Tag Archives: krang

NECA TMNT Mirage Studios Utrom

Raise your hand if you knew who this was. Be honest!

We’ve become so accustomed to having the Teenage Mutant Ninja Turtles in our lives that the name of the franchise has almost lost all meaning. Well, maybe not all, but I feel we mostly have lost sight of how ridiculous a concept this franchise is. And it extends to other characters in the franchise and I’m talking about Krang. Krang from the cartoon series is an oversized, talking, somewhat monstrous brain. In the context of the show, he’s perhaps not as outlandish a design as he would be in another show, but he’s still pretty out there. And then you add in his body. A large, bald, man in a red diaper and suspenders. Krang can’t go in his head like a normal brain would because then he’d no longer be visible so he has to go in the body’s stomach. I think it’s Vernon who draws attention to this factor in the fifth episode of the series when he sounds positively repulsed at the sight of a man with his brain in his stomach, and he’s right to be grossed out! Krang is one of the craziest designs from a popular franchise that I can think of.

These two make quite a couple.

And if you have a deep familiarity with Teenage Mutant Ninja Turtles then you know Krang is taken from the original comics, only there his race of beings were called the Utrom. There weren’t many (any?) that were actually named, they were just alien brains that got around in robotic bodies. Like Krang, they controlled those bodies from the stomach area, but unlike Krang their bodies were far more mechanical looking. Think the endoskeletons from Terminator, as that’s more in-line for how they appeared. They were foes to the turtles, but also tied in with their origin, and I’d elaborate more, but ever since the 2012 show came along the Utrom and the Kraang from that series kind of run together in my head. Needless to say, they play a significant enough role in the original comics that an action figure from NECA made sense.

The Utrom from NECA stands at right around 6.625″ in height. It comes in the standard window box packaging with new artwork from Kevin Eastman on the box depicting the character. On the rear are product shots and a cross-sell for more figures in the line. Let’s just get right to the big talking point with this guy: the paint job. This figure is gorgeously painted. If you thought the Fugitoid figure looked terrific, wait until you see this. It is fantastic! I am in love with how this figure turned out. It’s sculpted in a light blue plastic, like a periwinkle, with white accents painted onto parts of it to go along with the usual black linework this line is known for. There’s also a hit from an airbrush that contains some gray paint and the effect is just wonderful. This looks like it jumped off of the the page, colored version, and I just love how stylized this looks. This is what I want from action figures based on comics. You can’t sculpt it in chrome, and just making shiny plastic isn’t going to achieve the same end result. The eyes are also painted yellow with a hit of yellow from the airbrush to create the illusion that they’re glowing. The Utrom in the figure’s stomach is also well-painted. The eyes and teeth are clean and there’s a wash applied to really bring out the nasty with this little guy. And with this amount of paint on the figure, there’s virtually no slop. No stuck joints. It’s about as perfect a paint job as one could get in this price range. If I have any nits to pick with it, it’s that a couple hits of the white look a little thin. Maybe the neck area and some of the details on the arms could have used another hit of the airbrush, but that’s all minor and just me trying to poke holes in this thing because, otherwise, it’s awesome.

The sculpt and paint on this guy are just incredible.

The wonderful thing about this figure too is it has a sculpt to match. There are tons of little details in the arms, especially, that look like wires and little machinations. I love the contrast of the smooth plates on the figure’s thighs and the ribbed portions underneath. The rear of the figure is really loaded with sculpted details which is commendable since that’s a spot NECA could have cheaped out on, but obviously did not. It all speaks really well to NECA as a company because they’re clearly committed to delivering the best, most accurate, representation of the character possible. Who knows if much or any of this figure can even be reused for other figures. I’m sure we’ll get a variant at some point, but we have numerous examples of other companies just half-assing their sculpts to present a compromised vision of a character in the interest of saving money on tooling and NECA is just putting them to shame. And something I should praise NECA for more often than I do is that they credit the folks who design their figures so a major shout out and hearty congratulations to sculptors Brodie Perkins and Josh Sutton with paint credited to Geoff Trapp and Mike Puzzo. We should also probably give a shout out to director Trevor Zammit as I assume he’s the one pushing to make these look like the source material and he just does a fantastic job with all of the TMNT lines he oversees at NECA.

And if you thought they would cheap out on the figure’s rear you’d have been wrong.

We’ve gushed over the look of this one, now let’s talk about the stuff it comes with. The Utrom has three sets of hands: fists, gripping, and trigger finger. All of the hands feature the horizontal hinge, our first disappointment of the release, but I do like that the fingers are soft plastic and getting the accessories into the trigger hands is relatively easy and free of paint rub. He also has a gun and it has a really fun design as it has these panels over it. It has some linework on it and the muzzle is painted rather simply, but well. There’s two red tools for the figure to wield. One resembles a wrench and the other is a bit more nondescript. I’m guessing it’s pulled right from the comic, but I don’t know exactly what it is. He also has a little canister with a straw in it. I think this is a drink for that actual Utrom in the belly, the only problem is he doesn’t hold it very well. The fingers on the trigger hands are flexible enough that you can wedge it in there with some effort, but a more relaxed hand would have worked better. Lastly, we have a second portrait for the robot that features battle damage. It’s right eye is hanging out and there’s a big gouge taken out of the top of the head that looks really cool. It’s nice enough that the temptation is there to get another figure, I just wish he had more battle damaged parts to swap to or even a second Utrom with a different expression to create a bit more variety. The Utrom that came in the comic con 4-pack years ago is much too big to fit in this guy.

Bang!

The accessories are solid leaving just the articulation for us to talk about. Like most of the figures in this line, the articulation isn’t going to be the strongest aspect of the release, but I think it’s going to be enough. There’s a ball joint in the head that provides rotation and some nuance posing. It looks down well, but not up. The shoulders are ball-hinged and you get all of the rotation you need, but the boxy shape of the shoulder means the figure can’t raise its arms out to the side. You get maybe 45 degrees there. There is a biceps swivel and it’s integrated very well into the sculpt. The elbow hinge is only a single hinge, but the design allows it to go past 90 degrees so that’s fine. The wrists swivel and hinge and I already mentioned the direction of the hinges is unfortunate. In the diaphragm, we do have a ball joint above the opening for the Utrom. It’s actually more functional than I expected as you get a little forward and back, some tilt, and a fair amount of rotation. At the waist is another twist and the hips are the standard ball and socket joint. There’s a thigh pivot there that provides just a little something for adjustment poses as opposed to a full thigh twist. The legs kick forward to a full horizontal position, though they do drift out from the body a little the higher you go. There’s no range going back, and the single-jointed hinge will get you a 90 degree bend. At the ankles we have a hinge that allows for plenty of range backwards, but nothing forward. The ankle rocker works fine. It’s decent and I think it’s enough for this character. He can do plenty of one-handed gun poses. I do think NECA could have sacrificed a little bit in the sculpt at the shoulders for more range, and the lack of vertical hinges for the hands is an ongoing problem. The actual Utrom in the body is not articulated, but I don’t think it needs to be.

The Utrom may not be a character that gets a lot of TMNT collectors excited, but the finished product is one of the best releases from NECA in a long time. I think this is easily my favorite from the Mirage line and I would put it up there with the best from the toon line as well. I can’t say enough good things about the paint job. This comic deco is fantastic and I love that NECA has the guts to try something like this with its figures. So many collectors dump on “cel-shading” when it comes to figure releases without realizing that most of the companies attempting that effect with their figures do a piss poor job. It takes effort and money to get it right as well as artistic vision. I’ve said it numerous times, but natural lighting cannot shade an action figure based on a comic book character the way that character is drawn in the book. It’s impossible. Comic book artists do their own thing that doesn’t work in reality and no one complains because it looks awesome. It’s stylized, but some of it is so prevalent that we don’t really think about it. I always use Venom as an example. We know his costume is black, but if you showed a panel from “Lethal Protector” to a kid he’d tell you the costume is blue because that’s how comic book artists shade black. And that’s what I want out of my figures. Major props to NECA on this one, they hit a homerun. I can’t wait to see what they do next.

More from NECA and their expansive selection of Teenage Mutant Ninja Turtles action figures:

NECA TMNT Cartoon The Wrath of Krang!

We’re back for 2021, and right now it looks like a lot like 2020 as we have a new Teenage Mutant Ninja Turtles action figure to talk about – Android Krang! Hopefully, this doesn’t mean 2021 is a lot like 2020 going forward, but if it’s going to copy anything from 2020 then let it…

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NECA TMNT Mirage Studios Fugitoid

I’m having a hard time coming up with an action figure line that has had retail releases separated by more than a decade. I don’t mean long-running lines of figures like G.I. Joe or Marvel Legends which have been around for decades, I mean a line that was started, ended, then re-started like NECA’s line…

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NECA Mirage Shredder and Foot Clan NYCC Exclusive Set

The Shredder had a rough go at things for awhile when it came to plastic. He was featured rather prominently in the old Playmates line, though perhaps not as prominently as one would expect. Playmates never did do a movie version of him, aside from Super Shredder, and his figure was arguably the worst from…

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NECA TMNT Cartoon The Wrath of Krang!

Bring the wrath!

We’re back for 2021, and right now it looks like a lot like 2020 as we have a new Teenage Mutant Ninja Turtles action figure to talk about – Android Krang! Hopefully, this doesn’t mean 2021 is a lot like 2020 going forward, but if it’s going to copy anything from 2020 then let it be the toys. There were a lot of toy releases in 2020 that caught my fancy, so much so that this blog is practically a toy blog 11 months out of the year and a Christmas blog the other month. As long as the toy releases remain this good, then that’s fine by me!

One of the weirder characters from the original Teenage Mutant Ninja Turtles cartoon is Krang. It’s easy to lose sight of just how weird he is because he’s in nearly every episode. He’s overexposed so it’s easy to lose sight of the fact that he’s largely portrayed as a rather large, thick, dude in a Speedo with a brain in his stomach. Krang was obviously inspired by the Utrom from the original line of Mirage Studios comic books, but in the hands of Fred Wolf Productions he became quite an intriguing character. An oversized brain with a face and tendrils, he was there from the start and Playmates quickly introduced an action figure into its toyline. That version of Krang was depicted in his “bubble walker,” which was basically a bubble with robot legs he could sit in. The toy also had robot arms that could be attached to it, though when it came to the cartoon I do not recall ever seeing such a thing (the bubble walker in general was rarely seen). From the moment we meet Krang in the series, he’s demanding Shredder create a body for him based on some blueprints he keeps waving around. By the end of the original mini series, he has that body and that was the version of Krang we came to know and love.

When NECA first tapped into the cartoon property for a comic con exclusive set, it included Krang with that same bubble walker Playmates had run with for its first version of Krang. All probably assumed NECA wanted to do a proper body for Krang, but at the time no one knew how far the company was going to be permitted to go with this property. When the inaugural wave was first unveiled, NECA referenced the expected body with their version of Krang waving a set of blueprints in action figure Shredder’s face. The following year, the body made its debut! Titled “The Wrath of Krang!” this release marks the second in what NECA calls the deluxe line of figures following last summer’s release of Metalhead. The deluxe line is essentially reserved for larger figures and figures that require their own unique tooling that won’t bare fruit later. Metalhead retailed for $30, while Krang retails for $35 likely due to the amount of accessories included and the figure’s increased size. It’s still a Target exclusive, so if you’re sick of hunting for toys at that store I’m afraid Krang is no different. However, if a figure was worth the trouble it might be this one as Krang in this form is definitely an essential character and one no TMNT collector likely wants to go without.

The only downside to NECA’s retro packaging is you’ll likely want to keep it.

Krang comes packaged in NECA’s Ultimates styled packaging which is the five-panel window box. The artwork on the box is a direct homage to the TMNT VHS releases by F.H.E right down to the font and art style for the characters depicted. Credit for the concept goes to brand manager Trevor Zammit with the actual packaging and illustrations credited to Chris Raimo and Dan Elson. It’s really a sight to behold and definitely hits all of the right nostalgia notes for those who grew up with the property. I’m able to bring myself to toss the standard two-pack boxes, but I can’t trash these ones. They’re just far too charming.

The original Krang (left) really captures the season one look while the new one is designed to fill-out the opening in the body and is more reflective of the other seasons.
The new Krang may be larger, but he still fits in the bubble walker. His tendrils are more secure in his body too, which I assume to is to prevent them from dislodging inside the body.
“Krang, would you shut up about that stupid body!”

Krang is relatively easy to remove from his package and presumably would be easy to re-insert should you desire. Once removed, he stands around eight and a half inches tall before inserting the antenna into the top of his head (which he comes with an extra, in case you lose or break one). Krang is packaged separately from his body and needs to be placed inside the body’s stomach opening. To do so, you have to remove the top half of the body from the bottom above the yellow cavity. The body is pretty rigid and NECA did not include instructions. The easiest way I’ve found to take him apart is to push from the inside against the side wall to release the body from a little tab in each side and front. Once you get one side out, it comes apart easy, but definitely don’t force it or you could scratch the paint. Once apart, Krang can be placed inside it and has a little plug that will hold him in place to a point. He can’t be shaken or turned upside down and expected to stay put, but if you’re sticking him on a shelf he should be fine. There are two joysticks inside the body to simulate Krang’s control over the body and they can slip inside his tendrils. They’re both on ball-joints and can be manipulated which is a really cool touch. The Krang figure is also brand new as the previously released one was deemed too small to work. He has a different expression that I’d say is fairly neutral and his tentacles are shaped to work with the joysticks. He still fits in the bubble walker though, if that’s something you want to do.

Some assembly required.
He looks happy (you’ll have to take my word on that).

The first thing you’ll notice once in hand, aside from the size, is that this guy has a lot of paint on him. NECA seems to love paint with this line and very little on this guy is just colored plastic. Even the body’s flesh tone is paint on top of a similarly colored plastic. The end result is a figure that looks like it was ripped from a cartoon, but it also means he’s susceptible to paint imperfections, chips, and the like. I was lucky to find this figure at retail along with five other sets so I was able to look at them all and choose the best one. Of the six, only two featured minimal imperfections. The others had eyesores on their chest or arms that couldn’t be ignored. Would they have stopped me from buying one had they all been like that? Probably not, but I might have kept the figure in box in hopes of finding a better one later. It’s definitely something to be aware of and if you’re buying one online or receiving via trade or something then buyer beware.

You’ve got to admire Krang’s confidence in his choice of fashion.
The handle and “butt port” seems to imply it’s also been built for fun!

Aside from the paint issues, the only other item to concern yourself with are the joints. I’ve seen many reports of tight or stuck joints, and that’s usually a symptom of the paint getting into them. I didn’t have any stuck joints, but I did have the usual paint flaking from the elbows and knees as I worked them a bit. I probably worked this one less than most NECA releases as his joints were fine on mine and to avoid more paint flaking. I don’t need him to do anything too extravagant, so I didn’t push it. The actual look of the figure is very cartoon-accurate. I like the scale quite a bit and I think NECA settled on the appropriate height and mass for the figure, which is tougher than it sounds as his size fluctuated a lot in the show. And I’m not referring to the few times he literally grew in size. All of the little touches I recall are present too, like the handle on the back of the body and even a port, which I don’t remember, right on his ass. Was this for charging the body? He has red hands, which I believe were quickly changed to flesh colored in the cartoon, though it wouldn’t surprise me if they went back and forth as that show was not a model of consistency. The sculpt is great though, and the only room for criticism resides in the face. When the figure was first shown, he had a more pronounced frown with the mouth shaped a little differently. I’ve seen some express a preference for that, but I don’t really care or feel that one is any more appropriate than the other. The only other oddity is with the eyes in which the left eye slit is larger than the other. This also wasn’t present with the prototype and I have no idea if it’s intentional or not. It’s one of those things that you may not notice, but once you do, it cannot be unseen.

“Bring me my rock soldiers!”
“I said rock soldiers!”

Krang articulates in basically all of the manners necessary, though he’s functionally a bit more limited than most of the other figures in the line. The actual Krang features ball-jointed tendrils that can be popped out if you want to make use of the bubble walker. The body features a ball-jointed head that mostly just rotates. The shoulders are hinged and on ball-joints, but the oversized shoulder pads restrict a lot of the range. The shoulder pads are soft so you can force the arms higher, but keep in mind it will probably put stress on the paint on those shoulder pads. The elbows feature a single hinge, but do swivel. The hands swivel as well and have a hinge, but they sit pretty deep and that hinge is largely rendered moot. There is a waist swivel below the yellow compartment for Krang. It’s a little loose on mine, but I was able to seat it a little better out of the box and there’s no gap issues. The thighs are are on ball-joints and the red underwear or trunks is a soft plastic that can be moved around, but you’re still not going to get a ton of range from that area. The thighs do swivel and the knees are double-jointed. The feet are on hinges and I think they should rock side-to-side, but mine may be stuck and I don’t want to push anything. If this figure is going to have durability issues it will likely be with those feet as I’ve seen a few broken ones on social media. This guy isn’t really meant to be posed in too dramatic a fashion. He doesn’t need to as his size alone gives him plenty of shelf presence since he’s easily the tallest in the line (a title that will be short-lived as NECA is prepping a Chrome Dome for 2021). He can be made to look like he’s swinging one of his arms or aiming a blaster and that’s really all he needs to do. He stands all right by himself, but he’s definitely a top-heavy figure and those tiny feet do not do him any favors. Because of all the paint on him, I think I will also reinforce him with a stand as one fall could really do some damage to the aesthetics of this one.

Ready to bust shells.
For when a gun seems too clean.

Krang comes packaged with a whole mess of optional parts and items. Way more than what came with Metalhead. For starters, he comes packaged with open hands and comes with two sets of gripping hands. One set is a relaxed gripping hand and the other a tighter one. He doesn’t actually come with anything that he needs to grip, but if you wanted to give him a gun or communicator you have the hands to do it. It would have been cool if one of the sets of hands was flesh-colored to match his other appearances in the show and it’s a detail I’m honestly a little surprised NECA didn’t capture. In addition to the hands, he has other attachments that can take the place of his hands. He has a set of lasers that definitely look like something that would be featured in the cartoon. He also has a pair of flails with actual chains that look really neat, though I wish one had a rigid, plastic, chain for style-posing rather than both featuring the real thing which just hangs from the arm. There’s also an axe head that can be attached to one hand and a circular saw to the other. The circular saw is pretty cool as it actually spins, but sadly a factory error means every saw was assembled incorrectly and the back of the blade is exposed. The only way to fix it is to break it and re-assemble as it’s on a peg. The reverse side is properly painted and looks awesome if you have the courage to do it, but I’m still getting there. I’m not expecting NECA to offer replacements and if it does get corrected it will be with the next factory order so we’re probably on our own with this one.

Only slightly more ridiculous than his usual look.
Aww, what a cutie!

In addition to the assortment of weapons, Krang also comes with some fun stuff that’s definitely on the lighter side. Remember the episode where Shredder contacts Krang on their video communicator only to find Krang recently emerged from the shower? If that’s something you do remember fondly, you can recreate that look for your Krang! NECA included a shower cap that rests on his head. Just remove the antenna, put it on, and replace the antenna! There’s a bar of soap on a rope that fits around his neck and a blue, felt-like material to wrap around him for a towel. It’s goofy and I love it and it might make people want to buy two so they can display both versions. Krang also comes with the blue prints for his body and what looks like the Foot Knucklehead. They’re printed on paper and might look nice in a diorama. Lastly, there’s also a mini figure of Baby Shredder. He gets exposed to a fountain of youth or something in one episode and reverts to a toddler. The figure has a great, bratty, expression on his face and even features some articulation. The head is on a ball-joint as are the arms. There’s also a hinge in the middle of his torso so he can sit or stand. The paint is nice and clean and his shoulder blades feature mud, or sand, which is a reference to the episode. It’s silly, but fun, nonetheless.

He’s got a day care business on the side.
PSA from Krang: normalize breast feeding.

The deluxe, or ultimate, release of Krang largely lives up to expectations, which were pretty high for this guy. NECA nailed the likeness and made sure to include a ton of optional, but worthy, accessories. It’s really tough to settle on a display for him because there are just so many options and the desire to have multiples is pretty strong. He looks great beside his fellow rogues or in combat against his enemies and I do get the sense that NECA went the extra mile to really make sure that this figure felt special. And that’s a great feeling to have with any purchase and especially with collectibles. The only drawbacks I really find with him rest with the paint and the saw error is a bummer. There’s no denying that all of the paint utilized for this figure helps give him that cartoon look, I just wish it could be applied more consistently. I also wish it was a little easier to separate the two halves of the figure, but once I have the figure inside I don’t really need to pull it apart anymore. He’s easy enough to reset, it’s just getting his tendrils around the joysticks that often necessitates more intervention.

“So, do we like, look at the head of the brain in the stomach?” “I don’t know, Mikey, just hit him!”

NECA’s The Wrath of Krang is currently a Target exclusive. There is some hope that eventually NECA will offer a made-to-order method of production with this one as it figures to be a figure that’s very much in-demand with collectors, more so than other releases. NECA is currently still working to fulfill all of the made-to-order items it offered last summer so I wouldn’t expect any news on that front until late winter or spring, at the earliest. The other silver-lining though is that both Target and NECA seem to be on the same page with this release and he’s being shipped in far greater numbers than we’re used to. Most stores appear to be receiving one or two cases with each featuring six Krangs. There’s still some confusion on how they’re being stocked though as images have circulated on social media of the shipping containers indicating that these are to be stocked and handled by Target employees. This differs from every other NECA release which is handled by an independent rep. Normally, that rep comes in once or twice a week and puts out new stock and Target employees largely have little to do with it. With them being handled by Target though, this means stock actually gets scanned into inventory and employees may be more willing to help collectors find them. It’s still a free-for-all though as my nearest store appears to still be leaving these to the rep. Target has yet to offer this release online as it has for every other TMNT release so if you’re having no luck locally you at least have an online release to (hopefully) look forward to. And if you’re really having trouble, get on Twitter and look for the CollectorsHelpingCollectos hashtag. Chances are, someone will have access to this figure and will be willing to help you out without any mark-up. It’s a great way to beat the scalpers and it’s nice to know that fellow collectors are looking out for each other. Good luck, and happy hunting, as this is a release not to be missed!


Wanted: Bebop and Rocksteady

28e0eb55117749.5977644bd483aIt had a good run, but with this past Saturday’s airing of “Wanted:  Bebop and Rocksteady” the Teenage Mutant Ninja Turtles series launched by Nickelodeon in 2012 has come to a close. In a somewhat refreshing manner, the show has come to an end largely because it’s told a story that was basically completed with the defeat of Shredder and the passing of Splinter to conclude season 4. Season 5, which came with a re-titling of the series as Tales of The Teenage Mutant Ninja Turtles, largely dealt with the fallout and the Turtles taking on the few stragglers remaining from Shredder’s empire. It was some-what directionless, but still solid entertainment. The finale though brought us another cross-over with the 1987 TMNT with a story centered around the comedic duo of Bebop and Rocksteady.

The series finale is composed of three episodes that Nickelodeon chose to air in succession as basically a little made-for-TV film. It starts off in the 2D 1987 world and Bebop and Rocksteady have just been driven back by the turtles. All of the classic voice actors are here with few exceptions (Kevin Michael Richardson stands in for the late James Avery as Shredder and is the most notable difference, though he does a really good job of sounding like Avery) for the 87 characters. The look and sound of that show is rendered well here, though the animation is obviously digital now and it’s kind of junky. Maybe that was in an attempt to mimic the less than stellar animation of the majority of that old series, or maybe it was just a limitation of the budget. Anyway, Shredder and Krang open a portal to the modern world and mistakenly leave Bebop and Rocksteady behind. Needing henchman, they place an ad and the current Bebop and Rocksteady answer it.

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The episode begins in the world of the 87 cartoon, aspect ratio and all.

The plot of this episode, being a scheme cooked up by Shredder and Krang, is naturally quite 87-esque in its execution. Shredder and Krang simply desire world domination, which includes total destruction by Krang’s rock soldiers from Dimension X. The 87 turtles soon follow via their own portal gun, and will naturally encounter their current selves. This isn’t new for this show as there have been a few cross-overs already. It is a novelty naturally designed to take advantage of the nostalgia adults have for that show, but the show runners here have been able to maintain a special aura by making sure each successive cross-over is better than the one before.

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It’s Shredder! In 3D!

The nature of the cross-over means a lot of the entertainment value is going to be derived from pointing out the differences between the two shows. The Turtles of this series are serious crime fighters who are kind of bored with all of their foes vanquished. The villains are dangerous and they fight dirty willing to use whatever is at their disposal. By contrast, the 87 Turtles don’t even use their weapons for anything more than intimidation. The villains are also hampered by a need to boast, gloat, and essentially delay actually killing their enemies. Shredder is also incapable of viewing Bebop and Rocksteady as anything other than brain-dead henchman incapable of even the simplest tasks, even as they’re proving themselves to be plenty capable at henching.

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Shredder insists on the comforts of home and has Bebop and Rocksteady dress like his 87 henchmen.

When the 87 Turtles meet the 2012 Bebop and Rocksteady, they find they’ve met their match. It’s a really amusing scene as the Turtles try to use silly cartoon cliches to take down Bebop and Rocksteady, which just don’t work. Their encounter occurs on an old playground and when Bebop hops on a merry-go-round Mikey tries spinning it to make him dizzy and he just gets kicked in the face. Raphael tries smashing a fire hydrant in an attempt to hose down his foes with his sai and finds breaking a fire hydrant is actually really hard. They’re easily taken out and their only saving grace is Raph’s ability to break the 4th wall and point out that this is a kid’s show and they can’t be executed. Bebop and Rocksteady are appropriately confused by this admission, but it works when they decide to just take them back to the Technodrome for Shredder and Krang to deal with.

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The 87 Turtles look pretty authentic, but so out of place in this world.

The 2012 Turtles basically play the role of competent heroes to their incompetent counterparts. They manage to rescue them, due in small part to Shredder and Krang’s futility, but take notice of the fact that the 87 Turtles are really bad in a fight. They try to train them, and it’s funny when 87 Leonardo reacts with horror when its suggested he actually try cutting people with his swords. The 87 Turtles get to meet most of the main cast of this show, including April, Casey, and what’s left of the Mighty Mutanimals. Meanwhile, Bebop and Rocksteady get to command some surprisingly capable robot Foot Soldiers as they’re charged with stealing some special computer chip for Krang. That segment actually includes some amusing easter eggs as they have to enter a 1987 vault and the silhouettes of various properties from that era are visible, three of which stood out for me:  Teddy Ruxpin, Robocop, and Freddy Krueger.

I found myself getting oddly defensive about how inept the 87 Turtles are presented. There’s a training sequence in which modern Leo throws a bunch of balls at 87 Mikey and he’s supposed to deflect them with his nunchaku, but can’t. He did that in the opening credits of every 87 episode! And seeing Shredder be such a push-over some-what bothered me. I always viewed 87 Shredder as a very strong fighter who always made the 80’s villain mistake of delegating everything to inferior henchmen. Still, this is mostly a failing on my part as I shouldn’t be hurt by this depiction. It was definitely amusing to see Leonardo actually wield his katana like actual weapons, and get a crazy look in his eyes as he revels in the violence!

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Expect many humorous moments such as this one where Shredder admonishes Krang for using his Chrome Dome brand shampoo.

The story is sort of secondary to the gimmick of the episode. It basically is just the eight turtles and their allies coming to repeated blows with the enemies. Krang is eventually able to open a portal to Dimension X, bringing in the 2012 version of the rock soldiers. He also goes “super” and in his giant robot body he is able to wreak a lot of havoc on New York. The Technodrome also rises to the surface for some destruction, and the Dimension X tank seldom seen in the old show also makes an appearance and it’s pretty cool. I don’t want to spoil anything, but you kind of no where this is going, don’t you? The destruction of the planet is avoided and everyone is sent home, all thanks to Bebop and Rocksteady. Wait! What?

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The 87 Turtles are treated like punchlines for the most part, but they get some redemption in the end. “Turtles fight with honor!”

Bebop and Rocksteady are the unexpected core to this story. They’re in the title, so obviously they play a role, but I guess I didn’t expect them to be this central to the plot. Bebop and Rocksteady are an oddly sweet pairing. They’re an odd couple with Rocksteady being some sort of Russian soldier and Bebop a street-wise punk. Ignoring the fact that they are kind of just racial stereotypes, it’s strangely endearing to see Rocksteady try to adopt some of Bebop’s vernacular as a way of bonding with him and Bebop even accepts a hug from his giant partner at one point, just because. They’re basically just a pair in search of acceptance and purpose. They’re directionless when we first encounter them and find a new Shredder to serve, but they hate how poorly he treats them. They even best Shredder in combat, rather easily, when he tests them out and yet they still are willing to serve beneath him even as he makes them do the laundry and wax the floor. When they find out towards the end of the story that Shredder and Krang aim to destroy the world they have a bit of an internal crisis. Rocksteady, motivated by the thought that his precious mama will be killed if the world is destroyed, decides he’s had enough and the pair thwart Shredder and Krang’s plans. By the end, they seem to have found their calling as they no longer wish to serve under anyone and even have designs on becoming super heroes (because that’s pretty bankable right now).

As entertaining as the story was, it’s a little disappointing to see the 2012 Turtles take a backseat to anyone in what is their series finale. The show even ends in the 87 universe with a joke featuring classic Bebop and Rocksteady. I would have preferred some sort of goodbye from the current TMNT instead. It felt like they were forced out by a brand that people have more nostalgia for, kind of like how retired WWE wrestlers seem to find themselves in the main event of modern Wrestlemanias. It’s pretty cool to end the show in a spectacular manner such as a cross-over, it just wasn’t quite the perfect end it deserved.

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Nickelodeon has gone to this well before, but it’s still pretty damn cool.

The 2012 version of the Teenage Mutant Ninja Turtles may not have lasted long enough to leave as big of a mark as the original cartoon did. And yet, this version of the TMNT is arguably one of the greatest iterations of the turtles to ever be. I think it’s easily the best television show based on the property, and even though I didn’t post blog entries on every season here I still kept up with the show when I could. The show-runners did a great job of mixing nostalgia with new stories and new takes on classic characters. It was a show I was really skeptical of when it first showed up, but it won me over as a 30-something when it had no reason to appeal to me. I’m a bit sad to see it go, especially as its rumored to be replaced with something more kid-friendly, and I wonder if we’ll ever see a better TMNT show. It has proven though that this franchise can’t be killed. It’s never going away. What should have been a fad has become a cultural institution and future generations can probably count on receiving their own version of the Teenage Mutant Ninja Turtles and that’s a pretty wonderful thing.


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