Category Archives: Television

Ranking the Many Versions of The Teenage Mutant Ninja Turtles

Turtles in TimeWith Rise of the Teenage Mutant Ninja Turtles hitting the airwaves, it felt like a good time to sit down and take a look at the various incarnations of the Teenage Mutant Ninja Turtles. As you are likely aware, the TMNT got started back in 1984 when writer/artists Peter Laird and Kevin Eastman created their debut comic. Since then the four have become international superstars and seen their likeness adapted for television, film, a stage tour, and other comics over the years. Across these many mediums we’ve seen the four brothers sport many different looks, display different personality traits, while mostly adhering to the core of being mutated turtles that practice ninjitsu taught to them by their surrogate father – a rat named Splinter.

Whenever a new show based on an old property is unveiled, there’s almost always an immediate backlash by a certain portion of the fan base. It doesn’t even matter if the fanbase is inconsequential or even non-existent, as was seen recently with the She-Ra images unveiled, there will always be those who hate the new and prefer the old. And who am I to say they’re wrong? Hate it all you want, but you’ll always have what came before. I draw the line when folks say “they’re ruining my childhood” because that’s preposterous. Your childhood came and went, it’s history, there’s nothing to ruin. I’d encourage everyone to be open-minded and don’t be a slave to nostalgia because you’ll ultimately find more things in life to enjoy with such a mindset, but to each their own.

For this ranking, I am weighing the general design heavily above all others. This ranking is subjective and largely about how appealing I find the design of the four turtles to be. I am also giving a little added weight to the quality of the medium as well – does it hold up? Is it entertaining for children? All ages? And so on. I’m also just sticking to the comics, television, film, and stage show and not video games or toys. Most of the video games were based on one of those other things or strongly resemble another and the same is true for the toys. I don’t want things to get too unmanageable, so some of this may feel a little condensed, but you’ll see what I mean when we get to each one as I’ll note if there are any deviations. With that said, most of these all have some aesthetic charm to them, with only the very back-end of this ranking being particularly poor. Let’s get to it then, shall we?

TMNT_rock_band

What have we unleashed upon the world?

13. Coming Out of Their Shells Turtles

I ended up with 13 distinct flavors of Teenage Mutant Ninja Turtles, and by far the most dreadful would be the stage show Turtles from the Coming Out of Their Shells Tour. If you weren’t alive in 1990, basically the brand was on fire. No one could really explain it, and still can’t since the premise is so preposterous, but everyone was pretty sure it wouldn’t last much longer. Anyone with a financial interest in the TMNT was rushing product to shelves to capitalize as quickly as possible and someone thought a live show was a worthwhile endeavor. Utilizing two sets of costumes, the Turtles would appear on stage in some radical threads and would sing, dance, and mime fights with the bad guys from the cartoon. There were also backstage segments that were pre-taped featuring more conventional play style sequences for plot points. These costumes weren’t really meant to be seen up close since they were for the stage, and it shows. There’s no nuance to their mechanical mouths which just flap around. They have these crazy wide-eyed expressions and the added clothing items just look dorky, to put it simply. What was crazy though, is that these costumes weren’t confined to a live show. They had them appear on Oprah and in home videos so you could see just how terrible they looked. The home video and Christmas Special probably came out after the money had been made on the actual tour, but the Oprah thing still blows my mind.

Bay TMNT

These guys smell.

12. The Michael Bay Turtles (2014 Film)

I know I look like some old curmudgeon for sticking one of the most recent incarnations in the 12th spot, but I can’t help it – I really hate these guys. It wasn’t a surprise to see the newest films opt for CG over costumes, even if it was still disappointing, nor was it a surprise to see a new look for the gang green. However, could they have made these guys look any uglier? They’re a monstrous mess, just a pile of weapons, belts, and clothing. They embody the same personalities we’ve known for years and yet feel so lifeless. Even only four years after the first film, and a mere two after its sequel, these guys already feel forgotten and that doesn’t bother me one bit. I really have nothing nice to say about them. I guess Bebop and Rocksteady were cool?

tmnt03e

Talk about a downgrade.

11. All Effects Turtles (Teenage Mutant Ninja Turtles III)

The third film in four years for TMNT was the abysmal Teenage Mutant Ninja Turtles III. I liked it well enough as a kid I suppose, though it definitely was my least favorite of the trilogy. As an adult I find it mostly unwatchable. I suppose it can be laughed at in a manner befitting only bad movies, but my word do those costumes look awful. The first two films featured costumes designed by the Jim Henson Company and were remarkable for the time. For the third film, Golden Harvest and New Line Cinema contracted All Effects and the results were less than spectacular. The main bodies of each turtle looks fairly similar, but with less texture. They clearly looked like rubber suits. The heads though were awful. The dynamic expressions of the earlier costumes were gone replaced with something more static and soulless. I am not certain, but my guess is All Effects just went with one head design for its costumes as opposed to Henson’s multi-head approach. These ones are a bit more frog-like and just off-putting. Making these worse, the personalities of the Turtles were also less defined. Corey Feldman reprised his role as Donatello from the first film and apparently was considered the star as his character had way more lines. Everyone was kind of jokey and just along for the ride with only Mikey displaying much range. A very unsatisfying end to the trilogy. The feudal costumes at least looked kind of neat.

next mutation

They kind of look like they’re melting.

10. The Saban Turtles (The Next Mutation)

It feels like I’m picking on the live-action costumes in the early going, but I guess it’s to be expected with such outlandish characters that originated in print. And it also has to do with money. The third Turtles film was produced on the cheap, and the stage show certainly was as well relative to a film budget, and if you know much about TV cartoon development in the 90s then you know Saban is notorious for being cheap. Saban is most famous for bringing us Mighty Morphin Power Rangers which took film from the Japanese show Super Sentai and dubbed it for American audiences as something different. That’s about as cheap as it gets for show creation. It’s actually a surprise that the company even wanted to do a live-action series of TMNT in 1997 well after the franchise’s peak years. Titled Ninja Turtles:  The Next Mutation, it required all new costumes and sets and must have been rather expensive relative to other Saban entertainment. Even so, there was no way it was going to match the costumes from the film series, and while you could argue these are worse than what All Effects gave us, at least they tried to change things up. This show also famously added a fifth turtle, Venus de Milo, and it sort of followed the continuity of the other live-action heroes. It was pretty hokey and more than a bit cheesy, but I suppose it has its fans.

TMNT 2007

Passable, but also forgettable.

9. Imagi Turtles (TMNT 2007 film)

In what was a bit of a surprise, Warner Bros. tried bringing back the Turtles with a CG sequel to Teenage Mutant Ninja Turtles III 14 years after that film had been released. In truth, audiences didn’t need to know much about those previous movies to see this, just a general knowledge of who the Turtles were since a lot of time had passed in universe as well. The movie was okay, not bad but not exactly good either, and the CG was befitting that of a major studio. The characters mostly embodied the archetypes established in the first film, but the visual style was very different. The Turtles were more rounded with squished faces. Their skin was smooth and mostly free of any texture. They looked slippery and ever more frog-like than what we saw in the third film. It animated well, but the stills are some-what lackluster. It’s not the design I would have picked, but it was fine and not really noteworthy as this film is easily the most forgettable of the first four.

Rise TMNT

I don’t hate this.

8. The Flying Bark Turtles (Rise of the Teenage Mutant Ninja Turtles)

It seems premature to even include the newest version in these rankings, but here we are. I said a lot about them in my write-up for the first episode, but as designs go I don’t hate these. I appreciate the willingness of the producers and the animators at Flying Bark to try something pretty new. There are elements of the older designs in the new ones, but with this show the brothers are, for the first time, different subspecies of turtles. Even though I didn’t much care for the show, I can at least appreciate what it’s trying to do. And if we’re just going by looks, it’s definitely got more personality than what was ranked behind it.

4Kids TMNT

A lot more menacing than that old cartoon.

7. The 4Kids Turtles (2003 Cartoon)

We have arrived at what is perhaps our first controversial ranking. The 2003 series produced by 4Kids Entertainment is well-regarded. It came at a time when the kids who had grown up on the TMNT were willing to embrace something that had grown up with them while a new generation was also willing to dive into a show about mutated ninja turtles. The show was a back to basics, taking a lot of the material from the original Mirage Comics run and adapting it for television in a kid-friendly manner without pandering. The old chunky designs were replaced with sleek, muscular, frames and the skin tones of the old Playmates toy line was essentially made canon as each turtle was a slightly different shade of green. The personalities were a bit of an amalgamation of the old cartoon and comic, with Raph, Leo, and Donatello being pretty close to the source while Mikey was a bit more like the old cartoon character. Where this one sort of stumbles for me is with the decision to go with the blank eyed look from the comics and toys. It makes the characters look pretty cool in a still frame, but when they had to emote it looks awkward. A future series would integrate this better. Don’t mistake this ranking as an endorsement of the 87 cartoon over this one as I’d much prefer to watch this series over that one any day.

TMNT 1987

Regardless of your feelings on this show, you can’t deny this is still what most folks picture when you say Teenage Mutant Ninja Turtles.

6. The Fred Wolf Turtles (1987 Cartoon Series)

Here is where we get to the big one, the most recognizable brand of the Teenage Mutant Ninja Turtles and the one most responsible for the popularity of the franchise. These turtles actually had four some-what distinct looks, but we’ll get to that. In general though, the makers of the cartoon took the designs from Mirage and mostly added color and personality. The Mirage TMNT looked cool, but aside from Raph they didn’t offer much personality. They also looked the same and had those blank eyes which wouldn’t play well on television. To make up for that, the cartoon introduced the colored bandanas and pads unique to each turtle while also giving them actual eyes. Raph was toned down from a hot-tempered malcontent to a sarcastic prankster while Leo mostly retained his super serious persona. Donatello was made a genius, and Mikey a surfer dude. Oh, and they all loved pizza. Like, really loved pizza. It’s stuff you know all about now, and even though the cartoon basically existed to sell toys it at least looked pretty good. The first season, at least. In that one, the Turtles were a more muted shade of green with more musculature and a hint of a beak. Come the second season they were a bit brighter and more rounded. Weapons were de-emphasized and animators saw little need in actually showing their weapons holstered and so forth. By the final season though, they received a fairly radical redesign that introduced more blacks and a more angular shape. It was trying too hard to make the Turtles seem “dark” and “cool” and didn’t really play well. In Japan, a pair of OVAs were released that mostly featured the standard look of this serious, but gave the Turtles crazy transformation powers. You may remember seeing the toys for these on store shelves and wondered where they came from, well there’s your answer. I didn’t think either was really worth devoting a separate ranking to, but felt they were worth mentioning.

TMNT Archie

The storylines in the pages of Archie’s TMNT weren’t much better than the cartoon, but the artwork was a ton of fun.

5. The Archie Turtles (Archie Comics)

Alongside the original cartoon series was the Archie Comics series. This series basically captured the look and feel of the cartoon, but did at least experiment with making things a little more mature. I basically only decided to give the Archie Turtles their own entry because of what they did with Raph. Still keeping him mostly in-line with his cartoon counterpart, he was also made the loner or black sheep of the family and he wore all black for a while. It was confusing for me as a kid and I probably didn’t care for it, but now I look back and give Archie credit for not just adapting episodes of the cartoon into printed form.

Mirage TMNT

I’m guessing you’ve seen this image before, and probably not on the cover of a comic book.

4. Mirage Comics

All style, no substance. That’s pretty much the Mirage Turtles in a nut-shell, or should I say half-shell? While they did get better, initially the four characters were interchangeable. Chunky, but muscular, they were depicted in black and white and were only distinguishable by their weapons. Eventually, the personality of Raphael would be added and he was given a foil in Leonardo and a kindred spirit in Casey Jones. Leonardo would be made the stoic leader, while Donatello the introverted tech-nerd. Mikey never really morphed into the character we’ve seen elsewhere and he’s kind of hard to get a read on. Eastman and Laird’s artwork also improved along the way and their version of the Turtles from say issue 4 on is pretty damn good. Eventually, other artists were brought in to work on the books and you could do a separate listing on the various different takes they had on the characters, but for the purpose of this ranking I’m basically just going with the Eastman/Laird take. The peak of their art is probably best reflected, and most can recall it from the cover art to the first NES game. It confused the Hell out of me to see all four of the Turtles wearing red, but I sure thought it looked pretty bad ass.

Nick TMNT

The show that made April and Casey adolescents and made it work.

3. The Nick Turtles (2012 TV series)

It took some time, but the 2012 version of the characters seen in Teenage Mutant Ninja Turtles did eventually grow on me. As far as personality and so forth was concerned, I was pretty much hooked from the start. The same archetypes were followed that we’re used to, but they felt more malleable and sincere. Leonardo wasn’t just some goody-two-shoes, he often struggled with being a surrogate Splinter when out on the town. Raph was a bit of a hot-head, but he didn’t strike me as being confrontational just for the sake of it. Donatello was a brain, but an insecure one. Mikey was still juvenile and mostly care free, but without being too over-exposed. This show pretty much nailed it as far as that goes. From a looks perspective, they basically went with the first movie, but with colored masks. The Turtles also featured three toes for the first time, an odd choice, but largely inconsequential. They wore wraps on their feet too which was different, but it made sense (those other turtles must have had some serious blisters) and added a little personality. About the only thing I didn’t like was the sometimes boxy-looking anatomy. Their shoulder muscles looked practically square, but it became less noticeable the more I was exposed to it. I loved that each turtle had his own body type and you could tell them apart by that alone. I also liked the little touch of making their eyes go blank when in combat. Definitely a move that’s all style and has no practical explanation in-universe, but it’s a cartoon so who cares? Have fun with it! This television series should be the new measuring stick for any future incarnation of the TMNT. That doesn’t mean they all should take the same approach, but strive for the same level of quality.

IDW TMNT

Maybe the coolest looking version of the TMNT yet.

2. The IDW Turtles (IDW Comics)

Alongside the 2012 reboot came a reboot in printed form. Kevin Eastman returned to the franchise alongside IDW Comics and presented a new version of the TMNT. It basically takes the tone of the original Mirage Comics, while also adding in the more developed personalities that would follow. The artwork is largely great, and the Turtles are back to wearing all red (they would eventually gain some color). If you’re an adult fan still mad about the new cartoon, well just head to a comic shop and read this series. This is the version of the TMNT made for those who out-grew the franchise, and from that perspective it’s pretty good. The Turtles will never be high art, and there’s tons of fan-service plots in this series, but in general it’s what most TMNT fans over 30 probably want.

Henson TMNT

I love these guys.

1.The Henson Turtles (Teenage Mutant Ninja Turtles/Teenage Mutant Ninja Turtles II:  The Secret of the Ooze)

Could there be anything else? The 1990 movie is still the best adaption of any kind of the Teenage Mutant Ninja Turtles. Taking the Mirage look, adding in the colored masks from the cartoon, and also its own creative liberties resulted in a near perfect take on this green team. The four brothers all look different, all act different, and all go through their own ups and downs along the way. They have distinct personalities and challenges to face, and most of all the costumes created for these two movies are fantastic. I prefer the more realistic approach of the first film. That one was less intimidated by showing these characters for what they are, while the second one brightened things up and made them a little more appealing to look at from a practical sense. In other words, the Turtles of the first film looked like they lived in a sewer, while the ones in the second looked like they lived in an upscale apartment in Manhattan (which they did for a time). The first film is also very different in terms of style and tone, but the Jim Henson Company worked on both. The costumes received mostly minor tweaks between films, though Donatello looks almost completely different (he also had the biggest personality change as well, I guess because Feldman left the franchise). Both films entertained me a lot as a kid, but of the two, only the first one actually holds up. The second is basically a live-action version of the cartoon, though Raph still gets to inject a bit of conflict into the group dynamics. That first film is the best though. It hits the sweet spot between the gritty violence of the Mirage source material and the playful banter of the cartoon. It’s unlikely we’ll ever receive a better version of these characters, but maybe someone out there is just waiting to prove me wrong. I hope they’re successful.


Batman: The Animated Series – “Terror in the Sky”

terror in the skyEpisode Number:  45

Original Air Date:  November 12, 1992

Directed by:  Boyd Kirkland

Written by:  Steve Perry, Mark Saraceni

First Appearance(s):  None

We’re checking in on a bunch of faces from the debut episode this week. Once again, the Man-Bat is terrorizing Gotham and it’s up to Batman to uncover the identity of this creature and put a stop to it. It’s yet another tale of a human being mutated into an animal hybrid and mercifully the last for awhile. It’s weird that 3 out of 4 episodes ended up with a similar plot device, but production order doesn’t dictate air date order. And yet, these actually did all air pretty close together so I guess Fox Kids didn’t really care one way or another.

batcycle snow

I’m a sucker for these wintery settings.

The episode opens on a wintery evening at a loading dock when our old friend the Man-Bat attacks. It wrecks up the place and gives the workers there a good fright before fleeing. The episode cuts to Dr. Kirk Langstrom (Marc Singer) waking up in a cold sweat. His wife Francine (Meredith McRae) wakes up and encourages him to go back to sleep, but he’s obviously shaken up about something. Was what we just saw a dream of some kind?

she-bat

The Man-Bat has returned with some new threads.

We soon learn it was not, as the Gotham PD are on the scene. Batman is lurking in the shadows and hears enough to know he needs to go straight to Langstrom. He arrives, irate, to find a disheveled Langstrom in his lab. Batman accuses him of taking the serum once again to turn into the bat, but Langstrom insists he has done no such thing and it’s Batman’s antidote that is responsible for the creature’s return. Francine overhears everything and becomes angered herself. She takes Batman at his word, and storms off, while Batman is at least open to the possibility of his antidote being a failure. He takes a DNA sample from Langstrom to go analyze back at the Bat Cave and leaves Langstrom to repair his marriage.

Outside, Batman is ambushed by the Man-Bat as he’s mounting his motorcycle. The Man-Bat is a little different this time sporting torn up pink trousers with the remnants of a white blouse hanging around its neck. Batman tangles with the creature and is then forced to chase after it atop his motorcycle. The only thing Batman gets out of that is a busted bike when he runs afoul of a train and the Man-Bat escapes.

x1080-hHO

Batman gets knocked around pretty well in this one.

Back at his home, Dr. Langstrom is trying desperately to track down his wife who has run off. He’s able to discover she’s currently at the airport ready to flee the city to get away from him. Batman drops in to let Langstrom know he’s run some tests and he found no trace of the bat DNA in his system. Someone else is the Man-Bat this time. An overjoyed Kirk takes off to go chase down his wife, while Batman turns his attention to another.

Batman drops in on Dr. March (Rene Auberjonois), Francine’s father and the one who originally created the serum. He’s working late and not at all happy to see Batman drop-in. Seeing him sifting through his files, March pulls a gun on Batman though he mentions it’s full of tranquilizers for some reason. Batman, hardly intimidated, disarms the doctor and demands answers. It turns out, March has remained obsessed with bats even after what transpired back in episode one. He’s continued his research in secret, though he insists he would never experiment on himself. He then recalls an incident a few days prior where Francine interrupted his work. Startled, he dropped a beaker containing his new formula on the floor causing it to shatter and create quite the mess. Francine helped him clean it up and cut her finger in the process and we have our Man-Bat. Or should I say She-Bat?

Francine_transforms

Mid-transformation shots are always a personal favorite.

Francine has successfully boarded an airplane and is suddenly not feeling so well. As the flight attendant heads off to retrieve some aspirin, Kirk makes his move. He apparently got there in time to board the plane and he tells Francine what Batman told him – he’s cured. Francine and he share a happy moment, before Francine heads off to the latrine to gather herself. It’s there the bat inside of her is unleashed, and after scaring the crap out of the passengers on the plane, she bursts through the hull.

Batman arrives piloting his trusty Batwing, and after saving the flight attendant in a rather ridiculous manner, he turns his sights on the She-Bat. Langstrom had been sucked out of the plane as well, but the She-Bat was able to snatch him out of the air. She takes off for Gotham and sets down on-top of the Gotham bridge. Batman catches up with the pair and hops out of the Batwing armed with the antidote. The only problem is getting it into Francine. The two fight and Batman is able to hit her not once, but twice with the antidote eventually bringing her back to her normal self. Miraculously, the tattered remnants of her shirt reform so she’s properly attired, and after a brief scare, her husband snatches her from the ledge to prevent her from falling. The two embrace and Batman leaves them. Stranded on top of a giant bridge.

Langstroms_reunited

It all ends with a hug.

“Terror in the Sky” is basically “On Leather Wings Part Two.” The story moves at a similar pace just with the players in the game re-arranged slightly. It’s a bit fun shifting the bat persona to Francine, though the attire of the She-Bat gives it away pretty quickly. There’s some nice sound effects on the She-Bat and some neat point-of-view shots as well. The animation holds up rather well throughout most of the episode, with only few instances of ugly frames. In particular, Batman is knocked aside by the She-Bat on the bridge and he takes on a rather peculiar shape. I kind of hate that Dr. Langstrom has to save his wife at the very end from falling off of the bridge – why did we need to make this guy the hero? It just rubbed me the wrong way.

Ultimately, this is a fine episode of Batman much like its predecessor. I don’t think anyone needed another Man-Bat story, but it’s nice when a new episode contains a clear call-back to another since so much of the show’s episodes are independent of one another. Likewise, I don’t think anyone needs a part 3 either, and we won’t be getting one. Maybe there could have been another story here, especially since Dr. March is probably owed some comeuppance. I like to think his daughter disowned him and he went off somewhere to die. Oh well, we’re finally past all of these mutant episodes and next week is one of my favorites so don’t miss it!


Bandai Dragon Stars Super Saiyan Trunks

IMG_2529Dragon Ball Super did to me what basically every cartoon/anime does:  it made me want toys based on it. It’s a compulsion I’ve never outgrown, apparently, and Bandai has made it fairly easy (but not cheap) to get what I want. Months ago I did an entry on the SH Figuarts Super Saiyan Vegeta. That line is like the premium action figure line for Dragon Ball Z (as well as other franchises) and a single figure from that line routinely sells for over $50. Not all fans are into 6″ figures at such a price point, and even though I have two such figures I can’t say I’m really into it myself, and for those fans Bandai has its Dragon Stars brand. These action figures are more in-line with what you would get from Hasbro. They’re super articulated figures that run for around $20, which is sadly the going rate for such toys in this day and age. They often have a few interchangeable parts and also come bundled with a piece of another figure. Collect the whole line and you can assemble a sort of bonus figure. Back in the days of ToyBiz and its Marvel Legends line that bonus figure was often a giant figure twice the size of a standard one, but in today’s world it’s just a standard sized figure.

The Dragon Stars line has produced a few waves at this point. The first was basically a Dragon Ball Z wave, but the second was all about Dragon Ball Super. When I was really into DBZ and collecting toys from Irwin, I always found the majority of Future Trunks figures a bit underwhelming. When I saw the Future Trunks from the Dragon Stars line it immediately caught my eye because it felt like a figure that had eluded me for years. Even so, I passed on it several times before it finally won me over and I’m sure that was at least due in part to the Future Trunks arc airing on television from Dragon Ball Super. Eventually, I caved, picking this guy up at my local GameStop and now I’m going to tell you all about it.

Trunks stands roughly 6″ with the tips of his hair taking him a little beyond that. He’s more or less in scale with the other figures in the line (from what I can tell) and he even looks fine with the Figuarts Vegeta next to him. Since this is from Dragon Ball Super, he’s in his attire from that show which doesn’t differentiate much from his look in DBZ. He still sports charcoal gray pants and yellowish boots, the main difference being now he has a denim coat that actually fits properly and he’s tossed in a red ascot for good measure. His clothing is torn in places reflecting the harsh life he’s had to live in his future battling the likes of Goku Black. He’s in his boosted Super Saiyan form from later in the arc, which is kind of like Super Saiyan 2 in terms of looks only Trunks is way more powerful. The show never gave this form a proper name, but Wikipedia refers to it as Super Saiyan Rage. He’s armed with his trusty sword once more and his figure actually comes with two: an unsheathed sword to swing around and a sheathed one that pops into his back. He comes packaged with a pair of fists, but he also has a pair of hands that can hold the sword and a pair of open hands in a Gallick Gun/Burning Attack position. Lastly, he comes with the head of Fused Zamasu which looks pretty awesome and does kind of make me want to collect all six figures in the wave to complete the figure.

Trunks’ range of motion is pretty typical of a modern action figure. He has ball joints virtually everywhere and his hands pop off and on easily enough. His head is really limited though and I think it’s due to the collar on his jacket. He’s kind of always looking down slightly. His arms are also hindered a bit and he doesn’t possess as much range of motion there as one would think. For instance, he can’t really do a proper Gallick Gun pose or really cross his arms. The cuffs on his sleeves also prevent his hands from pivoting back much. The legs on my figure are also a little loose, but not enough to make it hard to pose or stand him. In the end, he can do just enough to make it interesting to mess around with him on a shelf, but I can see feeling a bit let down as far as the articulation is concerned.

When a figure feels a bit lacking in the pose department, I often turn to the sculpt for value. In truth, the sculpt is the most important part for me since my figures just end up on a shelf. In the case of Trunks, the sculpt is pretty good for the price. If this were a $60 figure, I’d probably be disappointed, but as a $20 he’s solid. The hair looks good and it’s a nice, vibrant, yellow. He has a determined, serious, expression on his face which is befitting the character. The jacket and pants look good with enough little texture details to make them interesting. The sculpt also hides the articulation well giving him a clean look. The boots, oddly enough, are perhaps my favorite part as there’s some nice detail here. His sword and scabbard also look nice and clean. I’m guessing Bandai opted for this approach over a traditional sword that fits into a scabbard so that it didn’t have to compromise on the actual size of the sword. Cartoon swords tend to be illustrated much larger than the actual scabbard they’re supposed to fit into so I consider it a nice touch.

So what’s missing? Well, in addition to the articulation shortcomings it should be pointed out that this figure could have wowed in other ways. Not having a non Super Saiyan head is kind of a disappointment considering it doesn’t look like we’ll get a figure of that down the line. It’s not even really a cost issue as he has a second head, it’s just not a second Trunks head. It also would have been neat to see him come with his Hope Sword, but it also wasn’t something I expected.

Considering this is the first Dragon Stars action figure I purchased, did it sell me on the line? Yeah, it kind of did. I don’t really want to get too far down the line with another series of figures, preferring to stay in my lane of TMNT and Bucky O’Hare, but I could see myself getting a few more. The other five figures in this wave were mostly good, the only one I did not care for was Super Saiyan Blue Vegeta who has a weird face sculpt. These things tend to sell out though, so I don’t expect to run across any in a discount bin other than maybe Zamasu or Hit. I do like this look for Trunks though, and I really enjoyed his arc in Dragon Ball Super. I enjoyed it so much that I’m really tempted by the upcoming SH Figuarts version of this same figure due out later this year. That one actually has the things I would have loved out of this figure including a normal head and the Hope Sword. About the only thing it lacks is a standard Super Saiyan 1 head and an affordable price. At $65, it may just be too rich for me, but at least I have this one which is pretty good on its own.


Batman: The Animated Series – “Day of the Samurai”

Day_of_the_Samurai-Title_CardEpisode Number:  44

Original Air Date:  February 23, 1993

Directed by:  Bruce W. Timm

Written by:  Steve Perry

First Appearance(s):  Kairi Tanaga, Master Yoru

 

“Day of the Samurai” is basically the follow-up to “Night of the Ninja.” The plots for the two aren’t necessarily connected, which is why it didn’t necessitate a two-parter designation, but both feature the ninja character Kyodai Ken and hinge on his rivalry with Bruce Wayne. Ken (Robert Ito) has returned to Japan following his defeat at the hands of Bruce Wayne and is seeking an ancient scroll in order to strengthen himself presumably to exact his revenge on those who have wronged him. It will have direct call-backs to the prior episode while also bringing in Wayne and Ken’s sensei, Master Yoru (Goh Misawa), in a proper fashion (he was previously only featured in a flashback sequence). It also loosely introduces Yoru’s new star pupil Kairi Tanaga (Julia Kato), who will go on to make a follow-up appearance in the sequel series Batman Beyond as a much older woman.

Day_of_the_Samurai_Fight

Get ready for an episode of weird looking art, by Batman standards.

The episode opens on a dojo in Japan. Kairi is alone at night practicing her martial arts when she’s visited by the ninja Kyodai Ken. Ken is not there on a social visit, and the two square-off for battle. In a nice touch, they both speak in Japanese and the image is subtitled, even though they’re just exchanging typical pre-fight banter. Ken is no match for Kairi, and he takes her out rather quickly and efficiently with a roundhouse kick to the head. The camera is cleverly positioned so that we can see that Ken is administering a kick, but we don’t actually see it strike the young woman in what I hope is for obvious reasons. Ken scoops up the unconscious Kairi and leaves a piece of rolled parchment affixed to the wall via shuriken. The following morning, Sensei Yoru is shown finding the document.

The setting shifts to the Batcave and Alfred is shown bringing the phone to Batman. He tells him it’s his sensei and Batman answers in his Bruce voice. We quickly leave those two behind to jump back to Japan where Ken is explaining his intentions to Kairi. He intends to ransom her, for what we don’t know. Bruce and Alfred are then shown arriving in Japan and Bruce meets with his old sensei. Yoru lets him know that he’s aware that Ken returned from Gotham in shame having been defeated. Bruce insists it was Batman’s doing and Yoru goes along with it, but I suspect we’re supposed to understand that Yoru has deduced the identity of this Batman. Either way, Yoru needs the help of the Batman in saving Kairi and hopefully keeping his family’s secrets away from Ken.

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Master Yoru seeks the help of Batman is recovering his star pupil.

It’s those secrets that Ken is after in return for the safety of Kairi. Yoru’s great-great grandfather uncovered the secret to a fighting style called Kiba no Hoko, which translates to The Way of the Fang. Part of that discipline includes the o-nemuri technique, otherwise known as  The Fatal Touch, or if you’re Bart Simpson, The Touch of Death. Yoru’s ancestor determined the discipline was too dangerous and refused to teach it to anyone. Instead, he wrote down the art’s secrets on a single scroll and hid it in a cave. He told only his family and they’ve kept it a secret these past few generations. Yoru has no sons though, so when he dies the secret dies with him, forcing Ken to act now if he wants to find the scroll (why the ancient master didn’t just let the discipline’s secrets die with him is a mystery).

Bart Touch of Death

Beware! The Touch of Death!!

Yoru, citing his strict adherence to the code of Bushido, refuses to lie or deceive Ken and gives up the location of the scroll by giving Bruce a map to exchange with Ken for Kairi’s safe return. Bruce is, of course, supposed to then give the map to Batman who is to confront Ken, which he does. Ken is quite happy to see Batman once again, and their brief banter allows Kairi a chance to get the upper hand on Ken and attempt an escape. It’s a good try, but Ken is able to give chase and knock her from the rooftop their meeting is taking place on. Batman is forced to drop the map and dive off the roof after Kairi. He saves her, and in doing so does a neat trick with his grapple gun in which the cable disengages from the firing mechanism so that they don’t swing into the side of a building. Batman then goes back for Ken, but the slippery ninja is able to escape.

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The scroll, just before it crumbles in Ken’s hands.

Ken is able to follow the map to a volcanic region. Unfortunately for him, Father Time has seen to it that the scroll is barely legible and crumbles at first touch. Ken is angered at first, but then smiles as he picks up a larger piece of the scroll that didn’t completely fall apart. Following Ken’s departure, Batman finds the cave himself and the crumbled scroll. He brings it back to the dojo where Bruce and Yoru are shown examining it. Bruce thinks they’re in the clear, but Yoru notices a large piece of the tattered document is missing and he apparently knows it’s the portion that contains the information for The Fatal Touch.

Bruce is then left to decide if he can risk pursuing Ken. Kairi pops in to basically pass on her admiration for Batman (she doesn’t seem to be in on the double-identity thing) while Alfred is sort of surprised they can’t head home just yet. Alfred is then shown the next day in the local market shopping for goods, when a suspicious character pursues him. Batman is also able to find Ken’s hideout. He’s looking for information that could help him understand The Fatal Touch, since no one knows where the touch has to be administered (Yoru never allowed himself to view the scroll). He comes across Ken’s practice dummy, which he lingers on, until a phone call interrupts him. It’s Ken, and he’s calling to let Batman know that he’s taken Alfred hostage and desires a final battle. Batman is able to trace the call (which shows an American number, even though they’re in Japan), and our final showdown is all set and ready to go.

Ken Death Touch

We call that a bad touch.

Ken has chosen a volcano, one apparently near eruption, as the setting for their showdown. When Batman arrives, he expresses a desire to fight as men and the two remove their masks. Batman also removes his cape, and Ken his shirt since he has that large demon tattoo on his back to show off. The two fight, and Bruce tries to keep his distance. Ken notices and taunts him, asking if he fears his touch. Ken is able to gain the upper hand, his fingers thrust forward hunting for Bruce’s chest. Turns out, the special spot for The Fatal Touch is basically right where you would expect, and when Ken plants his two fingers on the Batman logo on Bruce’s chest, Bruce lets out a howl. His eyes roll back into his head, and his limp body hits the ground. Ken, satisfied with himself, begins to walk away, until a gloved hand clamps down on his shoulder. It’s Bruce! He’s not dead after all, and he soon dominates Ken in hand-to-hand combat. Ken is aghast that his touch didn’t work, and forced to regroup, he begins to retreat. The erupting volcano splits the terrain in two, and the combatants find themselves separated by the river of lava. Bruce tosses a rope to Ken, imploring him to take it and jump across. Ken kicks it into the lava, takes a bow, and becomes engulfed in an explosion. Bruce then frees Alfred, and explains how he survived Ken’s touch. By examining the practice dummy, he was able to figure out the spot Ken struck repeatedly and assumed that was where The Fatal Touch had to be administered. He placed some sort of padding over his chest, under his shirt, to protect him from the attack.

Back at the dojo, Yoru expresses his admiration for Batman to Bruce. When Bruce questions why since Batman is more ninja-like than samurai, Yoru explains his reasoning and it’s pretty obvious he’s speaking to Bruce with the knowledge that Bruce is Batman, in case anyone was still wondering. It’s a nice little pick-me-up for Bruce as he’s basically gained the endorsement of his old sensei on top of his recent victory.

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Kyodai Ken takes a bow before departing the series for good, though no one really requested one.

“Day of the Samurai” marks the last appearance of Kyodai Ken. He was created just for this show, and he’s basically just remained confined to these two episodes. As an old rival from Bruce’s formative years, he’s fine. What I don’t like about him and the episode is the approach to Japanese culture and placing this hokey, fantasy, martial arts story onto it. The idea of a touch of death just feels like a western viewpoint of Japan, and it was mocked by The Simpsons, which feels like the proper approach as opposed to this sincere one. It also felt kind of dumb to play the angle that no one knew where the touch had to be administered, and yet it ends up being the center of the chest. Isn’t that basically where one would assume? Maybe a little off to the side and over the heart, but pretty much that general area. As we went over in the “Night of the Ninja” entry, ninjas were rather popular at the time so it was hardly a surprise to see one show up in Batman. I guess in short, no one likely missed Kyodai Ken following this episode and his apparent death.

This episode was also the second, and last, episode animated by Blue Pencil, S.I. Previously, that company had worked on the Riddler episode “If You’re So Smart, Why Aren’t You Rich?” and I wasn’t a huge fan of the visual style present there. It’s much the same here, with the whole thing having more of a “toon” vibe. Here it’s more apparent as we’re dealing with a pretty mature plot and the cartoonish visual flair works against the episode’s aura. Bruce Wayne even looks off model at times, and not really for the better. Batman himself looks all right though, as his cape has a little more personality and flair. The movements are kind of floaty, but they are frequent, so in some respects this style was ambitious. Everyone just kind of looks like they’re made of water though, so it’s a give and take. There’s a few animation gaffes as well such as attire changing color from one shot to the next and a few instances where a character’s mouth isn’t moving even though they’re speaking. I did like that they didn’t shy away too much from the physical style of Ken, and allowing him to assault a woman is a rather bold move. The sequences were story-boarded and executed well to please the censors while still retaining their impact. Lastly, the final fight between Batman and Ken gets a little slapstick following Bruce’s bounce-back from apparent death, which just didn’t work as comedy or within the context of the fight and I have no idea why they went that route. Maybe someone got cold feet and felt they needed to dial back on the tension of the scene.

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This may be the end for Kyodai Ken, but Kairi gets to show up in Batman Beyond.

As a send-off for Kyodai Ken, I guess this one is fine. Since no one was really looking for one anyway. I’m not sad to see Blue Pencil go either, though I couldn’t dig up anything online about them regarding why they were never asked to animate another episode. Bruce Timm, who directed this episode, expressed a displeasure with the animation when it gets too “anime,” so it wouldn’t surprise me if he wasn’t a fan of their work here as well. This episode also gave us a break from weird mutated monster enemies, but apparently we’re in for another one of those next week so I will see you then for “Terror in the Sky.”


Rise of the Teenage Mutant Ninja Turtles – “Mystic Mayhem”

rise_of_the_tmntOn July 20th, Nickelodeon offered up a preview of its newest take on the Teenage Mutant Ninja Turtles. Dubbed Rise of the Teenage Mutant Ninja Turtles, the new show is the heir-apparent to the one Nick ran from 2012-2017. Simply titled Teenage Mutant Ninja Turtles, that show was a modern re-telling of the story we’re all familiar with. It was presented in CG and featured the main characters from the comics and older television shows while mostly adhering to the personalities that had been long established throughout the various media. It was the fourth attempt at bringing the Turtles to television, and by all accounts it was pretty successful. Likely no future version of gang green will ever be as impactful as the 1987 series, but that doesn’t mean it can’t still be a success.

The show was well-received and it was one that even I, a 30-something, mostly kept up with. It likely ended for business reasons, though possibly artistic ones as the show-runners may have felt they had told all of the stories they wished to tell. I think it’s more likely the network felt the toy franchise was mostly tapped out and there were probably new contracts that needed to be negotiated. Television shows for older kids are also transitioning away from CG and back to 2D as technological advances have made that medium a lot cheaper, and easier, to work with. Which is likely one of the many reasons we are here today talking about a new version of the Teenage Mutant Ninja Turtles arriving just a year after the previous one ended.

riseofthetmnt-skylight-turtles-700x318Rise of the Teenage Mutant Ninja Turtles is an entirely new show with a new cast of characters. In some ways, this is the most ambitious reboot we have ever seen for the franchise. The 1987 series took the most recognizable characters from the Mirage comics and adapted them for television while also stripping out the violence. Each turtle was given his own personality, something they kind of lacked in the comics, and Shredder was made the main villain and given an accomplice in Krang. Ever since that series found success, it would seem each successive iteration tried to incorporate more of the original comic. Starting with the 1990 movie, Raphael would see his prickly and combative nature made his default personality, the tone would be a touch more serious, and Shredder more deadly. The 2003 4Kids series practically adapted the early books, and even Michael Bay’s turtles tried to keep some of that spirit, while also bringing the turtles closer to their cartoon counterparts.

The 2012 series did the same while also making sure to make everything appear modern. It’s biggest change was making April O’Neil and Casey Jones adolescents, but it mostly took the comic and cartoons that arrived before it and melded them together. It was a show that really wanted to appeal to adults who grew up with the Teenage Mutant Ninja Turtles and likely hoped these adults would get their kids hooked. Rise of the Teenage Mutant Ninja Turtles is attempting to no such thing. For the first time since that 87 series debuted, this is a version of the Turtles made to appeal to kids first and foremost. It doesn’t care if you’re familiar with the property. It doesn’t even need to be a TMNT show, but the brand recognition is certainly easier to sell than a new IP.

april and splinter

April and Splinter are two of the more radical redesigns, but also two of the most effective.

Of course, some things will naturally never change. The Turtles are still Leonardo, Raphael, Michelangelo, and Donatello. They live in the sewer with their sensei Splinter, a mutated rat, and reside in New York City. Their only human friend is a girl named April. What’s different is both radical and superficial. For the first time, each turtle is actually a different sub-species of turtle. Most notably is the large and spiky Raphael who is a snapping turtle and kind of looks like the old Slash. Donatello is a soft-shell turtle, and as a result, he creates backpack-like shells to wear to protect himself. Leonardo is now a wise-cracking turtle and Raph is an ineffective leader, as the two have sort-of swapped personalities from the 87 show. When the episode opens they all have their signature weapons, but that will change by episode’s end. Splinter is not the stoic Ninja Master we’re used to, and instead is a chubby little rat who likes to fall asleep in front of the television. April is once again a kid, though just how young is hard to gauge. She’s also African American and sports a pair of oversized glasses. In some respects, she reminds me of Irma from the old cartoon.

The episode opens with some light crime taking place in New York and the Turtles on the prowl. We’re supposed to think they’re patrolling the city as usual, but they’re actually just looking to discreetly take a dip in a rooftop swimming pool. It will become clear soon enough that these turtles are not proper ninjas. They don’t really know what they’re doing or appear to have any designs on fighting crime or anything. April is kind of just there and we’re not sure what the relationship is, but at least they appear to be having fun. The palette of the show is incredibly bright and vibrant, but the animation is not smooth in the least bit. Everything feels loud as characters move suddenly and quickly as if frames of animation are skipped. I don’t think this is a cost-cutting decision, but an artistic one to make the show feel heightened and manic and strikes me as an example of the show going for kids.

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On the right, new villain Baron Draxum, and on the left a big, white, blank, space.

The Turtles will encounter a weird teleporting dog/cat creature that takes an instant shine to April. It’s being pursued by some sketchy looking individuals and the Turtles feel compelled to help. This will result in them taking a trip through an inter-dimensional portal where they’ll meet the big baddie of the series, Baron Draxum, and also acquire new weapons. All except Donatello that is, who prefers to stick with his techy-looking bo staff. From here on out, Raph will wield twin tonfa in battle while Leo downgrades to one sword. Michelangelo will wield a kusari-fundo and all of their weapons have some mystical property that they’ll likely need to learn more about as the series moves along. Baron Draxum is a large, some-what Shredder-like figure, who is apparently behind the mutation of the Turtles. He has scores of underlings presumably, and some odd mosquito things that carry mutagen. The episode is an establishing one, and it’s likely the Ninja Turtles will need to get a touch more serious following this episode if they want to challenge Draxum in the future, since their fighting prowess is severely lacking.

It bares repeating that Rise of the Teenage Mutant Ninja Turtles is a show very much aimed at today’s children. It’s not a show made for me, and that’s fine as the children of 2018 deserve their own TMNT. As a show, it feels very similar to Cartoon Networks Teen Titans Go! It shares a similar look and the show wants to make kids laugh and is less concerned with wowing them via action sequences. The characters take nothing seriously, and I suspect they’ll have some failures along the way. The structure of the show is also to be two 11 minute cartoons for each episode, so the scale of each plot is obviously small.

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I couldn’t get much of a read on Michelangelo in this debut episode, but he definitely doesn’t seem as goofy as other iterations.

The voice cast struck me as fine. Ben Schwartz is Leonardo and he’s essentially just playing Dewey Duck from DuckTales. I thought it would be odd seeing Leonardo act in such a manner, but it was fine. Omar Benson Miller is Raph and he’s obviously being tasked to play a very different Raphael. He’s a leader, which just feels off, and he’s a bad one too, but not because of the usual Raph traits. He’s more indecisive and uncertain as opposed to abrasive and headstrong. Donatello is played by Josh Brener and he’s more or less the same Donatello we’re used to, with maybe a touch of dryness. Michelangelo is played by Brandon Mychal Smith and is the character I felt the least impressed by. I just didn’t get much of a sense for his personality, though he did refer to himself as an artist. The press material labels him a prankster, but we didn’t really see that side of him in this episode. This episode was probably too concerned with establishing Leonardo as the new Mikey type at the expense of the other turtles.

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Looks like there will be no shortage of interesting villain designs.

Splinter is voiced by Eric Bauza, who had previously voiced Tiger Claw for the last TMNT series, doing a stereotypical Japanese master voice. It almost feels out of place with so much of the other personalities mixed-up, though his personality is obviously different as well. He’s rather funny looking, and I presume he will have to actually train his sons eventually. We didn’t see much of the lair, but it appears to follow in the same mold as the other cartoons in that it’s lavishly outfitted with Donnie’s tech. April is voiced by Kat Graham, and she’s another character I didn’t get much of a read on. She seems more heroic than the actual turtles, and obviously felt an instant connection with the little dog/cat creature she acquires in the episode. WWE’s John Cena is Baron Draxum and I forgot he had been cast in this series. Draxum looks like a high resolution Xavier Renegade Angel, which isn’t a compliment, but his personality seems interesting. He doesn’t want to be a foe to the Turtles, though he obviously will be, and he came across as less cartoonish than the villains from the 87 show, which surprised me. He may prove to be a worthy foe after all.

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And don’t forget the toy-line! Meat Sweats is also an awesome name for a mutant pig.

I can see what Nickelodeon and executive producers Andy Suarino and Ant Ward are going for with this show. I also know that very little of it appeals to me. I welcome the change back to 2D, but I’m not crazy about the design of the characters. They’re a bit too similar to the Bay Turtles, which I found gross, but I concede they have a marketable look. I just feel it’s a bit too similar to other shows out there and it doesn’t strike me as unique. I did not enjoy the janky animation techniques and I hope they tone that down. The pivot to humor is fine, and it does feel like Teen Titains Go!, but it’s not naturally funny like that show. I didn’t watch it with any children present, so maybe they’ll disagree with me, which is what matters most. This isn’t a show I’ll seek out and watch as I did the 2012 show, but as a parent it won’t bother me if my kids start watching it. I like seeing the TMNT brand relevant, so for that reason I hope it’s a success.

“Mystic Mayhem” is just the debut for the show. Additional episodes are available right now online via Nickelodeon’s website and app. The actual series premier is scheduled for September 17, and the ever important toy line is expected to launch in October. Each episode will consist of two segments, but this first episode was one long segment. If you’re an adult fan of the brand I would still say give this one a peek just to check it out. Maybe you’ll like it, most likely you won’t. In a world where a lot of cartoons are hitting wider audiences (OK K.O.!, Gravity Falls, Craig of the Creek, etc.) it’s a little disappointing that this one does not, but not everything has to. Sometimes it’s fun for kids to have something that’s just for them.


Batman: The Animated Series – “Moon of the Wolf”

Moon_of_the_WolfEpisode Number:  43

Original Air Date:  November 11, 1992

Directed by:  Dick Sebast

Written by:  Len Wein

First Appearance(s):  Anthony Romulus, The Werewolf

 

Something happened in-between episodes 42 and 43 that feels like a big deal, to me anyway:  we hit the halfway point! The original run of Batman:  The Animated Series consists of 85 episodes and we are now halfway through that batch. I suppose our next milestone will be episode 52 since that will mark one year of posts on the subject, followed by episode 65 which marks the end(!) of the first season. For episode 43 we have a new villain and a returning one. I mentioned it in last week’s write-up, but coming up with an immediate 65 episode order is pretty challenging, and rather than come up with 65 unique, original, stories the staff on Batman sometimes turned to the comics for a story. This week’s episode is one such episode in which comic writer Len Wein was asked to adapt his story about a werewolf from Batman #255 for the show. It’s kind of a weird concept for Batman, but it’s in-line with the Man-Bat villain from episode one in terms of feasibility. It also feels like kind of anti-drug PSA. Government standards require a certain amount of educational content in children’s programming and I’m not sure if this one qualified for it, but we’ll get to that in the write-up.

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Not a good night to be walking your dog.

The episode opens on a gentleman (Peter Scolari) walking his dog on a typical Gotham evening. The dog becomes agitated at something offscreen, but it turns out to be just a jogger. Or was it? A massive werewolf (Frank Welker) soon emerges from the brush and attacks! The man is helpless against the beast, but fortunately for him Batman is in the area. He confronts the beast, but their fight is cut short when the gentleman is flung from the park bridge. Batman dives into the water to save him, and as he pulls him from the water the wolf-man flees.

The setting shifts to Gotham PD and Gordon is wrapping up some business for the night. Batman interrupts him to fill him in on what happened in the park. He wants to know if anything could be linked to the werewolf character, but the only thing Gordon can find is some timber wolves were stolen from the zoo recently. The victim of that night’s attack, John Hamner, is a security guard for the zoo and Batman thinks that’s not likely to be a coincidence. As he leaves Gordon’s office, he floats an interesting possibility:  what if that wolf creature wasn’t wearing a mask?

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Honey, I’m home!

Of course it’s not a mask, Batman, because where would the fun be in that? The episode is not at all interested in even making that a question as we’re taken to a construction yard and an individual with an unmistakable bowl cut is re-introduced. Professor Milo (Treat Williams), the villain from “Cat Scratch Fever,” is seated at a desk when the werewolf barges in. He’s rather calm in the face of such a frightening creature, but that’s because he knows exactly when this transformation will wear off. The creature becomes a huddled mess on the floor as he turns into an adult male. We don’t know who he is, and he isn’t shown in full frame, but he tells Milo that Hamner got away as he was foiled by Batman. Milo resolves to take care of that nuisance once and for all.

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Tony Romulus is an expert long-jumper and track and field star.

Immediately, the show cuts to a skyline shot at day and a news broadcast can be heard. The broadcast refers to Anthony “Tony” Romulus (Harry Hamlin), a local Olympian about to make a large charitable donation. Geez, I wonder who the werewolf could be? Tony is training at a gym with Bruce Wayne, and his plan is discussed: he’ll make a 2 million dollar donation to charity, but only if Batman comes to his home and accepts the check. Wayne tries to figure out what his interest in Batman is, and Tony convincingly plays it off as wanting to meet the only man in Gotham who may be a superior athlete to him.

Romulus

Anyone with a unibrow and scarf is a bad guy – come on, Batman!

Batman heads to the home of Romulus that night and finds the superstar athlete in his study. He’s dressed in an absurd leisure suit with a scarf, and welcomes Batman in. He offers him a drink, Batman declines, and gets to making out a check as an impatient Batman looks on. We see Romulus flip a switch underneath his desk, and soon Batman notices the room getting hotter. He realizes that he’s being gassed, but before he can retrieve his gas mask from his utility belt he collapses and Milo enters. Romulus removes Batman’s utility belt, while Milo acts threatening.

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Milo and Romulus in a flashback when the lycanthropy first started to show.

Batman is then shown at the construction yard from earlier chained and unconscious in what looks to be an unfinished colosseum. Milo and Romulus are in the nearby shack and we get an in-depth look into their relationship. Milo is obviously responsible for Romulus’s condition, and he holds the cure to lycanthropy in a safe. He’s blackmailing Romulus, but don’t feel too bad for him. A flashback details how the two came to be involved. Romulus, seeking an edge, sought out Milo for steroids. Milo gave him a special, undetectable, steroid laced with wolf estrogen and Romulus greedily snatches it and drinks it down. The serum worked, and Romulus had a great fall games which enriched him exponentially. Romulus initially refused to pay Milo for his steroids, but soon the transformations began. They were only partial, and Milo was able to dupe Romulus into taking more of the formula to become a full-blown werewolf. His argument was the hybrid state he was in couldn’t be cured, but lycanthropy could be. We don’t know if he was lying, but it resulted in the Romulus we see now. Detective Bullock will soon confront Hamner at his security job at the zoo, and we’ll find out he’s the source of the timber wolf DNA as Milo paid him to unlock the cage, hence why the werewolf was sent to kill him at the start of the episode.

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Ride ’em, cowboy!

Romulus soon transforms, and Milo wants him to kill Batman. He attacks Milo first, and in the scuffle the antidote is dropped and broken (we don’t see why Milo removed it from the safe). He spares Milo, and targets Batman, who has regained consciousness. Finding a pin nearby, Batman picks the locks on his chains to free himself just in time to meet the werewolf. The two scuffle, and Batman quickly realizes he can’t just go toe-to-toe with Romulus. He heads for high ground as the Gotham PD arrive on the scene (some citizens out for a walk saw the commotion and called the police) and surround the place. Bullock lets Batman deal with Romulus, as the two battle on top of the colosseum. Romulus winds up swinging from a crane and gets struck by lightning causing him to fall into a nearby river, ending the confrontation. The police are able to apprehend Milo, who is in need of medical attention, and he taunts Gordon that they’ll never be able to make charges stick (this sounds like the writers setting up for a return of Milo, but this is his last appearance). The episode ends with a pair of individuals touring the home of Tony Romulus. It’s up for sale as Romulus never returned following the fight with Batman. The episode ends on a most predictable note, with the werewolf howling at the moon.

This is a mostly straight-forward episode, and really uneven. It takes a lot of shortcuts, most obviously in how the werewolf is dealt with. There’s no indication that lightning is in the air prior to Romulus being struck, so it feels rather cheap. Maybe they didn’t have the budget for a full-blown thunderstorm. Milo and Romulus are also apparently uninterested in Batman’s secret identity, since they have him at their mercy and they choose to leave his mask on. The episode as no interest in setting up a mystery, basically answering the questions as they come up. There’s a throw-away scene between Batman and Alfred in the Bat Cave where Batman bemoans his lack of progress in figuring out who the werewolf is (this is just before he goes to meet Romulus) that didn’t need to be there. We do get to see Alfred casually working on the Batmobile though which is kind of neat. If the steroid angle was supposed to be an anti-drug message, I’m not sure how effective it could be since most 8 year old boys watching the show probably thought being a werewolf was pretty cool.

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The episode ends in perhaps the most predictable fashion possible.

This episode was animated by Akom, and if you recall from the write-up on “Joker’s Wild,” Akom was fired for how poorly that episode came out. Who knows where this episode was at the time of the firing, but it was probably close to completed. It’s better than that episode, but not by a whole lot. The backgrounds feel sparse and boring, at least the external ones, and there’s a weird disconnect between the background and the characters in the early scenes on the bridge. The guard, Hamner, looks almost exactly like the guard from “Tyger Tyger” though he’s voiced by a different actor here so I don’t know if he’s supposed to be the same person. There are a bunch of animation errors though, with Milo’s jacket changing color at times and Batman’s yellow symbol going from yellow to white. The biggest screw-up though is with Batman’s utility belt. It’s removed immediately after he’s drugged, but it’s mysteriously back on when we next see Batman chained up. Since he does not use it at all during his fight with the werewolf, I half to assume it wasn’t supposed to be there. It certainly wouldn’t have made any sense for Milo to return it to him, though it didn’t make sense for Milo to let the werewolf kill him when he could have done it effortlessly once Batman had passed out.

In Akom’s defense, the werewolf looks pretty cool. He’s fearsome looking with saliva dripping from his open mouth. He might be my favorite design of the creature enemies, being more interesting than Man-Bat or Tygrus. Akom doesn’t attempt anything too grand with him, but what he does is interesting enough. Unfortunately, he’s the only interesting part of the episode as the plot and fight sequences are rather droll. This is filler television, further demonstrated by the lack of a re-appearance from either Romulus or Milo in future episodes. I will say I like the music in this episode, the werewolf has a fun theme and I probably do not sing the praises of Shirley Walker enough, who’s work on this series is fantastic and I take it for granted. Akom still has one episode left in the tank, “What is Reality?” and I’m interested in seeing how that one looks in light of their firing, but it’ll be six weeks or so before we get to discuss that one.


PhatMojo DuckTales – Scrooge McDuck and Donald Duck

IMG_2498It’s been nearly a year since DuckTales returned to television airwaves. Scrooge McDuck, along with his nephews and surrogate niece Webby are back to solve mysteries and rewrite history. It’s a fun show that adheres more to the work of Carl Barks than to the series that ran in the 1980s while also doing its own thing. For the first time really ever, the nephews Huey, Dewey, and Louie are distinguishable by more than just the color of their clothes and the cast is large enough that the writers don’t seem to feel pressured into fitting everyone into every episode. Sometimes Scrooge will be missing, other times Donald will be. It seems to be a show more about the kids and how they view the almost mythological Scrooge. And it also has other mysteries to uncover and it’s mostly good fun.

Back when the original series ran it surprisingly did not coincide with a ton of merchandise. Maybe this was a deliberate attempt by Disney to distinguish its cartoons from the competition which were often toys first, shows second. The only DuckTales toy I can remember owning was a Gizmoduck that came in a box of cereal. It seemed like this new incarnation was going to befall the same fate, but along came PhatMojo to rectify that. Now, I know nothing of this company and this is my first introduction to them, but I’ll say it’s mostly a positive one. Alongside some figurines and plush dolls, PhatMojo has put out its first line of DuckTales actions figures. Apparently exclusive to Target, the inaugural line contains single-carded figures of Scrooge, Donald, Launchpad, and Flintheart Glomgold. In addition to those figures are a pair of two-packs of Huey and Dewey and one of Webby and Louie. Also available is Launchpad’s airplane which also comes with his figure and Scrooge’s Money Bin playset, which seems more like a storage device for your toys than a full-fledged play set.

I have a weakness for toys, that is obvious to anyone who reads this blog, and perhaps a greater weakness for Donald Duck merchandise. Despite that, I’ve actually never owned a proper Donald Duck figure until now. I have statues and Lego mini-figures, but no action figures. Most of the is due to scarcity. There is a phenomenal Donald Duck figure available by a company called Herocross, but to import him is over $100. Yikes! There have been some Kingdom Hearts Donald Duck figures, but those have never spoke to me for one reason or another. Years ago there was a line of figures based on Mickey’s Christmas Carol and I do kind of kick myself for not collecting it. I was in high school when those came out and just didn’t have much money for action figures. I’m guessing if I looked them up on eBay right now I would not like what I see in terms of price too. As for Scrooge, he received a pretty darn good figure just last year from Funko, purveyors of those Pop! figures you’ve probably seen everywhere. That Scrooge was part of a line based on the old Disney Afternoon so it’s Scrooge with his blue coat. Herocross also released a version of Scrooge from that series and it’s both awesome and terribly expensive.

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“Hello?”

Not wanting to get too far into another line of toys, I forced myself to just stick with Donald and Scrooge when I encountered them over the weekend at my local Target. Might as well start with an overview of the line as a whole. These are mass-market retail figures, and even though I’m a man in his mid-30s, I can admit these are aimed at children. As such, it stands to reason you shouldn’t expect collector grade quality with these figures, and the price of 8.99 a piece captures that. The figures have unique sculpts with simple paint apps and even simpler articulation. The heads sit on a ball-joint that offers solid range of motion, but that’s it for fancy joints. The shoulders are on simple pegs and there’s no elbow or wrist articulation. The legs are also on simple peg joints at the hip with no knee articulation. As a result, these figures are very limited in what they can do as far as posing goes, but what’s there has a solid build and isn’t flimsy or anything.

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That’s the best he can do as far as taking a picture goes.

Let’s talk Donald Duck first. In case you are unfamiliar with the show or the work of Carl Barks, this Donald is in his comic accurate attire, which is how he’s presented in the show (his more popular light blue shirt gets set on fire in the first episode). His shirt is black with gold buttons and he wears a white hat instead of a blue one. The character is brought to life once again by Tony Anselmo and it’s really fun to see this Donald on television for the first time. He’s not as quick to anger as his personality in the cartoon shorts dictates and he’s very much a doting uncle most interested in the well-being of his nephews. Donald stands just under 4″ and comes with two accessories:  a camera and a smart phone.

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What you see is what you get, but what you see also is pretty good.

First of all, this figure is a dead-ringer for the show. He has that rounded look in the head with harder lines on the beak. The paint app is simple because it doesn’t call for much, and my figure looks pretty good in that area (some on the pegs were less impressive). Because of the limited articulation, he can’t really do much with his accessories, but he can kind of hold the phone like he’s talking into it. My only criticism of the sculpt is in how the legs meet the body which looks odd, but it was obviously done this way to keep it simple. The little tassel on his hat is also molded to his head and I wish it was jutting out on its own to impart a touch more personality, but again, this is the simple approach. Donald has a sunny disposition to him which may have felt out of place for his toon counterpart, but for DuckTales this feels appropriate. Overall, this is a very solid figure that, while not much fun to pose, definitely nails the likeness.

For Scrooge, we have a slightly more ambitious design. His tophat, glasses, and overcoat make him slightly harder to sculpt, but once again PhatMojo pretty much nails it. His hat pushes him close to 4 1/2″ and he has his little tuffs of hair pushing out from underneath it. Some may be disappointed that the hat is non-removable, but I think it looks better this way. Like Donald, this Scrooge is more in-line with the design of Barks and features a red coat instead of the blue one from the 1980s. Voicing him in the show is David Tennant, and man did he have some pretty big shoes to fill, but so far he’s pretty much nailed it. He comes with two accessories of his own, his trusty cane and a little gold colored idol that just sort of sits there. His articulation is the same as his nephew, only his overcoat really limits what can be done with his legs. In fact, I can’t even tell if his legs are articulated or not since they basically can’t move.

Paint-wise, he’s a bit more of a mixed bag. I had a hard time finding a good one at the store and had to settle for what I have. He has a little red dot on the brim of his hat and in a few places on his coat is a dab of white or black that shouldn’t be there. It’s not killer, but I notice these things. His eyeglasses are also kind of funky. Rather than use a piece of transparent plastic like Funko did with their Scrooge, PhatMojo just made a block of plastic to place on his beak and painted on glasses. This means the open area where there are no glasses is just painted yellow. It looks okay from a head-on perspective, as his nose should probably be there anyway, but from an angle of any kind it’s a bit clumsy. Again, this feels like a cost-cutting move as cutting out the dead-space would mean a more fragile piece in the end, but I wish they did a little better here. All of the figures I saw also had a weird little gap underneath Scrooge’s belt buckle. Not really noticeable when the figure is just displayed, but pick it up and you’ll see it. It’s probably the result of how the bottom part of his overcoat was connected to his torso.

Even with the problems I highlighted with Scrooge, I still think he’s a sound figure and he looks great on my desk alongside Donald and Funko’s Scrooge. Both Donald and Scrooge look like they’re supposed to given the source material. And considering the price, it’s hard to quibble with them too much. When I was a kid, I paid upwards of 7.99 for ToyBiz figures and that was in the early and mid 90s. To only pay 8.99 for these in 2018 is a pretty tremendous value. I don’t know how fun they are for kids given how limited they are in what they can do, but I played with similar as a kid and had no shortage of good times. If you like the look of the new DuckTales and want some figures from it, give these a look. You may want to catch them in person rather than through the web given the paint issues I saw. And if you’re a stickler for scale you may be a little disappointed with the others as Launchpad is definitely on the small side and the kids a little too big relative to Scrooge and Donald. The two-packs also run a tad more expensive at 12.99 each, but given you’re getting two 3″ figures instead of one 4″ the value seems about equal. For me, I’m probably content to just stick with these two. If a Darkwing Duck or Gizmoduck shows up I may give them a look. I’ll also probably try and push my kid towards these things as I’m always looking to foster more duck-enthusiasm in him. Got to start them young!


Batman: The Animated Series – “Tyger, Tyger”

Tyger_Tyger-Title_CardEpisode Number:  42

Original Air Date:  October 30, 1992

Directed by:  Frank Paur

Written by:  Michael Reaves, Randy Rogel, and Cherie Wilkerson

First Appearance(s):  Emile Dorian, Tygrus

A 65 episode order must feel like both a blessing and an unbearable burden. On one hand, that’s a big pay day. Plus 65 episodes also means syndication which is a pathway to even more riches. On the other hand, that’s suddenly 65 stories to be developed, 65 screen plays to be written, 65 story boards to be parsed through, not to mention the actual production. All of this is following what was likely months of work on a pilot and series bible so that everything was good to go for a successful pitch to the network. In the case of a property like Batman, at least there’s over 50 years worth of comic books to go through for ideas and few characters are created from scratch. No one wants to just adapt other people’s work though, so the bulk of the stories are mostly original. And they come with deadlines.

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I like the Garth from Wayne’s World better.

Such a daunting task is probably how you end up with an adaptation of The Island of Dr. Moreau in a Batman cartoon. Batman has always been one of the more grounded super heroes. His villains usually don’t possess actual super powers and instead are just mentally deranged individuals with wrestling gimmicks and henchmen. This series did establish right from the first episode that there can at least be room for some science fiction via mad scientist quackery. “Tyger, Tyger” doubles-down on that with Dr. Emile Dorian (Joseph Maher) who is basically a stand-in for old Dr. M. He’s a genetic scientist driven away from society because of his crazy ideas and crimes against nature. He’s also a big-time cat enthusiast, proving you really can’t trust those crazy cat folks (I say this as someone who has only ever had cats as pets). And since he’s a cat person, well obviously we’re going to need to bring in our old friend Catwoman, Selina Kyle (Adrienne Barbeau), to assist with this story.

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Selina meet Tygrus, he’s going to be your mate!

The episode opens with Ms. Kyle visiting a zoo at night. It seems an odd thing to do, but she’s kind of an odd person. She’s looking mournfully at a tiger, a rather odd looking tiger at that, when someone from the trees behind her takes aim at her with a rifle and fires. The weapon is armed with some sort of dart, and after striking her the assailant bounds from the trees to claim his prey. He’s an ape man (voiced by Jim Cummings), and Selina tries putting up a fight, but is no match for the brute. A security guard comes to her aid, but he winds up in the tiger pen as a result while the ape-man makes off with Selina.

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Old friend Kirk Langstrom gets to make a cameo.

Bruce Wayne is shown waiting at a restaurant and his date is obviously late since he’s checking his watch. He phones home to see if his date, Selina, called Alfred to cancel (apparently Bruce can’t afford a 1992 cell phone). A member of the waitstaff lets him know that Selina called to say she was stopping by the zoo and would be late. He heads over there to find the crime scene. The cops are interviewing the guard who is obsessing over the ape man, and has really nothing to offer about Selina. Bruce finds a spent dart near the tiger pen (once again, the Gotham PD proves its incompetence) and brings it home for analysis.

Selina is shown a prisoner of a mad scientist – Dr. Emile Dorian. He’s all about cats and wants to experiment on her and turn her into some cat-lady. He thinks she’ll like it, but Selina seems less than thrilled.

Batman discovers the chemical compound contained in the dart is similar to the serum that turned Kirk Langstrom (Marc Singer) into the Man-Bat way back in episode number one, “On Leather Wings.” He brings a sample to Langstrom for confirmation, and the good doctor lets him know he’s correct. He hypothesizes that it’s the work of disgraced geneticist Dr. Emile Dorian and even shows Batman one of Dorian’s early experiments he just so happens to keep right there in the lab – a half cat, half monkey creature. He gives Batman a tip on where to find him, and Batman wastes no time in heading off to Dorian’s island.

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In this episode, Batman gets to see Selina naked. It’s not what he expected.

Once there, Batman finds a huge citadel-like structure and scales the wall 60s style. He’s met on the roof by Garth, the ape-man from earlier, and the two crash through the ceiling into the lab. It’s there he sees Selina, now in an enclosure. He’s horrified to see that she’s been transformed into a human-cat hybrid. Her entire body is covered in a mustard colored fur and she has claws and cat ears to match. She seems content, but Batman reacts violently and starts smashing the place to get at her. This attracts the attention of Dorian’s prized creation – Tygrus (Cummings). Unlike Selina, Tygrus was created “from scratch” and is a massive cat-man creature with sleek features and a barrel chest. He overpowers Batman, while Selina indicates she still has some humanity within her and reacts to the presence of her old crush.

Dorian informs Batman that Selina’s transformation is not yet complete. It can still be undone, but if Batman wants to do that he’ll have to defeat Tygrus. He sets the two loose, with Batman getting a head start, on his island. Tygrus is instructed by Dorian to kill Batman, and it looks like he has no issues obeying his father. Meanwhile, Dorian and Garth set out to administer the final component of the transformation formula to Selina, Dorian obviously having no intention of playing by his own rules.

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Dorian and his “son,” Tygrus.

Batman is forced to duke it out with Tygrus who is a more than formidable foe. He is able to incapacitate the creature long enough to find out it can talk. Since it can talk, it can also be reasoned with. Batman is able to convince the rather dim creature that he’s not his enemy just because his father says he is, and the two return to the lab. By now, Selina has decided she doesn’t want to remain a cat and has broken away from Dorian. This sets up a confrontation where Tygrus is caught in between Dorian and the others. He wants Selina to stay and remain a cat (and he apparently intends to mate with her), but he’s apparently learned enough about consent and he isn’t going to force it upon her. This puts him into direct conflict with his father, and he ends up destroying the lab in a fiery explosion.

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Imagine what they could have been.

Batman, Selina, and Garth escape, but there’s no sign of Tygrus or Dorian. At first. Tygrus soon emerges from the burning wreckage with Dorian in his arms. He lays him down at Batman’s feet with the hope that Batman will see to him. He makes one last play for Selina, and when she rejects a life as a cat, he quietly slips the antidote into her hands. She implores him to come with them, but he turns and remarks he doesn’t belong with them, or anywhere, and our episode ends on a somber note with Batman reciting a portion of the William Blake poem “The Tyger” as the episode fades out.

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Tygrus bids us all a sad goodbye.

Even with the call back to the Man-Bat, there’s no shaking that this is a weird episode. It’s not an all together bad episode, it’s just not a favorite of mine. The story is kind of rushed, and Tygrus is easily persuaded into a noble role. I also don’t particularly care for his design, though the episode looks fine as a whole. Dorian is a simple villain with no redeeming qualities so the episode doesn’t have to work hard to get us to hate him. I would have liked to see more of his creations, but since what we did see was so visually uninteresting then maybe it’s fine we didn’t. Selina is again kind of mishandled by the show. She’s lost all touch with her Catwoman persona at this point and is in need of some serious rehabilitation. Worse, she’s been pushed into this damsel in distress role which is borderline insulting. Her cat look is kind of stupid, and I have no idea why they went with the color that they chose for her fur. I guess it helps to make her pop against the dark and drab backgrounds and it’s a similar shade to her hair color. It’s also fun to have veteran voice actor Jim Cummings play a large role in an episode, though he isn’t given a whole lot to work with.

What we’re left with is not a particularly good episode of Batman:  The Animated Series, and it’s in an odd place as three out of four episodes will feature a genetic engineering subplot. It’s an odd obsession for the show to settle on, but it’s also something that the show leaves behind. We won’t hear from Dorian or Tygrus again, and I’m not particularly broken up about that. Meanwhile, Selina Kyle will finally get to go back to being Catwoman in a few weeks, though once again in more of an anti-hero role as opposed to true foil. It will be awhile before we see her do anything remotely villainous again.


Batman: The Animated Series – “Joker’s Wild”

Jokers_Wild-Title_CardEpisode Number:  41

Original Air Date:  November 19, 1992

Directed by:  Boyd Kirkland

Written by:  Paul Dini

First Appearance(s):  None

 

Episode 41 of Batman:  The Animated Series is written by show runner Paul Dini and it plays like a love letter to old Warner cartoons. It’s timely that we’ve arrived at this episode right now as we just recently we celebrated the 30th anniversary of Who Framed Roger Rabbit, a film that could also be described as a love letter to classic cartoons. And if you’re going to do a send-up to the old Looney Tunes then who better to man that ship than The Joker (Mark Hamill) himself?

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Joker and Poison Ivy sharing a moment.

The episode begins at Arkham Asylum where the happily incarcerated Joker is fighting over the television in the common area with Poison Ivy (Diane Pershing). They bicker like children and it’s rather amusing to see The Joker reduce Ivy to that of a whiney child, but apparently he has that effect on people. He’s delighted to be causing her such consternation to the point that he doesn’t mind when the guard forces them to watch the news since they couldn’t agree on a show before (Joker wanted to watch Letterman, Ivy a gardening program). The news is covering the opening of a new casino by Cameron Kaiser (Harry Hamlin) and even Bruce Wayne is in attendance. When the casino is unveiled to contain a Joker motif, complete with a laughing depiction of The Joker’s unmistakable visage atop the building, the audience reacts in disgust – including Wayne. The Joker is immediately ticked off to see his likeness infringed upon and Ivy delights in seeing this change in mood from him. It’s all the motivation he needs though to break out of Arkham once again (revealing how pathetically easy it is to do so in the process) and set his sights on Kaiser and his shiny new casino – Joker’s Wild.

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Another instance of the show maintaining continuity with the Burton Batman film.

Joker arrives in his top hat and overcoat and is kind of impressed with what he sees. The place looks like a tribute to him complete with ushers dressed as The Joker and waitresses clad in Harley Quinn attire (who is not present in this episode marking a rather lengthy absence for her). Joker is immediately mistaken for a worker and is instructed by another attendant to go work the blackjack table where he immediately starts winning hand after hand. He may be there to wreck the place, but it’s pretty clear he’s going to have a little fun before he does.

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The head spins and laughs, because it wasn’t garish enough.

Bruce Wayne, after seeing the unveiling, decided to book a room knowing that there was no way The Joker would stand for this. It basically highlights how quickly The Joker broke out and got himself situated that Wayne is still there. Alfred brought him his gear, and Wayne points out how he thinks something is off with the place by pealing back some wallpaper to reveal an older design. He thinks this switch to a Joker theme was a last minute addition, and plans to do some sleuthing.

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Hard to imagine even The Joker himself designing a casino so lovingly dedicated to him.

Batman does some nosing around in Kaiser’s office and, because Kaiser is apparently stupid, finds all he needs to find. The casino is already deeply in debt, and apparently Kaiser has no faith in it generating enough money to pay down that debt in a timely fashion. Rather than file for bankruptcy, he made the (probably costly) change in theming to attract The Joker in hopes that he would sabotage the whole thing and Kaiser could collect on insurance. I do wonder how well that plan would have worked if the plan went off without a hitch. In a world where villains like The Joker are sort of commonplace I wonder if an insurance company would even payout for such an action? Batman attracts the attention of security, but it’s nothing he can’t handle, as he makes a hasty retreat.

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That is some room.

Joker has also attracted the attention of security (the guard is voiced by Ernie Hudson which seems like a really small role for him. I thought maybe he had a bigger part in another episode and just recorded some filler but I don’t see any other credits for him under this show) who alerts Kaiser of what’s going on. The Joker is seen clearly cheating on the security footage, but Kaiser doesn’t seem bothered and tells the guard to ignore him. Meanwhile, the patrons at Joker’s table have fled in disgust, but Bruce Wayne arrives to take their place. They make small talk, in which Bruce remarks on the distasteful decor which irritates Joker, before getting down to business. Joker hits a 20, but Bruce hits on 21 and pockets his cash and moves along. He saw what he needed, and in an exchange with Alfred, we see Bruce knows how to cheat at cards with the best of them.

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Even Wayne looks kind of off model here.

Having seen all he needs to see, Wayne hops into his Batman attire and goes to apprehend The Joker, only to find that he’s switched tables. When the real Joker sees Batman harassing a harmless worker, he decides to flee. He commandeers a Joker mobile, a dragster sort of car with Joker stylings, that was on display as a prize (I assume, because it looks like the sign to win it was lost in translation, literally, when animated overseas) and takes off. Batman jumps in, but Joker crashes the car into a pier causing Batman to plummet into the nearby bay while Joker is able to safely eject.

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I love how Joker needs to have his likeness on his own gun. No wonder why he’s so irritated at another man stealing that very likeness.

We next see Joker wheeling a bunch of explosives under the guise of a food service cart into a closed section of the casino. It looks like it’s supposed to be a play area someday as there’s a giant roulette wheel and some other things scattered about. Kaiser notices this on camera and immediately calls for his private helicopter to be prepared for a swift exit. Batman confronts him as he’s filling a suitcase full of money and reveals to him he knows what’s going on. Kaiser, unfazed, activates some sort of electrical floor trap beneath Batman which incapacitates him. He orders his two lackeys to bring Batman down to the Joker for disposal.

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Battle on the helicopter!

Batman stumbles out of an elevator only to be clobbered with a 2×4 by The Joker, knocking him unconscious. He wakes up to find he’s been bound to the enormous roulette wheel with its giant caricature of The Joker leering down at him. Joker taunts him, and while doing so the animation gets real wonky and he appears off-model numerous times. Batman reveals Kaiser’s plans to Joker, who seems pretty bummed that he’ll have to abort his plans to demolish the casino. That doesn’t get Batman off the hook though as Joker activates the roulette and leaves him with a live grenade bouncing around on the wheel. Joker makes the same mistake he always makes in leaving Batman to his own demise, which means he obviously is going to get out of this one. Using his trusty grapple gun, Batman makes a shot that’s even amazing by his standards as he not only hits the bounding grenade (while spinning at an extremely high rate of speed) with his grapple gun, but also causes the grenade to go into the giant Joker structure demolishing it in the process causing it fall on him and free him from his bindings. That is some crazy shot.

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Joker back in Arkham with very weird looking representations of Ivy, The Mas Hatter, and Scarecrow.

Joker is able to beat Kaiser to the helipad as he’s trying to flee the casino and takes over piloting duties of his helicopter (eerily similar to his actions in his last appearance, “The Strange Secret of Bruce Wayne”). When Kaiser realizes it’s The Joker and not his pilot, he gets pretty angry that The Joker isn’t down there demolishing his casino. Joker reveals he’s decided to take over the casino instead, after he knocks off Kaiser, though he does compliment him on the attempted scheme. Batman arrives too late to get on the helicopter, but he somehow manages to get high enough to soar after it in his hang glider, much to the frustration of The Joker. The animators redeem themselves with a brief, but nice looking, chase sequence that ends with Batman and Joker tussling in the cockpit of the helicopter. They crash into the casino and not only do they manage to not kill anyone in the process, they all walk away from the crash despite not being restrained at all. Joker tries to get away, but Batman knocks him into a slot machine and change pours down over him. The still image looks rather poor and the bottom of the image almost looks like a half-finished animation cel that was supposed to be cut-off in the actual picture.

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Hey! I know that guy!

The episode concludes with Joker back in Arkham amongst cameos from Scarecrow and The Mad Hatter (looking really off model) while they all enjoy watching the coverage of Joker’s failure. He tries to change the channel to Looney Tunes, but they all shout at him in protest. The camera settles on Joker’s grumbling as “The Merry-Go-Round Broke Down,” better known as the Looney Tunes theme, plays before changing back to the news coverage, and eventually Joker’s theme, which takes us out. It’s a fitting way to end this one as throughout the whole episode we’ve had little Looney Tunes nuggets tossed about. The Joker is humming that very song early in the episode, while he also makes numerous one-liners basically lifted directly from those old cartoons. He even calls someone a “maroon.” It’s really silly, and I actually wouldn’t blame someone for thinking it’s too silly and a bit out of character for the show. We do often get dueling Jokers in this show where he’s sometimes really calculating and murderous, while other times he’s looney and breaks the fourth wall (as seen in his debut “The Last Laugh”). This episode might push things a little too far in that direction, but as someone who unabashedly loves the Looney Tunes, it’s hard for me to be too bothered by it.

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Joker’s eyes are right triangles in this show. I never want to see that again.

Our villain of the week, Cameron Kaiser, will never be heard from again. He served his purpose, but the conflict of him vs Joker means this episode doesn’t rely a whole lot on Batman. That’s nothing new for the show, but he feels especially buried in this one. He has some really generic and corny lines as the episode feels like its rushing through his scenes. It’s not the worst we’ve seen him, but it sticks out in a Paul Dini episode which are usually the show’s best. It’s also weird because kids don’t really understand insurance, for the most part, so they might not quite understand the plot and yet so much of the humor and direction feels aimed at children. In particular, the bickering of the inmates in which the line “I know you are, but what am I?” is uttered more than once. The hang glider thing also really bothered me. I know I should be willing to overlook how unrealistic it is for Batman to get as high as a helicopter without an obvious launching point, but some things just can’t be ignored. Just have him grapple gun the stupid helicopter!

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The blackness around Joker’s eyes constantly pops in and out in this episode and it’s very distracting.

The animation for this one is all over the place. I made mention of it during the summary portion, but it warrants further mentioning. The Joker’s face is often tricky to animate as he’s always grinning, but the animators seemed to have more trouble than usual here as he sometimes has some off mouth flaps. The black around his eyes is really inconsistent too, and it’s particularly egregious when he’s confronting Batman. Batman is also really stiff and the action scenes don’t feel especially dynamic. He’s slow, and when he’s strapped to the spinning roulette wheel we don’t really get a sense of motion out of the scene. It feels very detached. The hang glider sequence is well done though, so maybe they blew the budget on that part. The backgrounds also look good, and since the setting is rather unique, there probably wasn’t too many opportunities for cost-savings. It was handled by Akom, who has been responsible for more bad than good episodes. I actually wasn’t aware of this while watching, but Akom was apparently fired because this episode came out so poorly. In addition to the issues I pointed out, there also just some silly gaffes in some shots, like items appearing and disappearing at random. Apparently Akom had a bad reputation amongst the staff often referring to it as “The Kiss of Death” when an episode was assigned to the studio.

“Joker’s Wild” is an okay piece of comedic filler for the series. It’s not the best Joker episode, but the images of the Joker casino help make it more memorable than it deserves. How much you enjoy the episode will partly hinge on if you enjoy the humor and the little nods to Looney Tunes shorts. At this time, Tiny Toon Adventures was a thing and the shows had some overlap in terms of talent so it isn’t surprising to see something like this make it to air. Previously we had seen some sight gags in past episodes, but this one really went for it and the results were…okay? We’ve got some less than stellar episodes upcoming though, so after about four weeks this one may seem positively divine by comparison.


Batman: The Animated Series – “If You’re So Smart, Why Aren’t You Rich?”

If_You're_So_Smart,_Why_Aren't_You_RichEpisode Number:  40

Original Air Date:  November 18, 1992

Directed by:  Eric Radomski

Written by:  David Wise

First Appearances(s):  The Riddler

 

It only took 40 episodes, but we’ve finally made it to the debut of what I would consider the last of Batman’s most famous adversaries:  The Riddler. Thanks to his inclusion in the 60’s television series as well as Batman:  The Movie, The Riddler (John Glover) was a very well known villain and was so well known that it was basically considered a given that he would be the featured villain in the sequel to Batman Returns. And it turns out he was! That version of The Riddler, played by Jim Carrey, ended up being very similar in character to the one from the 60’s most famously portrayed by Frank Gorshin right down to the green spandex. For Batman:  The Animated Series, a more cerebral version of the character was chosen. Clad in a green and gray suit with bowler hat, he’s not very much like what we had seen before in popular media. He still is all about riddles though and the essence of the character is preserved. He’s also given an interesting motivation, and he’s yet another villain who was wronged in the past, but flouts the law in order to rectify what happened bringing him into conflict with the one and only Batman.

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Enter The Riddler.

Edward Nygma is a computer game designer who’s latest creation, The Riddle of the Minotaur, has become exceedingly popular. He works for Competitron, a company owned by Daniel Mockridge (Gary Frank), and unfortunately for Nygma all of his work has come under a work for hire agreement. He enters his office one day to find that he actually has no office. Mockridge is there gleefully waiting for him to let him know he’s being terminated. Nygma, irate at this treatment, points out how much money he’s made the company while Mockridge dangles his contract in front of him essentially boasting that he’s completely right, but there’s nothing he can do about it. Because he’s essentially a contractor, he receives no royalties for the game (or if he does, they’re not large) and no creative control. As a parting shot, Mockridge throws the episode’s title right in his face, “If you’re so smart, then why aren’t you rich?”

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Mockridge being taunted as he makes his pitch to Wayne and Fox.

The episode jumps forward two years and Mockridge is pitching Competitron to Bruce Wayne and Lucius Fox. Mockridge is looking to sell and cash-out of his growing business while Bruce is interested in moving the company to Gotham to create more jobs. As Mockridge is making his pitch, a word crawl on a building across the street (like one you would see outside a stock exchange) taunts him with a riddle and makes a reference to the big deal he’s trying to negotiate. Mockridge is unnerved, though Wayne and Fox aren’t aware of the message since it’s behind them, and are rather confused when the pitch is cut short. After Mockridge leaves, Wayne notices the riddle and begins reading it aloud while the shot transitions to the Batcave for Batman to finish the riddle. It’s a neat little trick as it points out how voice actor Kevin Conroy portrays Wayne and Batman just slightly differently.

Dick is also in the Batcave and he just so happens to be playing The Riddle of the Minotaur on the Batcave’s computer (which Alfred reveals cost 50 million dollars) which features sound effects lifted straight out of Super Mario Bros. Since Bruce Wayne had to pour over documents relating to the sale of Competitron to Wayne Enterprises, he knows about the creator of the game, Edward Nygma. The riddle also made reference to The Wasteland, which is both a region in the game and a night club owned by Mockridge. Batman decides that’s the most logical place to check-out and declares that Mockridge is in danger.

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There’s something “off” with how Riddler’s expressions are animated. It’s animation more befitting Tiny Toons or Animaniacs.

It turns out, Batman was correct. Mockridge arrives at his club’s office and finds Nygma seated at his desk. He’s now The Riddler and he taunts Mockridge with a ring puzzle. He also has help in the form of two very large goons. Batman and Robin soon arrive, dramatically crashing through a stained glass skylight, but they find no one. The Riddler soon appears to let them know they’re too late, and Mockridge is bound within the ring puzzle The Riddler had been playing with. They have a scuffle with the hired muscle, who put up a pretty good fight. Robin is rather proud of himself when he literally kicks one of them in the rear. The Riddler eventually traps Robin in an over-sized finger trap as a fire breaks out, forcing Batman to either save Robin or pursue The Riddler, who flees with Mockridge. Batman obviously decides to save his ward, allowing Riddler to escape.

As the dynamic duo speed away in the Batmobile, Robin notices all of the lights in the city are flickering on and off. Batman, affixing some sort of mini computer to his glove which looks kind of cool, recognizes that the lights are flickering in a pattern indicating Morse Code. The code contains a riddle, because what else would it, who’s solution leads them to a maze in a closed amusement park. During the prior confrontation, Batman revealed that he knows The Riddler’s identity, so The Riddler determined that he needs to take out Batman to protect his secret. By luring Batman and Robin to his maze he hopes to do just that while also taking care of Mockridge.

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The Riddler welcoming Batman and Robin to his maze.

The maze is a literal recreation of the one from Nygma’s game. Robin, having played it quite a bit, is familiar with it and Batman is gradually brought up to speed as they go along. Nygma has made this version of the maze much more lethal than the video game counterpart, and Batman and Robin have their hands full. The Riddler is able to taunt them from various video screens throughout the maze and he lets them know they only have a few minutes to make it to the center and save Mockridge, who is gagged and bound beneath the blade of the Minotaur. The problem is, no one has ever solved the riddle of the Minotaur and made it through the maze, meaning Batman and Robin will have to be the first if they want to save Mockridge and apprehend The Riddler.

Batman is willing to play along only so much, but when they make a wrong move The Hand of Fate is sprung on them. We saw the video game version earlier in the episode as The Hand of Fate is a game mechanic that punishes wrong answers by bringing the player back to the maze’s start. In the real world, it’s a literal flying hand that Batman and Robin are able to avoid. When it becomes apparent that they have no chance at making it to the center of the maze in time, Batman intentionally makes a wrong move to draw the hand to him. Using a piece of shrapnel from an earlier trap (The Riddler made them leave their utility belts outside the maze in order to gain entry), Batman is able to hack The Hand of Fate, and together with his little glove computer, is able to pilot the hand to the maze’s center. It’s cheating, but effective. There they have to answer one final riddle in order to prevent the Minotaur from killing Mockridge, and it’s actually a pretty simple riddle. Not content to make it so easy, The Riddler springs the Minotaur on them as one final obstacle that Batman is more than capable of dealing with, in his own way.

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A confrontation with the Minotaur awaits at the center of the maze.

With Mockridge saved, the only thing left is to catch The Riddler. Unfortunately for them, he’s no where to be found. He’s been speaking to them from aboard an airplane and he’s now long gone. In the episode’s epilogue, we find out the deal was completed and Mockridge came away with a cool ten million. Dick is kind of disappointed as they’re well aware that Mockridge is a creep who took advantage of Nygma’s genius, but Bruce points out that all the money in the world can’t buy a good night’s sleep as we’re shown a very paranoid Mockridge locking his doors at night and keeping a gun by his bed as he shivers in fear.

This episode very much reminded me of Mr. Freeze’s debut, “Heart of Ice.” The only difference is that Freeze’s adversary was a criminal himself, while Mockridge is just your typical corporate sleezeball taking advantage of a system that’s rigged in his favor at the expense of someone much poorer than he. Mockridge hasn’t broken any laws, but he’s obviously a morally bankrupt individual. It’s not that surprising to see a show who’s origins stem from a comic book incorporate such a villain into an episode as Mockridge’s tactics are similar to the ones comic publishers used to box out the artists and creators that made the comics successful. It would be many years later that we would find out a similar travesty occurred with Batman as Bill Finger never received credit for his contributions to the character during his lifetime. Finger, appropriately enough, was also the creator of The Riddler.

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Mockridge “enjoying” his money.

As a result of Mockridge being such a lame person, we’re in essence rooting for Nygma during this episode. In reality, he probably could have filed a lawsuit against Mockridge and Competitron and possibly could have won. For all we know he did during the two year time-jump and maybe lost. He chose to take things into his own hands though and turn to crime to exact revenge against the man and company that wronged him. How he was able to finance that ridiculous maze is not explained and I suppose we’re supposed to just ignore it so the episode can work. Even though we’re supposed to disagree with The Riddler’s methods, I have to assume we were supposed to take some satisfaction in his escape at the episode’s conclusion.

This episode is one of two animated by Blue Pencil, S.I., and it’s not a particularly strong episode. A lot of new backgrounds had to be utilized so there was some cost there, but the animation is inconsistent and there are numerous visual errors. The Riddler’s mask at one point changes from pink to gray and a key re-appears on a wall when it shouldn’t be there, among other little flaws. That stuff was common in a lot of kid’s cartoons of the era, though not so much in this one, so it stands out more. The Riddler himself is also some-what toon-like in his movements and mannerisms with his face stretching and contorting into odd shapes as he speaks. It looks out of place, and there’s some odd shots of Batman as well. The Minotaur at the episode’s conclusion, who is supposed to be a robot, also moves like this making it seem like he’s more flesh-like than steel. Blue Pencil only worked on one other episode, which we’ll get to in about a month from now, and I wonder if it’s because the quality wasn’t up to par.

The Riddler is not a villain we’ll be hearing from very much. It’s kind of a shame because John Glover’s take on the character is quite good and I much prefer it to the Gorshin and Carrey portrayal. I do wonder if he was avoided because it’s pretty hard to come up with clever riddles to dot his episodes with. The ones in this episode are kind of weak, but not embarrassingly so or anything. I can definitely see it being a very intimidating task to write a Riddler episode. I always liked The Riddler though and I kind of wish we saw him in the Nolan trilogy as I think he would have made his Riddler similar to this one. We had to wait awhile for him to show up in this series, but it would seem he was mostly worth the wait.