, but in come Freeze’s two remaining Ice Maidens. Freeze tells the doctors they do not have his permission to leave, as he rises from the gurney and places his dome back on. Freeze exits the room and heads towards a giant computer (where did he get this stuff?) and explains he needs to strike at someone who feels safe. On the screen, a video of Bruce Wayne making a charitable donation is shown with Bruce saying that those with the most should give the most. Freeze then notes that those with the most also have the most to lose.

Batgirl is shown getting in a pretty rigorous workout at the Batcave. She’s jumping all over various handlebars and such and ends up on a circular device that randomly pops up laser-firing pillars that she has to strike in order to subdue. She’s doing quite well for herself, but eventually she takes a couple of shots before the training session is ended. Wayne approaches and Batgirl remarks she did pretty well. A score is tabulated and she’s delighted to see it’s a new high score, whether that’s a new high for her or in general is not elaborated upon. As Robin found out in the last episode, seeking praise from Wayne often doesn’t end well and Bruce reminds her that she ended the session “dead.” She seems uninterested in arguing the point and instead suggests they call it a night. Bruce agrees, for himself. He remarks she still needs more practice and he restarts the program at a higher difficulty and leaves Batgirl to it as he heads upstairs.

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Bruce and Tim have to deal with an uninvited guest.

Once in the manor, Bruce confronts Tim while he’s doing homework. Apparently he failed a recent civics test and Tim remarks he doesn’t need to know what a district attorney does. When Bruce tells him that he knows nothing about the justice system, Tim retorts that he knows it’s bogus. When Bruce questions how he got such a notion into his head he says from watching Bruce. It’s a humorous exchange given Batman’s flippant attitude toward law and order. When Tim goes on to remark that Batman doesn’t care one bit about due process, Bruce changes the subject to math.

A knock at the door gets Alfred’s attention, and to his surprise it’s Mr. Freeze and his two lackeys. Freeze freezes the giant stairs leading down into the living room as he casually slides in to confront Bruce. Bruce goes into his whole “I can help you,” routine, but Freeze doesn’t care. He tells him it’s far too late for all of that before turning his attention towards Tim. He remarks that Bruce has been trying to create a new family for himself over the years to make up for the one he lost as a boy. Now Freeze intends to take that which he holds most dear referring to Tim as his surrogate son. Bruce positions himself between Freeze and the boy, but Freeze was just misleading. Deciding that Bruce would be more pained by losing his surrogate father, he turns and fires at Alfred freezing the old butler up to his neck.

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Well, that’s the last time he’ll be able to wear that tux.

Batgirl, having been alerted by a simple push of a button from Bruce’s watch, shows up and attacks Freeze. As he turns his attention to her, Bruce rather coolly approaches one of the Ice Maidens who does not look thrilled to be face-to-face with an unhappy Bruce. The camera cuts away though as we’re not going to show Bruce assaulting a woman. Nor is the show going to do so with Tim, as he’s behind a couch on top of the other maiden who eventually boots him off and into view. They tangle some with Tim being allowed to be shown sweeping her leg. Bruce gets to Alfred, who’s expectedly shivering. Batgirl is able to knock Freeze’s gun out of his hand, and she turns it on him freezing him to the wall. His suit is quite powerful though, and he breaks free as one of the maidens strikes Batgirl from behind. The villains then take their leave, but not before Batgirl is able to fire a homing device at their escape vehicle.

Down in the Batcave, Batman and Batgirl are preparing to go after Freeze while Alfred is shown enjoying a nice chemical bath. Apparently Batman has improved his tech as no longer do frozen subjects need to be completely submerged in a tube. Tim is informed that he gets to stay behind and tend to Alfred, who will apparently enjoy being served for a change. Batman and Batgirl then leave in the Batmobile and the tracking device leads them to an old meat-packing plant that has apparently been abandoned. As they enter, most of the music cuts out and the various meat hooks in the background give off a rather eerie vibe. They find no trace of Mr. Freeze, but then Batman finds a manhole leading to an underground area. There it’s rather quiet as well, but Batgirl is momentarily startled when she stumbles upon Freeze’s suit. The two are forced to deduce it’s a spare because Batman notes it’s not cold enough in there for Freeze to be walking around without his suit.

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Now there’s a surprise.

Some yelling from behind a door catches the attention of our heroes and Batman blasts the door in to find the captive medical team. They explain their situation to Batman, and as they prepare to leave they’re stopped by the two Ice Maidens. Held at gunpoint, the two call for their boss who enters into the hallway to unveil his secret. Strolling into the hall comes just the head of Mr. Freeze with four spider-like robotic legs carrying him. When Batman questions what happened, Freeze tells him the accident that created him also caused his body to deteriorate. By the time the medical team assembled before them got to him all that could be salvaged was his head. It’s why he never returned to his beloved Nora, and feeling that he lost everything, he explains he wants the whole world to experience the same sense of loss that he had to endure.

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It’s like a docking station for his head. This must be where Nintendo got the idea for the Switch.

In a surprising act of gratitude, Mr. Freeze allows the doctors to leave as he climbs back into his suit, which is apparently entirely robotic at this point. Freeze wants Batman to experience his loss and the only thing Batman adores above all else is his beloved city. Freeze unveils what he calls a reverse fusion bomb which once detonated will coat everything in a ten-mile radius in ice. It’s loaded onto an odd-looking helicopter and Freeze intends to drop it on Gotham while Batman watches helpless from ground level. He departs in the helicopter and leaves Batman and Batgirl in the incapable hands of his hoodlums. When one orders Batgirl to put her hands up, she does, but is able to fire off what looks like her tracker gun and hits the maiden in the face. Batman takes out the other one while Batgirl places a full nelson hold on her girl and tells him to go after Freeze.

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Yeah, I doubt she can contain Batgirl.

Batman fires his grapple gun at the helicopter and is able to get aboard it just before the doors on the hangar close. Inside, he approaches Freeze quietly from behind, who does a 180 with his head to spot Batman before he can strike. The two fight, with Freeze smashing Batman into the windshield of the helicopter drawing blood from Batman’s lip and nose. Freeze informs Batman he has no qualms about changing his plans and simply killing Batman there before dropping his bomb, but as he approaches Batman is able to fire his grapple gun at the bomb itself latching onto it (this seems really dangerous given that Batman’s new grapple gun just stabs into things as opposed to hooking on). He then hooks the other end to Freeze and presses the retract button which causes Freeze to get pulled towards the bomb allowing Batman to drop it over the ocean with Freeze attached to it. It detonates under water creating a massive tower of ice. Batman begins piloting the helicopter back to land and informs Batgirl over the radio that they’ve seen the last of Mr. Freeze. The camera then pans to the ice tower to reveal Freeze’s frozen body encased within it, but his head is missing.

Mr. Freeze had been softened enough to the point that it was a bit challenging to bring him back as a true villain. Having him once more turn to his feeling of loss as a prime motivator was a logical path for the villain, though his indifference to the plight of others is basically lost as a result. While he still operates in a cold manner, and Michael Ansara still voices him in a monotone fashion, he’s essentially enjoying the suffering of others just without an obvious reaction to it. He also needed a reason to not have returned to Nora. While it could have been a noble choice, it did make more sense for the character to feel like Nora was taken from him once again. The only issue is that the deteriorating body thing basically goes against what we knew previously about Mr. Freeze. Back in “Deep Freeze” it was thought his condition was the complete opposite and that he was effectively immortal. It does give the episode a little something extra to have that reveal in the final act, though “Spider Freeze” is pretty damn hokey.

batman bleeding

It’s not exactly a crimson mask, but it’s always a little exciting when Batman bleeds.

The episode is also not at all concerned with explaining how Freeze ended up in this situation. Presumably, he noticed his body was failing and was able to abduct a bunch of medical professionals before succumbing to his condition, but he sure did end up with a lot of high-tech stuff, not to mention that reverse fusion bomb. How did he get all of that stuff? Did he just buy it? Steal it? Create it himself? He did mention possessing a lot of gold in SubZero, so I suppose he used that to finance his criminal operation, but it is worth acknowledging that the episode takes a lot of liberties with its villain. The Ice Maidens are also atypical for this series. While it appears like we can expect a bit more personality from those who serve the main villains, the matching attire of these women is so camp. It’s not the tone I want this show to strive for.

frozen suit

It’s not the last we’ll see of Mr. Freeze, and yet it also is.

Even though the ending is an ominous one, this is Mr. Freeze’s only appearance in The New Batman Adventures. He will be allowed the distinction of being one of the few villains who gets to return in Batman Beyond and that’s the next time we’ll see him. After a stunning debut in “Heart of Ice,” Mr. Freeze has certainly struggled a bit to maintain the aura he had in that episode. “Deep Freeze” was a real letdown, while SubZero was able to put a worthwhile bookend on things. This episode is largely unnecessary for the character, but that doesn’t mean it’s bad. It’s not at all surprising that this show wanted to feature Mr. Freeze, and this portrayal is fine. Things do get a bit rushed though and this is a case where maybe a two-part format would have worked out better. I could do without the whole robot thing, but it’s not the end of the world. It’s certainly better than “Deep Freeze,” but I’m not heartbroken that Mr. Freeze won’t show up again either.


Bucky O’Hare and the Toad Wars – “The Artificers of Aldebaran”

img_3687Episode Number:  10

Original Air Date:  November 10, 1991

Directed by:  Karen Peterson

Written by:  Christy Marx, Bridget McKenna

First Appearance:  Princess Felicia, High Artificer

Last week on Bucky O’Hare and the Toad Wars, we met the Corsair Canards and by doing so gained a little insight into Dead-Eye Duck’s past. This week, it’s all about Jenny and her home world of Aldebaran. We know it’s a world with a secret as Jenny has been forced to hide the extent of her powers from her comrades. Back in the episode “The Good, the Bad, and the Warty” we saw her telepathically confer with a character she referred to as Mother Aldebaran as she sought permission to use her powers in front of her friends to get them out of a potentially fatal situation. And even though not using her powers meant death, this superior did not really give her permission to go all out, but did suggest a maneuver she thought would go undetected that ended up working.

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This episode introduces Jenny’s apprentice, Princess Felicia.

In the comics, Dead-Eye refers to Jenny as a witch, though I don’t recall such terminology being utilized in this series. As far as we know, the Sisters of Aldebaran are a bunch of psychics – essentially a planet of Jean Greys. We’ll get more of an understanding in this episode on what goes on there, but there are still a lot of questions left unanswered. Interestingly, we don’t see a single male amongst their people so how they reproduce is a mystery (there is a shot of a female rocking a cradle so they do indeed reproduce somehow). It’s also a big planet, so maybe we just saw a tiny piece in which only females reside. I think it’s definitely safe to assume that only females possess these wondrous powers.

The episode begins with Jenny combating a droid of some kind. She’s jumping and flipping and doing all kinds of impressive things before destroying it with her powers. Nearby, Princess Felicia (presumably Margot Pinvidic. Cast info on this show isn’t great, but no women other than her appear in the credits so I’m left to assume she handles all of the female voices in this episode) is watching and is impressed with the abilities of Master Jenny. It seems Felicia is Jenny’s apprentice and Jenny has returned to give her some training as she nears an important milestone in her young life. It’s then we see the two turn to a training device that is apparently the source of their powers. It’s a little, greenish, ball of light that the two refer to as a Quark demon. Jenny releases it into the air and Felicia is supposed to try and corral it.

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It’s tea time with the High Artificer of Aldebaran.

Nearby, Bucky O’Hare and the others are enjoying tea with the High Artificer. She’s an older cat who is also the grandmother of Princess Felicia. She does not resemble the individual Jenny referred to as Mother Aldebaran back in episode 3, so either that’s a different character or they just decided to change the appearance of that character and give her a new name. As far as we’re lead to believe, the High Artificer is the one who runs the show.

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Willy encountering what powers Aldebaran sensors:  a Quark demon

The High Artificer thanks Bucky for bringing Jenny back to their world to train Felicia. Some interest in what they’re doing is expressed, but the High Artificer informs them she can’t reveal the nature of the training to outsiders. Willy is seated by what looks like a koi pond when the Quark demon comes over the wall and buzzes by his head. He’s startled, but the scientist within him is also really intrigued. It flies back over the wall to where Felicia’s training is taking place and Willy decides to investigate by scaling a nearby tree. When he reaches the apex he’s able to see Felicia using her powers to try and catch the little ball of light. It returns to Willy, causing him to fall from the tree over the wall.

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Felicia does not appear to be too impressed with Willy DuWitt.

Felicia is then able to snatch the Quark with her powers and return it to the containment vessel it came from while Jenny checks on Willy. He’s extremely apologetic, while Felicia seems accusatory towards him. Jenny vouches for Willy and thinks he meant no harm. Willy, perhaps not thinking things through, demonstrates he understands what he saw and realizes the little Quark is the source of their power and their Aldebaran sensors. Jenny tells Felicia she trusts him and that he won’t reveal their secrets. Felicia then receives some bad news from her master that she is not deemed ready to undertake her Soul Quest. With more practice though, Jenny is confident she’ll get there. Felicia is dismissive of her master’s concerns, and like most teenagers, is resistant to hearing any criticism.

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Electric Space Yam

Possibly nearby in space, a Toad ship has made an interesting discovery. A nearby nebula, that kind of looks like a giant space yam, contains an extraordinary amount of energy within it. Toadborg is in charge of this vessel, and he seems quite intrigued by this so-called Dark Heart Nebula. Whatever is in there is too much for their sensors to handle, but this just causes Toadborg to remember that Bucky O’Hare has an Aldebaran as part of his crew. Apparently, Aldebarans have a reputation for having incredibly powerful sensors, but due to their secrecy, this is obviously technology not available to the rest of the galaxy. Toadborg heads to his private chambers to search his memory banks for more info since he’s had a previous encounter with Jenny. Recalling his fights with her, he concludes he’ll need the aid of an Aldebaran to navigate this nebula.

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Teenagers…

With Felicia’s session complete, the High Artificer thanks Jenny for her help. She also thanks Bucky and the crew for taking the time to come out. As they leave, we pivot to Felicia. Dressed in a flight suit, she’s determined to undertake her quest whether or not Jenny thinks she’s ready. She hops into a sleek-looking spaceship and takes off, apparently unnoticed. This puts her in direct conflict with Toadborg’s ship. They’re in the area in search of an Aldebaran and it looks like they found one. They ensnare Felicia’s ship in a tractor beam and she immediately reaches out to her grandmother to inform her what happened. Her grandmother quickly reminds her of her obligation to protect their secrets by destroying all of the sensors in her ship. She does as she’s told as her ship is boarded by Storm Troopers.

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Mimi is back and as flirtatious as ever.

At a cafeteria (possibly on Genus, or just a random space station), the crew of the Righteous Indignation is getting some lunch. Bruiser wants banana everything and the writers apparently are still entertained by this bit. Jenny is back aboard the ship recalibrating the Aldebaran sensors on it and Bucky tells Willy no one is allowed onboard until she’s finished. Mimi LaFloo then pops in. She’s quite happy to see Bucky again and tells him she’s got something on her ship to show him as she pulls him away. Oh boy!

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Willy just can’t be defeated in a deabte, it would seem.

Willy and Blinky are outside the doors of the Righteous Indignation when Jenny is just about finishing up. Jenny receives word from the High Artificer about Felicia, and it falls on Jenny to attempt a rescue. Jenny makes the call to go alone, the problem is she’ll need to take Bucky’s ship. She orders Willy and Blinky off the ship, but Willy protests. While the two argue, Blinky appears to plant a device on the ship, likely some way to track it and Willy is able to convince Jenny to take him along since his door is on the ship.

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I’m tough on the show’s visuals at times, but this is a nice-looking still.

Aboard Toadborg’s ship, we get our required dose of Toad TV. It’s both a Charles Atlas parody and an Arnold Schwarzenegger one (Arnold Wartnegger). You know the one; a bully picks on a skinny kid at the beach. The twist with this one is that Wartnegger isn’t looking to pump you up, but just supply giant, bully-swatting, mallets. Surprisingly, we’re not experiencing Toad TV via Frix and Frax but actually via Felicia who is being tortured with it. She yawns indicating its effectiveness when an angry Toadborg barges in. He dismisses the tech administering the torture and then grabs Felicia and demands she take him into the Dark Heart Nebula.

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“Help me Obi…I mean Bucky…I mean just forget it. I’ll be back. Dinner’s in the fridge.”

At the space station, Bucky and Mimi are apparently done with their tryst and Blinky informs him what happened. Before she left, Jenny had Blinky record a message which he plays for Bucky. Mimi turns her nose up at “the cat” so apparently this rivalry is going to go both ways. Blinky tells Bucky about the tracking device, and he commends his android and declares they’re going after Jenny. As they all run down a corridor, Bucky stops in his tracks when he and the others realize they don’t have a ship. Mimi then strolls by and, somewhat reluctantly, tells them to come join her on her frigate.

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Toadborg is rather viscious in this episode and shrewd negotiator. He’s blossomed into a pretty fantastic villain.

Jenny and Willy then head out towards Felicia’s last known location and find Toadborg’s ship. Jenny, with Willy at Dead-Eye’s gunner position, demands the release of Felicia. Since the princess is onboard the ship, Toadborg knows she won’t actually fire upon him. They’re on video conference, and he demands she back off as he intends to have Felicia take him into the Dark Heart Nebula. When Felicia refers to Jenny as “Master,” Toadborg decides he’d rather have Jenny take him instead. For a brief moment, Toadborg gains eyeballs so we can see him “thinking” things through. Jenny agrees to take him as long as Felicia is unharmed. Toadborg tosses Felicia around, which really causes Jenny to get mad. He reminds her that he’s in control and dismisses her threats before terminating the transmission. That was actually a well-done and rather intense exchange.

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Toadborg needs Jenny to lead him through the nebula, or else he’d get lost forever. Felicia is his insurance that Jenny won’t betray him.

Jenny and Willy pilot the Toad Croaker into the nebula with Toadborg and Felicia following. Jenny tries to tell Toadborg this is a bad idea but he won’t hear it. As they enter the nebula they reach its center, a large grayish sphere. Toadborg can sense incredible power and is eager to taste it. Jenny tries to discourage him once more, but he tosses Felicia to shut her up. As Willy and Jenny fly off after Felicia, Toadborg shoots out this two-pronged device (insert robot penis joke here) that jabs into the gray sphere. As electricity courses through him, the sphere begins to move. It actually opens revealing that the outer layer we were looking at were actually giant bat-like wings. The sphere is a towering, naked, demon and it apparently does not like what Toadborg is doing to it. It swats the cyborg away, but it’s awake and angry and apparently not willing to go quietly.

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Now this is unexpected.

After securing Felicia, Jenny has Willy pilot the Croaker back towards this demonic being. She bombards it with her powers, but she’s going to need some help. She mentally reaches out to her Aldebaran sisters requesting they lend her their power. We get cuts of various cat-people in their day-to-day lives pausing to lend their aid to their sister. It’s very “Spirit Bomb” like. It’s not enough though, and Jenny continues to ask for more. Part of the problem seems to be one holdout:  Felicia.

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The ancient father of all demons does not go down without a fight.

Felicia gets knocked from the croaker as the ancient Quark tries to grab it. Jenny has to use her powers to keep it from crushing them while calling out to Felicia for help. When Jenny convinces the young princess to lend them her powers it’s suddenly enough and the demon goes to back to sleep. Felicia is astounded, yet confused, at what happened (aren’t we all?). Jenny tells her this is the lesson she must learn, that it’s the sum of the whole that can make a difference and sometimes it comes down to just one person making a choice. Felicia takes this in, then is instructed by Jenny to do what she came here for. Thousands of little Quark demons are flitting about and Felicia basically sucks some into the crystal on her tiara. This apparently ends her quest.

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And he’s back to sleep. No harm no foul, I guess.

The Screaming Mimi, with a new orange paint-job to make it resemble the other frigates in the United Animal Fleet, shows up and drives Toadborg’s ship away. Dead-Eye is shown behind the canon, only it looks like they forgot to actually illustrate canon controls. It would also seem Mimi doesn’t have a crew of her own if Bucky’s gunner is taking the lead. The Toad ship, under heavy fire, has a reading on Toadborg’s location and retreats to rescue its captain. Aboard the Toad ship, Toadborg has been collected. He awakens with no memory of what happened. When the navigator inquires about the nebula, Toadborg snaps and says his instruments must have been wrong about it. He orders him to fix them as he stumbles off to his private quarters, presumably. Jenny then returns to the Righteous Indignation as Bucky’s voice comes over her radio. He’s curt, and orders her to pilot the ship to Aldebaran while Willy assures Jenny it’s all right and that Bucky will understand why she took the ship.

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And it’s ceremony time, which means more Star Wars reminders.

On Aldebaran, a ceremony officially welcoming Princess Felicia into the sisterhood is underway. She’s awarded this title by her grandmother, while Jenny, Willy, and Bucky look on. Felicia turns to Willy to thank him and even gives him a little peck on the cheek. What’s with this kid and cats? With that concluded, Jenny then turns to Bucky to apologize for making off with his ship. He says nothing, causing her to ramble on and on. Eventually she implores him to say something and he responds with a simple “How about ‘Welcome back?'” Jenny happily embraces him and a wink from Bucky ushers us out of the episode.

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Cats really seem to love this kid.

Well, that was certainly a trip. I did not expect the source of Jenny’s powers to essentially be demonic in nature. It’s certainly imaginative, and I can see why they would want to keep that a secret. Jenny and Felicia have a solid dynamic and it’s hard not to get a Star Wars vibe from their training. The return of Toadborg is welcomed as well as he is probably my favorite antagonist at this point. This is the first episode to not feature the Air Marshall and just the second to not feature Komplex. Komplex was also missing from last week’s episode making me wish the order of episodes had been mixed up a bit. Komplex was partially taken down in “The Komplex Caper” but appeared to be back up and running in the following episode “The Search for Bruce.” Had that episode followed this one instead it would have been a nice piece of continuity to have Komplex out of action for two weeks. It’s not important in the grand scheme, but little touches like that are some of the things I appreciate most.

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Really the only blatant visual gaffe, though it’s a pretty big one with Dead-Eye firing invisible canons.

Thankfully, this episode is much improved in the animation department over last week’s episode. I was fearful the shoddy work found in “Corsair Canards” was a harbinger of things to come, but this is a nice rebound. There’s still some errors and ugly shots, but nothing on the level of the previous episode. Toadborg looks plenty menacing when he’s on-screen, so  perhaps it’s partly due to his presence that more resources were devoted to this one. He’s the most complex character model in the show, so it would make sense if more time was allocated to episodes he’s featured in, which is something I hadn’t considered previously. If that’s true well then that’s good news for us as the final three episodes all feature Toadborg in some capacity.

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This is the last appearance of Mimi in this show.

Since there are only three episodes left, it probably is not surprising then to hear that the Aldebaran characters won’t be seen again. This is also the final appearance of Mimi LaFloo, so whatever conflict she and Jenny seem to have with each other will remain unresolved. Jenny seemed to just not like how forward Mimi is with Bucky, possibly feeling she’s slept her way to the top. Mimi, for her part, seems to simply view Jenny as a threat. It’s rather sad that the two most prominent females on the show are played that way. I’m also still unclear if Jenny harbors feelings for Bucky or something. The two keep things professional, giving that embrace a little extra meaning at the end of the episode.

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Bucky getting cheeky with the camera.

Even with the weird demon thing, “The Artificers of Aldebaran” is a good episode of the show. I like seeing where Jenny came from, though their world could have been more interesting to look at. Felicia could have been a really annoying character, but instead she comes across as naive more than anything and perhaps a bit too confident in herself. And if my guess is correct and voice actress Margot Pinvidic did indeed perform all of the female voices in this episode, then major props go to her. She manages to come up with four mostly distinct voices for Jenny, Mimi, Felicia, and High Artificer so I wanted to give her a special acknowledgement. Hopefully the remaining three episodes are similar to this in quality. Next week’s episode, “The Warriors,” is one I have little recollection of outside of the debut of more new characters so I’m eager to check it out. See you then.


The New Batman Adventures – “Sins of the Father”

sin of the father titleEpisode Number:  2 (87)

Original Air Date:  September 30, 1997

Directed by:  Curt Geda

Written by:  Rich Fogel

First Appearance:  Tim Drake, Manny, Mo

Last week’s debut episode for The New Batman Adventures was an odd way to bring the caped crusader and his crime-fighting family back to the world of television. It was odd because it was an anthology-styled episode, something Batman: The Animated Series seldom dabbled in. Mostly though, it was weird because it contained a new Robin character without any setup for where this kid came from. Episode 2 will rectify that as this is the introduction of Tim Drake (Mathew Valencia) who will become this series’ version of Robin.

The episode is directed by Curt Geda and Rich Fogel, both new to these roles. For Fogel, this is his first contribtuon to Batman after working on Superman. He’ll work on Batman Beyond as well as other DC animated shows. For Geda, this is basically a promotion. After working on storyboards during the original run of the show he now finds himself in the director’s chair for the first time. Apparently, the company liked what he did because he’ll direct several more episodes in this series before moving on to Batman Beyond in the same role.

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Tim Drake is a kid that will go to great lengths for some donuts.

“Sins of the Father” is not a flashback episode, it just takes place before the events of “Holiday Knights” even though it came after that episode in both production order and air date order. We’ll come to learn that at some point between the end of BTAS and the beginning of this series that Dick Grayson had a falling out with Batman. That won’t be explored until a later episode, but the important thing to know is that the role of Robin is open for audition. This Robin is actually the third Robin to appear in the comic books in the regular timeline. To no one’s surprise, the animated series is skipping Jason Todd who is mostly known for being horribly murdered by The Joker. I know we talked about last week how this series is a bit more violent and willing to flaunt it when compared with BTAS, but it’s not violent enough to have Robin get beaten to death.

This version of Tim Drake isn’t a carbon-copy of the one from the comic book. He actually has an origin similar to Jason Todd which is a nice way to incorporate the spirit of that character into this series. Tim Drake differs from Dick Grayson’s presentation in the previous series largely by being a kid, essentially bringing Robin back to the character’s roots. Grayson’s Robin that we were introduced to was an adult student attending college. I don’t know if that decision was done to appease the censors as they could place an adult in greater danger than a child or if the writers and showrunners just preferred an adult Robin to a kid. Personally, I do prefer the adult version as I just find the notion that Batman would pal-around with a kid to be ludicrous. Tim Drake is going to have to prove his worth to me, and it doesn’t help that his origin is naturally going to be compared with “Robin’s Reckoning” which was one of the better episodes in the series.

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Tim is going to find himself in a lot of trouble in this episode.

The episode begins at night with a police officer chasing after…a donut thief. Hey, they can’t all be super villains. The thief is not a bald, fat, man with yellow skin, but a spry and acrobatic young man who this cop probably has no hope of catching. That must have been a good donut or a really expensive one though, because this cop isn’t giving up. As the kid bounds up a fire escape in impressive fashion he comes to a window that’s locked. The cop thinks he’s got him now, but the kid pulls out something the cop likely never expected:  a Batarang. He tosses the stylish shuriken with impressive precision taking out a nearby clothesline which binds the officer up aiding in the boy’s eventual escape.

Elsewhere, a pair of trouble-makers, Manny (Peter Jason) and Mo (Loren Lester), are banging on an apartment door demanding a fellow named Drake answer. When no one does they break the door down and enter the rather messy interior. No one is around, but they do spy a collage on the wall of various Batman stories from newspapers. Suddenly, the window opens and in comes our little donut thief. The thugs grab him and demands he tell them where his father is. The kid proves to be pretty resourceful once again using his ill-gotten donuts to momentarily blind the duo and remove himself from their clutches. He performs some Kevin McCallister styled antics to drop them and escape while the two actually open fire on the kid. When it looks like our young friend is home free, he bumps into some real trouble:  Two-Face.

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The new Batboat makes its debut in this one.

Two-Face (Richard Moll) and his goons take the kid down to the docks to see if they can get some information out of the kid about his old man. He’s tight-lipped, forcing Two-Face to have his men search his possessions. They find a letter addressed to him, Timmy, from his dad explaining he had to flee town for a bit and he left him a key, which Two-Face recognizes. Two-Face snatches the key, and satisfied, starts walking away. The guys ask him what to do with the kid, so Two-Face pulls out his trusty coin. The odds were not in Tim’s favor this day, for Two-Face orders them to kill him, once again driving home that this show is going to be more direct with its villains.

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He’s in no condition to drive.

Before Manny and Mo can do as their boss requested, a pair of Batarangs come sailing in knocking their guns from their hands. Batman takes on Two-Face’s thugs while Tim works on his own restraints. He’s able to wriggle his way out of them, but things aren’t going well for Batman. Distracted by the thugs, Two-Face is able to grab a crane hook and whack Batman with it sending him flying into a bunch of drums. As Batman lays there, some reddish liquid is pouring out and we’re about to find out it’s flammable. The bad guys open fire causing an actual fire to break out, and eventually explosions. Batman is hurt pretty bad, and he knows when he’s beat. Before things can get any worse he grabs Tim and spins off the dock to the waters below. There, a redesigned Batboat awaits them. It looks very similar to the Bat Ski Boat from Batman Returns only it possesses the submarine qualities of the previous Batboat. Inside the cabin, Tim frantically tries to get the thing started but is having no luck. Batman gestures to him to sit back and then commands the boat to head for home, and like a good little boat, it hears and obeys.

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One had to assume this shot would appear in this episode. It’s like shooting fish in a barrel.

The pair arrive at the Batcave and Alfred (Efrem Zimbalist Jr.) is there waiting. He’s a bit alarmed to see Tim with Batman, but at the same time you almost get a feeling like Alfred is used to this stuff. He naturally pays more attention to getting Batman out of the boat which allows Tim to roam around the Batcave. He stares in awe at the various tech and the Robin suit on display (which is an homage to the Jason Todd memorial in the comics) before he manages to find the exit. Able to wander around the mansion, Tim easily figures out the identity of Batman and even tries to pocket some choice items. Batgirl then drops in to scold him – nice timing Barbara.

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This episode contains out first look at the new design for Alfred. He appears to have aged quite a bit between shows.

Batgirl takes Tim back down to the Batcave to share his findings with Alfred and Batman. Tim swears their secret is safe with him, but Batman doesn’t seem concerned. He just wants to know what Two-Face wanted with Tim. Tim explains he didn’t want him, but his father, who used to work for Two-Face before skipping town. Batgirl appears sympathetic towards the kid, but he doesn’t apparently want it. He swears he can take care of himself and he demonstrates so with the same Batarang we saw earlier. He hands over the letter that Two-Face apparently let him keep and Batman is able to tell what kind of key it was wrapped around previously due to the imprint it left. It’s a locker key, and Batman thinks it belongs to a locker at Gotham Airport.

Batman and Batgirl leave Tim with Alfred to go check out the airport. They arrive there too late though as Two-Face is already there retrieving a satchel from a specific locker. They flee at the sight of the Bat people and this new version of the Dynamic Duo chase after them, but following a thrilling chase involving a luggage carrier, are forced to return to the Batcave unsuccessful.

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Tim learns the truth about his dad.

Back at the Batcave, Batman is at his wonder computer with Batgirl trying to find a lead on Tim’s father. What he ends up finding out is that a “John Doe” was found recently and all signs point to it being the elder Drake. As Batgirl wonders how they treat this information in regards to Tim, he walks in and tells them he knows what it means for his dad to be branded a John Doe. He wipes a few tears away while still maintaining that he’s fine and can take of himself. This is where we get our first demonstration of the direction this show wants to take with its cast. Batgirl does the sensible thing and tries to comfort Tim while remaining hopeful about his father, while Batman coolly confirms his dad isn’t coming back.

Alfred interrupts the conversation to tell the others there’s something on television that will interest them. Apparently Two-Face is borrowing a play from Joker’s playbook by hijacking the Gotham airwaves with a threat for the city’s inhabitants. That key apparently gave him access to a deadly gas, and if Two-Face isn’t paid 22 million dollars by 2 AM he’ll release it in Gotham killing millions. Batman insists they have no time to waste, but before he can leave Tim chimes in with a suggestion on where Two-Face may be hiding out. Batman takes the info as he and Batgirl hop into the redesigned Batmobile. It looks more like a sports car now and bares little resemblance to the Burton films. It even dropped flame from the rear of the car, which as someone who loved this feature on the 60s show, I find this disappointing.

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The new Batmobile.

Tim, naturally, tries to go along with Batman and Batgirl, but Batman refuses to entertain the thought. As the Batmobile speeds away, Tim expresses his disappointment to Alfred who turns to regard the Robin costume on display and remarks how Batman and Master Dick used to clash. What the hell, Alfred? Are you trying to get the kid to rush off into harm’s way?

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Batgirl almost got an entire episode to be the lone sidekick. Time to share the spotlight, Babs.

Batman and Batgirl arrive at the location Tim gave them, the Janus Theater. Two-Face and his men are there waiting and it’s just about time to unleash the gas. As they put on their gas masks they hear a cry from outside. Two-Face tells his guys “They’re here,” as they ready for the arrival of Batman. Batman pops in from behind some crates and takes out one guy. As another tries to run Batgirl swoops in to prevent him.

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That’s one way to get around Gotham.

Outside the building, Tim is on his way dressed in the Robin costume. He rides atop a bus to get there and prepares to enter the building as the fighting rages on. As Batman and Batgirl tangle with Two-Face’s men, he’s able to activate a 3 minute timer on the bomb (that should have been a two-minute timer, I hope someone got fired for that blunder). He also whips out a Tommy gun and starts unloading on the vigilantes. Maybe the mask makes it hard to shoot because his aim is especially terrible. Robin then bursts in to try and turn the tides, but he’s actually not very good at this whole crime-fighting thing. He ends up getting grabbed by “Puke-Face,” who apparently doesn’t notice that this Robin is different from the past one, based on the comments he makes. Robin once again turns to his Batarang and uses it to cut some ropes on a grate or scaffolding above the bad dudes which falls onto Two-Face’s men. Two-Face himself avoids it, but he can’t avoid Batman who subdues him. Batgirl gets to the bomb and deactivates with a cool 2 seconds to spare. When Batgirl expresses a desire to head home, Tim pipes in that he’s looking forward to it too and searches for some praise, but Batman is not accommodating.

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Tim is going to need some practice.

At Wayne Manor, Tim is getting a lesson from the master himself. Bruce is wailing on Tim with what I’m told are pugli sticks. Basically, it looks like Joust from American Gladiators. As Bruce pummels the kid, he shouts out rules to Tim about what it will take to work with him. He comes across as strict and uncompromising, which I suppose he would have to be if he’s seriously considering letting a kid run around in tights fighting murderous bad guys. Dick Grayson (Loren Lester) pops in to offer his two cents and everyone acts surprised to see him, though Bruce is the only one who doesn’t smile.

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Robin will have to learn that praise is hard to come by.

The Bruce/Dick dynamic will have to wait for another day. “Sins of the Father” is a suitable introduction to the show’s take on Tim Drake. Like Dick, there is an element of tragedy to it, but since we never meet the elder Drake it’s not nearly as affecting as what we saw in “Robin’s Reckoning.” Tim does get to demonstrate his skill with a Batarang, but it will take more than that to pull-off the role of Robin. The episode doesn’t really attempt to convince the viewer he’s up to the task, as he’s basically a one-trick-pony right now. I guess we’re supposed to assume a little sparring with Bruce is all that’s needed.

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This is all the boy needs to take on psychos and homicidal maniacs.

The inclusion of Two-Face in Tim’s origin story feels like another nod to Jason Todd. Two-Face was part of his origin, and he was also part of Dick’s origin in Batman Forever. He’s a villain adept at creating Robins, apparently. Plus, he also created this version of Batgirl. He’s just a ruthless bad guy here ultimately just out for money. It’s a bit dry considering how conflicted he was last time we saw him in “Second Chance.” He’ll get some proper attention eventually, but this is a nondescript performance for the villain. His redesign is possibly the least severe of all of the villains. He’s allowed to keep his black and white suit and everything else is basically as it was, just with this new style incorporated. That means more straight lines and less detail on the facial features. The white portion of his hair is also spiky now as opposed to curly. There’s also a little piece of blue skin on his face that stretch to the “good side” under his bottom lip. This might be a statement that his bad side is winning or something. He doesn’t look better, but it’s so similar to his past appearance that there’s no reason to get up in arms over it.

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The new Two-Face is more or less the same as the old Two-Face.

This episode was our first look at the new Alfred, who like Commissioner Gordon, just basically looks older. I already mentioned I don’t much care for the new Batmobile, it’s just boring looking compared with prior ones. The new Batboat looks fine, though it doesn’t look like anything that could possibly function as a submarine. This was also our first look at Dick in this series, albeit it’s quite brief. He looks a little older, but that’s it. He does have long hair now, but you don’t really get a true sense of that from his brief appearance here.

“Sins of the Father” probably should have been the series premiere for The New Batman Adventures. I suppose it’s not really that big of a deal that it wasn’t. It brings Tim into the fold, though I don’t feel the connection with him I had for Barbara or Dick in the past. Of course, Dick wasn’t introduced in a grand way as that version of Batman and Robin essentially existed before the show began, but the flashback episode for his origin fleshed that out. Tim’s story looks fine on paper, but I just feel indifferent to him at this point. I mentioned I’m already predisposed to not like the Boy Wonder version of Robin so perhaps that’s part of the reason, but I mostly wish he wasn’t even part of the show. It’s only episode 2 so he still has time to prove his worth, I suppose.

 


Bucky O’Hare and the Toad Wars – “Corsair Canards”

img_3661Episode Number:  9

Original Air Date:  November 3, 1991

Directed by:  Karen Peterson

Written by:  Christy Marx

First Appearance:  Captain Lanelle, Redjack, Blackbeak, Grebb, Harman

Episode 9 introduces the viewer to Dead-Eye’s past:  The Corsair Canards. The Canards are a group of space pirates. They basically look like typical pirates and even pilot spaceships that look like a stereotypical pirate ship, masts and all which seems unnecessary for a spaceship. Interestingly, they all appear to be ducks and in particular the same species of four-armed duck that Dead-Eye belongs to. Are all ducks in the Aniverse pirates? It would seem so. Even though they’re thieving pirates, the Corsair Canards are potential allies for the United Animal Fleet against the Toads and that’s what’s going to draw them into our story.

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They should call this thing the SS Pirate Bait.

The episode opens on a luxury space cruiser. It’s either like a cruise liner in our world, or just an upscale restaurant. The only important thing about it is that it attracts wealthy patrons, so naturally it makes sense that it would be a target for pirates. The Corsair Canards do not disappoint and they hit it. Captain Lanelle (I assume she is voiced by Margot Pinvidic since she’s done all of the female voices up to this point) leads a band of armed and flamboyantly dressed pirates. Her eyes are drawn to a group off to the side and it’s pretty obvious one of the patrons is Bucky O’Hare in drag. When Bucky calls out to them to not hurt them, Lanelle informs us that the Corsair Canards never harm any of their victims unless they first try do them harm. How noble.

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Dressing in drag is something that comes natural to animated rabbits.

A crotchety old duck starts interjecting into the conversation, and it’s Dead-Eye in disguise. He soon goes on the offensive, knocking the guns away from one duck to rest in his own hands. Bucky then reveals himself and the rest of the crew appears, including Willy who pops out of a piano dual-wielding some red guns (notable because he’s only carried a water pistol thus far). Lanelle is surprised to see Bucky O’Hare, but he informs them they’re not here to arrest the pirates. They want the help of the pirates in dealing with the Toad menace, and in return, Bucky promises to get the UAF Security Council to forgive the transgressions of the pirates which gets Lanelle’s attention.

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Some new faces on the council, Grebb and Harman.

Bucky and the pirates head to Genus to see if he can make such a promise come true. The Secretary General from the earlier season episodes is no where to be found, in his place is Harman (Gary Chalk), a walrus who seems receptive to Bucky’s proposal. Someone who is not is Grebb (Scott McNeil, I think), a jackal who does not appear to have much confidence in Captain O’Hare and even less in the pirates. He’ll only go along with Bucky’s proposal if there is an amendment in the agreement with the Canards that allows them to back out should any of them return to their pirating ways. Harman is agreeable to that inclusion and the rest of the council is in agreement as well. For the pirates though, they’ve only agreed to propose it at their next clan meeting. In order to go along with it, they’ll need a majority of pirates to agree to it.

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It’s in this episode we learn Willy has a real thing for pirates.

Aboard the Righteous Indignation, Willy is cheerily chatting up Dead-Eye about pirates. It would seem he’s quite interested in the life of a pirate and he’s excited about seeing a real pirate meeting. Dead-Eye has to burst his bubble a bit to inform him they’re only heading to a pre-meeting gathering, and that from there only the pirates will be heading to the actual meeting which is held in secret. Willy’s a little disappointed, but he’s at least still looking forward to the initial gathering.

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Willy gets a taste of what real pirates drink. And I always thought they drank rum, what a fool I was.

That initial gathering is held on Rigel VII at what is basically a pirate dive bar. There Willy is introduced to the preferred drink of pirates, ground swamp grass served in swamp water. He’s not a fan. He also sees how the pirates like to play games of skill, which Dead-Eye informs him is their way of training their young. There’s even a little diaper-clad toddler duck running around to drive that point home. Willy then introduces Dead-Eye to a game he likes to play:  Frisbee. Of course, he just calls it a flying disc and demonstrates his considerable skill with the toy. When the toddler from before steps on a switch that activates a knife-toss game, Willy uses the disc to swat the flying knife away which was heading right for the kid. All of the pirates are impressed, especially Dead-Eye.

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Blackbeak, Captain Lanelle (who’s catching flies this whole scene, apparently), and Redjack.

During this scene we’re also introduced to Redjack. He’s a pirate after the heart of Captain Lanelle, but she’s got eyes for Dead-Eye. He needs a way to impress her, and by standing up to Dead-Eye he thinks he has a shot.

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It’s Redjack who views Dead-Eye as a rival. Dead-Eye though, doesn’t seem interested.

As the pirates get ready to depart, Dead-Eye huddles-up with a few others then returns from the huddle to tell Willy he’s been invited to attend thanks to demonstrating the wonders of his flying disc. Dead-Eye thinks they could use it as part of their arsenal and apparently he was able to convince the others as well. Willy is happy to tag-along, and all of the pirate ships head for the location. It’s basically a giant domed stadium in the middle of space, and there the deal extended by the UAF is shared with the gathering. Redjack emerges as a voice opposed to the deal citing they can’t abandon their pirating ways. Dead-Eye tries to reason with him, but he’s just doing what Redjack hoped he would. He challenges Dead-Eye to a duel. Should he win, the deal is rejected, if Dead-Eye wins then it’s accepted. Dead-Eye insists this isn’t the proper way to hash out such an important agreement, but Redjack won’t back down. Dead-Eye relents, and the other pirates immediately take cover while Willy protests. He thinks they’re going to duel to the death, but Lanelle tells him to not be so stupid – pirates would never intentionally harm one another. Instead, a robotic device emerges from the center of the arena. It’s got several appendages on it and they all fire skeet discs that Dead-Eye and Redjack are expected to shoot.

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I think this is my favorite Toad ship thus far.

Aboard a rather interesting looking Toad ship, the Air Marshall is seated on a bridge and entertaining another old friend – Al Negator. Al has information concerning the Corsair Canards and the courtship going on between the pirates and UAF. He also reveals he has a spy in the Security Council and Air Marshall is expected to promote him to Dictator of Genus once they take over the planet. Air Marshall is dismissive of the promise, but quite alarmed at the thought of the Corsair Canards joining up with the UAF. Al Negator assures him he has a way to make sure that doesn’t happen. Curiously, there’s no mention of payment by Al so what he’s gaining isn’t explicitly stated, but maybe at this point the writers felt we didn’t need to be reminded about Al’s motivation and we can just assume he’s being paid for information.

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Fake Dead-Eye in action. How a Toad is able to manage a four-armed costume is never explained.

The same luxury spaceship from earlier is then shown (it might even be a repeat shot) only this time it’s Harman and Grebb that’s aboard. They’re having dinner and Grebb is concerned because they’re in the same area of space where Bucky was able to lure out the Corsair Canards. Harman tries to assuage his concerns, but then he’s made to look like a fool when the ship is boarded by the Canards once again. Surprisingly, this band of pirates is being led by Dead-Eye, and he demands they hand over their valuables. Grebb and Harman are shocked and appalled by the presence of Dead-Eye, but do as he commands.

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Dogstar feeling a bit smug thanks to his fancy new duds.

Bucky and his crew are then called before the Security Council. Harman and Grebb inform Bucky of what happened, and he refuses to believe that Dead-Eye could have done that. He promises to investigate, but refuses to arrest his gunner. Grebb is angered by Bucky’s disobedience and summons Commander Dogstar. Dogstar has a slightly redesigned costume that seems rather regal, though it will be really inconsistent (more on that later) throughout the episode. It’s basically just more blue and looks less like a metal onesie. Dogstar agrees to the order, but informs Grebb he’ll be performing his duty under protest.

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Four-armed wrestling.

Bucky returns to the tavern where the pirates gathered and tries to get info out of the bartender concerning the location of the pirates. He literally says nothing and Jenny is forced to use her powers to contact Willy. She relays what has happened and implores Willy to return with Dead-Eye. As for him, he and Redjack tied the shooting game and were forced to arm wrestle, which they tied at that as well. Willy pulls Dead-Eye aside and tells him they need to get back, but Dead-Eye can’t forfeit his contest with Redjack because it’s too important. When he asks how he can get this over with quickly, Willy says he has an idea, only the pirates won’t accept a suggestion from an outside. Captain Lanelle, apparently eavesdropping, steps in to say they’ll accept a proposal from her and Willy tells her his idea.

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This shit is embarassing.

Lanelle says the next competition will utilize Willy’s flying disc. Dead-Eye and Redjack stand opposite her for a fairly long shot that’s notable because both Lanelle and Dead-Eye are horribly discolored with orange faces. This seems as good a time as any to say that this episode is a new low in terms of visuals. It looks like shit, to put it bluntly. Lots of discolored characters and ugly framing. Dogstar’s uniform will change practically from shot to shot when he’s around. It’s embarrassing.

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Frisbee making friends out of enemies.

The ducks agree to the duel of Frisbee. Blackbeak will hold a mug of swamp water in each hand and Redjack and Dead-Eye are charged with knocking one out of his hands. First one to do so wins. Both characters fail in their first attempt and Redjack fails his second as well, hitting Blackbeak by mistake which he does not enjoy. Dead-Eye’s second shot is the one that wins it, and Redjack concedes with no animosity towards him marking a rather abrupt turn. They then head back to the dive on Rigel VII. There they regroup with Bucky to find out what’s happened in their absence. Dogstar is there as well to make his arrest, but informs Bucky that if he has a plan to catch the real culprits he’ll go along with it in lieu of making an immediate arrest.

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What the heck is going on with Jenny in this shot?

Back aboard the apparent same luxury ship, everyone is back in their disguises waiting for another pirate attack. Sure enough, “Dead-Eye” shows up with his group of Corsair Canards to hit the same ship again (I’m getting some real Roberto from Futurama vibes from this crew). One of the pirates is drawn to a golden sculpture of a berserker baboon which he’s apparently frightened by. Dead-Eye assures him it’s just a statue and that there’s nothing to be afraid of. When he gives it a pat, it starts to crack and out comes Bruiser. He apprehends the fake pirates quite easily.

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And now Jenny again, in the correct costume this time.

We’re then shown Al Negator, who’s on a pirate ship waiting for the return of his pirates. When Dead-Eye pops in with the Canards it’s the real Dead-Eye, and Al is forced to put his hands up. He swats an offguard Dead-Eye with his tail and pulls his own gun on them, but Lanelle and the real Canards swing in like the dashing buccaneers they are to take him down. Back on the cruise ship, Bruiser rips the Dead-Eye costume apart to reveal a toad underneath, who is oddly dressed in a fine suit. The other pirates are toads as well, and the only thing remaining is to return to the council to share their findings. Before they do so though, Al Negator proposes they make a deal. In exchange for his freedom, he’ll tell Bucky about his spy on the council. Bucky agrees to a deal before hearing Al’s evidence, and once he does he reluctantly sticks to his word and let him go. It seems he could have just taken the info and kept Al Negator, but whatever. The others protest a bit, but when Bucky says he knows about a traitor they apparently shut up.

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Al Negator only looks out for one guy: Al Negator.

In front of the Security Council, Bucky shows off the toads they captured in order to clear the Corsair Canards and Dead-Eye. Grebb is practically angered by this development, but then shocked and afraid when he hears from Bucky there’s a spy among them. Bucky then commands his crew to capture the traitor, and we’re supposed to think he means Grebb, but it’s actually Harman who is trying to run away. He’s cornered, and then his head actually opens to reveal he’s an android being piloted by a small newt. The newt then takes off and he’s so fast that no one can get a hand on him. Redjack then pulls out his Frisbee, which Willy had gifted him after the competition had ended, and whips it at the fleeing newt knocking him out. Captain Lanelle is impressed, and she now apparently has the hots for Redjack. Willy apologizes to Dead-Eye for playing a role in him losing his girl, but he says she was never his girl. Plus he has no time for a lass. Lanelle then invites Willy to join the Corsair Canards. He’s tempted and turns to Dead-Eye for advice who simply reminds him that he voluntarily left the pirate life to join a higher cause with Bucky and his crew.

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Ever see a newt piloting a walrus?

Back aboard the Righteous Indignation, Bucky O’Hare enthusiastically informs the rest of the crew that it’s time to go croak some toads. Dead-Eye likes this, and Willy is shown right behind his gunner’s chair. You didn’t really think he would leave, right? They take off as the episode ends.

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Looks like Redjack got what he wanted out this one.

“Corsair Canards” is an interesting diversion episode. It gives us a peek at what Dead-Eye’s life was like before he joined up with Bucky O’Hare and it’s always nice to get a little back story on the normal characters. The whole pirate culture created by the show isn’t exactly inventive. It’s also careful to paint them in a more heroic light, as opposed to the classic pirates who rape and pillage. Obviously, Bucky can’t seek the help of murderers and it is interesting to see Bucky trying to recruit allies since the fleet he’s a part of is so woefully underfunded. The episode makes no attempt to fool the viewer into thinking Dead-Eye has flipped, given the arrangement of the scenes. It does use Grebb as a red-herring for the traitor, and in doing so it’s probably pretty successful with younger viewers. The newt reveal is fun and it makes me want to know more about the newt race in the Aniverse. Bucky letting Al Negator off the hook made little sense, but I guess someone felt it was important for Bucky to stay true to his word even when dealing with a criminal like Al. As for what he did with his freedom, we don’t know as this is his final appearance in the show.

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Willy and Dead-Eye bright eyed and ready to bond by killing some amphibians.

I alluded to it during the write-up, but this episode looks like trash. There are so many bad colorization parts and awkward pieces of animation. When the setting returns to the cruise ship for the final time, Jenny is even in the establishing shot even though she’s supposed to be in disguise and will be when next shown. There’s some real ugly images of Bucky where his face is scrunched and one instance of Lanelle speaking with some other pirates where her mouth is hanging open like she’s shocked for no reason. About the only positive I can give is that there are at least a lot of new character designs. The pirates, while cliché, look fine and interesting. I do like the newt and his Total Recall-like reveal. That’s about it though, and given how poor the previous episode looked, I’m a bit concerned it’s all downhill from here. Was the show already declared dead on arrival and the budget slashed during the latter stages of production? It’s also possible that more resources were simply devoted to the earlier episodes in hopes they’d hook viewers there and then coast. I’m hoping there is at least an uptick for the finale, but I’m not holding my breath either.

 


The New Batman Adventures – “Holiday Knights”

holiday knightsEpisode Number:  1 (86)

Original Air Date:  September 13, 1997

Directed by:  Dan Riba

Written by:  Paul Dini

First Appearance:  Robin (Tim Drake), Mo, Lar, Cur

After pausing for a week to discuss the 1998 film Batman & Mr. Freeze: SubZero we have now finally arrived at The New Batman Adventures era of the show. This is essentially the start of a sequel series, but it’s been retconned over the years (or just simplified) as Season 3 of Batman: The Animated Series. The Blu Ray set released in 2018 simply refers to it as such and the intro for each episode is the Season One intro from the Fox Kids era. The show largely exists thanks to two new developments since the previous series ended in 1995:  the WB network, and Superman.

Warner Bros. and Fox had a nice relationship in the 1990s where WB created several shows that Fox aired as part of its Fox Kids lineup on weekday afternoons and Saturday morning. At some point, the executives at WB decided it would just make more sense for them to start their own network. On January 11, 1995 The WB was launched and alongside it came Kids’ WB. That block of programming would be occupied by cartoons primarily, most of which included characters WB owned. Gradually, as the license agreements with Fox expired the shows WB had created for that network migrated to its network.

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The New Batman Adventures placed greater emphasis on Batman’s supporting cast.

The network’s flagship action cartoon was Superman, or Superman: The Animated Series. It was decided that it would make a lot of sense for Superman to simply be partnered with Batman to form an hour programming block of DC’s hottest heroes. It would make sense for the two to cross paths, and so WB commissioned a new Batman series envisioned as a sequel to BTAS. Like the second season of that show, this one would focus on Batman and a supporting cast of heroes. Dick Grayson would return, but not as Robin but rather Nightwing. In his place was a new, much younger, Robin and Batgirl would be there as well. The show would need to be updated to match the style of Superman and to also make the show cheaper to produce. “Dark Deco” was now out, in its place was a modern Gotham with cell phones and (gasp!) color TV. Oddly, Gotham would also feature a red sky apparently to heighten the darkness of the show vs the much brighter Superman. There is a reduction of shadows as well making everything lighter in appearance. Perhaps something that disappoints only me is the dropping of title cards. I loved the title cards on BTAS and I was so bummed to see they weren’t continued here. It also makes each one of these posts a little less interesting to look at.

TNBA redesigns

A look at the various villains from the show, some old some new.

This new style meant character redesigns. Batman would ditch the blue of his prior costume opting for a strictly black and gray ensemble. His belt was also muted in tone and more utilitarian in appearance. Robin’s costume dropped the green and Batgirl ditched the gray as well. On the villain’s side things were a bit more extreme. We’ll mostly get to them as they show up. To highlight a few; Scarecrow received an entirely new look while Joker featured an aggressive redesign that removed the sclera of his eyes and the red of his lips. Some of these redesigns are quite interesting on their own, while some are just plain inferior to the previous look. The characters had to be simplified to reflect the shrinking budget, but some sacrifices just aren’t worth making.

Most of the creative staff was returned for the new series. Paul Dini and Bruce Timm served as executive producers alongside Alan Burnett. Dini and Timm would both contribute to multiple episodes as writer while Dan Riba returned to direct multiple episodes as well. Also returning was the majority of the voice cast from the prior series, with the only notable change being Tara Strong (then known as Tara Charendoff) as Barbara Gordon/Batgirl. A lot of new blood was also brought in, many of which would hang around the DC Animated Universe which was about to expand to include The Justice League and Teen Titans. This is basically the beginning of an expansive television universe by WB and DC which is basically the television equivalent of the current Marvel Cinematic Universe. I’m primarily only interested in Batman when it comes to DC, so don’t expect me to do this for the other shows. Hopefully no one is disappointed.

TNBA logo

New show, new logo.

The New Batman Adventures was released on DVD as Volume 4 of Batman: The Animated Series and is included in both the DVD and Blu Ray box set of the series as Season 3. For this feature, I considered simply sticking with the BTAS title, but decided this show was different enough to change it up. I’ll include both the episode number as it relates to this series as well as how it relates to the entire series. We’re also sticking with production order as opposed to air date order. The show was ordered as one season, but aired as two seasons of 13 and 11 episodes respectively concluding in January of 1999. At some point I’ll summarize my thoughts on the whole of Batman: The Animated Series, but since we’re getting started with The New Batman Adventures I’ll say upfront that I find this series to be inferior to its predecessor. It’s less unique looking and not as well written. The new villains introduced aren’t as memorable and we also lose a little bit of Batman by switching to an ensemble format. He’s made to be more grim, apparently to heighten how different he is from his younger companions, and as such loses some of his humanity in the process. He’s overall just less interesting as a character, and the focus on the others doesn’t really make up for that. It feels like a diservice to the excellent Kevin Conroy, who simply has less to work with in regards to Batman and Bruce Wayne.

Anyways, let’s finally start talking about this first episode, shall we? First airing just over 2 years after the conclusion of BTAS, “Holiday Knights” is a pretty bizarre way to kick-off this series. For one, it’s a Christmas/New Years episode that’s presented in anthology format with three separate mini stories starring different heroes and villains. It’s based on the Batman Adventures Holiday Special released in 1995 written by Bruce Timm and Paul Dini. Oddly, WB chose to air this as the premier as well in September rather than stashing it away until closer to Christmas like Fox did with “Christmas with the Joker,” the second episode from BTAS. Also complicating things, the new Robin (Mathew Valencia) debuts here even though the second episode is the one that details how he met Batman and came to assume this persona. Clayface is also the featured villain of the middle tale, but his actual return from the events of “Mudslide” is recounted in a later episode as well. This episode almost feels non-canon as a result, and it’s just overall a weird and confusing way to bring the series back.

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Ivy has apparently spent the past few years avoiding the sun.

The episode begins on December 22 and quickly reintroduces us to a pair of villains:  Poison Ivy (Diane Pershing) and Harley Quinn (Arleen Sorkin). Harley largely looks the same as she did in the previous series, while Ivy has received a fairly dramatic makeover. Her hair is more stylized and her skin bone white. She displays what is basically the new female body-shape on the show:  short, pointed, with an oversized head. It’s a more “toon” presentation and is less realistic compared with BTAS. I personally don’t care for it, but it is what it is.

Harley is bored and not at all excited to be stuck in a slummy motel for the holidays. She bemoans their lack of a Christmas tree, which naturally sets Ivy off as she views them as a form of genocide against trees. Ivy insists she has a plan that will brighten up their holiday and urges her friend to trust in her. We’re then taken to a gathering of the wealthy at the Vreeland estate where we get our first look at the new Bruce Wayne. He dresses all in black now with a white shirt under his suit and red “power” tie. His hair is black as well and slicked back to give him a real douchey look befitting a billionaire playboy. He’s socializing with Veronica Vreeland (Marilu Henner) who has returned to her red-haired look after a brief dabble with being a blonde and seems amused when a gaggle of women swarm Bruce. While Bruce is being pushed around by the ladies, one of them plants a kiss right on his lips. It’s Ivy, and as we learned way back in “Pretty Poison” getting a kiss from her is not something anyone should desire.

bruce ivy harley

Not the women Bruce was hoping to take home.

Bruce leaves the party and as he heads for his car he’s invited into a limo by a pair of women. Bruce finds himself unable to control his own body as he’s subjected to Ivy and Harley’s whims. They then use Bruce and his fabulous wealth to go on a shopping spree. A montage plays which feels fitting for a holiday special and is set to a saxophone rendition of “The Twelve Days of Christmas.” The women seem to enjoy themselves while Bruce is helpless. As they force him to carry all of their purchases he begins to make some headway in fighting off the effects of the poison. The girls realize too late that he needs another dose, and as they approach to do so Bruce is able to back away falling into an open elevator shaft. The girls are indifferent to Bruce’s plight as they still have his credit cards and continue on with their evening. Meanwhile, the gloved hand of Batman reaches up from the depths of the elevator shaft.

harley ivy shopping

The Ivy and Harley montage is probably the best part of the whole episode.

Harley and Ivy make their escape in their stolen limo being driven by another brainwashed lackey, but soon enough the cloaked outline of Batman flashes behind them. Harley warns Ivy about who’s on their tail and Ivy makes some evasive maneuvers to avoid The Dark Knight which leads them to a toy store – how fitting. Batman enters and encounters all manners of toy-related traps:  wooden soldiers, giant boxing gloves, and Harley’s trusty mallet. The ladies lure Batman through their fun house leading up a tower of toys before they hastily attempt a retreat. As the duo turn to rub salt in his wounds, Batman fires his redesigned grappling hook (it makes a less satisfying hissing sound when fired and features an end that’s just a bladed Batman logo) to hook the base of a massive Christmas tree. He topples it landing right on the thieves putting a damper on their holiday, but returning to the Christmas tree gag with Harley who’s strangely comforted by its presence.

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Santa Bullock, ho, ho, ho.

Our second story takes place on Christmas Eve. Barbara is shopping at Mayfield’s Department Store for a gift for her father. As she’s paying for her gift, a crying child gets her attention and the clerk remarks it’s been like that all day. Not far from the checkout station is a department store Santa being played by none other than Detective Harvey Bullock (Robert Costanzo). Apparently, Bullock isn’t the best Santa and tends to leave the kids who sit on his lap in tears. Serving alongside him as his elf is Officer Renee Montoya (Liane Schirmir) and the two are apparently on a stake-out which is why Bullock isn’t exactly into this whole Santa schtick. Bullock does at least find the Christmas spirit momentarily when a little girl sits on his lap asking to have her dad back for Christmas. Apparently, her dad is a crook Bullock just helped get put away. Not really knowing what else to do, he gives her some money. That should cheer her up.

Barbara is amused by Bullock’s turn as Kris Kringle and makes her way for the exit. Along the way she notices a child who appears to be shoplifting. The daughter of Gotham’s police commissioner can’t stand idly by as someone commits a crime, so she reaches out to grab him only she comes away with a handful of mud instead. Montoya then receives word to be on the lookout for a rabble of child thieves which fellow detectives are chasing through the store. They corner the kids, who then all merge into one being right before their very eyes.

batgirl crowd control

Batgirl showing off her new attire.

It’s Clayface (Ron Perlman), and he’s not the type of bandit to go quietly. He immediately begins trashing the place forcing Barbara to duck out and re-emerge as Batgirl. She takes the fight right to Clayface knocking him through an oversized window and onto a skating rink outside causing him to smash through the ice. Santa and his elf arrive to provide backup, though their guns do little to bother Clayface. Batgirl hollers at them to stop wasting their ammo and to aim for the Santa. Bullock at first confuses her command to mean him, but above Clayface is a giant, lighted, Santa as well as strings of Christmas lights. Bullock and Montoya take aim and blast the Santa down to land on top of Clayface. The frayed wires land in the water around Clayface electrocuting him and putting a stop to his rampage. Montoya then leaves Bullock to handle the clean-up.

new joker

I don’t like this new Joker at all, but at least we still have Mark Hamill doing his voice.

Our final tale takes place on December 31 and involves The Joker (Mark Hamill). He’s sent out one of his famous broadcasts to the people of Gotham revealing his New Year’s resolution to not kill anyone in the new year. This means he needs to make up for it all tonight and send the current year out with a bang! A taping of this broadcast is being viewed by Batman and Robin in Commissioner Gordon’s office. It would seem Gordon stopped heading to the gym following the events of BTAS as he’s a lot smaller and older looking now than he was before. Gordon (Bob Hastings) informs Batman that they have a lead on Joker as a GothCorp scientist was murdered earlier in the day. The scientist specialized in sonics and had been working on a new weapon that could kill with sound. Batman deduces that Joker’s likely target will be The New Year’s Countdown in Gotham Square and it’s likely he’ll have this new weapon in hand.

jokers favors

Joker’s party favors.

Joker is shown at Gotham Square with some of his finest: Mo, Lar, and Cur (all voiced by Ron Perlman and obvious reference to The Three Stooges). They’re rigging the sonic bomb to a massive bell. Apparently at midnight, the bell goes up to ring in the new year and when that happens the bomb will go off. And to make things harder on Batman, Joker has some “party favors” to distribute.

Batman and Robin head for the party and realize finding Joker will be a bit harder than expected. Joker has distributed his Joker masks to all of the party-goers making it hard to find the real Joker. Batman peers through some binoculars and spots a clown in a purple suit at a piano in the middle of the gathering onstage. He’s wearing ear muffs and so are the rather large men flanking him. Figuring that’s his man, Batman and Robin head for the stage and Batman dings Joker’s head with a Batarang knocking off his ear muffs. They then turn their attention to Joker’s goons, but find they’re pretty hard to deal with. Joker ends up grabbing the upper hand by smashing a bucket full of ice and champagne over the back of Batman’s skull.

joker champagne

This will be a short-lived victory for Joker.

Joker grabs the bottle of champagne to celebrate and apparently die with everyone else. As Joker gloats over Batman, The Dark Knight is able to snatch the bottle of champagne and spray it all over the controls to the bell shortening out the killing device. As he does so, Joker tries to stop him and shoots at him and actually hits Batman in the right arm. As Batman lays on the ground, Joker laughs like only he can. As he does so the bell begins to fall, and it just so happens to land right on Joker who offers a well-timed “Ouch,” from beneath it to close out the scene.

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We’re introduced to an annual tradition for Gordon and The Dark Knight.

With Joker’s plot foiled once again, Commissioner Gordon is shown entering a diner around 2 AM. The owner (Corey Burton) ushers everyone out and tells them he’s closing up as Gordon takes a seat at a booth. The man brings him a mug of coffee as well as a second mug and wonders aloud if Gordon’s buddy is coming. Gordon assures him he is, and Batman soon enters through a rear door. He sits down and the two indicate this is a yearly tradition of theirs. They speak only a few words before Gordon turns to request something from the kitchen to go. When he turns back he finds an empty booth and a couple of bucks left on the table to cover the tab. Remarking he’ll one day beat him to the check, Gordon collects himself and heads out into the night while Batman is seen swinging off into the red sky himself.

As I said, this is an odd way to begin the series. Three fragmented stories which lean heavily into comic relief that contain characters who will require a true introduction (or reintroduction) further down the road. It at least gets a lot of characters on-screen though giving us a peek at this new look. In general, I’m not much of a fan for how this series looks. It uses mostly straight lines in its characters and the women and children have huge heads. I mostly hate the new Joker as his face just lacks personality and is so bland and wooden to look at. The removal of his lips also just makes his mouth flaps look odder as he’s all teeth gnashing together. He looked so great in BTAS so it’s just really disappointing to see him reduced to this. This practically elderly looking Commissioner Gordon is also not a favorite of mine and Bullock looks like he’s gained about 50 pounds.

clayface hk

Clayface doesn’t come across looking so hot. Meanwhile, less censorship apparently extends to Montoya’s attire as well.

Not surprisingly, Clayface isn’t as well animated as he was before. He still contorts his body into weapons and other beings, but not a lot of resources are spent on the transitioning animation. He’s also far more stable looking than he was in “Mudslide” and has almost a rocky appearance compared with his old one. It should also be pointed out he was previosuly immune to elecrocution so either that was a goof by Dini or they intentionally took that immunity away from him. I don’t want to beat a dead horse, but this is just a less interesting looking show. They wanted it to be in-line with Metropolis from Superman and it wouldn’t make sense to have Gotham look like it was trapped in the 1940s and Metropolis like something from the 90s.

harley and the tree

It’s nice to have a little Christas in June, right? Interestingly, the comic this episode is based on portrayed Harley as Jewish.

There is one advantage this show has over its predecessor and that appears to be with the level of violence on display. It’s blatantly discussed that Joker murdered someone and he has an apparent lust for carnage and mayhem that was more tip-toed around on Fox. Batman is also free to punch people while villains, and the police, are still able to wield realistic looking weapons. Warner must have desired a way to differentiate its network from Fox and upping the violence was apparently one such way.

As an episode, this is a pretty benign, disposable, piece of entertainment. And there is entertainment value for it largely as a comedic vehicle. I wish it had chosen to end on Batman and Gordon sipping coffee together rather than turn to the tired gag of Batman vanishing whenever someone turns their back on him. I think that would have been the way the old series would have ended this one with a somber, but also sweet, ending. I guess this is just one more way for this show to announce it’s here and it’s not the same one we’re used to. Since I am a bit of a Christmas cartoon junkie, I should add that as a Christmas episode this is also just all right. It doesn’t linger much on the holiday, but it also doesn’t beat anyone over the head with Christmas clichés. It’s probably a touch better than “Christmas with the Joker” actually though less memorable. I don’t think either makes a strong case to be included with annual Christmas viewings, but you could certainly do worse.


Ranking the Games of the Sega Genesis Mini

us genesis mini box

Commemorating 30 years of the Genesis, Mega Drive to you non-Yankees, in comes the Genesis Mini to go along with your other mini consoles.

Did you think the era of the mini console was over? You would be forgiven if you had. Last year’s Sony Playstation Classic arrived with a thud. Originally retailing for $100, you can probably score one now for less than half of that as they clogged shelves during the holiday season and failed to excite. And it wasn’t a surprise. Sony just didn’t have the software muscle to make the Playstation Classic a must-own console. It wasn’t for a lack of effort on Sony’s part. There was a clear desire to have this device harken back to the early days of the Playstation as a celebration of one of the most popular gaming devices of all time. The problem was it may have been too reverential for those early days as a lot of the software just hasn’t aged too well. And the games that had have been readily available for download or in compilation packages for years. Top it off with no dual shock and a hefty price tag just made the console undesirable. Maybe Sony still made money off of the machine, but it wouldn’t be surprising to learn the electronics giant took a loss either.

bad genesis mini

Not to be confused with the awful other mini Genesis units out there.

If you thought that high profile failure would deter others from following suit, well then you would be wrong. Throwing their hats back into the ring is Sega, who has been licensing its old software and hardware for years as part of third-party plug-and-play devices of less than desirable quality. Even when the NES Classic was available, Sega had a Genesis Mini on store shelves that boasted wireless controllers and a port on the console for an actual Genesis cartridge. Everything about it though was clunky and pretty awful. Since it was licensed out, it likely cost Sega nothing aside from a hit to its brand reputation. Maybe Sega decided it needed to help that brand out while making another effort at tapping into that mini console nostalgia that has boosted Nintendo’s bottom line for a few years now.

To do so, Sega has sought the services of M2, the developer behind the Sega Ages compilations which have been universally praised for their emulation quality. Sega also is apparently handling the actual hardware in-house, and actual Genesis controllers will ship with the system this fall. This smells like an honest attempt at a quality device, the only question really is can Sega still manufacture and produce quality hardware? It’s not something the company has been involved with for decades now since the high profile failure that was the Dreamcast. Considering there isn’t much to these mini consoles, there probably should be some degree of confidence Sega can pull it off. By sticking with wired controllers there’s no worry about cheap, wireless, devices which plagued the prior models. And we already know the emulation end should come out quite well.

genesis mini tower

Sega is apparently going all-in on the nostalgia and even releasing a non-functioning Sega CD and 32X mini in case you want to remember this abomination.

What we also know is the price ($79.99, same as the SNES Classic) and contents of the package. The US version will include two classic 3-button controllers and 42 games. Yes, it would have been preferential to have the six-button controller, which will apparently be included with the Japanese version so perhaps there will be some six-button controllers for sale, but it’s not a deal-breaker since every game had to utilize the 3-button layout. Mostly though, look at that games total:  42! Where Nintendo seemed careful about what it included with the SNES Classic, likely wanting to adhere to placing a dollar value on each game, Sega has simply said “Screw that!” and put a vast collection of games on this set that well-represent what the Genesis was famous for. Sure, there are some notable omissions. Mortal Kombat was huge for the Genesis, so it’s surprising to see it excluded. Considering the game doesn’t possess the gameplay to match its visuals, it’s only a sentimental loss. An actual good game that is missing is Sonic the Hedgehog 3 + Sonic & Knuckles. It’s possible the lock-on function was difficult to duplicate, or maybe Sega just felt that would be too much Sonic. Otherwise, there aren’t a lot of obvious omissions. Sports were huge on the Genesis, but licensing for sports titles is likely far too complex and expensive. Likely, most of your personal omissions are a preference for one game in a series (Shining Force vs Shining Force II, for example) vs another.

I’ve taken the time to rank the games of the other high-profile mini consoles, only skipping SNK’s, so I feel an obligation to do the same for the Genesis. This is the only negative for me of Sega including 42 games as I have to rank them all! This is no easy feat, but I’ll do my best. Now, I have played every game on this list, but that doesn’t mean I am supremely familiar with all of them. I’ll try to convey my familiarity where I can, but this is also just one man’s opinion so take it for what it is.

First of all, there are actually 2 games I have not played and they are the two most recent revelations:  Tetris and Darius. The Genesis Tetris was somewhat infamously discontinued before it got going. It’s one of the most expensive carts to this day. It’s Tetris, so you probably have played it before on another platform. I’m sure it’s good. The other game I have not played is the arcade-only Darius. A fan version of this game showed up on the internet and it’s speculated the version here is the same. It’s an auto-scrolling shooter from Taito so if you like that stuff I suppose you’ll be excited to play it. As for the other 40 games, well let’s just get right down to it.

altered beast boss 1

Altered Beast is memorable and was an early success story, but it was never really a good game.

40.  Altered BeastAltered Beast is an arcade classic, and as an early Genesis title, it does have some fans. On the other hand, it’s an example of how porting from arcade to the Genesis wasn’t entirely smooth and that arcade perfect ports were still years away. The transforming beast gimmick is neat, but everything else is rather terrible. It’s playable, and as a kid I liked it enough, so if it’s your worst title then that’s not too bad.

39.  Alex Kidd in the Enchanted Castle – The mascot before Sonic, Alex Kidd is perhaps best forgotten, a super floaty platformer that is representative of a lot of the shovel-ware that would clog game systems during the era. There’s at least some skill to be formed while playing this one, hence why I put it ahead of the vanilla brawler, Altered Beast.

38. Virtua Fighter 2Virtua Fighter 2 is a late era representative of how porting from the arcade to the home was hard. This time, it’s because arcade hardware had more than lapped what was available for most gamers at home. If playing this title on the Saturn, then it’s pretty good. On the Genesis? Well, let’s just say it’s a shocker they even bothered.

37. Eternal Champions – Sega’s in-house fighting game entry, Eternal Champions was the straight to home fighting game that wanted to be violent and shocking. Instead, it’s just a one on one fighter with little charm that’s also some-what bogged down by overly complex mechanics. The fact that it was developed for the Genesis, and not the arcade, made it noteworthy at the time because that was practically unheard of for fighting games. It ended up being a harbinger of things to come as the arcades became more marginalized as the 90s wore on. Playable, but hardly memorable unless you really like the fatality-like Overkills.

36. Ecco the Dolphin – Pretty nice looking for a Genesis title and certainly unique given that you play as a dolphin and solve puzzles. It’s also one of the most boring titles I’ve ever played. Some people love it, and it was a huge seller, so maybe others will too.

35. Ghouls ‘n Ghosts – I’m on the record as just not being a fan of this franchise. This version is naturally superior to what was on the NES, so if you like that game then you’ll love this one. I personally just find this game difficult to a fault, where it only cares about being hard and not being entertaining. Such a slog.

space harrier 2 4

Space Harrier 2 is certainly a unique shooter that was far more impressive back when it came out than it is today.

34. Space Harrier 2 – A strange behind-the-back on-rails shooter. You can move your character all over the screen to avoid attacks. It gets pretty chaotic, but if you’re a fan of on-rails shooters it might offer a nice change of pace from the typical approach.

33. Golden Axe – A solid arcade port that’s still plenty playable, Golden Axe is far more enjoyable with two-players. I’m surprised Sega went with the original here, but there’s not a ton separating the games in this franchise so I suppose it matters little. It’s fine, but I’ve played Golden Axe so much that it’s hard to get excited about it.

32. Kid Chameleon – A platformer in which you play as what appears to be a 50’s greaser and collect power-ups that impart new abilities. It’s a neat concept and if you stick with it you may find it rewarding. I’ve personally just always hated the “feel” of this one as the character is really floaty and slippery.

31. Comix Zone – One of the coolest looking games on the Genesis, Comix Zone has a great concept. You play as a comic book artist who gets sucked into his own panels. It’s just so unbelievably hard that all enjoyment is ruined. I guess you could save-skum your way through it, but that’s hardly what I consider fun.

30. Light Crusaders – An isometric RPG, it’s actually one of many RPGs on the Genesis Mini. It’s crazy how many there are. Is this one the worst? Probably. I’ve never spent a ton of time with it though so maybe I’m selling it short. I’m not a fan of the perspective or the visuals, finding it frustrating. It does at times feel like a precursor to the much superior Diablo given the perspective and the fact that there’s just one, really long, dungeon in the game. It did receive quite a bit of praise when it was released in 1995 so maybe I should give it another shot?

beyond oasis

Visually, Beyond Oasis strikes me as Secret of Mana meets Dragon’s Lair.

29. Beyond Oasis – A top-down action RPG, this one reminds me of Secret of Mana. It has some distinctive visuals, but the animations can be a bit chunky. Not the greatest controls either as you’re most likely going to find little snakes you have to crouch to hit to be the biggest annoyance. It’s an interesting game, but it’s somewhat made worse for its RPG elements as dealing with NPCs just feels tedious and dry.

28. Super Fantasy Zone – a shooter, but one in which you have full control of the vehicle similar to TaleSpin on the NES. It’s a pleasing title to look at and an easy one to just pick up and play when you have a half hour to kill or something. I prefer this style to auto-scrolling, even if it’s still not the type of game I seek out. It was also never released on the Genesis in the US, but was released on the Virtual Console in 2008.

27. Castle of Illusion Starring Mickey Mouse – Disney and Sega had a nice thing going for awhile. Castle of Illusion was among the first and an early entrant on the Genesis. It’s a rather benign platforming title that might be easier than you remember if you last played it as a little kid. That is unless your skills in 2D have diminished, then it might be harder than you remember.

26. Earthworm Jim – This game was inescapable when it came out as the marketing was obnoxious. It’s a flashy looking shooter/platform type that gets pretty hard pretty fast. I think it’s a bit style over substance, but it does have an addictive quality to it. I know it still  has a strong fanbase to this day, which is probably why the character is set to attempt a comeback on the Intellivision Amico.

25. Thunder Force III – This game is a totally serviceable shooter in the same vein as R-Type. Not my cup of tea, but plenty fine. This is the best game in the franchise as it switched to the horizontal format and even introduced some elements that would be considered forgiving, a rarity in this genre.

24. Wonderboy in Monster World – Yet another RPG, this one is a side-scrolling action one. It’s perfectly playable and even enjoyable still today. It’s also a little boring when it comes to the RPG elements which is probably why Wonderboy never took off like Zelda did. Either that or it was because his name is Wonderboy. I mostly rank it this high on the list because I find the aesthetics of the game quite charming.

dynamite headdy

Dynamite Headdy was a later arrival on the Genesis so it may have been overlooked by many.

23. Dynamite Headdy – There were so many mascot plaformer types in the 90s that it’s forgivable if you forgot about Dynamite Headdy. He’s basically a bug without a neck who can throw his head at enemies. Interesting concept, for sure, and a totally fine platforming title. Headdy handles well and the game is bright colorful, what more do you want?

22. Alisia Dragoon – It’s kind of like Castlevania with lightning bolts and dragons. Alisia Dragoon is a side scroller in which you have lightning powers and multiple dragon sidekicks to cycle through. Like Castlevania, there’s exploration elements and hidden places to find. It’s also pretty relentless about attacking from all sides making it imperative to use your powers judiciously so they have time to recharge and strike out in all directions. This is a game I’ll likely spend more time with should I get a Genesis Mini.

21. Sonic Spinball – It’s pinball, but with Sonic the Hedgehog instead of a ball. I’m actually not sure if this title is overrated or underrated. When it came out, a lot of people were a little irritated it wasn’t a proper new Sonic game, but it’s hard to deny it’s a rather fun experience. It won’t blow you away, but you’re unlikely to have a bad time at least.

20. Columns – A Sega classic, of sorts, Columns was the brick-falling game not named Tetris. It’s a match 3 type of puzzler and it’s fine. It won’t wow you, but it’s easy to get absorbed in. I’d much rather play this than something like Yoshi’s Cookie, though I’d prefer to play one other puzzler on this set over it.

19. Landstalkers – Another isometric action RPG, this one is just much more enjoyable than Light Crusader. It’s nicer on the eyes, and while the story isn’t anything special the world is far more interesting to explore. The perspective is still more annoying than fun, but this is a title in need of some added exposure so hopefully the Genesis Mini is a benefit for it.

monster world iv

Monster World IV features a colorful and cute design that I just find so charming.

18. Monster World IV – The last entrant in the Wonderboy series on the Genesis and a game previously unreleased on the console outside of Japan. It has been included on compilations in recent years, but this will be the first time US gamers will get to experience it on Sega hardware. It’s yet another side-scrolling RPG, but it has charm and looks great. A surprise, but worthy, inclusion for the Genesis Mini.

17. Mega Man:  The Wily Wars – This one is almost like cheating as it’s a compilation of the first three Mega Man titles ported to the Genesis with enhanced visuals. It should be awesome, but I’ve never liked how it feels compared with the NES games. It seems slower and more deliberate almost as if Capcom went too far in updating the visuals and instead negatively impacted the gameplay. Maybe that’s why it originally went unreleased, being only available on the Sega Channel. I’ll give it another shot, for sure, as it’s still Mega Man and those three games are classics in their own right.

16. World of Illusion Starring Mickey Mouse and Donald Duck – I’m probably ranking this one too high, but it was a personal favorite of mine as a kid. It’s Castle of Illusion, but with two-players and much improved visuals. It’s a fun, breezy, platformer that should be beatable for even those who have let their skills diminish over the years. It just might take some practice.

sonic 1 main

Sonic’s gameplay is somewhat divisive, but what isn’t is the impact he had on Sega and video games as a whole in the 90s.

15. Sonic the Hedgehog – Sega’s first real answer to Mario, you either love it or you don’t. The game is a constant battle with the urge to travel at top speed, because once achieved, you open Sonic up to a world of hurt in the form of spike traps and death pits. It’s a game of trial and error, and had it not been a success back in the 90s we might not even be here having this conversation. Still very playable, just not the best Sonic title any longer.

14. Street Fighter II: Special Champion Edition – It’s the arcade classic now on the Genesis. This is about as competent a fighter as you’re going to find, it’s just hard to get excited about playing it in 2019. The 3-button controller is not the ideal way to experience Street Fighter, but it’s competent at least. It’s still Street Fighter II though, which is a nice floor to have.

13. Road Rash II – The motorcycle racer that was a staple on the Genesis, until it wasn’t. This game was largely popular amongst my friends because you could attack other racers, but even absent that it was still a damn good time and a fun racer. I’m a bit surprised it’s the only racer on this set though, but I’m not sure Outrun has aged all that well and Virtua Racing is probably too hard to emulate.

12. Dr. Robotnik’s Mean Bean Machine – Another stacking puzzle game, this is just Puyo Puyo but with a Sonic skin. Specifically, it’s done in the style of the cartoon Adventures of Sonic the Hedgehog. It’s the rare puzzler that’s better with two players. Probably the only puzzle game I prefer to it is Puzzle Fighter, which isn’t surprising since they’re pretty similar. Definitely check this one out if you never have.

11. Contra:  Hard Corps – The venerable Contra series on the Genesis. Some Contra fans cite this as their favorite entry in the series. I’m no Contra expert, so don’t ask me. It’s a fun and challenging shooter though. Too hard for me, and I’m not ashamed to admit that. Have fun using save states on this one.

strider

Strider is Capcom’s forgotten hit franchise. Its visuals are a tad dated as this was an early Genesis title, but its gameplay is not.

10. Strider – This felt like Capcom’s answer to Tecmo’s Ninja Gaiden. Strider is a bit more vertical and the main character Hiryu has a lot of weapons at his disposal. Strider controls well and offers plenty of action, a good one to get lost in especially since the challenging difficulty will keep you busy.

9. Vectorman – Speaking of hard games, here’s another. Vectorman is a shooter/platformer with some gimmicky stuff as well as the titular character can change form. Visually distinctive, Vectorman is a game I enjoy despite the fact that I suck at it. Maybe I just need more practice. I’ll probably play this one a few times and struggle to make it to level 3.

8. Shinobi III – A challenging platformer, but one more deliberately paced. I’ve always preferred Shinobi to Ninja Gaiden or Strider because of that pacing. It’s easier to plot out an attack and feel out a boss fight. It’s also still hard, but often fair. Smart move by Sega to go with the third entry over the other two as this one has always felt like the most balanced entry in the series.

7. Phantasy Star IV – A more traditional JRPG, this series is basically Sega’s Dragon Quest or Final Fantasy. I’m a bit surprised they opted to go with IV over the more popular II, but either one is fine. I wish it looked and sounded better, but it’s strangely addicting thanks to its combat system and I look forward to playing through it.

toejam_and_earl wiener

The only game brave enough to refer to its characters as wieners.

6. Toejam & Earl – Too high? Possibly. This game is just too weird not to love and represents the oddball nature of the Genesis so well. You practically have to play it with two players, but the journey to piece together the spaceship of a couple lost aliens is certainly memorable and humorous. This is also the rare game where the power-ups feel more like a curse as they make it so hard to control the characters. This is definitely the go-to game when a buddy stops over. Maybe now I can finally beat it?

5. Gunstar Heroes – A more forgiving run and gun game than Contra or SNK’s Metal Slug. It’s also faster and has its own distinct visual style. This is routinely cited by many as one of the best games on the Genesis so it was a must-include for Sega. It’s surprising that this series hasn’t been able to live on as a modern-looking version would be amazing. We’ll just have to settle for this release, I guess.

4. Sonic the Hedgehog 2 – It’s like the first game, only everything is better. Maybe you want to say the soundtrack is better on the original – that’s fine. Every level here though is probably superior to every level in the first game. The inclusion of Tails technically makes it two-player, but no one has fun controlling Tails. He’s the original “give this guy to your little brother/sister” character as he can’t die and has no control over what is happening on screen. Which is why if I play any game with one of my kids it will be this one.

streets 2 uppercut

Arguably the best brawler ever created, it’s amazing that Streets of Rage 2 has maintained a stranglehold on that title for so many years.

3. Streets of Rage 2 – Considered by many to be the best brawler ever created. Even better than Final Fight or Double Dragon II. Streets of Rage 2 stretches the genre about as far as it can go. It has a surprisingly deep combat system and it looks great as well. So many games have attempted to rip it off, and none have come all that close.

2. Shining Force – If Phantasy Star was Sega’s answer to Dragon Quest, then Shining Force was its answer to Fire Emblem. Shining Force is a criminally under-appreciated strategy RPG. Maybe we just didn’t have the attention span for it back in the day, which explains why Nintendo never bothered with Fire Emblem until much later, but I never knew anyone who talked about this franchise. It’s great though, but I’m surprised Sega went with the original over the better sequel. It’s not a big deal though. If you don’t like this style of gameplay, then Shining Force won’t win you over. I’m a bit of a junkie for this stuff though, hence the placement here.

bloodlines 3

Bloodlines was sort of dismissed upon arrival, maybe due to Castlevania fatigue, but it’s one of the best games in the long-running franchise.

1. Castlevania:  Bloodlines – The secret best 16-bit Castlevania? A lot of praise gets tossed at Super Castlevania IV, but Bloodlines is the superior game. It returns the player’s sprite to a more diminutive size giving the game more space. It features tried and true Castlevania gameplay and a great soundtrack as well. Like a lot of games on this console, it wasn’t appreciated as much as it should have been at the time, but at least there’s time to rectify that. This is a fabulous game on the Genesis, and if you love Super Castlevania IV but haven’t played this one much or at all then now is as good a time as any to rectify that.

That’s my opinion of the Genesis Mini’s software. It’s a great collection of games and the sheer amount likely pushes this one ahead of the SNES Classic in terms of value. What remains to be seen is if Sega can deliver on the quality, and while I’m fairly confident the company can, it’s hardly a sure thing. Performing this exercise has, more or less, convinced me to get one myself. And thankfully, it looks like the Genesis Mini will be a lot easier to come by than either of Nintendo’s offerings initially were. And if you think we’re done with mini consoles, well you are mistaken. Konami just announced a TurboGrafx-16 Mini so there’s that to look forward to. And the specter of a Nintendo 64 Classic will continue to loom large over the market until it’s either released or we all collectively decide to believe Nintendo that it isn’t coming.