Mickey Mouse – Runaway Brain (1995)

Original release date August 11, 1995.

There is a lot of debate over who the greatest cartoon star of all time is, but there isn’t much debate about who the first real star was. That title belongs to Mickey Mouse who entered into the world of cinema in 1928 and remained a star into the 1950s. Since then, Mickey’s presence on the big screen has been severely reduced. Between 1953 and 1983, there were no Mickey Mouse shorts. That drought was put out with the release of Mickey’s Christmas Carol, but that short subject has always felt like a cheat. Most Mickey Mouse shorts were around 8 minutes or so, that one was 26 and that’s likely because Disney always had plans to put it on television as a holiday special. Following that short, Mickey would come back with a cameo in Who Framed Roger Rabbit? followed by another long-form short in The Prince and the Pauper in 1990. Again, not really a short in the classic sense. The true drought was finally laid to waste in 1995 with a brand new bonafide short that would go on to be nominated for an Academy Award, but Disney would rather you forget about that these days.

Since it is October, the spookiest month of the year, I wanted to recognize the spirit of the month in some fashion which is why we’re to talk about the much unloved Mickey Mouse comeback Runaway Brain. The short was conceived by animator Chris Bailey with backing from executive Jeffrey Katzenberg. In the 90s, Mickey Mouse was a frequent subject in the halls of Disney’s animation wing as the company wanted to restore the character to prominence. The problem was, after decades of being a corporate mascot, Mickey was hard to pin down. As characters like Goofy and Donald Duck gained popularity back in the 30s, Mickey was pushed into more of a straight man role. He really didn’t do much, just played off of others. The 1990 short was attached to The Rescuers Down Under, one of the only animated films of the Disney Renaissance that failed to make a splash. Was that Mickey’s fault? No, probably not, but he apparently didn’t help to elevate that release.

Runaway Brain sees Mickey Mouse firmly as a 90s man.

Bailey wanted to do something different with Mickey and it’s said that Katzenberg was onboard with doing a “90’s Mickey.” The original pitch for a short was a duo picture between Mickey and Donald where a jealous Donald would actually try to kill Mickey. That wasn’t going to fly and it was unsurprisingly nixed by Disney executives Peter Schneider and Thomas Schumacher. Rather than rework that pitch, Bailey did something all-together different coming up with a pseudo-Frankenstein for Mickey that saw the mouse turned into a monster. It was a bold take from a design standpoint as it involved creating a new, monstrous, version of Mickey Mouse which could upset Disney fans young and old. Katzenberg liked it though, and since Disney had a newly acquired team of animators just sitting on their hands in France, the storyboard actually went into production.

Unfortunately, between the start of production and the eventual end, Jeffrey Katzenberg was fired. Or let go, however he chooses to spin it these days. At any rate, one of the supporters high up in the company was gone and in his place were Schumacher and Schneider who seemed to have a much lower opinion of Bailey’s short subject. Despite having a terrific team of animators onboard including Andreas Deja who animated Mickey in Who Framed Roger Rabbit?, the executives demanded the short be chopped up and hacked apart to remove effects and change scenes around entirely, including the ending. Michael Eisner was said to have liked the short when it was screened for he and the other executives, but either Bailey and team were cut off from appealing to him, or he just left it all to Schumacher and Schneider and put all of his trust in their decisions.

The end result is that a severely compromised version of Runaway Brain was sent to theaters in 1995 playing in front of the dud A Kid in King Arthur’s Court. I suppose the optimist might say that the powers that be paired Mickey up with the forgettable picture to help bring in additional patrons, but Bailey saw it as a slight. It would air with A Goofy Movie and The Hunchback of Notre Dame in other territories, two films that make more sense to pair it with (A Goofy Movie especially), but plans to screen it in 1996 with the Glenn Close starring 101 Dalmatians re-make were nixed at the 11th hour. And since then, the film has only been released on physical media once as part of the Mickey Mouse: In Living Color Volume 2 set and digitally with Walt Disney Animation Studios Short Films Collection. And that digital release could be considered a surprise, though it says a lot about the studio’s attitude toward the film that it wasn’t part of the actual, physical, release of the set.

Does Runaway Brain deserve this kind of treatment from the studio? Of course not! While it’s not Mickey’s greatest role or anything, it’s a fun little film and should be on Disney+ at least. Granted, a lot of Mickey shorts are not on the service, but as the only true short from the 1990s, why not that one? Plus it would fit nicely into the Halloween collection. At any rate, lets take a scene-by-scene look at this short so we can see what we’re being deprived of. I am viewing the short via the DVD of the previously mentioned Mickey compilation which is a pretty great set if you like physical media (and it seems to have actually come down in price over the years).

Not the kind of intro we’re accustomed to seeing for a Mickey cartoon.

The film begins with a big Mickey Mouse title card and some rather upbeat, fairly typical, Mickey type music. It’s interrupted with a monstrous version of Mickey’s gloved hand which slaps down on the card and then slashes across it replacing it with the Runaway Brain title. The font looks like its molten lava or something and it’s a solid juxtaposition to what was originally presented.

Maybe Disney just doesn’t want kids to see how Mickey really lives?

We then find Mickey (Wayne Allwine) at his home. It’s dark and rainy and he’s shouting from inside like he’s being attacked. He’s not, and is actually just playing a video game. He’s really into into it though and so is Pluto (Bill Farmer) who’s bouncing around and barking up a storm. We get a look at the game and it’s a fighter pitting Dopey against the Evil Queen from Snow White and the Seven Dwarfs. The gamepad he’s using does slightly resemble a Genesis one, though it’s clearly designed to be something generic.

Geez Minnie, you’re worse than my mom! Can’t you tell by the row of tombstones that Mickey is on his last life?!

Minnie Mouse (Russi Taylor) then enters all excited to see her man. She walks in between Mickey and the TV and you can probably imagine how that goes over with the mouse. Mickey even remarks, “Are you trying to get me killed?” and Minnie responds with a “Maybe,” as she feels Mickey has forgotten about an important day. She has to remind him she’s referring to the anniversary of their first date and Mickey is forced to scramble. He puts down the game and tells Minnie he has big plans. Grabbing a newspaper which features an add for miniature golf, he waves it in her face remarking how they can have some fun in the sun. Unfortunately, Mickey didn’t notice an ad for a Hawaiian cruise just below the mini golf one and that’s what Minnie thinks he’s referring to. She gives him a big hug while Mickey stares at the ad and recoils at the thousand dollar price tag. Minnie plants a kiss on his lips before departing to go swimsuit shopping leaving Mickey to try to figure out a way out of this mess.

You can tell this is 90s Mickey instead of 2000s Mickey by his lack of an ass.

Man’s, or mouse’s, best friend seems to have the answer as he flops the want ads in front of his master. Mickey’s attention is drawn to an ad promising pay for an afternoon of mindless work – what could go wrong? Mickey sets out to investigate and arrives at the home of Dr. Frankenollie, a portmanteau of Frank Thomas and Ollie Johnston, two of the famous 9 old men of Disney animating legend. His home happens to be located at 1313 Lobotomy Lane which doesn’t seem at all like a bad omen. Mickey seems unphased though as he tosses on a blue tie, and there’s a very brief animation flourish of it choking him as he secures it, before knocking on the door.

Mickey can’t help himself – he’s jealous.

When he does so, the ground opens up below Mickey and swallows him whole! He travels down a steel pipe and drops into a crude looking chair that immediately shackles him in place. He cracks, “Talk about your ironclad contracts,” which was one of the many revisions the Disney executives made with this one as he was originally supposed to say, “I think I’m in trouble.” Such a needless revision. We’re then introduced to the doc (Kelsey Grammer), who as an ape, basically climbs all over Mickey. He’s a skinny ape in a white lab coat with a lightbulb in his head. As he examines Mickey he asks him questions such as “Here for the job?” Mickey tries answering his questions in various ways, basically trying to tell him what he doesn’t want to hear and sometimes what he does, just to see if there is a way out. It’s clear his responses mean nothing to the doctor as he has what he wants and Mickey is going no where.

He may be named Julius, but that’s Pete like you’ve never seen him before! He even has his peg leg back in this one!

Dr. Frankenollie then introduces Mickey to his partner: Julius. Julius (Jim Cummings) rises from a contraption in the ground and is basically a massive version of Pete crossed with Frankenstein’s monster. He eagerly confirms for Mickey that he intends to swap their brains, and when he does we get a fun X-Ray shot of Mickey’s head which depicts his brain in 3 parts: his head and each ear. Despite protests from the mouse, the doctor activate his machine. Electricity surges out of a contraption in the ceiling and blasts both Mickey and Julius with electricity. For Mickey, it looks quite painful, but for Julius it looks almost therapeutic.

It doesn’t look like the doctor will be helping you, Mickey.

When the experiment is over and the dust settles, the lab looks absolutely trashed. A closeup of Mickey’s eyes and a part of his nose is accompanied with a voice over of him seemingly thinking all is well. It’s not, and as the camera zooms out we see the experiment worked and Mickey is in the body of the giant monster! Mickey, panicked, runs over to Doctor Frankenollie begging him to undo what happened only the doctor is unresponsive. Mickey picks him up and he’s stiff as board. Then his flesh turns to dust leaving behind only a skeleton, which too turns to dust. It would seem the doctor didn’t get to live to see the culmination of his life’s work – such a shame.

Looks like they didn’t have to edit out all of the drool!

We’re then introduced to the monstrous Mickey! Julius comes jumping out of the debris and he’s basically a feral version of Mickey. He walks mostly on all fours, his hands are curled into claws, his ears are furry and jagged, and his eyes rimmed with dark circles and bloodshot. He was supposed to feature lots of drool too, but that was another element the Disney executives had edited out. Mickey tries to reason with Julius and in doing so mentions Minnie. He tells Julius to look in his wallet and when he does he finds a picture of Minnie and Mickey (and we get a brief shot of Mickey from Steamboat Willie) and seems to salivate over Minnie. Mickey grabs the wallet, but it’s too late. Despite formerly being a cat monster, Julius is pretty infatuated with Minnie Mouse and starts grunting her name as he climbs up and out of the ceiling of the lab forcing Mickey to give chase.

Aww, he’s cute!

Julius emerges on the roof and starts gnawing on the ledge before something catches his eye. It’s Minnie and she’s entering a shop named The Wet Rat (eww). She’s looking at bathing suits, bikinis to be exact, which look quite tiny and a bit risqué, but one look at the size of Minnie’s body and they actually seem reasonably sized. And since a bikini includes a top, it actually covers more than we’re used to seeing with Minnie. Julius comes running in and Minnie tries to hide what she’s looking at since she doesn’t want him to see it until they’re on the boat. She doesn’t notice that her man is looking a bit more feral than usual, and with her back turned toward him, the real Mickey comes bursting in.

I think he likes it, Minnie.

Mickey cries out a warning that she’s in the presence of a monster, but she only hears the warning. When she turns around, she sees Mickey, in the monster’s body, grabbing the Julius-Mickey and assumes the monster is the, er, monster. I realize that sounds confusing, but she throws stuff at Mickey and frees Julius and the two of them run out the door. As they run down the street, Minnie is holding Julius by the hand who basically hops behind her and it’s rather fun looking. Mickey, in the body of the monster, smashes through the store and chases after them.

He can change his ears at will, but apparently not the rest of his body.

Mickey catches up to the pair and is able to snatch Minnie. He’s finally able to get her to notice it’s him speaking to her, and this short does do the cheat where the characters retain their usual voice despite the body swap. As he says “It’s me, Mickey!” his ears morph into traditional Mickey-shaped ears which is rather clever. Minnie doesn’t ask questions and believes him now, but feral Mickey has grabbed onto a car and is speeding towards them. Mickey swings via some construction equipment to the top of a skyscraper where he deposits Minnie for safe keeping. He then swings back down to ground level and is able to grab Julius. As they swing up into the air once more, Julius opens the bucket Mickey is swinging from which dumps some construction waste onto his head (steel girders and such) which causes him to let go. They land on some power lines which shocks their brains back into the proper body, then slingshots them towards the building Minnie is on. They smash through a billboard, coincidentally for the Hawaiian cruise that started all of this, with the character heads comically inserted into the image.

Mickey might miss having all of that extra room for his brain.

Mickey comes to and realizes he’s back in his old body. Unfortunately, he’s also in the grip of Julius and so is Minnie! Julius is still lusting over the mouse and Mickey has to bite his finger in order for the monster to drop him. Julius swats him off of the building and then makes a kissy face in Minnie’s direction who promptly slaps him. He’s pretty ticked off now, but before he can do anything to Minnie, Mickey returns! He’s armed with some rope and what appears to be a window squeegee which he cocks like a shotgun. He gets Julius’ attention and then charges at the monster!

Disney wouldn’t let Mickey wield a toy gun for the video game scene, so they had to make do with this.

Mickey uses his squeegee like a pole-vault and launches himself over Julius and onto a mechanical arm attached to a hula dancer on the billboard they previously smashed through. The arms goes up and and down, but largely is horizontal with the rooftop so Mickey is able to run across it. He lassos Julius who lets go of Minnie, but Mickey is able to lasso her as well. Swinging down and back to the rooftop with his girl in his arms, Mickey and Minnie share an embrace while a wrapped up Julius teeters via his peg leg on the ledge. Minnie takes a step back after her embrace with Mickey ends and she accidentally bumps Julius off of the building. Worry not for the monster, for as he falls the mechanical arm of the billboard pulls him back up like a yo-yo. The camera zooms out for a full look at the gag which provides for our first real look at the contraption in action.

That is one powerful motor in that billboard.

We then cut to Minnie, in her little, green, bikini, and Mickey with their toes in the water. They look like they’re on a float indicating Mickey was able to come up with the money to make their vacation dreams come true. Or not. We zoom out as Minnie plants a nice, wet, one on her man to see they’re on an inner tube being pulled by Julius. He’s swimming them to Hawaii with the picture from Mickey’s wallet dangling in front of his face. This was originally meant to be a crude effigy of Minnie fashioned out of pillows, but for some reason the executives didn’t like that. I don’t think either is necessarily more funny than the other, it just sucks to make people re-animate something for nothing. Plus, in order for this to work now Mickey’s wallet has to be Julius-sized which makes little sense.

Mickey and Minnie may have received a happy ending, but Runaway Brain has not.

That’s it though. Runaway Brain is far more infamous than it rightly deserves to be. The cartoon is fine and I enjoy the look of the characters in it. Mickey and Minnie have a nice flow to their animation and I love how they’re just constantly in motion. Their character models are just ever so slightly redesigned here to make them feel unique to the picture. They both seem a little taller and more narrow than usual, but they still maintain their signature look. I love Dr. Frankenollie, who we really only see briefly. The animators have a lot of fun with the fact that he’s an ape as he doesn’t just stand in front of Mickey, he climbs all over him and all over his own equipment. Julius is positively huge which makes his design a great deal of fun, though he’s still plainly in the realm of a Frankenstein. The feral Mickey is the most memorable part of the short and it’s because it’s just fun to see a monstrous take on a classic character like Mickey Mouse. His arms are usually bent so he has some sharp angles in his posture which is quite different from the rubber-hosed Mickey and his fur is ruff and exaggerated, which again, is very different from traditional Mickey who looks more black-skinned than furry. I’m having a hard time thinking of a scene that makes Mickey look like a fur-covered being and coming up empty.

It is thought that the design of the feral Mickey is the leading reason why this short is so shunned by the company. He’s unsettling and a bit scary and it would seem a lot of people associated with Disney do not like seeing such descriptors attached to Mickey Mouse. Sitting here in 2022 and watching it, it really feels like much ado about nothing. This feral Mickey is not particularly gross, which he certainly could have been given this was made in the 90s, and he’s only vaguely monstrous. We’ve seen Mickey look far worse now on the Paul Rudish shorts, but perhaps those are allowed to get away with more because they have their own style which is very different from classic Mickey? I’m not sure, but in terms of ugly depictions of Mickey, we’ve moved way past feral Mickey in the 27 years since the release of Runaway Brain.

It’s a shame that Disney just leaves this one hanging when it’s a film that deserves to be seen by millions.

At this point, the black sheep status Runaway Brain seems to embody is nothing short of peculiar. It’s such an inoffensive cartoon. There’s an energy to it that is unmistakably 90s, and the animation puts it square in that era too which is a good thing. It’s nice to have a 90s looking Mickey since he had few shorts and wasn’t allowed to grace television sets as part of the Disney Afternoon like Donald and Goofy. He even gets to act heroic in this one and save his beloved Minnie who also is able to stick up for herself and avoid being a total damsel in distress. It brings back Mickey’s troubles with money, a common trait in his classic shorts, and it’s all together perfectly fine. It’s not some remarkable piece of animation and probably not even top 10 for a Mickey Mouse short, but it is fun. According to some within the company, there’s really no conspiracy or grand design to keep Runaway Brain out of the public eye, it’s just not popular and gets overlooked as a result. Others maintain the opposite though and indicate that many at Disney don’t like it and would rather see it buried. It’s rarely merchandized, and as we covered before, has only been made available on two occasions since leaving theaters. Which is silly, because I think the feral Mickey design could be popular if given the chance as a Halloween tie-in. Sell furry Mickey ears at the parks, put him on keychains, or corny motivational posters about having a bad hair day. Make feral Mickey plushes – I’d buy one! A video game where the player controls a Mickey that turns into the feral Mickey at night like a werewolf could even be fun! Or it would be like that terrible Sonic game. Either way, Runaway Brain deserves to be seen and should be a Halloween treat year in and year out and most certainly should be treated a lot better than it currently is.


Super7 TMNT Ultimates! Leatherhead

Time to meet the good old boy, or gator, or whatever.

When we last looked at a wave 5 release in Super7’s line of Teenage Mutant Ninja Turtles Ultimates! it didn’t go that well. Sewer Samurai Leonardo wasn’t an abysmal failure, but it had some problems that really took some of the shine off of the release. It was the type of thing that really shouldn’t occur at this price point when it comes to action figures, so I approached my next Wave 5 release with some trepidation, but I’m happy to say that this one is a better, overall, experience. It’s not without it’s flaws, but they’re more acceptable than what we saw with Leonardo.

Leatherhead is another big boy, but not necessarily when it comes to height.

When Wave 5 went up for sale, I initially only pre-ordered Leonardo. Some time later I put in for Ray Fillet, but as time went on I fell out of love with that decision. The one I was on the fence about from day one though was Leatherhead. When it comes to this line, I’m finding the attraction for me is either a love of the original figure from Playmates, or I’m just blown away by the larger scale. With Leatherhead, I never had that old figure and it wasn’t some giant hole in my collection. I’m pretty sure I wanted it, as when I had a friend over that brought the figure with him I remember being happy he forgot it as he was getting ready to leave, only for his mom to remind him not to forget his toys. Damn! When the Super7 solicitation came out though it was clear Leatherhead was going to be the big boy of Wave 5, but I wanted to see the final product before putting in an order. When they started to trickle out, I decided to take the plunge, though I was a bit afraid I was going to get burned. It was a daily decision, do I keep my preorder or drop it? Then it came in stock and the decision was made, so lets check it out!

This box is stupid big. On the left is the slipcase and on the right is the actual box with a standard sized one in the middle.

Leatherhead comes in a massive version of Super7’s standard Ultimates! packaging. It has an extra 2″ of depth which really makes a difference. By height, it’s basically the same, but they must have found themselves in no man’s land when it came to the figure. I’m surprised they didn’t package him with a profile view instead, but the box is certainly an attention grabber as a result. The figure itself isn’t massive in the same way that Bebop or Muckman is. By height, he’s about 6.25″ to the top of his head and approaches 7″ when you factor in the hat. He doesn’t really stand fully upright, so his height is deceiving. Where the size comes in is from his depth. He’s a gator, so he has a massive snout plus a tail, though that comes disassembled form the figure in the box. In the same stance as I took the heigh measurement, his length is approximately 9.5″ which can actually be made longer if you crouch him down into a pose more resembling the vintage figure.

And this is why the box had to be made so deep. Granted, the tail isn’t on in the box.

Leatherhead is a uniquely sized beast for this line, but he’s still fundamentally a Super7 release. Most of the figure features sculpted plastic done in a base color that negates a need for paint. Or at least, that’s the thinking. The scaled texture of his green flesh looks nice and his belly is less scaled, though still green unlike a real alligator. There is a hint of a wash on his hands and maybe a touch on the neck, chest, and tail. What’s there is extremely subtle and I wish there was more of it since this guy came out of a swamp. He should be grimy and gross. His vest is sculpted in a marigold color and that has a wash applied to add some texture to it. Parts of the pants and boots are painted, but the right leg is a little off. He has a torn knee in his jeans on that side so they sculpted it in green and painted the blue onto it, but it doesn’t match the thigh. A wash to make those jeans look dirty might have helped to conceal that, but oh well. The painted parts of the boots also don’t match the colored portions, and it seems to stand out even more in pictures than it does in reality. On the face, his eyes are painted well and his blonde eyebrows look okay. The teeth are a bit of a mixed bag. They’re painted an off-white color and in some places that ended up covering the gums, namely right on the front of his muzzle, which sucks. The hat is rather well-painted as are the various bits and bobs on his belt. There’s a dagger sculpted onto the arm that is also well-painted, but I wish it had been made an accessory instead. Isn’t that part of the point of this line to make some of those sculpted bits more realistic and functional?

The paint on the gumline could certainly be better. And you can also see a faint scuff, or some kind of residue, on the upper jaw if you look closely.

The paint is acceptable. It’s not exactly praise worthy, but I can forgive some of the sloppiness. There is an odd scuff on the right side of my figure’s face. I can’t tell if it’s just some glue-like residue from the factory or actual damage. I’ll probably hit it with something later, but I don’t know if it shows in pictures. From a presentation perspective, how much you like this figure will largely depend on the overall look and that’s a good thing. It has some of the oddities of that vintage figure like the big, buck, teeth on the front of it. I know a lot of people find that part of the sculpt off-putting and it’s something that stands out more at this scale, but it was on the old figure. There’s no alternate portrait, unfortunately, so if you don’t like the look there’s nothing in the box that’s going to remedy that.

Articulation wise, the joints are better here than they were with Samurai Leo, though functionally there isn’t much for Leatherhead to do since his legs basically need to be in this pose in order to keep him standing.

Let’s just jump right to the articulation since that was a major problem with Leonardo. Leatherhead is definitely better, though not perfect. He is going to suffer because of his form factor. Some of that couldn’t be helped, some of it could have been, but Super7 declined to address it. His head is on a big ball-peg and he can rotate all around and has some room for nuance posing. He can also look up, but he can’t really look down. The jaw is articulated and as long as you don’t have his head all the way down it can open reasonably far. The shoulders are simple ball-hinges and he can raise his arms out to the side past horizontal, so that’s nice. There’s no biceps swivel as he has that at the elbow instead. It’s not ideal, but it works okay. The wrists rotate and hinge and all hinges are of the horizontal variety including his trigger finger hands, which is unfortunate. The waist is a bit of a trouble spot. It just swivels, but it’s very loose. Just flicking him will make him turn. The hips are okay though so he stands up fine. The range at the legs isn’t very good though, and the knee is even worse. They’re practically useless for the hinge, though the swivel is okay. The ankles have a hinge and a rocker and they’re fine. He can be positioned forward into his vintage pose which was low to the ground like a normal alligator. The balance is tough though as he wants to tip forward. I never planned to display him like this so I’m not bothered, but anyone who prefers the vintage look you have been warned. Lastly, the tail is on a big ball peg, but it doesn’t do much since that’s the only joint on it. And do yourself a favor and just heat that sucker up before trying to put it on.

He does have some weapon storage, though I can’t imagine posing him without the shotgun in-hand.

Leatherhead is a figure of limited pose ability, but that was expected just by looking at him. The hips being fine are what makes him for me. If those had been terribly loose then it would have ruined him. Instead, it’s just the waist, which since it just twists, isn’t a huge posing issue. It still sucks that it’s as loose as it is and it really shouldn’t be, but he’s not falling over so I’m not angry about it. The hinges for the hands are a bit loose too, but his accessories are staying put so I guess it’s not a big deal. Swapping his hands is also much easier than it was with Leo. The plastic used for Leo feels a lot more rubbery and the ridges they put on the pegs seem more pronounced. I still don’t know why they put those on them when the hands have been fine up until now, but it is what it is.

He somehow manages to look intimidating and like a doofus all at the same time.

When it comes to accessories, Leatherhead has a mix of old and new. For hands, he comes with gripping hands attached in the box and he also has a set of trigger hands and fists. As mentioned previously, the trigger hands have the wrong hinge. I’d even liked the standard gripping hands to have a vertical hinge as they would work better with his other accessories. His main one is a shotgun and it’s cast in orange plastic with some brown wood grain added and a silver barrel. The pump action on it works, but mine was kind of warped and hard to manipulate out of the box. I heated it up to straighten it out some to get it moving, but be careful as the silver portion of the gun is all paint and it can rub off. It kind of sucks that the weapon came with the pump in the wrong place so most will want to move it at least once. Maybe they should have just cast it in a gun-metal gray like Rocksteady’s machine gun? There’s also almost no indentation at all in at the end of the barrel, or black paint to create the illusion it’s an actual barrel, which looks weird.

The red accessories on his belt are all removable. They look fine, but would have looked better with some paint.

Leatherhead’s other vintage accessories include a giant claw trap. It has a metallic finish, almost bronze, and it too works in that it hinges. It’s pretty menacing looking too. He also has his belt fixtures from the old toy: a crayfish, turtle, and flock of feathers. Unfortunately, they’re unpainted and just case in red plastic. The crayfish looks fine, but the turtle and feathers look pretty stupid all in red. All three key into his belt and they all do so in a different manner so they can’t be put in the wrong place. They stay on okay, but in order for these to work well the factory had to cast the belt in some fairly rigid plastic which doesn’t work as well for the shotgun holster. It has to really be squeezed in there and I worry about paint rub, which is why I’ll probably just keep it in his hand anyway.

Maybe we have this guy figured all wrong and he’s just a fisherman that wants to be left alone?

New for this release is a fly-fishing rod. Like the gun, it was a little warped out of the box so I tried to straighten it as best I could. It’s painted rather well, but the wheel on it doesn’t spin or anything which would have been cool. I like it though and I think it adds to this hillbilly persona the character has. Lastly, he has a weapon sprue which features the shotgun, claw trap, and rod which is used as the frame of the sprue. Apparently it snaps together, but I don’t know if that painted one is supposed to come apart. If you like that look though, it’s here, only they did it in brown and not the red of the vintage toy so it feels kind of pointless, more so than usual.

“Hahahahaha – dumb turtle stepped in the trap!”

Leatherhead is an overall better release than Sewer Samurai Leonardo. He is more in-line with the level of quality and functionality of past releases in this line and the shortcomings are more acceptable as a result. He’s still not perfect, and I feel like the Wave 6 Slash is a higher quality figure so I’m eager to look at some more of that wave. At $55, it’s the type of release that warrants consideration, but isn’t a slam dunk either. It’s expensive for what it is, and I don’t know that it compares too favorably with other figures in that price range. As has been the case with this line, the main selling point is the sculpt and inherent nostalgia involved in remaking a classic figure from a memorable toyline. And for many, Leatherhead was a pretty important release for that vintage line so I suspect this is a figure a lot of folks have been looking forward to. I think if you know what you’re in for, this one can be a winner. As always, value is subjective and it’s hard to overlook how a lot of retailers have gone all-in on this line which has lead to discounts down the road. If you’re unsure about $55, maybe wait for a sale. As for me, I’m content and I think this figure is a fine addition to the collection. I don’t plan on getting the other Wave 5 releases, but I have a couple of Wave 6 figures left to talk about so stick around for that and plan for a few more Turtle Tuesdays in the near future.

I figured I’d give you all a comparison to another big, green, guy from the line.

Super7 Ultimates! Ghost – Papa Emeritus I

Lucifer! We are here!

I feel like I have a pretty interesting relationship with the band Ghost. They came to my attention in 2010 with their album Opus Eponymous and came at the recommendation of one of my friends. It wasn’t so much a recommendation based on quality, but more of a “You have to hear this,” because it was so out there. I grew up with heavy metal and it’s been my genre of choice since I was a pre-teen so Satanic metal was nothing new (have you seen the amount of Danzig shit I’ve posted?!), but it had been awhile since I heard something quite like Ghost. Ignoring the content of the material, Ghost sounded like a throwback to the 70s. The somewhat high-voiced vocals of Papa Emeritus I mingled with sludgy riffs and driving percussion. It wasn’t the blast beasts, grunts, screams, and such of black metal or death metal, the subgenre most associated with Satanism these days, and instead was more in-line with originators like Black Sabbath. Only there was little subtlety to what Ghost was singing about which added a different kind of entertainment value. Shock value? I suppose, but at the end of the day it’s all entertainment.

Super7 can be criticized for a lot of things, but presentation is rarely one of them.

Ghost was next on my radar due to the band’s placement on the Hunter/Heritage tour, a co-headlining affair between the then more established Mastodon and Opeth. That was a show I had to see, and if Ghost was on the undercard then yeah, I wanted to see them too. Only I ended up missing their performance that night. It would be years later when the band opened for Iron Maiden that I found myself with tickets once again to see Ghost. That time, I really wanted to make sure I saw them and so did my cousin who I was attending the show with, but the evening traffic of Massachusetts had other plans in mind. We got to the show just after Iron Maiden took the stage, so naturally, we missed Ghost. Again.

An action figure that comes with not one, but two, thuribles is something I never thought I’d see.

This year, I came out of my COVID cocoon to attend a live event in the form of Nightwish. It was after that show that my cousin told me Ghost was coming around later in the year and he really wanted to see them this time. I had kind of lost touch with the band, but my cousin swore by the new album so I followed his advice and grabbed Impera. I loved it. It’s more poppy than the first two albums, which were the only ones I owned before 2022, but the hooks were great and the band had definitely evolved more of an arena sound which has apparently suited it very well considering the venues they now headline. I grabbed the other albums I had overlooked and also enjoyed them. What I couldn’t have predicted was how much my kids would like the band. My daughter, especially, loves Ghost now. She has a Frozen karaoke machine she’d rather sing Ghost songs through. And my son’s favorite song is “Year Zero.” It amuses me to no end.

For those wondering what’s under the robe.

Given that, of course I had to go grab the Super7 figure of Papa Emeritus I! Papa Emeritus I is the frontman for Ghost’s first album before being replaced by the logically named Papa Emeritus II. He’s essentially a Satanic version of the pope as he’s clad in the long robes and features the tall, funny, hat (I’m told it’s called a mitre), but his clothing is adorned with inverted crosses and his face painted sort of like a skull. It’s a look, for sure, and it’s not a surprise to see it converted to plastic and soft goods. Super7 has a track record for working with punk and classic metal acts and some contemporary musicians. Ghost seems to almost check all of those boxes to some degree, the music may not be “punk,” but there’s a punk attitude in place. Super7 also employs Kyle Wlodyga to spearhead some of their brands and he LOVES Ghost so the company has partnered with the band to produce not just Ultimates!, but ReAction sets as well.

The second head is the same sculpt, but with a different deco. Mine has a little color bleed on the black which is unfortunate.

The Ultimates! Papa Emeritus I comes in the standard Super7 Ultimates! style packaging. It’s a slipcover over a window box and it’s tailored to the band’s aesthetic. We have a white slipcover with the band’s logo on the front embossed in a metallic material, a G mixed with an inverted cross, with the rear featuring the band’s name in their stylized font. The logos are both really cool as the metallic portion plays with light. Sometimes it looks like a traditional steel color and other times it looks almost gold. The inner window box presents the figure with arms outstretched in a “T” shape with the cardboard over the window evoking the image of a stained glass pattern, though absent any color. On the back is a bio for the first Papa Emeritus and speaks of him in the past tense, which makes sense given this came out last year.

He looks positively resplendent in white and gold!

Presentation is nice and all, but I want the figure! Papa Emeritus comes wearing his signature black pallium with crimson trim. There’s inverted crosses up and down both sides and the face is painted up to resemble the actual character. The mitre is non-removable, but true to the band’s presentation as it’s largely silver and black (is he a Raiders fan?) with the logo on the front. Twin tassels (I’m sure they have a proper name, but I don’t know it) come off the back of the mitre and are sculpted in a soft plastic and possess some flex. The actual pallium is all soft goods with black on the outside and red on the inside. It possesses Velcro on the inside so that it holds together and the only actual hole in the robe is one for the head. There are two sleeves inside to help keep it in place as well. The outer edge is wired so it can be posed to your liking. The hands are really the only parts of the figure visible aside from the head and they’re sculpted in black. It’s a striking look and I’m very impressed with the quality of the soft goods. The head looks pretty good, but does have some paint imperfections, though probably not so bad that they’re noticeable from a shelf.

“Ugh, dude, we mostly just sing about pizza.”

Under the robe, we have the figure itself which is cast entirely in black plastic. Papa is wearing a black, three-piece, suit underneath this thing. It’s mostly stiff plastic, save for the coat. I have no idea if this is accurate to the actual performer, but it makes sense for future releases in the line as far as reuse goes and it looks better than just a blank body, which is what I initially expected. I’m guessing no one will actually display the figure without a robe, but it’s nice to know the option exists. And the suit looks good, it’s just on the bland side since it’s entirely black. It is more matte than I would have expected with the only real shiny spot being the shoes, which are likely supposed to have a hit of gloss. I’m interested in seeing what Super7 does with the body down the road as I think it would look pretty good with some paint.

Oh shit, he’s made his way into the Dream House!

Papa Emeritus, when in his robes, probably doesn’t need to do a whole lot, but he does have some articulation we can talk about. The head is on a ball-peg and it rotates as far as the tassels on the rear of the head will let him. He looks down all right, but not much up because of those tassels. The shoulders are ball-hinged and raise out to the side just fine and rotate all around. The single-hinged elbows go a little past 90 degrees, which is good, and they swivel. The wrists rotate and hinge horizontally. Vertical hinges probably would have been better for the gripping hands, but oh well. The torso has an ab crunch and it works okay, plus it doesn’t look bad. The hips are on ball-pegs and Papa can do full splits and kick forward pretty far. The knees bend at 90 degrees with a swivel and the ankles hinge and rock side-to-side. It’s all pretty good, though some of it is hard to take advantage of with the robe on, but an unrobed Papa can certainly perform like a dynamic frontman should.

The corruption is even affecting princesses!

Papa Emeritus also has some accessories to speak of. He comes with open hands in the box, but also has two sets of gripping hands with one looser than the other and a set of fists in case he needs to punch someone. He also has a silver thurible, the incense holder priests swing around at funerals, that slips onto his open hands. It’s made of real chains with plastic pieces and is a really cool accessory. He also has a black microphone and a microphone stand, since he is a vocalist, after all. And if that’s not good enough, he has a complete second outfit. This one features a head with a white and gold mitre and a robe to match. He even has a second, gold, thurible to complete the look. I’m torn on which one I prefer. The second head has a slightly cleaner paintjob, but also has some color bleed under the nose and left eye. The pattern of the black is also slightly different with a smoother approach to the lips. Neither one actually matches the promotional shots of the figure and it looks like they opted for a less ambitious pattern. Right now, I’m displaying the original look, but maybe I’ll swap to the white in the near future. Maybe for Christmas?

I don’t know if I’m going to be able to get him out of there at this point.

This is a pretty specialized figure, even more so than the usual Super7 products. If you like Ghost and you like action figures, then this is for you! It’s not cheap as it will set you back $55, but I feel better about this figure than some of the other Super7 products I’ve purchased. And obviously, I’m having quite a bit of fun with it if you’ve been paying attention to these pictures. And I feel good about this one mostly because I have no issues with the sculpt and articulation, it all functions well and looks good. The accessories accommodate it very well and are well done. The only thing I’m less impressed with is the paint job on the face. It’s not horrible, but it could be better and considering the head is basically the only part of the figure that’s painted I think it should be a lot better. Is it bad enough for me to consider passing on this figure’s eventual successor? No, probably not, though I have yet to order it because I don’t know that it’s different enough to warrant a purchase. There are other looks for the Ghost frontman that interest me more that I’ll definitely be interested in when and if Super7 gets there. For now, we only know that Papa Emeritus II is on the water for delivery to Super7’s warehouse and a Papa Emeritus III has yet to be shown. I suppose if I want more, I should get on that, but maybe I’ll leave the second one dangling out there in case my kids want to get me something evil for Christmas.


The Robot Spirits MS-07B-3 Gouf Custom (VER A.N.I.M.E.)

Norris is back and he has a new toy.

It’s time to take a look at one of my most anticipated releases in Bandai’s The Robot Spirits line based on the anime Mobile Suit Gundam: The 08th MS Team. And that figure is the Gouf Custom which was piloted by Colonel Norris Packard during the climactic battle at the end of that series. The Gouf is basically a Zeon mobile suit that’s pretty similar to the Zaku which we already looked at. It’s just got a cooler design and a different weapons loadout. My expectation was this figure would be very similar and share some parts with that previous release, but to my surprise, it does not. Is that a good thing? Well, the Zaku is a terrific action figure so if another figure to follow was going to imitate it then that would be fine by me, but who also doesn’t love a figure that’s unique on their shelf?

The Gouf Custom comes in the standard window box this series is known for. The window is tiny and just gives a peek at the figure and it’s adorned with product shots that are probably renders as opposed to actual photography. It’s easily resealable and the tray that holds the figure in the box just slides out. There are no tie-downs, which feels like a god-send given the amount of those things that wind up in my carpet.

That is a lot of hardware for one arm.

Once removed from the packaging, the Gouf is quite familiar in size and build quality. It’s only around 5″ tall not including the fin on the helmet so it’s a quaint little guy. The Gouf follows a lot of the same design elements as the Zaku with the single-camera “eye” and various hoses along the body. The shoulder pauldrons are horned for added menace, but unlike the Zaku, both shoulders feature the same design. The legs are similar, but different, as far as the molds used go. There’s really not much reuse here, maybe the hands or the rear skirt piece, as the Gouf is just different enough to necessitate it’s own molds. The main difference between the two is the color palette. The Zaku goes for that traditional, military, olive drab while the Gouf opts for a rather pleasant sky blue. The torso is a darker blue-gray and there’s some black on the knees and feet, but the dominant color is clearly the blue. And I like blue, so I’m just naturally drawn to this one. And like most releases in the line, there’s very little paint. It’s mostly limited to the eye and some red on the chest. Otherwise, we’re mostly dealing with colored plastic and it looks okay, but a paint wash wouldn’t hurt.

Similar, but different.
He can handle that massive amount of plastic on his arm, but add an effect part…

Since this figure required extensive new tooling, it also differs when it comes to the articulation. The head still sits on a ball peg and the base of the neck can hinge back allowing the Gouf to look up. It’s limited in looking down, and the top of the head is removable to allow for the eye to be re-positioned. The shoulders are pegged in and the joint it pegs into moves a bit for mostly nuance posing. The pauldrons peg in as well and they’re going to get in the way. The Gouf can’t quite raise its arms out to the side, but can get reasonably far. The arm rotates just fine, and there’s a pseudo-butterfly joint in the torso that affords some minor movement there. There’s a biceps swivel, but surprisingly just a single hinge at the elbow. The Gouf can just about hit a 90 degree bend, but I’m surprised it can’t go farther. The hands are on ball pegs, per usual, and the tolerance is just okay. I wish they were tighter, but we’ll talk more about that later. The torso has a ball-joint and hinge in the diaphragm that lets it tilt side-to-side a little. He can bend back just a tiny amount, but not forward at all because of the design of the chest. Once you engage the hinge, however, you can make this thing bend back really far, but it exposes a giant gap. It does provide some clearance though for the front, diamond-like, piece on the chest to slip behind the lower torso to get some better ab crunch. There’s a waist twist below that, but the hoses that wrap around the figure restrict the movement there quite a bit. At the hips, we have some big old balls that peg into a really small piece of plastic which looks a bit scary. The Gouf can’t quite do full splits due to the skirt pieces, but it does kick forward very far and back a little. The knees are double-jointed and there are no issues there nor are there any issues with the thigh twist. The ankles are surrounded by a lot of plastic, but the feet hinge forward and back and you get a little rocker action. They also have that joint in the middle of the foot that allows for more bend in the same style as a toe hinge, only it mostly provides range down as opposed to up so I don’t know that it’s very useful for standing. Lastly, there’s two thrusters on the rear of the figure on ball hinges for some directional posing when using effect parts.

If I so much as breath on this guy right now that arm is falling down.
If I’m going to display this guy utilizing the blast effect, I think I’ll go with the smaller gun because the figure can handle that.

The Gouf moves just okay. Part of that is due to the hoses around the body of the figure which didn’t allow for much. Bandai could have tried adding some sliding pieces there to allow for more movement, but that would come at the cost of some of the aesthetic. I’m more disappointed in the elbows and wrists. I keep checking out the elbows thinking I’m missing something, but they really are single-hinged. The wrists feature fine range, but like some of the other figures I have from this line, they’re too weak. This guy has trouble holding heavier weapons which happens to matter quite a bit if you want to hand it a Zaku bazooka. As we’ll see shortly, at least the weaponry the figure comes packaged with matters more for the shoulder joint than the wrist, but that’s also a problem as the shoulder joint could stand to be tighter.

The heat wire is neat, but did it have to be this long?
Now he’s like Batman!

The Gouf comes with the standard assortment of hands and a tree to place them on when not in use. They are: gripping, trigger, slightly wider gripping, open, and style posed. His melee weapon of choice is the heat saber which is just a sword. The blade is done in gray, but with a nice, graphite, finish and the hilt is a blue-gray piece of unpainted plastic. He has a three-barrel gatling gun that clips onto the left wrist with an effects part that can be affixed to any barrel (a special three-barrel effect part is coming in a new options set next year). On top of that, a shield can be affixed which is on a hinge piece like the Gundam Ground Type so it can be raised off of the figure’s arm which is necessary to make use of the effect part. When stored flat, the heat saber can slide behind the shield and a massive gatling gun can fit over that. This gun can accept the effect part plus an added burst effect as well, but doing so creates a lot of weight on the figure’s left arm and it’s rather cumbersome to pose. The last weapon is the heat wire which clips into a peg hole on the right arm. There’s a tiny plug that has to be removed first which is a nice bit of accuracy, but also a touch impractical since it’s hard to get it out and easy to lose. The wire itself is bendy so you can do some fun stuff with it and topped with a grappling hook. It’s also around ten inches in length so you have a lot to play with, almost too much. If you want it to just be firing in a straight line it looks kind of ridiculous and can’t support its own weight. I much prefer a coiled look, but I don’t think that’s anime accurate. The last two accessories are thrust effects that can be used on the jetpack or the feet. Like all figures in this line, it can accept a flight stand so opting for a flying pose is possible if you so desire. The effect parts are the superior ball-hinged variety so positioning them is quite easy. Bandai also included an extra fin piece for the head in case one gets lost or breaks. It does pop out very easily.

Maybe I’ll display him flying with all of that stuff on his arm just for the sheer lunacy of the visual.

The Gouf Custom looks the part and comes with enough stuff to really outfit it for battle, but I do find myself a little disappointed with this one compared with the other releases in this line. It’s design makes posing it less fun than the others, and the cumbersome accessories add to that frustration. It basically looks cool in a vanilla pose, but struggles with the more dynamic stuff. It also has a more fragile feel to it which just adds a layer of anxiety to the experience that isn’t much fun. And given that most places price this figure at around $80, it makes it harder to recommend. On one hand, if you’re really into The 08th MS Team it’s hard not to include the Gouf Custom, but on the other hand if you’re more interested in just having a figure or two from the line then it might be easy to just skip this one. If I was only getting one enemy mobile suit, I think I’d go with the Zaku over this which is not what I expected going into this review, but it is what I got.


Super7 TMNT Ultimates! Sewer Samurai Leonardo

He’s traded in the shadows to learn the ways of the samurai.

Well, after looking at the Wave 6 Slash a couple of weeks ago we can now finally turn our attention to a Wave 5 release from Super7’s line of Teenage Mutant Ninja Turtles Ultimates! series of figures: Sewer Samurai Leonardo. The thing with TMNT is, you have the four good guys, a few core allies, and then a whole bunch of bad guys or one-off guests. In the show, there was a constant presence from Shredder and his associates, but also often a mutant of the week as Shredder would enlist someone’s aid or create a new monster to throw at the turtles. This worked well for toys as Playmates always had new designs to work with. And they didn’t usually wait on the show anyway as the toyline seemed to introduce new characters more often than not with the show to follow. The only issue there is die hard fans are buying them all, but there’s also a ton of casual fans or kids that just bounce from one thing to the other and they only tend to recognize the good guys. What’s a toy company to do in order to sell more turtles? The answer is variants.

It was a long wait, but he’s finally here!

Playmates kept the original four turtles in circulation for much of the toy line. They’re technically still releasing them to this day. To keep the line interesting though, the company would take those characters and do something different several times a year. This first took place with the Wacky Action series in 1989. Those were new sculpts with wind-up features which is a fairly typical variant for a toyline to introduce. After that, Playmates started doing more “weird” versions of the turtles to the point where it’s one of the often cited things about the line today as people remember seeing Leonardo as a life guard and Raphael as a magician which is pretty damn goofy when you think about it. The variants started off a little more straight-forward though with the 1990 Disguised series. That line consisted of Raph the Space Cadet, Mike the Sewer Surfer, Don the Undercover Turtle, and Leo the Sewer Samurai. Of the four, I’d say only Raph as an astronaut seems particularly odd. Mikey was using surfer lingo in the show and Donatello was just sporting the disguise look from the same show. Leonardo as a samurai also felt pretty normal as the turtles often do feel more like samurai than ninja, so why not depict the stoic leader as a ronin? And now that Super7 has released all four base turtles, they too are turning to the variants and up first is Sewer Samurai Leonardo.

This guy has swords to spare.

Leonardo comes in Super7’s typical Ultimates! packaging with a green slipcover on the front that features an original logo for the figure and the classic logo on the rear. The shade of green on the slipcover this time seems just a touch more saturated than the others I have, but otherwise everything is pretty familiar. Inside is the same sewer deco with the figure behind a window box. First of all, I should say I am a big fan of the Playmates original for this figure. Leonardo was my favorite as a kid, so naturally, this was my favorite figure from the Disguise series. I don’t believe there is a Leonardo variant in that line that I enjoyed more than this one. Tragically, I no longer have that figure and I contemplated buying one just to have on-hand for when this came out. I obviously didn’t or I wouldn’t bothered to have mentioned that, but I am predisposed to like this figure and I’m going to do my best to be objective here, because subjectively I am practically bursting with glee just looking at him in the box.

He lacks a toe hinge, but you can still point him up on his toes if you desire.

This design for Leo is indeed samurai inspired, but he’s pretty garish. I don’t know if any real world samurai ever had this kind of color combo, but that’s part of what makes this line fun. First of all, we have this gold, open-faced, helmet which is non-removable. The portrait of the vintage figure was basically Raphael from the first wave. Playmates basically switched up the expressions for this line for variety (Donatello had Leo’s old facial expression and Raph had Donatello’s while Mikey was all new), but Super7’s looks more like the Wave 2 Leo’s mouth, but with Raph’s eyes. It’s slightly different, which also makes it more it’s own thing. I’m not bothered by it, but some might be if they want this to look exactly like the vintage toy. The chest plastron is armored and painted gold. It’s not a very shiny, or metallic, gold. It’s definitely less lustrous than the original and less than Super7’s Metalhead, but I don’t dislike it. I like the finish, but I know many others don’t.

These boxy sandals also help him to balance on one foot, though you’ll have to fight with his torso to keep him this way.

Beneath that armor, this figure is sporting sculpted chainmail which is where things get kind of weird because it’s blue. It works for a ninja turtle, but for an actual samurai would come across as pretty baffling. I love this shade though as it’s basically the same as Leonardo’s bandana. The sculpt itself though is pretty soft and I wish there was more detail. There’s some blue piping on the gloves and feet too and I like how that plays off of the torso. The pants and sleeves are black which creates a nice contrast with the blue and gold. The hands are now just sculpted hands with black rope over them where as the old figure had a bug or something sculpted onto one. I’m fine with that omission. Where the presentation does take a bit of a hit for me is with the red shoulder pauldrons and thigh guards. They’re sculpted and look nice, but there’s zero paint on them. They just stand out as plain, lumps, of red plastic. And it’s a soft red that reminds me of lipstick. I basically had the same issue with Slash and I don’t know why Super7 seems to refuse to paint shoulder parts on their figures because it’s an area that stands out, so why not make it look good? There’s also minor paint slop here and there, like on the neck and the red straps could have been hit with another coat as the black plastic shows through a bit. It’s the type of stuff you notice when looking the figure over, but not something that shows on a shelf save for a black smudge on my figure’s left, gripping, hand. I’ll probably try to take that off with a magic eraser since the only painted part of the hands is the black rope as Super7 has seemingly stopped painting the finger and toenails.

I love this blue trim on the shell and the belt is soft and pliable so it’s easy to stash additional weapons in it.

The thing I really liked about this figure as a kid were the accessories and the options for weapon storage. The original figure had a belt loop on the rear that was really intended for his banner, but could also store his sword. He also had a loop on the side of his belt to store his katana like a traditional samurai would. And on top of that, he also had a scabbard he could put it in and sling over a shoulder. This figure does the same and you actually have three standard swords and one short sword. Now the odd thing is the swords here look more like a ninja-to, or ninjatō, which is basically what Leonardo often has. They were always listed as katanas, but in actuality he almost never wielded swords that looked like a true katana. The Wave 2 Leonardo from Super7 gave him actual katanas, but this one has swords that look better suited for that figure. It’s bizarre. Now, there’s three of them here so one could take two and give them to the old Leo and keep one for this Leo (and he only needs one), so that might be intentional on Super7’s part since they do hear the criticisms out there. As for what we do have here, the swords are painted well and have a green accent, likely an homage to the original figure coming with all green weapons and accessories (and yes, you do get a green, unpainted, sprue with all of the weapons on it). I think they work for this figure, but I’m not sure I like the green with the prior figure. They’re also soft and some arrived warped which I do not like, but I hope to straighten them with some heat.

He doesn’t grip the kunai very well, but they can slot between his fingers.

In addition to the swords, Leonardo comes with a trio of kunai that are nicely painted with a steel and green finish. There are two throwing stars which are a different design from the Wave 2 figure. He also has a set of “Samurai claws” which he can hold in his gripping hands or the more style posed hands and they basically turn him into Wolverine. They too have the green accents, but also a hit of blue and blend in quite nice. These were not featured on the vintage release. His banner returns and it looks like bamboo held together by wrappings. It can fit in a loop on the figure’s belt and be displayed as so. The banner itself is soft goods and looks okay. It’s not the highest quality print, but better than a sticker like the old figure. His shield returns which is now fully painted. It’s gold with green, red, and blue on the front and it’s the only place on this figure where I think this color combo doesn’t work. I think I would drop the red, and maybe the blue, if I could. There’s a slice of pizza in case Leo gets hungry which has a sardine, or anchovy, on it to distinguish it from other slices we’ve seen. The fish has this really nice metallic blue paint on it and I kind of want to see how that would look for a blade. He also has his scabbard which now features an actual, nylon, string instead of a soft plastic loop so it’s easy to slip on and off, but the plainness of the string doesn’t look great going across his chest. He also has a second head, and this one is a unique creation for the figure that features a mask on the front. It’s pretty cool looking, though swapping heads is harder than I would like. The default one comes off and on fine, but the masked head looks to have a smaller indentation for the ball peg so it’s really hard to snap into place. It does further the trend though of the original portraits included with these figures being really tempting. I think I’m going to stick with the vintage look, but I bet I switch it up from time to time.

He comes with a solid assortment of hands, but lacks the ones I really want. They’re also so hard to swap, due to the combination of the new ribs added to the pegs and the softness of the plastic, that I don’t plan to ever remove the gripping hands which is a shame.

Not mentioned in that list of things are the hands, because I wanted to talk about that separately. This figure comes with 4 sets of hands: open, gripping, style posed, and fists. Out of the box, he has open hands and they’re really hard to get off the figure. I’ve never had this issue with a Super7 figure before, but definitely be careful. A lot of folks resorted to heating the forearm, myself included, out of fear of breaking the peg or even the hinge. You may think that since it’s just a peg that if you don’t exert any bending pressure that you’ll be fine, but sometimes the hinge can break in the hand leaving the peg stuck inside the arm. The other thing that sucks about these hands though is that we have 4 sets, but we don’t get the set that is most appropriate and that would be gripping hands with vertical hinges. The prior Leonardo came with such hands, all of the turtles did, and so did Slash and probably some others. Vertical hinges work best for melee weapons, and even guns for that matter. The horizontal hinge is useless and I’m shocked that’s what we got. I just figured that was something Super7 was sensitive to and when I saw the solicitation image that featured just the one set of gripping hands I assumed we were just getting vertical hinges, or a set was left out mistakenly. I was wrong, obviously, and it’s a disappointment and I wish that’s where the disappointment ended. To rub salt in the wound, the fists have vertical hinges, which is pretty useless for a fist. I think this was an error at the factory and they messed up which hinge went with which set of hands, but it either wasn’t caught during the approval process or Super7 (or the factory) declined to correct the error for one reason or another (likely cost).

The heads are also tough to swap, but not as bad as the hands. This new portrait certainly gives the figure a whole different vibe.

This figure was manufactured out of a factory in Vietnam. That’s not a good or bad thing on its own, but I think it’s worth pointing out for what’s to follow. My Wave 6 Slash came out of a factory in China and I was very happy with the articulation. And as far as I know, every Super7 figure I own was made in China. Given the pandemic, it’s not at all surprising to see that Super7 enlisted the help of a Vietnamese factory. We’ve seen Bandai do it as well, and it makes further sense since Waves 5 and 6 essentially arrived at the same time indicating they were made at different factories. I don’t know if Super7 used this factory for anything else, but the end result for the articulation is not good.

“Back off bub, that’s gimmick infringement!”

In general, this guy moves the same as past characters, but I’ll run it down here. We have a head on a ball peg that can rotate, look down, up, and has some room for nuance posing. The shoulders are ball-hinged and can raise out to the side until the shoulder pads get in the way. For some reason, the right shoulder pad on mine likes to curl under the shell when moving it and some red has transferred to the blue trim of the shell, so be careful with that area. I wish they had done what they did with Slash and actually pinned the pauldron to the bicep and not the shoulder as that allows Slash to move the shoulder pad out of the way via the swivel point. In addition to the biceps swivel, there’s a single-hinge at the elbow and a swivel point that’s fairly useless. This turtle doesn’t have elbow pads so he should be able to bend his elbows better than the others, but he still can’t quite hit 90 degrees. The wrists rotate and I already mentioned the horizontal hinges. I wish he had a forearm swivel so we could re-position the forearm guards, but that didn’t happen. In the torso, there’s a diaphragm joint that’s not very functional given the turtle design, but you get a little range. The hips peg in and hinge and he can raise them out for near splits and swivel at the ball joint. The knees are single-hinged and can’t quite hit 90, they also pivot, but the range is pretty poor. The ankles are hinged and can go forward and back, plus rock side-to-side.

In the battle of samurai vs ninja, who will emerge victorious?!

All of that is largely as expected. Super7 is what it is at this point and expecting double-jointed elbows is basically a fool’s game at this point. The articulation is always going to feel somewhat like an afterthought. What’s not acceptable is the tolerance. I already mentioned how swapping the hands and heads are a pain, but the joint in the torso and at other spots are far too loose. They’re awful, and really, they’re unacceptably bad given that this is actually the first wave of TMNT Ultimates! at the higher MSRP of $55 a piece. This guy is as floppy as it gets in the torso and it’s a damn shame. This has been a problem going all the way back to wave 1 that appeared to be steadily getting better. Each turtle since then has been a little bit better than the previous one. None of the four were perfect, but definitely better. This is absolutely a step back and should not have made it out of the factory in this condition. These are premium, collector-grade, action figures. This can’t keep happening. And I personally hate that it happened to the figure I was looking forward to the most, not just this wave, but this entire line up to this point. It’s bad enough that I’m not actually angry, I’m just really downhearted and bummed out about it. I got this figure direct from Super7, which I can’t recommend going that route anymore because of the cost and the fact that other retailers seem to get this stuff in first, and I probably could attempt an exchange, but I have no reason to think the replacement would be any better. I checked out other reviews and impressions and this seems to be a widespread issue not just with Leo, but Wave 5 as a whole. His upper body just wants to flop around and within the hips are slip points so as you widen his stance he starts to slide at certain points. The wrist hinge on my left gripping hand is also really loose and can’t support the weight of the shield. It’s just such a bummer especially because that torso joint brings so little to the table. If they can’t get it right they should just scrap it all together.

We’ll end with a weapon swap shot. I’m honestly leaning towards keeping them like this. The only thing I don’t love is the green trim on the classic Leo, but the Wave 2 katana works really well with the Samurai Leo’s color scheme.

How does one review such an experience? I think the sculpt on this guy turned out great, I’m largely content with the paint excepting the shoulders, and he has plenty of accessories including stuff the old toy didn’t even come with. On the other hand, we have a design omission when it comes to the missing hands that should never have happened. I just personally don’t get how that could unless the factory screwed it up and Super7 didn’t want to spend the money to redo them. The bigger issue for most though will be the unstable joints. This guy is tough to pose as a result. Once he’s standing he seems okay, but he’s limited to narrow stances and wide open stances with little in-between because the hips can’t stay in place and the torso keeps tilting to one side or the other. The hands and head are problematic to swap so you end up with a figure that can look passable on the shelf, but isn’t fun to mess around with because of the frustrations. For some, that’s fine because they’ll set it and forget it. I like to repose and mess around with my figures from time-to-time so it really bums me out when I want very little to do with that part of a figure. As a result, I can’t recommend this one to everybody. If you’re in love with the old toy as much as I am, then maybe you can justify adding it to your collection. For that person, they probably feel like this is a necessity for their collection. For anybody else, I say don’t bother. At least wait until it hits clearance and can be had for less than $55 because right now I can’t honestly say it’s worth the price and that really bums me out.

All right, one more for the road.

TMNT Loot Crate Series 2 Vol. 4 – Donnie Batman and the Bat Guy (Bats!)

The Dark Turtle and Bat Boy have arrived! Is this the best Loot Crate yet?!

It’s been a little more than 3 months since our last dance with Loot Crate. If you’re new to the experience, it has been quite a drag. Crates that were supposed to ship a year ago are still outstanding, communication has been poor, rumors have painted a dire picture of the company’s finances, and the actual quality of the product has taken a hit as well. Since we last looked at one of these, someone decided they were so fed up with the experience that they doxed NECA director or product Randy Falk which he was understandably not happy about. That was a dick move on the part of whoever did that and anyone who actually took the time to call Randy on his cell phone or shared that info is a grade A asshole. That’s the type of entitlement that makes me embarrassed to be a part of this hobby.

Well, it’s more full than last time.

Ugliness aside, Randy didn’t deserve that. Saying that doesn’t mean we’re letting Loot Crate off the hook though. They’ve been pretty terrible, but I don’t feel the need to get into that once again. If you want more of a rant, check out the last entry on the subject, for the rest of this one I’m just going to talk about the contents of the latest crate.

The TMNT pin-collecting community has just been dying to get their hands on this Triceraton pin!

And this latest crate is the fourth one which is themed around the 1987 cartoon series. What happened to crate #2? Nobody knows, but it was skipped in favor of crate #3 and now we’re onto #4. I guess they’ll come back to it, hopefully in another 3 months or less. The toon one, being the fourth one, comes with a bonus figure as well so we have a lot to talk about. When consumers had the option to subscribe to this service, they could either purchase individual crates or all 4. Those that bought all four were to receive a bonus figure, Scrag, one of the gang members from the original mini series who hung out and committed crimes with Bebop and Rocksteady. He had his own little arc in that mini series. Despite never being named, or having a line to speak, we saw him go from punker, to mutant bat, back to punker again. After that, he went away and was never heard from again.

Oh boy, it’s an apron!

We’ll do Scrag last, but for now lets get the other junk out of the way. The Loot Crate model is to take something people want, like a NECA figure, up-charge it and toss in some junk to make it seem like it’s worth the $50 price tag. Obviously, it’s not or else they wouldn’t do things this way, but it’s always going to be a case of “your mileage may vary.” The bonus figure is another added layer of grift since you may not care about one of the other crates, but if you care about Scrag, you have to buy them. NECA and Loot Crate will point to eBay sales as a way to suggest you’re not being taken advantage of, but again, if they actually had that much faith in the product they’d just put them up for sale and let you buy what you want.

I’m not sure I trust the health of my hands when handling hot items to Loot Crate.

The model for these crates has been to include a t-shirt, some pins, and a few extras. Maybe a keychain, a sticker sheet, whatever. The first wave of crates definitely had more, while this current wave has had severely less. And this crate has the distinction of being the first without a t-shirt. I thought these things were advertised to always have a shirt, you even select a size when subscribing, but I haven’t looked up the actual solicitation so maybe that wasn’t the case. It’s certainly an expectation that one will be included. Instead of a shirt though, we get an apron. It has a Ninja Pizza logo printed on it which is taken from the show, but is otherwise just an off-white apron. Do people still use aprons? It being October, I just re-watched Beetlejuice once again and thought how old-fashioned Geena Davis looked sporting an apron at the film’s start. I have aprons in my house as they tend to be something you acquire through things like a bridal shower, but I don’t think I’ve ever used one. And I don’t recall ever seeing my mom or dad wear one. Same for grandparents. And when I go to my local pizza shop, few of them wear one. And if they do, they don’t bother with the top. Maybe they were more popular when washing machines were less common? Now if I’m cooking I just change my clothes if they get dirty in the process. I guess I’m just saying a novelty apron is not something I’ll ever use or know what to do with. It’s not that I need more t-shirts either, my dresser is bursting with them, but I at least wear them.

The license plate is stupid, but at least it’s “fun” stupid.

What pairs well with an apron? How about some oven mitts! We get a pair of pizza monster oven mitts. They’re yellow and they have a face on them so they look like cheap puppets. They’re a bit thin and are only rated for temperatures up to 392 degrees Fahrenheit which seems pointless since most pizza is cooked at a temperature above that. There goes my master plan of preparing pizza in my Ninja Pizza apron and pizza monster oven mitts. We also have the customary pin, this time it’s the head of a Triceraton from the cartoon. Lastly, we get a novelty license plate. It’s yellow and green with the Statue of Liberty in the center like an actual New York plate and it reads “PRTY WGN.” Cute. I’ll probably display the license plate in some fashion, but the rest will probably live in a drawer somewhere.

What everyone really paid for.

Let’s get to the main event, or the first main event, which is Donatello as The Dark Turtle. Dark Turtle has been on my wish list for a couple of years now. He’s from the same episode of the show as the Triceratons (“Night of the Dark Turtle”) and I just think he looks neat. In the episode, Donatello gets electrocuted and basically becomes a parody of Michael Keaton’s Batman. I’ve always liked the look of the character because the costume is a great Batman knock-off and the character looks really interesting because the artists cheat with him. They basically give Donatello a superhero-type body and ignore the fact that he’s a turtle. He still has the rear shell hidden under his cape, but the torso where the plastron should be just looks like a muscular dude bod. It makes no sense, but it looks cool.

“Do I know you?”
Wired capes rule. I see you down there, Rat Vernon…

NECA’s approach to the figure is basically the same as the artists who designed the character. They didn’t just take their existing turtle body and re-paint it, they actually did a new torso. If they reused it from another figure, I can’t easily tell, though most of the figures in the line also feature an overlay of some kind so maybe this body is underneath another piece of plastic somewhere on my shelf. Either way, it looks cool. He looks very close to the character in the show. He might be a little more squat and chunky, but essentially looks the part. His face is sporting a yelling expression, but it’s also the same engineering used in the Turtles in Disguise set so you can swap his mouth piece out in favor of another expression if you have that set. The costume is done in a gray with shading on the sides and rear and I love how the belt and chest insignia came out. Best of all, the cape is wired so this guy can really hit some dramatic poses. He looks great and whatever corners may have been cut for a Loot Crate release do not come through in the quality department.

What doesn’t rule are NECA flight stands.

The paint job on The Dark Turtle looks pretty nice. The main color is gray, and NECA shaded it slightly differently from other figures as they included it on the sides of the torso. I wish they continued it just a little further and under the pectorals, but what they have here adds some nice definition to the figure. On the arms and legs, it’s more of the same with light gray on the front and dark on the back. There’s plenty of line work throughout the figure and the trim of the gloves and boots features some purple, a nice touch since this is Donatello, after all. I love how the belt came out which features three holstered turtle bombs that are probably glued on. The cape is pinned into his chest via the insignia on the front and it too is likely glue down. The cowl on the head is cast in black and the eyes are painted. Lastly, we have the cape which is black on the outside and purple on the inside. It’s all quite neat and clean and the only blemish on mine is a little black mark on the stomach. If I can get a magic eraser in there I might be able to take it off. I think he turned out well though and NECA didn’t take any shortcuts with the costume in making it screen accurate which is nice to see.

Watch out! He has a turtle-shaped smoke bomb and he knows how to use it!

The cuts they did have to take will come through in the accessories. That’s been the case for all of the figures released this way and Dark Turtle is no different. He comes with gripping hands in the box, but also has a right pointing hand, and left open hand. Unlike the mouth, you can’t technically use hands from other sets with this figure because he wears black gloves. I think it’s a bummer they just didn’t give us a set of fists, a set of open hands, and maybe one pointing hand. Tossing in an already tooled accessory like a hand adds minimal cost, but obviously it wasn’t a cost NECA was willing to absorb. Dark Turtle does at least come with one accessory, his turtle smoke bomb. It’s a newly tooled accessory, so that’s cool, and it’s well-painted. It would have been nice to get another Turtle Hook accessory, but I wasn’t expecting one and I definitely wasn’t expecting a tooled version of Dark Turtle’s unique grappling hook.

“Hold it right there, Shredder! This ends now!” “Who is this psychopath?!”
He might have to live up here in my display because this just looks too cool.

Dark Turtle is mostly reuse from the other turtles, and as a result largely moves the same. The head is still on a double-ball and the base of the neck articulates as well. He can look up and down just fine with plenty of nuance posing available as well. The shoulders are just ball-hinged and he can raise his arms out to the side, rotate, and so forth until he hits the rear shell. The left shoulder hinge on mine is pretty stuck and I haven’t been able to get much movement out of it, which is a bummer. There’s a biceps swivel after that and the elbows are still single-hinged with rotation and they bend pretty close to 90 degrees. At the wrist we have swivels and horizontal hinges. The torso is the big change as we have this big diaphragm joint. It feels like a ball peg, but we get some twist and tilt plus a little crunch forward, but not a lot. There’s basically no rear movement because of the shell, but it’s cool to have something here for a change on a turtle. At the waist, there’s a twist, but you get less than you do with the standard turtles because he’s wearing a black “diaper” piece. The hips are ball and socket joints and he can nearly do a full split. He kicks forward just fine, though not back due to the shell. There is a thigh pivot and the knees are double-jointed and bend past 90. At the ankles, we have the hinge and rocker combination that works well. He’s pretty decent for this line, and technically a little better than most since he does have some posing in the chest, but it’s so limited that it’s hardly worth celebrating. I just wish mine didn’t have the frozen shoulder joint. I’ve tried hot water, but I don’t want to risk breaking it so I might just have to live with it as-is.

The many expressions of The Dark Turtle.

The last thing I want to talk about with Dark Turtle is the face-swapping. Just like the other turtles from the Turtles in Disguise set, Dark Turtle’s mouth can separate from the top of the head so you can mix and match expressions. The top piece even features a little tab on the rear to cover the cut-out for the bandana knots on the mouth pieces. He comes with a yelling expression, but he looks good with basically all of the other mouths. He’s always going to be frowning so any smile gives him a real sinister vibe. This figure is done in a matte style, so the glossy first-run set of the Turtles in Disguise do look a bit jarring on him. I have since picked up a matte version and I like the look of those much better. Also of note, the mouth on Dark Turtle is a newly tooled piece. The prior yell mouths NECA did were glued together from the top and the seam lines stood out. This one is glued together from the bottom and just looks much cleaner. I didn’t get the style guide four-pack so I don’t know if that change was done there, but it’s nice to see NECA continue to refine their product when the opportunity arises.

“You lookin’ for me?!”

That’s a rather positive review of The Dark Turtle, but now lets turn out attention to Scrag. Scrag is an interesting character in that he just appears in the original mini series and then is never heard from again. For me, he was always the most recognizable of Bebop and Rocksteady’s original gang. We even see him before we meet the turtles! In the show, he’s never named and speaks no lines of dialogue. He just joins in on some vandalism and the whole threatening of April before getting experimented on by Shredder. For some reason, Shredder didn’t think much of the rest of Bebop and Rocksteady’s gang and only chose to keep those two. If they were the best that gang had to offer then the others must have been pretty terrible. Scrag is shown on a monitor when Shredder makes a comment to Krang about experimenting on the punks, and when that happens, we see he’s become a bat (some supplemental material even gave him the name Bat Boy). There’s a quick shot later of the punks locked up in a cell, but Scrag’s final appearance comes in the fifth episode (the final of the original mini series) where Shredder uses him to demonstrate a reverse mutation ray which restores his original, human, look. After that, who knows what became of old Scrag? Presumably Shredder didn’t waste more mutagen on him to re-mutate him so he was either disposed of or allowed to leave. Shredder and Krang weren’t really portrayed as killers, so my guess who be they opened a portal and just chucked him somewhere and had a good laugh about it later.

I wouldn’t say the gang’s all here, but it’s more of it than we’ve ever had.

For a figure of Scrag, NECA turned to their Vernon body. We’ve seen that one reused before for Ace Duck and here it’s going serve us well as Scrag. And that’s because it will allow Scrag to be displayed in human or mutated form, but first let’s talk about human Scrag. Scrag stands a bit over 6″ and sports a black trench coat, purple shirt, and blue jeans. The main part of the coat is an overlay, as is the shirt, while the sculpted parts are basically all from Vernon including the neck piece. He has different shoes, which are just all black, and features these silly looking Mickey Mouse styled gloves. The head is the most obvious new piece and he looks pretty damn good. Some have been disappointed that the head-sculpts for this figure appeared to change noticeably from the initial solicitation, but I think both were changed to better reflect the source material. I suppose if you prefer one over the other that’s subjective, but as far as accuracy goes, this head-sculpt looks great. He has his unique hairstyle with hot pink painted on top and black on the underside plus his recognizable shades which feature one, continuous, lens, surrounded by a yellow frame. The only room for criticism I find with this guy is that just by virtue of sharing a body with Vernon he’s not exactly an impressive, physical, specimen. Scrag probably would have benefitted from some more mass, but the coat helps and I’m not surprised they went in this direction.

Scrag is also packing heat.

The paint on Scrag is less ambitious than what we saw with Dark Turtle, but still looks solid. The coat is all one color, save for the little logo on the chest that looks like a Pokémon, which is black so NECA didn’t bother shading it. And since it covers the shirt, they didn’t shade that either. There is shading on the pants with blue on the front and a dark blue on the back, but that’s it. The head is painted very clean though and there’s still plenty of painted black linework to be found on this guy. The white gloves are painted, but also appear to be cast in white plastic and they look fine, but will also transfer some of that white paint to anything he holds which is a bummer. I normally talk about accessories separately, but for the bat head I will say the paint looks awesome on it. There’s some nice linework inside the ears and his nose and teeth are painted cleanly. The frames of his glasses have a little gray sneaking onto them so that could have been cleaner, but it is what it is. It’s a tough spot and if it came out perfect I would be praising it, but since it didn’t, I have to mention it even if it’s understandable for this type of figure.

A bat holding a bat; now I’ve seen everything.

The articulation on Scrag is basically the same as Vernon only now we have a big overcoat to contend with. Both heads on this guy are pretty tight on the neck, but the base of the neck is articulated so I don’t have much trouble getting him to look up and down or rotate. And at least with it being tight, the front of the throat stays in-line with the chin on the un-mutated head. The shoulders are ball-hinged and oddly they’re very “clicky,” almost like they’re ratcheted. Maybe that was to help keep them in place since people will be tugging on the forearms to swap out parts? I don’t know, but by being this way it means you lose some nuance as the arm moves from click-to-click. They raise out to the side just fine and the elbows are the goofy NECA double-elbows with two swivels and two hinges, but they look okay on jacketed figures. The forearm rotates where it meets the sleeve and at the wrist the hands rotate and hinge in and out. There’s a diaphragm joint in this guy, but the overlay makes it useless. The waist rotates on a ball so you do get some nuance posing there as well. The hips are ball and socket joints and, like Vernon, are looser than I would like. He seems to stand better than either Vernon I have, but any wide stance would probably start to slide on its own after awhile. There is a slight thigh twist and the knees are double-jointed. The feet peg into the legs so you do get rotation, but it was very tight on mine. I only know it’s there because my figure’s toes were not in-line with the knees so I had to rotate them into place which took some force. After that though they move quite freely so I must have just needed to break up some paint. The ankles also hinge and rock side-to-side.

This is basically the only thing mutated Scrag did in the show – get shot.

Scrag moves as expected. There’s some room for more dynamic shots, but mostly he’s just going to stand around and try to look intimidating on your shelf. To help him do so he comes with a pair of weapons. Up first is a mallet. To my surprise, it’s not a repeat of the mallet that came with Casey Jones. I don’t know if it will show up somewhere else, but it looks fine. The handle is just a light brown while the head is sculpted to resemble an actual mallet, as opposed to just a rectangular cube, and it’s fine. The hands will likely transfer paint onto it though if you’re not careful. The other weapon is a revolver. It’s surprisingly not the same as the one that came with Ace Duck and it’s painted gray with a dark gray handle and some black linework. To wield these he has a right trigger finger hand and a left gripping hand. The trigger finger is subtle enough that it can work as just a gripping hand with the mallet. Both are hard plastic though and to get the weapons into his hands as clean as possible you may want to heat them up first. Especially if you want the trigger finger in the proper spot on the revolver. I plan to heat that hand to get the revolver on then just leave it.

How it might have looked if Scrag had been accepted into the mutant gang.

Lastly, Scrag has his optional bat parts. I already mentioned that the head is well-sculpted and pretty well-painted, so I don’t have much to add there. The forearms have fur sculpted onto them so they’re not just gray and the cuffs of the gloves are sculpted on as well so they’re not just taken from Vernon. The hands are these somewhat relaxed gripping hands which is a bit of an odd choice. You can swap the hands between the two sets of forearms, which is why I would have preferred something more dramatic, I suppose, for the bat arms. Or maybe just fists? These wide hands can’t hold either weapon, but I suppose could hold some of the stuff Bebop and Rocksteady came with in the Premonition of a Premutation four-pack. I’d try a spray paint can, but I don’t want the white paint to transfer. As far as swapping the parts goes, only the right arm was easy on mine. Getting the left arm off was easy, but the bat arm didn’t want to go on (and taking off is no picnic either). I had to heat that up. The head also didn’t want to come off so I heated that as well. I probably could have forced the issue, but I was afraid of the head coming off of the neck joint which would have been a pain to correct for. The hot water worked fine though and ultimately I’m not sure how I want to display this guy. I think his human form will work a little better in my display since he can go with the pre-mutated Bebop and Rocksteady. I also think the human form looks just a little bit better as the bat head sits really low on the shoulders. It doesn’t look bad or anything, but another half-centimeter on the neck might have helped.

I like the look of Bat-Scrag, but I think this is how he’s going to live on my shelf for now.

As is the case with all of these Loot Crates, how much you like this one will largely depend on how you feel about the included action figures. And in this case, I think we may have received the best ones yet. Dark Turtle was a figure high on my wants list and I think he turned out awesome. Scrag is another figure I wanted because he’s never had a figure before and he has a memorable look and he turned out just fine. And the fact that both came with this crate makes it feel like a good value. Of course, that part is purely subjective. Each crate costs 50 bucks so if you want to you can rationalize it as paying 25 each for Scrag and Dark Turtle, which is below MSRP these days at retail. On the other hand, you had to buy the other 3 crates too to get Scrag so it’s more like the price for that figure is spread amongst the others. Again, it’s all in how you want to rationalize it for yourself. The other stuff included really adds little or no value for me. I said I’m likely to display the vanity plate, but had that been sold separately it’s not something I would have purchased. Ultimately, we got two new figures for the toon line and I’m pretty happy with them.

That leaves one crate outstanding. The supposed crate #2 features Armaggon and is video game themed. We know the figure has been done for months and I believe even Randy at NECA confirmed it’s on US soil as well so something else is holding it up. My hope is it gets shipped soon so we can put this Loot Crate nonsense behind us. It sounds like there’s very little enthusiasm on NECA’s part to continue with this release model, but nothing has been confirmed. NECA has even shown off prototypes for the rest of Bebop and Rocksteady’s gang so we know they’re on the way, we just don’t know how NECA plans to release them. The very fact that they’ve been shown is a good indicator that they won’t have anything to do with Loot Crate so that’s a plus. Hopefully they’re not part of this NFT garbage the company recently unveiled through Walmart as that is a non-starter for me thus far. Whenever that crate gets shipped though, rest assured I will be here to tell you all about it.


Super7 TMNT Ultimates! Slash

The evil, pizza-hating, mutant turtle from Dimension X has arrived!

It’s been over 9 months since I last reviewed a figure from Super7’s line of Teenage Mutant Ninja Turtles action figures. That figure was Muckman, and I actually waited on that one a little while because I ordered through Big Bad Toy Store and wanted my pile of loot to fill up a bit. Had I ordered directly from Super7 or had it shipped immediately from Big Bad, that month count might be 10! COVID has been crazy, obviously, and it’s caused a lot of delays. I think when I got that Wave 4 Muckman I was hopeful that Wave 5 would follow closer to the original plan of a 3-4 month lag in between. That obviously didn’t happen as we’re here in September ready to talk about the latest and greatest from Super7: Slash!

Slash is the first figure I’ve received from Wave 5 of TMNT…wait! This isn’t a wave 5 release! Slash is wave 6! Yup, I don’t know what’s going on, but somehow Big Bad Toy Store received Wave 6 before Wave 5. Super7 sent out review samples around a month ago for Wave 5 to the usual places, but as far as I know, still hasn’t shipped Wave 5 to any non-reviewers. They haven’t shown up at other retailers either, but here we are with a Wave 6 figure. And the interesting thing about Wave 5 for me is I ordered from both Super7 direct and Big Bad and still haven’t seen a whiff of either (I did get a “pre-order processing” soon for Leatherhead, so maybe the wait is almost over).

I no longer have my original Slash, but here he is with vintage Tokka who utilized the same mold as that old figure.

It doesn’t make much sense, but I suppose it doesn’t matter so lets just talk about Slash. Slash is billed as the evil mutant from Dimension X and he’s one of the characters associated with TMNT that has had a lot of different looks. He originated in the pages of Archie’s TMNT books where he’s a good guy. He still looks rather menacing, but he’s not an enemy of the turtles and will end up a member of The Mighty Mutanimals. When he went to the cartoon, he was made to be Bebop’s pet who gets mutated just like the other turtles. He’s pretty dumb, and gets outfitted with some random tech around the Technodrome and doesn’t really resemble any other iteration of the character. In between both appearances we had the action figure from Playmates which decided he was some evil character. He partly resembled the character from Archie, though they darkened his skin and added some additional details to basically make him fit in with that toy line. He was pretty squat in appearance and came with an arsenal of wicked looking weapons. Since this is how most fans were introduced to the character, it’s often the first thing that comes to mind when someone brings up the topic of Slash. And it was the toy version of the character that was added to the Super Nintendo port of Turtles in Time.

Slash doesn’t have a ton of height, but he does have a lot of bulk.

Because the old toy of Slash is so beloved, this was a figure pretty high on my personal list of wants from Super7. I’m a little surprised we had to wait until Wave 6 considering how popular the figure is, but it’s not like the past waves were full of duds and unpopular releases. And it could be worse since Super7 have revealed 8 waves and still no Rat King! Slash comes in the standard Ultimates! window box with the purple slipcover over it, because he’s a bad guy. The figure is a very faithful recreation of the Playmates original and that’s evident in just looking at it through the packaging, but like the other releases in this line, this new approach should do wonders for the detailing.

A meeting of Slash. I actually forgot how much I liked that video game Slash until picking it up for this shot.

Out of the box, Slash stands just a little over 6″. This makes him not much taller than the hero turtles, but he’s far more bulkier. And like the old toy, his head sits low so he has this crouched appearance to his posture. Handling him though is a trip down memory lane. I didn’t retain my original Slash figure, unfortunately, but this one helps me to remember every nook and cranny on that guy. I really like that old figure, though I hated his belt which never wanted to stay on, and my collection of Super7 figures would not be complete without him. His face perfectly captures the maniacal grin of the old figure with one eye being larger than the other. The teeth are well-painted, though I’m torn on if I like how they just filled his mouth with plastic or if I would have preferred to see it sculpted out. At this scale, it just stands out in a way it doesn’t on a 4″ figure. The skin has a nice, weathered, texture to it that’s consistent throughout the sculpt and Super7 added a wash to the figure to really bring those details out. I love what they did with the belt, going with a black and pink combo (the original was all black and a pink version followed later), and it’s great to finally see him with painted blades on his hands. The only thing I’m not crazy about are the shoulder pauldrons. They’re fully sculpted, like the vintage toy, but also like the vintage toy they’re unpainted. I feel like a major selling point of this line is to get all of the detail of the original toys, but now painted to bring them out, so when something so visible is missed it really stands out.

The belt is cast in hot pink, but parts of it are painted black. He also has some weapon storage on this thing.

The big talking point with this line since the first wave was delivered has concerned the articulation. Specifically, joint tolerance. Lets just get right down to it since that’s what people are most curious about. Slash is pretty good. The hips don’t flop around on this guy like they have on other figures and they stay where they’re supposed to when he’s standing on a shelf. The torso joint also doesn’t wiggle around which I think is a source of the problem on some of the other figures, but hopefully this is a good sign for the rest of Wave 6 (the early returns on Wave 5 paint the opposite picture, unfortunately) as it would be nice to put that issue to bed. Considering their production runs must have essentially been back-to-back, I’m not super optimistic.

The shurikens that were sculpted into the belt on the old figure are now removable which is pretty neat.

The hips are fine, and the rest of the articulation is basically what one would expect of this line. Super7, probably more than most, prioritizes the aesthetic over basically anything else. Their founder, Brian Flynn, is even on camera saying he thinks most collectors just place their toys on the shelf in a fairly neutral pose so that gives you some idea of where their thinking comes from. For Slash, we have a figure understandably limited by the fact that he’s a giant turtle, but it’s also limited because not much effort was made to do anything different with it. The head is on a double-ball-peg that is useful mostly for nuance posing since his head essentially juts forward and to the sides. He can look up a bit, but has basically no range looking down. The shoulders are ball-hinged and he can just about raise his arms out to the side, but those pauldrons get in the way. The arms rotate forward just fine and there’s a biceps swivel past that. The shoulder pauldrons actually pin into the biceps which is smart because it allows you to manipulate them out of the way where the shoulder is concerned. The elbow is single-hinged with a swivel, but because of the elbow pad he can’t quite achieve a 90 degree bend. The wrists rotate and he has both vertical and horizontal gripping hands for his weapons, so that’s a big plus. There is a joint in the torso, but it’s functionally useless and there’s no waist swivel nor is his tail articulated. The legs can go out to the side better than 45 degrees and the thigh twist works fine. The knees are single-hinged with a swivel, and like the elbows, the kneepad prevents a true 90 degree bend. The ankles hinge and rock pretty well and he’s a fairly easy figure to stand as a result.

Donnie is finding out that Slash is a lot to handle.

Slash basically is a what you see is what you get kind of release as he looks to only facilitate simple posing, and that’s basically true. It would have been nice to get a better waist twist like the other turtles, but that’s probably the only thing I miss. I don’t think they could have sculpted the neck in a way that would have let him stand up totally straight and still preserve the look of the original figure. It would have been nice to see the shoulders given more range via a ball-peg or butterfly joint, because he has room for one, but I’m not surprised that Super7 didn’t try this. And I would have liked to have seen the tail get some articulation because it’s current placement is a bit…phallic. At least the belt obscures it a bit.

He still has this wild looking nunchaku.

One thing we can count on when it comes to Super7 Ultimates! is that there will be no shortage of accessories and Slash is true of that. Slash actually has more stuff than the vintage figure and he even has some sculpted pieces from before turned into accessories this time. First of all, we get some extra parts. Slash comes with vertical gripping hands in the box, but if you want horizontal hinges he has those in the box too. He also has a set of fists and a set of style pose hands in the same style as the turtles. They can be used to hold larger objects or to just embellish a pose. All of the hands are sculpted and painted well and the blades are consistent from hand-to-hand which is nice. Slash also has a secondary head, and also like the turtles, it feels like a slightly more realistic interpretation of the character, but in a comic book sense. The expression is also very similar to a lot of the comic art as he has exposed teeth on each side of his mouth. It’s well-painted and looks really nice and, once again, I don’t know which head I like best. The default head is more of a maniacal expression, while this one with the more grimace expression and narrow eye has a whole different vibe. This one makes him look dangerous and sinister and it’s really cool. All of the hands and the two heads are also easy to swap.

Check out the new mug on Slash!

Slash also comes loaded with weapons to slice, chop, and bludgeon the turtles. The old toy featured ninja stars molded onto Slash’s belt and now those have been turned into weapons that peg onto the belt. There are two curved stars and one that’s more traditional. They don’t feel secure when pegging them on, but they also haven’t fallen off my figure so I guess the effect works fine. It’s the type of thing I like to see with these new figures so I like the approach. Slash also has two hand grenades and they have this metallic finish to them that looks really cool. The style pose hands can hold them all right and you can hook them onto the belt if you so desire.

He even brought some grenades!

The other weapons should seem more familiar as most of them are from the vintage release. Slash, being the anti-ninja turtle, basically came with a twisted version of the weapons featured by the heroic turtles. He has his spiked nunchaku with features studs on the handles and spiked chain. It’s done entirely in plastic as I’m guessing Super7 had no idea how to do it with real chain and preserve the look, but it is bendy, it just doesn’t hold a pose. Slash also has his trademarked crooked sai which can slide into the pink loop on his belt. There’s his giant, serrated, knife with a handguard and that too has a slot on the rear of his belt where it can be stored. He also has his club, which features black wrapping and a spiked ball at the top. I think I used to store this weapon on the rear of my old toy, but Super7 cast the black wrappings at the end in a hard plastic so there’s basically no way to get it into the belt without a lot of heat, and then getting it out would require the same. Lastly, we have a new weapon which is a crooked sword. I think the nunchaku, sai, and club are like the twisted versions of Mikey, Raph, and Donatello’s signature weapons while the giant knife is more its own thing. The crooked sword draws a more obvious parallel to Leonardo and it definitely looks like it belongs here. Lastly, we have the unpainted weapons sprue which is massive for Slash. I think these are on the way out, so enjoy them while you can. The club, knife, and nunchaku feature the hot pink color scheme with painted silver and black details while the sai and knife are black and silver. I feel like the hot pink might not be an exact match to the old toy, but it’s not something I care about personally, but it’s something I felt I should point out.

Look who has a sword now, Leo!

Super7’s take on Slash is mostly what one would expect. It takes that old Playmates figure and ups the scale while also taking advantage of modern sculpting and paint applications to really make this figure look as good as it can be. The engineering and paint applications help push this release to among the best in the line so far. There will always be room for criticism when it comes to Super7’s articulation choices, but aside from that, my only criticism is I wish the shoulder pauldrons were painted. They’re sculpted to look like wood planks held together by rope and just look like something that should have been painted, but wasn’t (to clarify, the renders featured unpainted shoulder pauldrons too so I’m not suggesting it’s an error). Aside from that, nearly every part of the figure has some kind of paint wash applied which really helps to reduce that “plastic” look some of the other figures in the line possess. He may not pose super well, but he at least has enough stuff to provide variety for your display. In short, this is one of the best releases by Super7 I own and if you’re collecting this line then you owe it to yourself to add Slash to the display.


Arcade1Up – The Simpsons

An image you can hear.

When it comes to arcade cabinets, there are few that would interest me as far as a purchasing decision is concerned. One such cabinet though has always been The Simpsons arcade game, and it’s not really because of the game’s quality. The game is fine, one of the better brawlers out there, it’s just limited by its genre. The beat-em-up was a style of game designed to extract quarters from patrons. The player had very limited control over their avatar, usually just a jump and attack button plus the joystick, while the game would just send wave after wave of enemies at them to gradually beat the player down and force them to make a purchasing decision on the spot. “Do I continue by inserting another quarter? Oh no, the timer is down to 5 seconds, I need to act quick!” The real advantage for this genre though is it could be adapted to almost any intellectual property, like an animated sitcom about a family of five.

The Simpsons is a game created by Konami released in 1991. In it, the player controls either Marge, Homer, Bart, or Lisa as they battle their way through a selection of levels in order to rescue Maggie from Mr. Burns. It’s a paper thin plot and it’s limited to what it can be by being created in between seasons 1 and 2 of the show. Who is the enemy in a sitcom? Why, the mean old boss of the father figure, of course! It just so happens that in later seasons Burns would actually become more cartoonishly evil and villain-like so think of the game as a precursor of things to come. It’s good at what it does, it’s just limited by its genre.

This thing will look really nice once I remodel this basement and get rid of all of the clutter.

What has always made it appealing to me as a cabinet to own is that it’s The Simpsons! There are plenty of Simpsons video games out there, but most aren’t very good. The arcade game is quite possibly the best one, and if not that it’s probably Hit & Run. The arcade has added appeal because, aside from a brief stay on Xbox Live and the PlayStation Store, it’s been locked to the arcade. The cabinet is appealing and all of the attract mode stuff is honestly what creates most of the nostalgia for me. It’s a fun thing to possess for a Simpsons fan, the only problem is the cost and space requirements to actually have one. It was just a handful of years ago that an arcade near me was going out of business, which sucked, and it was selling all of its games. I was really tempted to make them an offer on their The Simpsons arcade cabinet, but I declined. It’s something I can’t say I truly regret because it’s very impractical, but there’s still a part of me that would love to own such a thing.

Without a riser, this thing is basically a kid’s arcade. My own children for scale ages 7 and 6.

Since then, Arcade1Up has become a thing. The company specializes in making scaled-down versions of arcade cabinets with modern components. They sometimes contain just a game or two, but lately it seems most have a handful of games from the same studio or licensor. I reviewed earlier this year one of their counter models for Marvel Super Heroes and it was a pretty positive review. The problem with Arcade1Up is largely one of cost. When they first started rolling out, I think they were only two to three-hundred dollars. And since those early ones usually just contained a game from the 70s or 80s, I guess that made some sense. If you wanted an affordable Pac-Man cabinet for your rec room or whatever, then sure, why not? And those games are basically designed to just be high score targets, they’re not really progression-driven, so it’s the type of thing you might return to here and there and visitors to your home might try to beat your score. It’s still more novelty than practical, since if you just want to play a game like Pac-Man there are far cheaper options out there, but that’s the niche Arcade1Up is going for. They sell atmosphere that just happen to be games.

A much different experience once the riser is added to the bottom.

Ever since Arcade1Up became a “thing” I’ve hoped they would do The Simpsons, and sure enough, they did. The only problem was, when they unveiled this cabinet late last summer it came with the MSRP of 600 bucks, $700 if you wanted a stool. That was just too rich for my blood for what is a novelty item. I enjoy playing the actual game, but what I’m paying for is the decorative element more than anything and that price is just crazy for what I want. I’m a pretty big Simpsons fan, but I’d rather seek out an authentic cabinet if it was going to cost me $600 to get the Arcade1Up version. There was a silver lining though, and that’s most of these eventually hit the clearance rack. Surely, the price would remain high through the holidays, but there was hope after that. And sure enough, the unit did go on sale earlier this year, but for the still unfriendly price of $400. That’s certainly better than $600, but not quite in novelty territory for me. The magic number, in my mind, was $200. If the unit ever hit that, then I’d pounce. My wife was even onboard, and lo and behold, on a random Thursday in September it did indeed get dropped to such a price. I thought about it for maybe 10 minutes, longer than I thought I would, but eventually put in an order. A Walmart down the street had a few units and that’s where I got mine. My patience paid off.

The screen is quite nice and I love that the marquee lights up.

Now that I’ve had this unit for about a week, I’m ready to tell you all about it. First off, the package included the arcade cabinet and a riser to make it easier to play for those of us that stand more than 4 feet in height. The cabinet does come unassembled and putting it together took around 2 hours. I was able to do it myself and it’s a little clunky at times, but was plenty do-able. It does need to be positioned on its side for much of the build so you definitely want to make sure you’re putting it together on a carpeted, or soft, surface so the artwork doesn’t get scuffed. Once complete though, it’s a pretty faithful reproduction of the old cabinet. The color and artwork on the sides are the same and the marquee over the top lights up like the old one. Without the riser, it stands a mere 45.75″ to the tip top and it’s 18.75″ wide. The control deck where the controls are is where the old form gets broken a bit. That is 31.5″ wide and extends beyond the shape of the actual cabinet. The depth of the unit, without the control deck, is 22.5″ and with it 24.75″. It, and basically every Arcade1Up release, looks a bit off as a result because the controls are spaced further outside relative to the screen than the original, but visually it’s close enough. We’ll get to the gameplay in a second where it matters a bit more.

The other big difference is the screen. This unit uses a modern, LCD, screen instead of an old tube so it’s sharper and the colors are more saturated. There are certainly purists out there who will pine for the old display, but I think it looks really nice. The sprites hold up really well at this resolution and it just makes the game look the best it can. The size is listed at 17″, so presumably it’s a true square, which fits the size of the cabinet itself. The coin inserts on the front are fake and sadly do not light up. If I was going to make one cosmetic change to the unit it would be LED lights in that area. It is hollow so one could customize the unit fairly easily, but I probably won’t. There also isn’t an actual door there, but how cool would it be to put a mini fridge in there or something? Now my mind is racing.

Who could forget Lisa’s classic catchphrase, “Embrace nothingness”?

The riser is basically just a box you assemble that follows the colors of the unit. The cabinet sits on top of it and it boosts the overall height to just under 59″ which is far more comfortable for most adults. I am about six feet tall and I can comfortably play on this with the riser either standing or on a stool. The overall build is fine as it’s mostly held together by screws. The cabinet is made of a wood composite and the unit weighs over 100lbs. Over time, I’m guessing the screws will need to be tightened here and there, but right now it doesn’t wobble or anything. It’s not as rugged as the real thing, but good enough for home use. One thing I don’t like is the instructions on the riser want you to screw the riser to the main unit once inserted, but there are no pre-drilled holes. They just go right through the sides and I’d rather not drill through that, even though the artwork of the family is above that part. There’s also included wall anchors, but I didn’t install them as it’s pretty sturdy. Maybe if this were a more intense style of game I’d be more inclined to do so, but it seems fine. The only other build issue I have is one of the screws on the control deck doesn’t actually “bite” into the unit and just spins. It’s one of four, so it’s not going anywhere, but either the pre-drilled hole is the wrong size or something is mis-aligned.

I already mentioned that the screen is nice, but so is the audio and the actual controls. The speakers are pretty loud and they’re set high by default so you’ll likely get a good blast when first turning it on. The buttons are nice and “clicky” and the joysticks are firm. Interestingly, the two inner joysticks feel tighter than the outside ones, but it’s not something that impacts gameplay. There’s a headphone jack on the control deck and a “Live” button as this thing is Wi-Fi enabled for online play. It’s not something I have any interest in doing, but if you want to play with a full team when actual humans aren’t available in your house, at least it’s there.

Yup, that’s The Simpsons Arcade all right.

Actually playing The Simpsons is still pretty fun, but also a little different. The characters are mapped to the joysticks so going from left to right your options are Marge, Homer, Bart, and Lisa. Because of the placement of the characters, it’s far more preferable to play as either Bart or Homer because they’re in the center. Playing as either of the women is a bit awkward since the viewing angle isn’t optimal, but is do-able. The confines are also cramped, so playing with four players is not exactly the most comfortable experience. With my family of four, it’s basically best done with my wife and I on the outside and our kids in the middle. Mostly though, this game works best as a two-player experience with one character spacing the players out. For kids, that is less of an issue as my two seemed comfortable standing side-by-side playing as Homer and Bart. Beyond that, the actual quality of the game is as good as ever. It looks great, sounds great, and the nostalgia is strong. If you liked the game back in the 90s, you’ll probably still like it. It’s also not super long which is good for the style of game that it is. You can’t save your progress though, so if you want to see it through you have to do it in one session.

I’m guessing many will be playing this game for the first time.

The surprise of this set though is that it’s not just The Simpsons arcade game. You may have noticed that in the pictures there’s a track ball in the center of the control deck and that’s because this also includes Simpsons Bowling. Simpsons Bowling was an arcade game released in 2000. It wasn’t very popular or widely spread, plus the arcade scene was on life support come then in the US, so it’s a game most have likely never played. It was produced by Konami and my assumption is the license they had was about to expire and they wanted to get one last payday out of it. Or, they had a bowling game they wanted to put out and felt the Simpsons license would help move units. Whatever the reason, it was something I had never played and honestly one I don’t know if I ever even saw in the wild. It didn’t really factor into my purchasing decision, but it’s a nice bonus.

A solid selection of characters, but since the cast of the show is so massive, there’s always going to be some missing that people wish were not. I would have loved to have Moe and Otto since they were part of the Pin Pals and I’m rather surprised at the lack of Comic Book Guy.

As far as the game goes, it’s fine. It looks like a game released in 2000. It’s basically a little better than a PlayStation title, but not really on par with the latest and greatest of the era. It’s all rendered in 3D and the character models are certainly recognizable, but not perfectly on-model. Marge’s hair is a bit odd and they couldn’t quite do a perfect sphere so Homer’s head is literally a bit rough around the edges, but I wouldn’t call it ugly. What the game does very well is just the fan service. There’s tons of audio ripped right from the show for each character plus some newly recorded lines. That’s mostly found in the little quips characters will make if you’re taking too long. They’re very chatty though as they’ll have something to say following a strike or spare and there’s enough recorded lines to make sure there are no repeats during a play session. During multiplayer sessions, characters will also comment on how other bowlers are performing often by either dismissing their accomplishments or reveling in their failure. Each character also has their own ending when they win which is both voiced and animated and most of them are quite amusing. All of the talking makes this game have arguably the better attract mode which is something I never would have predicted.

When playing with more than one bowler, the non-active character will often look on and mock bad shots or dismiss good ones.

As for the actual gameplay, well, that’s where things falter a bit. First of all, the characters available are Homer, Marge, Bart, Lisa, Mr. Burns, Krusty, Willie, and Apu. Abe Simpson is a hidden character, but not something that needs to be unlocked, you just roll past Apu on the character select screen three times or so and then roll the track ball up one click past Homer and he should appear. The game is very simple once you get into it. There are two modes: Standard and Spares. Standard is just bowling. You first set the curve of the ball, then position the bowler, and then finally roll the ball. Each character is rated for Power, Curve, and Straight. Those with more power obviously send the ball down the lane with more velocity. Those with more curve can literally curve the ball more, and straight is apparently the character’s ability to keep the ball on a straight line, though I haven’t noticed much difference from character to character in practice. Everything is controlled with the track ball, which is a little awkward, but fine. Rolling the ball fast obviously makes the ball go faster in the game, but if you don’t do it straight you can send the ball down the gutter. If you get three strikes in a row (a turkey) you get one special roll. It’s either a fireball, toxic ball, bomb, or Maggie and it’s selected at random. The bomb and Maggie are basically guaranteed strikes, while the other two are a bit tricky because they obliterate the pins. If you’ve ever bowled before, then you know you rely on the pins falling and knocking each other over about as much as you rely on the ball doing the work. Most of the time, I can get strikes over and over and the only thing that stops me from a perfect game is that damn toxic ball which melts the pins and thus prevents them from knocking each other over. I have bowled strikes with it, but I don’t know what I’m doing differently when I do. As a bonus, following these special balls there’s usually a fun animation quirk by the ball return. The best is for Maggie who comes crawling up the thing looking all cute and stuff.

Because we need a wacky component to separate this from just plain old bowling, there’s a special ball opportunity for every turkey you bowl.

The Spares mode is a bit more of a unique gameplay experience. In that, you compete for money by getting spares. You don’t actually roll the first ball and instead for each frame you’re presented with an arrangement of pins that you need to knock over in one roll. It’s definitely the more challenging of the two modes and it’s this mode where bowlers that have better curve can work out better. The pins are also randomized so it’s not the same experience over and over. The scoring on it is odd as each frame is worth a hundred dollars. If you fail on that frame, the money for it gets added to the pot for the next frame. In this case, you can miss the first 9 frames and convert on the 10th and come away with $1000 which is not how I would have done it since there’s no reward for the number of frames cleared. In multiplayer mode, the bowlers split the pot at the end of each frame so it at least adds something there as frames can end up being worth different amounts. It puts pressure on the third or fourth bowler to match any spares or else one or two players could end up with a big score. What’s missing really is just a multiplier or something for each spare. As-is, the max score one can get is $1000 and you’re guaranteed that if you convert on the 10th frame, which doesn’t make a whole lot of sense to me.

What Simpsons Bowling does well is just in its presentation. All of the characters in the game are presented in the same attire they were wearing in the episode “Team Homer.” That’s the one where Homer joins a bowling league forming the Pin Pals. There are lots of other characters in the background too adding to the atmosphere. Even characters like Willie and Krusty have their proper bowling shirt on even though they were basically cameos in the episode. For Bart, Lisa, and Marge, they didn’t appear as bowlers in that episode so they don’t get a show-accurate costume. Lisa is just herself in bowling shoes while Bart has an original look. Marge is in her green dress and the only criticism I have is she should be wearing the shoes and glove she had in the episode “Life on the Fast Lane.” That’s minor though, and ultimately the presentation here is pretty terrific and the true strength of the game. I just wish we had Moe as a playable character since the other members of the Pin Pals are. Otto was also on the team briefly, but I’d rather see him in the background working the claw machine. He is indeed in the background, but doesn’t appear to be doing anything which is a bummer. Had this been released on home consoles around the same time it probably would have received a lukewarm reception, but as part of a novelty release like this, it’s more than welcomed.

Maggie emerging from the ball return after used as a bowling ball is pretty freakin’ cute.

The Arcade1Up edition of The Simpsons is basically as expected. It’s a faithful reproduction of the arcade game and Simpsons Bowling in a smaller package. It’s best served as an attention grabber in a room, it’s a way for fans of The Simpsons to interact with the property in a different fashion. The game itself is also a fun time capsule since it came so early in the show’s life and anyone who either was watching the show then or played the game will surely enjoy the trip down memory lane. It is not the type of game that demands frequent play sessions. It’s very disposable and there’s certainly some diminishing returns each time you come back which is why I think of this as a novelty item more than a gaming one. Simpsons Bowling does add to the package, but even that game lacks a skill component that makes it fun to return to over and over. Get this if you are just tickled by the idea of owning The Simpsons arcade game and have the space for it.

When Walmart marked this unit at 200 bucks it sold out pretty quickly. That’s a shame because I think that’s the right price for this sort of thing. Other retailers still have it and most have it marked down to $400. Some of those listings include the themed stool, which mine did not come with, so maybe that’s worth something to you. Is it worth 200 bucks? I don’t think so, but maybe if it hits $300 that will seem more palatable. There’s also a chance this gets re-issued as a counter-cade, but even those start off around $200 or more so it’s hard to say. If I never got this and Arcade1Up did a counter-cade edition at $150 I probably would have pounced. I might have even done $200. I was never going to do $600 and I wouldn’t recommend anybody else do that either, but if you love The Simpsons and come upon a deal for this, then I think it’s definitely worth the investment.


Marvel Legends X-Men Animated Series Morph

It’s everyone’s favorite mutant back in plastic!

This is it! This is the big one! Back on Halloween of 1992 Fox premiered X-Men and we were introduced to a character named Morph. For comic readers, it was a bit of a re-introduction as Morph was based on the character Changeling, but for copywrite reasons, had to undergo a name change. Changeling wasn’t a popular character and was only briefly considered a member of the X-Men, but he was somewhat famous for basically one reason: he died. Comics, like soap operas, tend to feature death that is rarely permanent. Characters either die or appear to die, but often return and usually with some new threads! Changeling was a bit unique because he died and stayed dead and that’s what made him appealing to the writers of the show.

When the team headed up by writer Eric Lewald got settled in to write X-Men they really keyed in on the social commentary that was present in the story. A group of individuals are outcast due to no fault of their own while one of their chief villains is a survivor of the Holocaust. It was very easy to draw a straight line from the civil rights movement to what was going on in X-Men. Because of that, even though they were writing a TV show that would primarily be watched by children, they felt it needed to be grounded and also needed some real stakes. Taking a character and killing him off in the second episode was a way to create such stakes. In hindsight, the death of Morph should have been easy to see coming. He was modeled on a dead character from the books and he wasn’t even included in the show’s intro. We don’t learn anything about him during his brief stay on the show, he’s just there to be likable and make others laugh via his unique shape-shifting powers.

“Wolverine! Fall back!” (I had to do it)

And yet, we loved him. When you present something to a child and then tell them they can’t have it, it tends to create even more desire for it. That was the case with Morph. He seemed fun enough, but had he been a character like any other it’s quite possible he would have been one of the least favorites on the show. Because he was killed though, it’s totally different. We may not have known him very well, but we did get to see how his death impacted those we would get to know which made it resonate even more. The network would go on to claim that he ended up being the stated favorite character of the majority of kids who chose to write-in and share their thoughts on the show. There was enough of such letters that the network convinced Lewald to bring him back, even though he had intended for Morph to die and stay dead. He eventually agreed, but on the condition that he come back as a villain. You can’t just have someone die and come back all sunshine and flowers, they’re going to be pretty affected by such a traumatic thing, which is how we got Evil Morph in Season Two.

Because Morph is viewed as a unique creation for the show it was assumed that he would show up in this line of action figures from Hasbro eventually. And apparently some of those child letter writers from the 90s are still among us as there’s been a lot of support for a Morph figure based on his toon appearance for years. As a result, it was expected that this figure of Morph would have appeal outside of the line and those who aren’t interested in cel-shaded X-Men would cave for a Morph figure. Which is why it was hardly a surprise to see Morph unveiled as the line’s sixth release. We knew he was coming, it was just a matter of when. I thought maybe they would save him for a convention or maybe even as a tie-in for the show’s 30th anniversary, but he was just tossed out there in May and made available for pre-order shortly there-after. I have not been shy about my displeasure with the quality of this line and the shortcuts Hasbro has been willing to take. My hope has always been that the budget on some figures was lower than others so resources could be put towards a proper Morph because, perhaps more than any other, this figure needs to be good because this is THE character from the show and unlikely to see another release. And in some ways, my faith was rewarded, but in others not so much. Reader beware, I have a lot to say about this figure and it might come across as nit-picky so if you just want a fluff piece this won’t be it.

No one left you behind this time, Morph. And take that Cyclops, Morph is here before you!

Morph comes in the same VHS styled packaging with art by Dan Veesenmeyer as the rest of the line. It looks nice and we have a joyful looking Morph running from the Mutant Control headquarters just as he did in the show before tragedy struck. The figure itself is contained within and comes in a little bag. Many collectors hate this approach, but I can’t say it’s really done any harm yet as all of the figures I’ve received have been fine. Once free, Morph stands around 6.5″ and is depicted in his blue and yellow costume with the flight jacket. Morph is a slightly tricky release because for a character with just a handful of appearances in the show, he did have some different looks. We saw him with the jacket and without as well as with yellow gloves and without. He also switched from black to brown hair in his later appearances which is what the old Toy Biz figure went with in the vintage line. He’s probably a bit oversized as represented here, but not egregiously so.

Why can’t his face just look like the reference art?!

Let’s first talk about this head. Like most figures in the Marvel Legends line, we have a lot of reuse here, but the head is unique. For it, Hasbro tapped the excellent Paul Harding to sculpt it. Harding is one of the best out there and we’ve already looked at some of the stuff he’s done for NECA’s Teenage Mutant Ninja Turtles line. A sculptor can only do as directed though, and for this figure Harding was instructed to do Morph, but make him in the “Marvel Legends style.” That style is to take a character from a comic, or in this case cartoon, and up the realism. Make them look believable. Unfortunately, I strongly disagree with this approach. You’re making a line of toys based on a cartoon specifically to match that look. We have Wolverine, Storm, Jubilee, etc in these costumes already in Marvel Legends, why do animated versions of them if they’re going to just be in the same style? It’s pointless! And it’s confusing, because we already received Wolverine and Hasbro gave him a new head that looks like the cartoon. Hasbro has done figures based on properties like Into the Spider-Verse within Marvel Legends which took a screen accurate approach, why not here?

Let me be clear, cel-shading on action figures is a good thing. It can really capture a certain aesthetic. Hasbro’s attempt at cel-shading is not. Why does the shading just stop at the shoulder, but pick up again after the bicep? Make it make sense!

As a result, this head-sculpt that comes on Morph leaves a lot to be desired. He’s very square-jawed when the show Morph had a very pointed chin and sunken cheeks. The extra detail on the face and painted lips (again, something Hasbro didn’t do with the animated Wolverine) further take away from the animated aesthetic had it been allowed to exist. They also did his hair in a dark brown. It’s too light to be the black-haired Morph we saw in seasons one and two, but too dark to be the brown-haired version we saw in “Courage” and later appearances. His expression is also very bland. It’s stoic, when anyone who has seen the show thinks of Morph in the same way he’s presented on the box art: with a smile. He’s a goof, that’s his defining characteristic. Practically every line out of his in the first episode is intended to make someone laugh, and if no one is around, he’s trying to make himself laugh as we saw when he’s watching TV. This head is so inappropriate for this character and release that I find it almost completely useless.

“I found your lifeless body…”

The rest of the figure is a mix of old and new. As far as I know, the entire upper body is recycled from a prior Cyclops release in a flight jacket. The main portion of the jacket is a soft plastic and features sculpted pockets and a zipper which looks fine, though the zipper is unpainted. The sleeves are molded, hard, plastic so the jacket is non-removable. The legs are new, and the floating X-Men belt might actually be new too. The legs are new so that they could make the thigh straps part of the sculpt which is a good move because they looked horrible on the old Cyclops figures. Some feel Hasbro placed them too high on the thigh, but I think they look fine and they’re obviously there to hide the thigh cut. And when I say “part of the sculpt,” I actually mean they sculpted out room for the straps on the legs as it still appears that the straps are a separate piece of plastic slid over the leg and glued in place. The knees are pin-less, and the straps above the boots are also sculpted in yellow plastic like the thigh straps. The body looks okay, maybe a little too thick for Morph, but not horribly out of place or anything. His hands do seem really large, but that’s a minor complaint. The neck is also inaccurate as there’s no end to Morph’s costume. Pretty much all of Morph’s neck is visible in the show, but here he has a turtleneck. Hasbro just had to paint the neck, but chose not to. And the paint in general is not great. The cel-shading is barely present on the jacket. There’s a swath of dark brown starting on the figure’s right collar going to the shoulder where it just stops for some reason, bypasses the biceps area, and then resumes at the elbow. On the figure’s left arm, it just starts at the biceps. There’s no shading on the front of the jacket at all and just a little under the pecs underneath. There’s a little hit of it on the belt which carries down to the trunks and one minor hit on each thigh and boot. Once again, Hasbro is using a mustard color to shade yellow which doesn’t look great, and for some reason the shading on his right boot is in a wavy line and mostly looks bad. Hasbro, if you’re going to do this bad of a job with cel-shading then why bother doing it at all?

“You will listen to me, Morph!”

It was my hope that Hasbro would go all out with Morph and really make him feel like an “ultimate” version of the character because how likely are we to see future Morph figures? Hasbro could have done so with accessories, but Hasbro declined to do much in that area. Morph comes with two heads: standard and evil. The Evil Morph head turned out rather well. He has a more gaunt appearance and the hair is a little darker. It’s also a little messy and he has the dark shading around his eyes as he has a hit of purple under the eye and black over it. Technically, his skin should be paler with a touch of yellow, but I’m not surprised to see Hasbro ignore that since then they would have had to do good and evil versions of his hands. Even ignoring that inaccuracy, it’s so much more livelier and on-model when compared with the standard head that I suspect most are going to display him as Evil Morph. Aside from that though, we get just two sets of hands: fists and open. Why not do a third head so we can have a brown haired option and a black haired one for standard Morph? Or a “Wolverine! Fall back!” expression? Why not a set of gripping hands, or at least one, so he can wield a gun like he did in the show? And how about said gun?! I personally would have loved a second set of arms to do a coat on or off look, but I didn’t actually expect that. I did expect more though and it’s a shame this is all we received. I really wanted Hasbro to go all-out for Morph, even if it meant tacking on a higher cost to purchase him, but they barely did half-ass.

Yeah, evil head all the way.

The articulation for Morph is basically what you expect out of Marvel Legends. He has the ball-hinged head that provides for good range, though looks “broken” from some angles. Even with the collar on the coat, he can still look up pretty well and range isn’t an issue. The ball-hinged shoulders let him get his arms out to the sides and rotate. There’s a biceps swivel, and single-hinged elbows that also swivel plus wrists that swivel and hinge. He does have a butterfly joint in the shoulders as well, but it’s functionally useless because of the jacket. The torso features an ab crunch that works fine though you have to work around the coat when bending backwards. The waist rotates and the hips go out to the side better than 45 degrees, but short of a full split. The legs kick forward to not quite horizontal and only kick back a touch since he has a sculpted bum. There’s a thigh swivel above the strap, so it’s well-hidden. The knees are double-jointed and work fine. There’s a boot cut below the straps and the ankles hinge and rock side-to-side and also work fine. It’s all pretty standard stuff and one of the things you can count on with Marvel Legends, be it the good parts or bad. I would like to see double-jointed elbows, but even without them his elbow can bend a little past 90 degrees and the aesthetic does at least look fine.

I don’t have any Marvel Legends hands to source, but a NECA TMNT Foot Soldier hand can work for Morph if you want him to wield a gun. The tone is slightly different since NECA paints it’s hands, but if you don’t pose it by his head like I’m doing here it probably looks fine on a shelf. The gun is from the Marvel Legends MCU Deadpool.

Morph is not the homerun I was hoping for, but he’s also not the dud that Jean was. The things holding him back are Hasbro’s direction and cheapness. I wish his standard portrait looked more like the show. I understand why it doesn’t, but I don’t agree with the approach. I don’t know who is responsible for the choice of expression on that head, but I also dislike that aspect of it. I also wish he had more stuff and that the cel-shading was better applied. One of those things is dictated by cost, the other by effort, and that’s a shame. No gripping hands is borderline unforgivable though. How much would that have cost? Twenty cents? Molds already exist for un-gloved gripping hands so it’s literally just the cost of plastic. If you don’t want to give us a gun, fine, but at least give us the hands so he can hold one from another figure. Mystique is on-deck, after all, and she has two guns! I could easily give one to Morph if he could only hold it. That’s less of an issue for those who are deep into Marvel Legends since they likely have some extra hands at their disposal, but I am not so lucky. If you’re collecting this line or have affection for the cartoon, you’re probably getting this figure no matter what I say. It’s an okay release, probably not worth the price Hasbro is charging these days, but most will be reasonably satisfied. It’s a shame that’s all we can seemingly hope for with this line, but it is what it is.

“Leaving without saying ‘goodbye?'” “Goodbye.”


NECA TMNT x Universal Monsters Michelangelo as The Mummy

Grrr….pizza….

As the toyline and cartoon series started to go long, Playmates Toys turned to other ideas to keep the good times rolling on the Teenage Mutant Ninja Turtles. Long thought to just be some quick fad, the turtles outlived all expectations into the 90s spawning multiple films and video games and a cartoon series that would total nearly 200 episodes. Such longevity was basically unheard of for such a blatant kid’s property and I have to think some of it is due to the creativity of Playmates. There were lots of variants of the turtles starting with different costumes and the introduction of action features into the toyline. Playmates would double-down on wacky variants with some featuring action features, like the sports turtles, or different gimmicks all-together like the beach turtles that could spit water. Talking turtles, mutating turtles, boxing turtles – basically everything was on the table. And when that started to run dry, Playmates turned to another tool: the brand mash-up.

In 1993 Playmates introduced the Teenage Mutant Ninja Turtles as Universal Monsters line. It featured Michelangelo as Frankenstein’s monster, Leonardo as The Wolfman, Donatello as Dracula, and Raphael as The Mummy. It was apparently successful enough that Playmates would come back with a second wave the following year. Playmates would also combine TMNT with Star Trek and make an effort to cross-brands with various properties at Lucasfilm including Star Wars and Indiana Jones. In later years, there were other mash-ups with the likes of Ghostbusters and WWE so there is apparently an appetite among TMNT fans to see their favorite heroes combined with various other brands. It’s become a recognizable aspect of the IP to the point that when NECA announced it had acquired the Universal Monsters license basically everyone and their mother started asking “So, are you going to do TMNT X Universal Monsters?”

Mummy ninja pose.

NECA initially responded to such questions in a non-committal fashion, but it’s now clear that was always on their mind because it didn’t take long for NECA to unveil Raphael as Frankenstein’s Monster. Other reveals, and releases, have followed and NECA’s approach to the famous combination has become clear. It should be noted, that when both NECA and Super7 were awarded a license for Teenage Mutant Ninja Turtles the two individuals most in-charge of the direction of the lines, NECA’s Randy Falk and Super7’s Brian Flynn, got together to get a sense of where each company was going with the line. When NECA said it wanted to do toys based on the cartoons and movies, Super7 was delighted because their aim was to basically re-create the vintage toyline. It could be that gentlemen’s agreement between the two that is the reason why we’re not seeing the same turtle and monster combinations in NECA’s line as Super7 also has a Universal Monsters license and might recreate those old toys. Or, it could simply be NECA’s desire to do their own thing that is driving the creative process with this line.

Mikey found someone to help him strengthen his impressions.

And that process is to take the designs and likenesses from the first Teenage Mutant Ninja Turtles film and combine those with the film depictions of the Universal Monsters. It’s a great idea on paper as it takes a realistic depiction of the turtles and combines them with a realistic depiction of the monsters. The past versions of these figures (and Playmates revisited it in the 2012 line) were all cartoon-based and the realistic visual fits NECA’s strong suit when it comes to their Ultimates line of figures. It also opens the door for a version of April to feature the likeness of actress Judith Hoag and if any other human characters are featured it’s assumed they too will feature an actor’s likeness. NECA also seems to have deliberately avoided the past turtle and monster pairings. For the first time Raph got to play Frankenstein, Leonardo is Ygor the Hunchback (a character previously unexplored by Playmates), Donatello will be the Invisible Man, and Michelangelo the Mummy. Splinter is also onboard to play Van Helsing, and April has the distinction of being the only repeat pairing as she is once again the Bride of Frankenstein. More figures are expected and it will be interesting to see if NECA doubles-down on the turtles and gives everyone a repeat release as a different monster. There are certainly plenty of unexplored monsters by NECA and plenty of opportunities for more figures.

Now I personally am not a big fan of the Universal Monsters. I never bought any of the Playmates figures, and I wasn’t sure with this new line. When NECA announced Raph, I did pre-order it immediately, but I would eventually cancel it. I didn’t have an obvious place for it in my collection and I was certainly helped by my favorite turtle, Leonardo, having an unappealing mash-up. I have seen all of the released figures so far in stores and I think they look fantastic for what they’re going for, it just wasn’t something I felt I needed. Until I came across Michelangelo.

There’s some nice sculpt work on the shell, though the turtle glyph on the right is unpainted and I have to assume it’s a factory error.

I already said I’m not much of a fan of Universal Monsters, but if I had to pick a favorite it would be The Wolfman. That was the only figure I was tempted by back in the 90s since it was my preferred monster with my favorite turtle, but ultimately I decided I could do without. I don’t know where I’d rank The Mummy amongst the other monsters, but definitely more towards the bottom than the top so it’s a bit of a surprise that this is the one figure that moved me to make a purchase. It’s also just a testament of how good it turned out. Taking the 90’s costume for Michelangelo and dirtying it up with a mummy aesthetic is surprisingly brilliant. This figure looks amazing.

For starters, the textures achieved by sculptor Tony Cipriano looks incredible. The many wraps that adorn Mikey look like they could be soft goods to the point that it’s almost jarring to actually handle the figure and feel that they’re made of plastic. The texture of the skin on Mikey’s head has this very dried out and weathered appearance. His lips are cracked, there’s creases in the forehead, and various warts mar the skin. The bandana has a dark wash over it making it appear dirty and old and he has one eye that’s closed, or possibly missing, and another looking off into nowhere. It’s important the face capture an unsettling expression since Michelangelo is typically the comic relief and least threatening of the four turtles. The shell of the figure has more of a wood look to it as it’s washed out. It’s also adorned with various carvings like a couple of turtles, a Foot logo, ninja stars, and what might be a reference to the ooze canister. What’s visible of the plastron on the front is very cracked and weathered, but it’s mostly covered in wraps. The belt has a nice leather look to it with a gold scarab on the buckle. It’s sculpted throughout with more glyphs and weathering and looks terrific. The elbow and knee pads from the film are present and look as good as ever. They look a little bigger and bulkier when compared with the movie releases, but it’s also possible these will be on the Secret of the Ooze figures to come.

How ’bout a kiss, cobra?

Michelangelo looks amazing. I can’t get over how well this figure came out. If this were a 60 dollar boutique release I think I would still be satisfied, but it’s a $36 or $37 figure from Target which is mind blowing. There’s really nothing for me to complain about when it comes to the sculpt and overall look for this figure. What nitpicks I can come up with are basically paint-related. There’s a spot at the top of the wrap on the right thigh where the beige paint bled over to the skin. There’s a little of that down by the knee of the same leg as well. In the hands or around the heel there are small spots where the paint for the wraps was missed, but it’s all in areas that are only noticeable when you’re looking for such things. Since there is a wash on basically every spot of this figure there may be some figures where that’s missed or too heavy. There’s one glyph on the shell that’s missing the wash, but from what I have seen around the web, this is an error on all of the figures. The wraps inside the shell don’t feature a wash, but they’re areas that really aren’t visible unless you’re holding the figure in-hand and really inspecting it. The small paint imperfections seem acceptable to me at this price-point. The only cause for concern I see is that this is a complex figure and paint job so it might suffer from inconsistencies from figure to figure, but that’s not something I can predict with any degree of certainty and it’s personally not something I would be concerned with. Plus, that’s what window boxes are for!

“Whoa dude, I’m going to have to recommend you don’t smile.”

The Mummy is basically known for one pose: a shuffling walk with arms outstretched. Because of that, it would have been reasonable to assume NECA would not prioritize the articulation on this guy, and while NECA definitely does indeed prioritize aesthetic, this figure still moves pretty well. The head is on a double-ball and has good range in basically all directions. The bandana knot just pegs into the head so you can rotate it if need be to help the figure look up. The default head is a little loose fitting on mine, but holds a pose. The neck is independently articulated as well, but mostly just helps the figure look down. The shoulders are ball-hinged and can raise out to the side just fine. The shell is going to get in the way a bit with rotation, but that’s nothing unfamiliar for TMNT fans. There’s no biceps swivel, and instead the figure has NECA’s double-jointed elbows with the hinge and swivel above and below the elbow. Because of the elbow pad, he can just barely bend the arms 90 degrees, but the swivel works fine. The hands swivel and hinge horizontally. At the waist, there is a twist, but it barely does anything. The hips are ball and socket joints and come out to the side for splits, but kick out and to the side when coming forward because of the plastron. The knees are double-jointed, but because of the knee pad, can’t quite hit 90 degrees. There is a swivel above the knee and the thigh also swivels, but just barely. At the ankle we have a hinge and rocker which works fine. It’s basically the same articulation as the movie figures, only with the double elbows. It’s not the thing the figure does best, but if you want your mummy in more “ninja” poses it’s certainly feasible.

You may think a mummy doesn’t need much in the way of accessories, but NECA apparently feels differently. For starters, Mikey comes with three sets of hands: “mummy” pose hands, gripping hands, and fists. The default, mummy, hands are basically posed how one would associate the mummy when it’s walking and reaching out towards a victim. They’re kind of curled and misshapen and since the thumb is under the fingers they can be considered loose, gripping, hands if you wish. As for what he has to hold, we have a set of nunchaku. Only now, the handles are gold-painted ankhs with brown tape around the handles. They have real chains, and there’s a gap on each side of the shell between the belt and shell they can be forced into if you like weapon storage. Mikey also has two pre-posed wraps that can be clipped onto a leg or arm for a little added effect. There’s a giant cobra which has a bendy wire through it that Mikey can hold, or have draped over his shoulders, or just have hanging around nearby. It’s in a hissing pose like it’s ready to strike.

The cobra makes me think of the Playmates figures and their “buddy characters” that can with so many figures.

Lastly, we have the best accessory: Mikey’s decaying, alternate, head. An image of a decaying Leonardo mask from the third TMNT movie has been floating around online for years, if not a decade. I believe it originated from an auction and it’s pretty damn hideous. Other images of decaying turtle costumes have followed, but that one is the most memorable and widely seen. Mikey’s alternate head is a clear homage to that one as the lips have been rotted away revealing two rows of big, flat, teeth. The flesh around the eyes has also receded leaving the face wide-eyed and a bit crazy looking. There are also chunks missing from other parts of the head and the bandana tails are a bit more wild looking. I don’t know if you’re supposed to be able to swap the knot between the heads, but as far as I can tell, they just peg into the head so it’s theoretically possible. The alternate head fits a little more snug than the default one and swapping them is pretty painless. It’s really hard to settle on one, though I feel like this alternate head captures a little bit of that Mikey humor inherent in the character and it might be the look I go with.

This figure actually presents a lot of display options. Classic Mummy pose? A Mikey nunchaku pose? Something with the snake? Default head or crazy, rotting, head? I’m planning on making Mikey a Halloween decoration that may live in his box (which I didn’t even talk about, but it’s beautiful) 10 months out of the year so it will be impossible to get all of these display options into one season. Maybe I’ll just need to find a place for him a little out of the way for the rest of the year. If you can’t tell, I love this figure and I absolutely recommend it. I don’t think it’s convinced me to buy the rest of the line, but if they hit clearance maybe I’ll reconsider. I think this guy displays just fine on his own, and if anything I’m more likely to invest in the accessory set for The Mummy than more TMNT x Universal Monsters figures.

Now the only thing left is to figure how to pose this guy on the shelf.

This figure was part of the Fall Geek Out event at Target. It was online as well, but I’m guessing that by the time this post goes live it will no longer be available there. This is the one and only Mummy Mike I saw in-store so it doesn’t look like he’s being shipped in the same vast quantities as the Leonardo figure from this line, but I could be wrong. If you missed the Target release, don’t fret. This figure is available to preorder in many of the usual places online and should be showing up in those same places eventually. Hopefully in time for Halloween.