Tag Archives: playmates

Playmates TMNT The Last Ronin PX Previews Exclusive (Chase)

What’s this?! A brand new TMNT sculpt from Playmates? And I bought it?!

A few years ago, Mattel launched a new subline of action figures based on their most famous IP: Masters of the Universe. The subline was titled Origins and it basically took the vintage toys of the 80s and updated them with more modern articulation while still preserving that vintage aesthetic. And ever since then, collectors have been barking up the tree of Playmates Toys, known throughout the world as the producers of the original Teenage Mutant Ninja Turtles line of action figures, for something similar. And so far, Playmates has said “nah.” Instead, the company seems more interested in reissuing figures from its back catalog and reworking the Classics line from 2012. This is all well and good for folks looking to add or replace vintage figures, and I guess the 2012 reissues are good for those who want a Shredder or Ryu figure? All right, those reissues are pretty terrible, but I’m guessing they’re doing well enough that Playmates sees little value in sinking money into a new line. Then again, who knows with Playmates as they recently re-sculpted a new turtle body for the Stranger Things two-packs. They look okay, though scale with nothing, making the whole thing feel very perplexing.

In-box collectors should be pretty happy with this one.

Since Playmates seems to delight in surprising us, they had a new figure to show off earlier this year based on The Last Ronin. The Last Ronin has been a popular addition to the TMNT universe and it’s a not surprise to see toys follow, it’s just a surprise to see one from Playmates. Especially one that would appear to present a solid enough blueprint for a hypothetical TMNT Origins line. I was initially going to pass on the figure when it was first shown, but my curiosity recently got the best of me. Playmates released two versions of the figure: a standard, painted one, and a black and white version with some hatching, “comic,” paint effects. For some reason, that black and white version really appealed to me, which sucks for me since it’s considered a “chase” version and virtually every retailer that carries it will apply a surcharge to it. Oh well. It comes in a nice window box though with artwork from the series on it and surprisingly no product shots. Since there’s no cross-sell, I’m assuming this is a one and done release, but I suppose if it does well Playmates could revisit it in the future.

This deco just does “it” for me.
Any Last Ronin figure is going to need some weapon storage, and this edition does a solid job. Still needs more though.

Even though this is considered the rare chase version, I am an opener so we’re going to talk about this figure. The figure stands around 4.75″ in height and is pretty close to the same size as a turtle from the vintage line. A direct comparison is a little difficult since those figures all had pre-posed legs, but the height is pretty close though the vintage figures are all chunkier. It’s especially noticeable when comparing the hands between the two releases. Even so, the face on this new figure definitely has a vintage look to it. He has visible teeth on both sides of his beak, but more of an effort has been made to round the features and add detail. He has way more teeth, for example, than a vintage figure and they don’t have a large gap of green (or white, in this case) between them. As far as sculpting goes, this guy is all unique as far as I know. He’s depicted in his overcoat complete with hood and it’s all done in plastic with no soft goods or removable pieces. The hood is a separate piece that doesn’t seem to peg into any part of the figure, but is nevertheless quite secure where it is. With heat, I’m guessing one could pry it off, but I’m not going to attempt any such thing. The bandana underneath is fully sculpted though from what I can tell. The goggles are part of the sculpt on the hood so you can’t do a goggles-on look, but I’m not particularly disappointed by that. The belt and bottom of the coat seems to be the only other overlay and it’s either glued or keyed in. It’s a slightly softer plastic, though the flex isn’t going to facilitate any extra poseability with the figure. The black linework on this guys is very clean save for the top of the bandana on mine and I love the added scuff marks and such all over him. I would have welcomed a little more in some places, especially the hands, feet, and weapon holsters, but it looks solid nonetheless. I also like how he has different knee pads since that asymmetrical look was so popular in the old line, though in this case it’s done to be accurate with the source material.

This sword could probably use some heat to straighten it out.

This guy is really charming to look at. It’s not the hyper-accurate to the source material the NECA version goes for, but it has a certain appeal for those who either grew up with or just collect the vintage line. He may lack the chunk of that old line, but I think he can fit into a vintage display without too much issue. The standard version might stand out a little more given it has far more paint apps, though a stark white figure doesn’t exactly have any comparables in the line either. This is a fun look though, it just might be a little too pricey for what it is. Most seem to list the regular version for around 30 dollars. If Playmates could do this level of quality at 20 or even 25 that would feel a lot more agreeable. Having this black and white version has made me more curious about the regular release and how many paint hits it has. Are all the ropes painted? Are there any wash effects? I don’t know if I’m 30 dollars curious, but maybe if this thing hits clearance I’ll add another.

You also get the broken sword, which just reminds me of all of the broken swords I had in the old line.
Raph had a pair of sais, so Ronin gets two as well!

The big selling point of the Origins line is the addition of modern articulation, so it’s fair to wonder if this figure could be a model of things to come in a similar line from Playmates. And if that’s the case, well then there’s some good, and some not so good when it comes to this figure. The head appears to be on a ball peg, but the hood makes manipulating it rather difficult. I can get him to look left and right, and even up and down a little, but I’d call it more nuance posing than anything. The shoulders are ball-hinged and he can raise his arms up past a horizontal position, so that’s good, and there’s no real shell to prevent rotation all the way around too. The elbows are double jointed and bend past 90 degrees with ease and the wrists swivel and feature horizontal hinges which is a bummer since vertical would have been better. There is a waist twist and the legs attach via ball and socket joints. He can spread his legs basically as far as the skirt of the jacket will let him, which isn’t much, and the same is true for kicking forward and back. You get a tiny bit of thigh twist, or pivot, on that ball joint, but it’s not a lot. The knees are double-jointed and bend past 90 without issue while the ankles feature a hinge. The feet appear to peg into the hinge so you get a tiny bit of swivel there, but there’s no ankle rocker which is a bummer. That’s the biggest omission for me as being able to pivot down at the feet really opens up the stances available when posing a figure. Without it, there’s not a whole lot he can do below the waist. The other major omission is the lack of a biceps swivel. If they added those two points, which might not have cost them anything when they were tooling this guy, it would have made a world of difference. Instead, he moves just okay. It’s certainly below average for a modern figure, and this is a guy with a lot of weapons so it’s an extra bummer he can’t pose better. Yeah, he’ll pose better than your turtles from 1988, but that’s probably not the standard we should be holding Playmates to in 2022.

Donnie typically only wields one bo staff though, so he only gets one of those.
If you don’t want him wielding any of the more traditional TMNT weapons, he also has some shurikens he can turn to.

One of the hallmarks of The Last Ronin is the character is basically a one turtle army. He has all of the weapons of the core 4, and even more in the book, so this edition has to do the same. There are no extra hands or portraits so all of the accessories are weapons. In the box, you get: two sai, two nunchaku, one sword, one broken sword, one bo staff, two star-shaped shurikens, and two diamond shaped shurikens. It’s a good assortment and the only weapons missing are the tonfa the character wields in the book. There’s also a grappling hook that pegs onto the belt, though it’s just a lump of sculpted plastic and not something he can really do anything with. All of the weapons are sculpted in a light gray with a black wash added. The shurikens might be a darker gray, but they also have a much heavier wash on them making them appear more black than gray. The sculpt of the weapons is all solid. The ‘chuks are sculpted to have ropes instead of chains and they all feature wraps sculpted onto the handles. The sai are the only ones I don’t love since the bladed portions have been rounded off significantly and look a bit silly as a result, but I guess that’s because Playmates adheres to department store standards when it comes to safety. Like the book character, this figure has room for weapon storage, but he can’t store everything. There’s a slot for the bo on his back and a scabbard for one sword. There are two pieces for the sai, one on the rear and one on the front, and they even pivot so you can adjust them as needed. There’s no way to store the nunchaku though nor is there a place for the shurikens. He can at least hold everything and his hands are sculpted so the sai blade can go between his fingers if you wish. I just wish he had a true belt to slot some of this stuff into when he’s not holding it. I almost feel discouraged from displaying him holding any of the weapons he can otherwise store.

So where does this guy fit? We have a NECA toon on the left, and a Playmates vintage on the right. He’s close to the vintage, but decidedly less chunky. I think he mostly exists on his own, which is appropriate given the source material, but some may want him to blend more seamlessly with the vintage line than I do.

On its own, this Playmates version of The Last Ronin feels like a worthwhile release. The word I keep coming back to with this guy is “charming.” He’s a charming figure. It has enough of that vintage aesthetic going for it with the face, but it also brings its own flair to the shelf. As a one-off, it feels okay at this price point, but as a blueprint for a potential revival of the old line it does feature some room for improvement. I would like to see the articulation shortcomings addressed, and if they can’t get the price below 30 then it might not matter what they do. That feels way too close to the going rate for something from NECA, though an Origins-inspired line might not face competition from NECA, but Super7. Maybe a 30 dollar price tag is good enough if consumers are comparing that to the $55 remakes Super7 is doing? It’s hard to say. I’m not even sure I want such a line to exist as I feel pretty well covered at this point when it comes to TMNT toys. As a novelty, I could see myself kicking the tires on the four brothers at least, but as another line I’m all-in or nearly all-in on? I don’t know if the appetite is there, but I could be in the minority. Hopefully, if Playmates continues to do one-off styled releases, or even does more of those two-packs, they try to adhere to this style more than the 2012 Classics Collection mold which just doesn’t hold up very well. More of this, please, Playmates.


Super7 TMNT Ultimates! Sewer Surfer Mike

Surf’s up, dudes!

We are back with one more look at Wave 6 of Super7’s Teenage Mutant Ninja Turtles line of Ultimates! action figures: Sewer Surfer Mike. This, like every figure in the line so far, is a recreation of a Playmates Toys figure from the vintage line of TMNT action figures, and in this case it’s of Mike the Sewer Surfer. That was the Michelangelo included in the inaugural disguise series which was basically the first of the “wacky” variants that Playmates would do. Many more followed, but for me, that first wave was the most memorable and Michelangelo as a surfer dude made plenty of sense. And it was a toy I really enjoyed as a kid. Something about that pink and blue wet suit was just a pleasing aesthetic for me. I loved the sculpted details like the octopus on one of Mikey’s legs or that metallic paint on his sunglasses. He also had a little, crab, buddy that affixed to his surfboard and it was just a fun, silly, figure. And because of that affection I had for it as a kid I had to get the Super7 version. There was at least one other compelling reason to get this, which we’ll get to, but it was largely a no-brainer. I really liked all of those disguised turtles, it’s one of the few waves I had every figure from, and the nostalgia is strong here.

He certainly looks the part.

Mikey comes in the standard Super7 Ultimates! box with slipcover on the outside and window box within. Mikey stands around 6″ and is basically in-line with the other turtles, as expected. Since he features a new outfit that’s all done as part of the sculpt, everything about this guy is new. The only parts Super7 could reuse were the hands and maybe the shins. He’s done in as much colored plastic as possible, which for Mikey is that deep, forest, green that distinguishes him from his brothers. The wet suit feature some painted details and it’s done in an acceptable fashion. There’s a lot of additional, fun, sculpted bits on this guy in the form of various sea creatures. Mikey looks like he was vomited up by a whale or something as he’s got crabs (the good kind), sharks, and seawood all over the place and it’s something I remember fondly of the original figure. I’m a little surprised some of these aren’t removable, but they weren’t on the old figure so I don’t hate it. I’d have kept them on, but I understand if some are disappointed just like how some out there wanted Scratch’s shackle to be removable. It is interesting that the default portrait for this figure has Mikey with his tongue hanging out. That is not how the original figure depicted him as he instead had a sly smile and shades. The shades, by the way, are removable this time. The second portrait is more in-line with the original. It doesn’t matter since both heads are in the box, but I found it a bit curious. He still features a big, yellow, belt and I am a bit disappointed there isn’t more paint here. I thought Super7 did a good job making Slash’s belt pop more, but with this one it’s like they didn’t even try. Despite that, I think he looks good and I’m as charmed with this version as I was the original when I was a kid.

He’s got some board wax and these oversized throwing stars, but the board is the main attraction.

What certainly adds to the fun factor here rests with the accessories. Mikey’s got a decent spread, and it starts with the optional hands. Mikey comes with two sets of gripping hands (vertical hinge and horizontal), fists, and style posed hands. For those gripping hands he has his trusty nunchaku. These are of the molded plastic variety and Super7 added some seaweed to them in keeping with the theme. The original figure did not come with these so I like that Super7 gave us some. The only issue is they’re very gummy to the point where I find the texture unpleasent. It’s a shame, because the sculpt and paint are nice, but they’re so soft that I couldn’t even get them into his gripping hands. He also has three cans of wax, I guess to maintain his board, and I initially wasn’t sure what they were. They’re painted okay, my blue and yellow one isn’t lined up properly, but don’t do much for me otherwise. He also has his starfish shurikens which is something that did come with the old toy, and most important he comes with his surfboard. It looks like the vintage one as it’s cast in orange plastic and has a decal on it. It’s disappointing to see a decal in place of paint or a printing, but that’s what we got. The little crab guy is included, but he no longer clips into the board and instead is intended to just be placed on it which doesn’t work as well since the board needs to lean forward. There’s also a foot strap for the board in case Mikey wipes out. It looks pretty cool, but it’s really crying out for a display stand of some kind. Similar to the Optimus Prime figure Super7 did, the fins on the underside of the board make it a challenge to actually pose Mikey in a surfing position. He’s a bit annoying to pose because while he can peg onto the board, nothing else does and his sunglasses just rest on his head unconvincingly so there’s a lot of balancing going on. Lastly, he has a weapon sprue which contains the shuriken, nunchaku, crab, and wax cans surrounded by a block and tackle. It would have been cool to get the block and tackle as an accessory, though admittedly I don’t know what I would have done with it. Just like I don’t know what to do with the sprue. These are being phased out from future waves and I consider that no great loss.

As is often the case, two heads are indeed better than one.

Of course, we also have that other head which is more vintage inspired. Put that on your figure with the shades and the look is mostly complete (the fit of the shades is rather poor) which frees up that other head for another figure. It’s no secret that a lot of folks weren’t crazy about Michelangelo’s alternate head from the Wave 3 release of Ultimates! I’ve been using that head, because I overall liked the alt heads more, but it is my least favorite of the four. It’s just an odd expression. They were going for a smile or a laugh, but it’s very blocky and he has huge gaps between his teeth. This one kind of carries that weakness forward, but overall both heads do a much better job of getting Mikey’s termperment across. And the good news is that Super7 was able to match the colored plastic very well between this release and that past one so, if you want to, you can swap out the old head with one of these. I’m definitely going to do that with my display, though I haven’t yet decided which head I want for which figure. And I suppose the inverse is true if you really want your Sewer Surfer Mike to have one of the old heads. The classic, vintage, head doesn’t look terrible, though I can’t see myself going in that direction, but it’s always nice to have options.

One clear and obvious negative with this figure are these gummy, awful, nunchuks. I love the seaweed and such, but he can’t even grip them easily because they’re so gummy.

Now, the big deal with this line of late has been articulation. Wave 5, which arrived at the same time as Wave 6, was pretty much a disaster as far as loose joints are concerned. The Wave 6 figures I’ve looked at have been much better. Slash was pretty great, and while Scratch had some odd engineering choices, he was at least plenty sturdy. Mikey, being a Wave 6 release as well, is more of the same which is a good thing. He articulates just like the other turtles so we have a double ball peg at the head that has subpar range because of how low it sits on the unarticulated neck. The shoulders are ball-hinged and he can just about get his arms out to the side. He has a biceps swivel and the elbows are single hinges with rotation and it’s fine. The wrists swivel and hinge and the hands swap fairly easily. In the torso, is a waist twist that does little and at the hips Mikey can almost do full splits (it’s the sculpted eel on his left thigh that keeps him from achieving a true split), kick forward, and can’t really kick back due to the shell. There is a thigh twist and the knees are single hinges with a swivel. At the ankle, we get hinges and rockers which continue to be the strong point of the line. The rest is just basic. The range is mediocre as he can’t quite hit a 90 degree bend at either the elbow or knee, but there are at least no surprises. We know what to expect and that the articulation is going to be a weak spot for this line, at least what is here seems fine as far as quality control is concerned. I’d love to see Super7 do better, but we’re at a point that we should expect this level of articulation and either accept ir or pass because it’s unlikely to change.

Whether you go with the tongue head or the closed mouth, I think it’s an improvement for the wave 3 Mikey.

This is a figure that is not likely to excite many, but it’s probably not going to let many down either. It feels like it should be regarded as a new baseline for the entire series. There’s a good amount of paint on the figure proper and it’s applied reasonably well. Yes, it’s not pristine upon close inspection, but it’s good enough. The articulation is not impressive, but is up to the line’s own standard and at 6 waves deep it’s mostly on the consumer at this point if they’re letdown in that department. And the figure also comes with enough, though I definitely would have appreciated some new hands like open palms for a more traditoonal surfing pose or maybe a “Hang 10” gesture. At least there is already plenty of new tooling with this guy so it doesn’t feel like Super7 cheaped out on us. My only true criticisms rest with the belt and nunchuks. The belt just needs more paint as it shouldn’t be all yellow like that. At least hit the cans with something. And that gummy plastic utilized for the chuks needs to take a hike. I get that they were looking for a flexible alternative for the weapons, but this isn’t the right solution. Mostly though, if you’re into this line and have been generally pleased then you’ll like this figure and if you liked the vintage one well then it’s a no brainer. The fact that his second head works well with the older Mikey might be reason enough for some to drop the $55 it costs to get this guy.

The new heads for Mikey are a bit “toony” compared with the other brothers, but it works well enough as far as I’m concerned.

Super7 TMNT Ultimates! Scratch

Nothing to see here, folks. Just a couple of fellas in striped pajamas minding their own business.

Ask a casual fan of Teenage Mutant Ninja Turtles who Scratch is and it’s possible they’ll have no idea who you’re talking about. Ask a collector of Teenage Mutant Ninja Turtles action figures who Scratch is and their eyes will shift to one of longing. Scratch the cat was a late entrant in the classic line of Playmates action figures. He was originally released in 1993 when the basic assortment of TMNT figures had shrunk to just 7. In their place were figures based on a new movie, the toon subline, cave turtles, mutating turtles, and a bunch of other gimmicks. Kids had basically grown bored with the franchise, so Playmates was throwing a bunch of different tricks at them to try to cling to a demographic that had been obsessed with their product for a few years at this point. And a few years for a children’s toyline can sometimes feel like an eternity.

So it was that Scratch, Halfcourt, Hot Spot, and the other figures from ’93 went somewhat ignored. They were also produced in fewer numbers compared with the basic assortment of the prior years, and the people who were buying them were kids which meant they’d get beat up, broken, donated, etc. As a result, they’re even harder to find today and if you have a mint, carded, Scratch or one of those other guys from ’93 then you have yourself a decent little payday in front of you, should you wish to sell. And for whatever reason, Scratch has become “the one” from that assortment and for collectors of the line he’s become a bit of a grail piece, despite the fact that there are other figures more rare in the line. Because of his infamy, it’s not surprising that Super7 would turn to the character that went unloved nearly 30 years ago, but so many are after today.

In 1993, I was barely clinging to my TMNT fandom. I saw the third film and liked it enough and would get it on VHS later that year. I had Cave Turtle Leonardo from the prior year and was very smitten with that year’s Turtle Trolls. It was also the year I bought my final TMNT figure until 2003, a Ninja-flipping Raphael. Otherwise, I was really into X-Men and the offerings from ToyBiz. Plus, Mighty Morphin’ Power Rangers debuted that summer and set the toy world on fire as well. And I can remember encountering that basic assortment like Hot Spot, Mona Lisa, and yes, Scratch, and my take then was “Wow, these look stupid.” And they kind of were. Mona Lisa is fine, but Hot Spot? He’s a mutant dalmatian that is a fire fighter – how creative? Scratch is a mutant cat burglar who….wait for it…is a cat! They’re two of the laziest designs put out by Playmates and are totally unremarkable as characters and as action figures. If that’s the case, why did I bother with this updated version of a character that I think is kind of lame? The answer is: I don’t know! When the solicitation went up, I didn’t give it much thought. I guess I liked the idea of a figure with a ball and chain and I was intrigued by the presence of a diaphragm joint and what looked like a fairly ambitious paint job, by Super7 standards. I don’t know if that should have been enough to get me to drop $55 on the figure, but it did so here we are.

It’s starting to feel like a rarity to get a non-turtle in this line that isn’t massive.

Scratch is one of those figures that can best be described as “what you see, is what you get.” He stands about 6.5″ in height and comes in a standard sized box. He’s sporting an old timey jailbird outfit, so white jumpsuit with black stripes. He’s got a cat burglar mask and a little hat too. Like many, many, figures from Playmates, he has one foot sporting a boot and one that’s bare. The booted foot is also shackled and a bluish-grayish ball is attached to the shackle via an actual chain. Around his neck is a piece of black thread with a small nail file attached for busting out of jail. His clothing is mostly in tatters as he’s either gotten into some scrums in prison or his escape act left him a bit worse for ware. It was a pretty bland design in 1993, and it’s really no better in 2022. I suppose the thinking here is that the large scale of this line can improve the sculpt and the added paint can elevate it. And I suppose it does. Kind of. His face is very expressive and every piece of exposed flesh is nicely textured to simulate fur. There’s no texture to the clothing, but there are numerous rips and the folds of which are sculpted on. I like that his prison uniform was apparently custom made because it continues onto his tail, though it’s pretty torn. The end of his tail is wrapped as well, like many a cartoon cat. The shackle on the left ankle is a bit odd though. It’s part of the sculpt, which was true of the original toy, but it feels like this is something Super7 could have improved upon by making it removable. The area between the curved bar of the lock and the actual lock itself is also filled in with plastic so it doesn’t look as good as it could. The actual ball portion can be removed since it’s just affixed via a small, weak, chain, so if you wish you can simply bend the last link and slide it off, though each time you do you likely risk the link just breaking all together.

Looks like they messed up Scratch’s missing tooth. That white indent is probably supposed to be painted black.

Excepting the shackle, I think the sculpt looks pretty good from a technical standpoint. Whether or not you like the character design is certainly subjective. The paint though is a bit of a mixed bag. The fur is the standout. Scratch is basically a light brown with a red-brown overcoat. The hands, the feet, the face – all look good. The teeth and the mask are especially clean, though the factory screwed up Scratch’s missing tooth by basically painting the gap as if a tooth were there which just looks strange. It also looks like they missed the black outline for his right fang as it’s present on the left side. The jail suit is a little less impressive. Scratch appears to be mostly cast in white plastic so the black lines and the exposed fur are all painted effects. This is a sound strategy, but may have been a little too much for Super7 to handle. There are numerous places where the paint doesn’t go far enough to the edge of the clothing and doesn’t look great. It’s especially noticeable on the wrappings on his tail. The rip around his right shoulder also looks weird because the arm is cast in white, but it looks like the rip should result in an exposed armpit, but doesn’t. There’s also a scuff on one of the black lines on my figure’s left leg. Interestingly enough, some of the spots that look hard to paint turned out very well. There’s a thin rip at the base of his rib cage on his left side that’s nice and clean and the little slashes on his left thigh all look great. “Mixed bag” is probably the best way to describe this one when you’re talking paint.

My best attempt at tip-toes.

Scratch, being one of the more generic character designs in this line, should be one of the best articulated as a result. There’s no shell to work around, he’s not super chunky, or an alligator, he’s basically a humanoid character that just happens to be covered in fur and features a tail. Again, you would think that would bode well for Scratch, but eh, more mixed bag. It starts at the head where Scratch is surprisingly locked down. He basically can’t look up at all and only down a little because his head sits so low on the neck, which is unarticulated. He does get a little tilt to each side and can rotate, but the lack of up and down is disappointing. At the shoulder, he can just hit horizontal and rotates all the way, of course. There is no biceps swivel once again, and instead we get an elbow swivel that can at least go all the way around. The hinge there can’t hit a 90 degree bend which continues to be a disappointment. Yeah, there’s little different between 90 and almost 90, but the goal here is to be able to go past 90 degrees. The wrists swivel and hinge and Scratch does have a vertical hinge for his trigger hand, so that’s a plus. In the torso we have a new joint not featured on other figures in the line which is at the diaphragm. It feels like a ball joint, and it allows Scratch to rotate a little bit and he seems to have more range rotating to his right. He can’t really bend back far, but he does crunch forward a bit. You also get some nuance posing which I like. It’s not amazing, but being able to break-up the torso like this adds more than you think. At the waist we have a twist that is surprisingly tight. He can’t go all the way around, or at least he doesn’t want to and I’m not going to force it. The hips can go out to the side to almost a full split and he kicks forward well and there’s a bit of a thigh swivel. At the knee, we have the standard single hinge and swivel which rotates all the way around on the right leg, but does more of a pivot on the left. The right leg can hit a 90 degree bend, or close to one, while the left knee barely does anything because of it’s shape. It’s a poor design as there’s nothing unique about this guy preventing better range. The ankle hinges and can rock to the side, and just like the knee, the right foot is far more functional than the left though the ankle rocker is more like a swivel on the right foot than a true pivot. Lastly, the tail is on a ball peg and doesn’t do much of anything save for swivel around. Trying to pose it any other way is likely to just result in it popping off.

At least he has the right hinge for his trigger hand!

The articulation continues to be a weak spot for this line and Scratch is, in some ways, more disappointing than most. As I said before, there’s nothing about this character’s design that should make the articulation hard to implement, but it still comes up short. With the knees and elbows, they’re just not allowing for enough room to add in the necessary range. Don’t do double-hinges if you don’t like them, but single-hinged joints should work better than this. A double-ball peg approach to the waist would add a lot of nuance as well, and Super7 needs to allow for more clearance at the head. I should also add, the joints on the knees are painted so you’ll want to be careful there. The right calf is actually cast in clear plastic, so it’s not too unsightly if some of that paint rubs off of the hinge. The left calf is in white and part of the stripe by his knee is painted onto it. The knee barely moves as it is so most should be okay, but it’s something to be mindful of. As far as tolerance goes, Scratch is definitely more in-line with Slash than he is with the Wave 5 releases. Most of the figure moves fine, though that diaphragm joint is a bit loose. It will flop a bit if you shake the figure, but otherwise seems to hold its pose okay. The hips are fine and so are the wrist hinges and waist.

This is definitely intentional. Image on the left is from the excellent Rad Plastic.

So far I would categorize this review as merely okay, but Scratch has one last chance to impress and that’s with his accessories. Scratch is pretty well loaded with stuff and it starts with an assortment of hands. Scratch has a set of fists, gripping hands, style pose hands, and trigger finger hands. The gripping hands feature a different grip for each so one is tighter than other. His left trigger finger hand has a horizontal hinge, which is useless, but the right has a vertical hinge. I don’t know why they did it that way, but as long as we have one good trigger hand I’m content. Scratch also has an alternate portrait and this one features more of a closed mouth and side-eyed glance. I don’t normally like side-eye expressions, but something about this one works for me. It’s a little more toony in the eyes as there’s no exposed eyelid so I might settle on this one for my display. This expression also dates back to an uncovered clay sculpture for the original figure, which was done by Anaglyph, and was apparently considered for the final figure (image above is from the wonderful TMNT toy resource Rad Plastic). Getting the head and hands off is no problem, though seating the second head is a bit of a pain, but doable without heat.

I’ve seen Sylvester the cat have to settle for worse.

For those hands, Scratch has a few items he can wield. I already mentioned the small file dangling from a rope around his neck, but he also has a large one he can kind of hold in the tighter gripping hand. It’s cast in that same blue-gray as the smaller file and the steel ball and it looks fine. There’s a dead fish for Scratch to apparently snack on that’s also the same blue-gray color, which is weird, but has some yellow, painted-on, eyes. There’s a claw hammer for Scratch to smack stuff with and it’s fully painted and fits well on the other gripping hand. There’s a sack of money and it’s really well painted. It’s flat on the bottom so it’s designed to be placed on a surface and it’s sculpted to look like the gold coins inside are spilling out. You can put it in his hand if you want though, but it will look weird. My favorite accessory though is the cake gun. It’s a handgun with a slice of cake over it implying that Scratch snuck it into prison in an actual cake and pulled this sucker out. It’s goofy, but reflective of the vintage line. I’m left wishing Super7 gave us the rest of the cake. Lastly, Scratch comes with a buddy figure named Jailbird. Again, pretty weak design as he’s just a bird in a prison uniform, but who didn’t like getting a little buddy figure in the vintage line? Jailbird is well painted and in a casual pose where he looks like he’s flipping a coin. I think he’s supposed to be a hawk, though he’s purple. He doesn’t stand totally upright, which bugs me a little, and features zero articulation. At least he’s fully painted. There’s also a weapon sprue for Scratch and it’s cast in yellow like the vintage toy, though it appears to be a paler yellow. The ball and chain accessory makes up the outer part of the sprue, with the file, cake gun, fish, and hammer inside it. The shackle doesn’t open or anything so I don’t see how you could get it on the figure without removing a foot. It’s more for those who want Scratch to wield yellow weapons though, but still feels rather pointless. It’s no surprise then that these look like they’re going to be phased out in the next wave.

He’s going to need those tools if he wants to get that shackle off.

At the end of the day, Scratch was a fairly unremarkable figure in the vintage line, and he’s close to that in the Super7 line. He’s a little better than unremarkable and that’s mostly accomplished with the accessories. I love the cake gun and the money bag is one of the better painted items I’ve received from Super7. The hammer, file, and dead fish are done well, but aren’t particularly exciting. I do like the alternate head, and the ball and chain is basically an accessory too and one that’s pretty fun. The vintage figure did not have the actual ball and chain, but did have the shackle, so I guess it isn’t a terrible thing that the shackle isn’t removable. You can make this display like the vintage toy, though going the extra mile there would have been cool. The articulation is subpar though. He’s better than some of the other figures in the line in that regard, but those figures were poorly articulated so that makes Scratch just underwhelming by comparison. I think Super7 can do better and I’d like to see them try. The paint is at least more ambitious than some of the figures in the line, even if it isn’t exactly a homerun. He’ll look fine on a shelf, but closer scrutiny leaves something to be desired.

All right, who let the cat out?!

Your fondness for Scratch will likely come down to your subjective reaction to the character design, which I don’t hate, I just find boring. There’s enough here in the accessories and overall look to leave me content, but this figure will never enter my mind when I’m trying to pick my favorite from this line. That’s also true of the opposite though as he’s far from the worst and if anything collectors should feel okay about the quality of the product coming out of Wave 6 considering how shaky Wave 5 turned out. And even as I say all of this, I can’t deny that I had more fun than usual snapping pictures of this guy, utilizing my own cat’s carrier, and such. Scratch is a corny design that’s been elevated due to the scarcity of the original figure and for many longtime TMNT collectors this is as close as they’re going to get to that figure. If you have always desired Scratch the action figure, then this should “scratch” that itch. It’s unarguably a better, more enjoyable, figure than the vintage release and should look fine with the rest of your collection. On the other hand, if you see a figure of a literal cat burglar and it does nothing for you then you probably won’t miss this one. I give it a measured recommend for that reason.

“So…what are you in for?”

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 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.

Playmates Teenage Mutant Ninja Turtles 2012 Turtle Figures Collection 6-Pack

I guess it’s been a long time coming that I touch some 2012 TMNT action figures.

Playmates Toys has been the master toy license holder for Teenage Mutant Ninja Turtles for as long as I’ve been aware of TMNT. In the 80s, the toy line produced by Playmates was excellent: fun sculpts, imaginative characters, crazy set pieces, and tons of vehicles. It was a great companion to the animated series airing on television five days a week and it was a huge reason the TMNT franchise became as big as it did. As the property cooled off and moved on from the old show, Playmates was the one constant that remained. When the turtles jumped to live-action for The Next Mutation, Playmates went with them. When they came back in 2003 with a new animated series, so did Playmates. And it’s been that way for over 30 years now with no end in sight.

Right now in 2022 we’re living through a dry spell for TMNT multimedia. The comics are still going strong, but there are no new episodes of a TV show airing on television and no feature film is set to hit theaters this year. Often times when a toy maker enters into an agreement to be the master license holder for a property there are various stipulations in the agreement that need to be satisfied in order for the agreement to remain valid. One such common stipulation is that new product has to be shipped at set intervals since whoever actually owns the property (in this case, Viacom) stands to make money on units sold and wants its property to remain in the spotlight with consumers. I don’t know if such a clause exists in the license that Playmates holds, but it would certainly explain the vast amount of reissues that have been shipping over the past two years. Rereleases of the vintage figures showed up at Walmart last year while new variations on the Classic Collection figures from 2012 have been available at comic shops and as part of some bizarre two-packs with Cobra Kai. For fans and collectors, some of these reissues have been welcomed, but some have not. The quality has been suspect at times while other releases have left fans scratching their heads wondering just who actually wants some of this stuff?

If you like gimmicky packaging then Playmates has you covered.

I’m mostly in the camp that doesn’t place much value in the recent Playmates releases, but one such bundle did finally get me to pull the trigger. The 2012 animated series that aired on Nickelodeon is one of the blind spots for me as a toy collector. Prior to that series, I had dabbled in basically every line Playmates released. I also watched that 2012 series as it aired and really came to love it. I saw the toys on shelves at various big box retailers and I thought they looked fine, but I just never felt compelled enough to pull the trigger. It was a line aimed at kids, and the Classic Collection did arrive that same year and largely scratched my itch for new TMNT product, so I felt comfortable passing on it. Now though I’m re-watching the series with my kids and I’m being reminded how good it is and Playmates made it really easy to grab some of what I had missed.

6 figures for 50 bucks – can’t argue with the value!

The latest bundle of figures from Playmates centers on the 2012 series. For 50 bucks you get a fancy box decked out to resemble the Shellraiser from the show that contains six, carded, action figures inside. If you’ve been following the Playmates reissues this kind of packaging has become common as they’ve done movie turtles, toon turtles, and even sports turtles in this same style. Once I saw these sets arriving in the hands of collectors I felt comfortable to grab one myself. Some of the others have been rather lackluster, like Bebop having solid black legs and the movie turtle reissues lacking the soft, rubbery, form of the vintage versions so it was hard to predict just what the 2012 reissues would look like. And in general – they’re fine. They’re pretty standard reissues and largely get the job done, but they do have their issues as well.

First of all, the box is pretty neat. It comes in a rather plain, white, slipcase with green font and a Playmates logo on it that basically just exists to protect the inner box. The interior box is fairly sturdy and the art looks great. There’s a turtle on 3 of the sides while Donnie is on top in the gunner position. The turtles are designed to resemble the toys and not the show and there’s even a handle on top of it should you feel the need to bring this to your buddy’s house. Each end is taped closed so you’ll have to break out a knife to get into it if you don’t want to rip tape off. Once opened, the figures can be found stacked 3×3 with some tissue paper wrapped around them. All 6 cards arrived in good condition. They’re the standard blisters from the line sold at retail only the cross-sell on the back has been updated to feature just the six figures in this set: Leonardo, Donatello, Raphael, Michelangelo, Splinter, and Shredder.

While I had to warm up to the look of the CG in the show, the actual designs for these turtles clicked with me right from the start.

Let’s talk about the turtles first. They were the main reason why I decided to grab this as the other two figures were almost irrelevant to me. Like past Playmates lines, these turtle figures are more inspired-by the show they hail from and are not aiming to be true recreations. They’re all generally much rounder in appearance and each turtle is a unique shade of green, as Playmates often does. Leo strikes me as the most neutral as far as his shading goes while Raph is definitely the darkest of the four as his shade of green skews more blue. Michelangelo has a lot more yellow mixed into his coloring while Donnie comes across as more pale. Each turtle has their own unique mask with the traditional color assignments while the kneepads and elbow pads are brown. There is an ever so slight variation to the shade of brown for each turtle and each one also features athletic tape around the wrists, hands, fingers, and feet. Leo’s tape is an off-white while the other three brothers all have brown tape, except the hand tape which is the same across all four. Raph and Mikey’s tape is a pretty close match in shade to their knee and elbow pads, while Donnie’s is noticeably lighter. Each turtle also has a unique belt for storing their weapons with both Leo and Donnie having a shoulder strap.

I’m not going to display them with the box, but I suppose I could.

These versions of the turtles are actually not the 2012 releases, but the updated 2016 reissues. The main difference between the two is that Playmates re-sculpted the feet to resemble the show. These turtles have the all-white eyes of the 2012 release, but the eyes are painted to be much larger and extend outside of the actual sculpted portion. They don’t look as clean, and the paint in general isn’t great. There’s a lot of slop around the masks on my Leo and Donnie while Mikey’s doesn’t appear to be painted all the way to the edge of the sculpted part of the mask. Mikey also has some of the white from the teeth on his chin. Donnie is by far the worst of the four though as his mask was not painted well at all. The rear of the mask is almost all green plastic with much of the purple applied to the top of his head by mistake. It’s a bummer. To my surprise, the gold on his belt buckle is rather clean so he at least looks passable from the front.

That is a brutal attempt at painting Donnie’s bandana.

I never expected the paint to be much to write home about as it’s the sculpt that interests me most with these guys. It’s a very fun look for the turtles and it’s a look I much prefer to that of the actual show which tended to give the characters these blocky looking muscles. Each turtle is individually sculpted which is actually pretty standard for Playmates. They probably expect to sell so many of the base turtles that they’re willing to sink more money into each one. The texture of the turtle flesh is well done with some featuring bumps, scaling, and cross-hatching to add a touch of realism to otherwise unrealistic designs. Somewhat unique to this iteration of the turtles at the time is the fact that each turtle had a distinct shape. Donnie is the tallest at about 4.625″ with Mikey the shortest at an even 4″. Donnie’s head also has an egg shape to it (fitting) with Raph being close to his shape while Leo and Mikey have comparably wide heads. Raph also has a unique crack in the plastron of his shell near his left shoulder. Donnie is the only turtle with a closed mouth expression which is a bit of a surprise since his model in the show had a gapped-tooth smile. They’re all good sculpts and I’m very charmed by them. The only thing holding them back is the paint and some of the materials as the belts have a very plastic look to them and the accessories do as well, which we’ll get to.

I would caution against storing Mikey’s weapons in such a fashion.

One thing Playmates has never been known for is articulation, and these guys are mostly more of the same. They’re certainly more articulated than some of the past iterations of the brothers, but obviously way less than the Classic Collection. Each turtle has the same articulation: ball-head, shoulder ball-hinge, elbow hinge and swivel, wrist swivel, thigh ball-hinge, knee hinge and swivel. What is present at least works all right. The elbows bend about 90 degrees while the ball-hinges at the shoulders and thighs allow for a wide range at both. The only thing I don’t like is the peg in that shoulder hinge which is pretty ugly and really odd. I also wish they had articulation in the ankles as that would really help in posing, but I’m also not surprised to see such a thing missing.

Everyone comes with extra, unpainted, weapons because that’s how Playmates likes to roll.

The accessories for these guys are also pretty standard. Each turtle comes with his signature weapons: swords for Leo, sai for Raph, bo staff for Donnie, and nunchaku for Michelangelo. The weapons are cast in colored plastic. Leo and Raph’s weapons are gray while Donnie’s is brown and Mikey’s is a more orange-brown. They look okay, but it would have been nice to see some paint. Mikey’s ‘chuks are also all plastic, and while they are flexible, stress marks will quickly form on the chain portion if they’re bent and stored in his belt. All four turtles store their weapons on the rear of their shell and it works fine excepting the issues with Mikey’s ‘chuks. Raph’s right hand also features a wider gap between his fingers so he can do the sai grip with the blade between his fingers just fine. In addition to the standard weapons, each turtle also has a weapon rack with extra stuff. Leo has a much longer, tachi-like blade here while Mikey has his chained sickle offshoot which his nunchaku basically transformed into in the show. Donnie has the bladed variant of his bo here as well and Raph has some strange, broken, sai where each is missing one of the side points. Raph also has some hooked weapons, Donnie a chained weapon, Leo various kunai, and Mikey multiple styles of shuriken. The other three also have their own shurikens and Leo also has what looks like a chisel or something. I like the variant weapons that Don and Mikey feature, while the extra large sword for Leo is cool too. Mostly though I assume people display their turtles with their traditional weapons and that’s probably what I will do as well.

Oh yeah, can’t forget about the other two…

If this contained just the four turtles, I’d be fine with it. 50 bucks for four figures in a specialty box is a decent value in 2022, but we do have two other figures to talk about. First up is Master Splinter. Unlike the turtles, he is a straight re-release of the 2012 figure and he basically looks the same. He’s about 4.5″ tall so he’s a little shorter than Donnie despite being taller in the show. He’s also pre-posed like the classic figures with knees bent so he’s actually taller, but functionally not. He’s also way more basic than the turtles. Remember how I said Playmates seemed inclined to sink more money into their turtles? Well, they’re definitely not for the supporting characters as Splinter is barely more engineered than his vintage counterpart. He just swivels at the neck and elbows with ball-hinges at the shoulders and thighs. There are no knee or elbow hinges or even wrist swivels. He does have one additional point of articulation and that’s a swivel at the tail which comes unassembled in the box.

I guess he’s just always going to be looking up.

If Splinter is to be a statue then he’s going to have to make up for it with the paint and sculpt, and unfortunately that’s really not the case. The paint is fairly clean on this guy, but I’ve never liked the mix of white, brown, and black on his face. His legs and body are also gray which seems odd, but they’re not really visible so I guess it doesn’t matter. His left eye doesn’t appear to be aligned properly so he’s a bit goofy looking. I also wish Playmates used a different shade of white for his exposed teeth as they just blend in with the white fur around his mouth. He does have wraps on his forearms which are gray while the exposed fingers and tail are pink. He has one arched foot which is annoying, but he at least can use his tail as a third leg. The kimono is soft plastic, but aside from the black buckle there’s no paint on it which is a bummer. He looks like a toy wrapped in a fruit rollup. His lone accessory is his walking stick which is cast in a semi-translucent green plastic so it at least looks interesting. Otherwise though, he’s a dud and not something I would have bought outside of this set.

Eh, I guess he kind of scales with the turtles.

Our last figure is the sworn enemy of Splinter and the turtles: The Shredder. He’s better than Splinter, but not as good as the turtles. Like Splinter, he’s a 2012 reissue which is a bit of a bummer because Playmates would do a version 2 that was much better. He is at least sized appropriately at a tick over 5″ and his chest is broad and barrel shaped. He’s also fairly on-model with the show. Like the rest, the paint isn’t great. The chest, sleeves, thighs, belt and part of the boots are painted and it’s all fairly uneven. His eyes are also painted white and look pretty terrible. The armor bits not painted are cast in gray plastic and they look fine. The forearm blades are retracted and Playmates declined to include an extended variation which is also a bummer, but true of the 2012 release as well. I do like this look for Shredder as he’s quite menacing, this just isn’t a great interpretation of it.

Shredder at least has some size, but those statue-like legs are just so bland.

The articulation for Shredder is also lacking. His head is locked down to just a swivel while the shoulders and thighs are the same ball-hinge joint the turtles have. He also has hinged elbows and a swivel at the wrist and waist but nothing at the knees. It’s odd to not have at least have a boot cut and I feel like with better articulated legs I could deem this one acceptable. I do applaud Playmates for putting the shoulder pauldrons on hinges so that Shredder has more range at the shoulder, but that’s about it. He doesn’t make up for the lack of articulation with his accessories either as he just comes with a sword and a pair of shuriken. The sword fits rather loosely in his hands which drives me nuts, plus I don’t know if he ever used a sword in the show. I’d much rather he just have extendable blades for his forearms. The updated Shredder Playmates released had a removable helmet, cape, and hinged knees and the forearm blades were sculpted to be extended. He couldn’t retract them, but I’d rather they be extended than not.

Let’s sneak in a comparison before we put a bow on this one. Everyone likes to compare to the ’88 figures, so I’ll switch things up by comparing 2012 Leo to 2003 Leo (left) and 2007 Leo (right). It’s a shame that when Playmates added painted weapons to the 2k3 line that it didn’t become standard for all future lines.

This boxed set of Teenage Mutant Ninja Turtles figures mostly does what I want it to do. I don’t particularly care for Shredder and Splinter, but at least Shredder has decent shelf presence. I mostly just wanted the turtles and I do like these sculpts and designs, I just wish my Donatello in particular had been painted better. I’m torn on if I prefer the 2012 versions to the updated 2016 ones too. I like the new feet, but dislike the wider eyes on these ones. Still, it probably would cost me more than 50 bucks to acquire a set of 2012 releases so I’ll take the trade-off. By getting these I’m also more likely to dig out more of my vintage stuff to better display my collection. As for the rest of this line, I don’t know if I’ll add to it. I do like the Metalhead that was released, but nothing else comes to mind. Maybe I can talk myself into that 2.0 Shredder. Otherwise, I’m content to let it be unless NECA or someone else wants to take a whack at the 2012 series with more of a collector mindset. I would certainly welcome an alternative to the Revoltech releases, but for now, this should suffice.


Super7 TMNT Ultimates! Muckman & Joe Eyeball

Let’s muck stuff up!

Gross. That’s the word I hear all of the time associated with the vintage Playmates Teenage Mutant Ninja Turtles line of action figures. Back then, articulation was kept pretty simple and this allowed studios like Varner to go nuts with sculpting. They could include all kinds of details in their figures. Sure, much of it would go unpainted, but at least it was there. And for whatever reason, the aesthetic of the time was to be gross. Characters with boogers and slime were quite common, and the Teenage Mutant Ninja Turtles line soon embraced that. It wasn’t really from the start, but over time, characters that embodied an unpleasant aesthetic were introduced and none captured that more than Muckman.

The standard Super7 box, only probably 20% bigger.

Muckman is literally supposed to be mutated garbage. A walking trash pile with a little eyeball buddy paling around in a bucket jammed in his back. If action figures could smell, then surely Muckman would smell horrible. He, along with Mutagen Man, stand out in my mind as characters so gross that I almost didn’t like to look at them. I played with them, but if I spent too much time thinking about these guys I’d start to get sick to my stomach. Now, I reflect on that Muckman figure with renewed appreciation for those sculpted details. It was pretty incredible what the artists got into that guy, and all just for some 4 dollar lump of plastic kids were going to toss around, lose, and cover in legitimate muck.

Has something so gross ever looked so beautiful?

Super7’s line of Ultimates! based on that vintage line is perfectly suited for a figure like Muckman. The upscaled nature of the line, combined with modern paint apps, is designed to bring figures like Muckman to life. When it comes to this line, I find myself wanting Super7 to take what’s old and improve upon it, but with Muckman little improvement is needed. Just make him bigger and paint him up while adding in some modern articulation. And guess what? That’s exactly what Super7 did.

There’s so much going on with this guy.

Muckman and Joe Eyeball are exactly what I want from this line. Muckman is huge, standing around 7.25″ to the top of his head, and 7.75″ to the top of that banana peel he has on his head. He’s shorter than Bebop and Rocksteady, though he’s also designed to be stooped with his head practically in the middle of his chest. He’s substantially thicker though and quite a heavy beast. I suppose his upper body isn’t much thicker than Bebop’s, but it feels more substantial because of all of the stuff going on. Almost every spot on this guy is sculpted to resemble something. Some of them are basically nondescript tendrils of green yuck that resemble tentacles to a degree. There’s lots of lumpy green stuff, bugs, refuse, and the like. Just about everything is painted now which helps bring him to life. It’s also amazing how some of the stuff looks so familiar, like the frog on his left thigh. I haven’t held the original Muckman in 30 years or so, but it’s amazing how some of the details came roaring back the second I got this figure in-hand.

He grows his own mushrooms.

The sculpt is the real star with this figure, but the paint is a close second. So much of it is applied in a clean manner. Apple cores, fish bones, soda cans – it all looks awesome. There’s one fishbone on the back of the figure’s right calf that they were able to sculpt and paint across two textures, his frayed pants and this trash bucket that’s wrapped around his ankle. It looks spectacular and there’s a nice gradient for the green that dominates the figure’s “flesh.” The only blemish on my figure is on his “moustache” where there’s a little scuff, but that’s basically it. It’s an unfortunate spot to have your own imperfection, but it’s not enough to take away from the overall presentation. This is one well done figure.

One of Muckman’s ooze holes.
Like the vintage figure, the other ooze holes are found on the head.

Now, this big, heaping, lump of garbage isn’t exactly friendly when it comes to articulation, but Super7 managed pretty well. His head, being in the center of his chest, can’t do much up and down, but he can look to the side really well because his neck is surprisingly long. It seems like not much, but it adds a lot of personality. The shoulders are simple ball hinges that can rotate fine, but he can’t raise his arms out to the side much. The elbows are single joints with a swivel and they work well and he can just about bend his elbows at a 90 degree angle. The swivel on his left arm is a bit more limited though because he has some sculpted ooze that hangs over it. At the right wrist, is the typical Super7 swivel and hinge, but because the bones of his left wrist are exposed, they had to do a ball joint there that pegs into his left hand as opposed to the hand normally pegging into the wrist. It’s a smart solution and I kind of prefer that joint to the usual. He has a waist twist, though it rubs against the soft plastic “diaper” he’s outfitted with so you may want to be careful. The hips are the standard ball-hinges that peg in. Their appearance is the one thing I don’t love because too much of that ball is visible, but they work all right. The knees are single hinges with swivels and the ankles hinge and pivot very well. It’s pretty damn fun to pivot that big manhole cover left foot because it just looks so ridiculous.

And with him, as always, is Joe Eyeball.

Muckman is probably a very costly figure for Super7 given the amount of plastic in him as well as the paint. For that reason, it’s probably not a big surprise that his accessory count is small, but at the same time, it’s pretty substantial. His main accessory is Joe Eyeball. Joe was a little slug character in the vintage line that’s been brought to life. Super7 upscaled him and he now stands close to 2.75″ to the top of his head, but 3.75″ to the top of his tallest eyeball. Super7 painted his eyeballs, mouth, and teeth and even squeezed in some articulation. His head is probably on a ball-peg, but it’s pretty tight and mostly just allows for some swivel. His two arms also swivel. I wish his eyeballs could swivel as well, and I’m a little surprised they didn’t give him ball-hinges at the arms, but it’s nice to have a little something here. Joe rides in the trash bucket that snaps into Muckman’s back, which is painted to appear like it’s full of green goop and has some garbage stuck to it as well. Super7 didn’t include it, but if you have slime you can even fill the bucket like the old toy and it will ooze out of the figure’s chest. The top of his head also still comes off so you can pour slime through there and have it come out of his mouth.

If you need just a bit more muck out of Muckman you’ve got these extra hands.

Lastly, we have a couple of hands and Muckman’s trash-zooka. His default hands are gripping ones, with the left hand having more of a trigger finger quality to it. The alternate hands are just designed to make him even more gross. The left hand has a handful of goop, while the alternate right hand has some garbage membrane between the index finger and thumb. My one disappointment with this figure is that this alternate right hand didn’t turn out quite as well as the prototype, which made the membrane portion a lighter green. It’s still pretty awesome though and I’m definitely keeping that on. Muckman’s gun is, like him, assembled from garbage and like many of the figures in this line Super7 did skimp on the paint here. I wish they’d fully paint the weapons like they do the rest of the figure because this barrel is clearly composed of various bottles and cans and would look really nice if fully painted. There is some green goop on it and some chrome fasteners, but the rest is just gray.

Mikey just can’t help himself when he sees pizza laying around.

I was fully prepared to be impressed by Muckman, but I wasn’t prepared for him to become my new favorite figure in this line. He just turned out damn near perfect and I can’t put him down. He’s a joy to mess around with because nothing is too tight or too loose and I feel like I’m always noticing something in that sculpt that I didn’t before. He’s easily the star of Wave 4, and other than Donatello, he’s the only one I got from this wave or intend to get. And if you’re going to get just one, non-turtle, make it Muckman! This dude is going to be on many “Best of 2022” lists and the only lists that don’t include him won’t because they were able to get him in 2021. Even if you have the NECA Muckman, this one is still worth having because they’re two different animals. That Muckman had to have its “muck” deemphasized to accommodate animation while this one is free to just go nuts. And it’s the rare figure in this line that feels like a steal at $45. If you’re even the slightest bit curious about this figure, get him now because he may never get re-released again and he’s sure to go up in value on the secondary market. And if Super7 ever does do another run, it’ll probably cost more than $45. Go on and get mucked!

Sorry Bebop, you’ve been dethroned. Mikey, leave that pizza where you found it! You’re gonna get worms!

Super7 TMNT Ultimates! Donatello

The one who does machines.

It’s a Christmas miracle! After more than 14 months of waiting, I finally received the fourth and final turtle to complete my Teenage Mutant Ninja Turtles in glorious 7″ scale – Donatello! It was October of 2020 that Donatello and the rest of wave four went up for preorder and, at the time, we were looking at a 9-10 month wait. That meant by the end of 2021 we were basically assured of having all four turtles together at last. Then 2021 happened and factories closed by COVID re-opened with skeleton crews, docks were shuttered, truck drivers were in short supply, and bottlenecks at every step of the manufacturing and shipping process were interrupted. It soon became apparent that getting the last turtle in-hand by the end of 2021 was no sure thing, but sneaking in right at the end was my order for Donatello.

The only is jealous of the height of this new version, but the Super7 Donnie definitely has some staff envy.

If you’re new to the line, the Super7 Ultimates! are 7″ scale action figures modeled after the vintage Playmates toyline. Each of the first three waves was anchored by one turtle with Donatello reserved for the fourth wave. And since Super7’s products are made-to-order, each wave takes awhile to arrive after first going on sale. That meant collectors had to wait more than a year to assemble all four turtles, but that’s how it goes. And considering that each turtle is essentially the same figure, it’s not the worst thing to have them spaced out.

Not pictured: all of the generic “ninja” weapons you’ll never use.

And since this figure is basically the same as the one I’ve now handled three times, Donatello arrives with considerably less fanfare than the others. By this point, I pretty much knew what I was in for and Donatello was further harmed by the fact that his only unique accessory is his bo staff. Still, if you’re a fan of the one who does machines then this was probably a really long wait, but at least it’s over. Because Donatello is so familiar, this will probably be one of my breezier reviews, because everything about him has basically been done. He comes in the same window box as the others with the green slipcover and a little bio on the back. It looks nice, but it’s also a lot of paper and plastic that can feel excessive when you have a figure that doesn’t need to fill out that packaging. It is convenient if you want to reseal it though, and it looks nice if you’re a mint-in-box collector.

Something else the vintage version has over the modern one.

Donatello stands about 6″ tall making he and his brothers rather short for the line, which is appropriate. He’s basically brown in color, in keeping with the classic toy, and features a vintage inspired headsculpt. The belt crosses his chest, like the old toy, and features a holster on the rear for his bo which is likely more durable than the old toy. His belt is all black, save for the yellow D on the buckle, so Donnie’s attire more matches Michelangelo’s than it does Leo and Raph, which is more in-line with the vintage figure as well. Unlike Mikey, his finger and toenails are painted a yellow-green indicating that’s likely what was supposed to happen with the Michelangelo figure. Donatello basically looks the part of an up-scaled, modern, Playmates figure with one exception. Super7 failed to include his belt pouch. If you had the vintage Donatello, then you may remember he was unique amongst his brothers in having this little, sculpted, pouch on the left side of his belt. It had a slit in the top so you could fit a throwing star or one of those little, three-pointed, bladed, weapons they all came with. I was legitimately looking forward to that being included as I was hoping his Turtlecom accessory would fit in it, but it’s not here. Bummer.

Other turtles have come with the classic communication device, but it feels more at home with Donatello.

Donatello comes with basically the same assortment of stuff as Leonardo and Raph. He has vertically hinged gripping hands equipped upon arrival, with horizontal ones in the box. He also has fists and open hands which work well with the pizza and Turtlcom. And yes, he has a slice of pepperoni pizza which is colored more in-line with Raph’s (Leo’s looked dirty), and he also has the two Turtlecoms: one opened and one closed. His Turtlecom is plain looking, like Leo’s, so apparently only Raph gets a personalized one with red piping. Beyond that, he has the generic ninja weapons all of the Playmates figures had. He also has a classic weapons rack of brown, unpainted, weapons. His are fairly light in color in keeping with Super7’s releases having slight variations either purposely or not.

He can still look fearsome, even if his weapon is basically a glorified stick.
Weapon storage is a must!

The items unique to Donatello are what you would expect. He has his bo, and he gets two for good measure, and they come on the rack and in painted varieties as well. There’s some nice dry brushing on the bo which brings out the faux wood grain and makes the tape in the center look a little dingy. The bo does seem rather short though. It’s only about 4 3/4″ which is nearly the same size as the vintage one, which came with a considerably smaller figure. It looks a bit puny in his hands and I’m puzzled why Super7 wouldn’t have maintained the original scale. Was it in response to Leo’s swords being too long? I don’t know. One staff is also “bowed” a bit and I’ll have to try to straighten it out with hot water or a heat gun. His other unique accessory is the alternate portrait. This one is fairly understated, which suits Donatello. His mouth is entirely closed and it has a very “Mirage” look to me. I like it, which is good as I’ve been displaying my other turtles with the alternate head, though I do really like the default one with him too. It’s probably my favorite of the four. Raph still has the best alternate portrait.

Donnie’s alternate portrait adds a touch of class to the wise turtle.
Especially from the side.

The articulation for Donatello is exactly the same as his brothers, so I’m not going to repeat myself again. It’s suitable, but flawed. These turtles would look good with a proper neck joint at the base and the elbows are done poorly. The hips are the worst part though as they continue to be too loose. Donatello isn’t the worst offender of the four, but he’s still too loose for my liking. Aside from that, I will say this turtle had the best, overall, joint situation out of the box. The only joint stuck was the left thigh twist, which was solved with a quick, firm, jerk. Everything else though was free and easy with suitable tolerance as well.

Time for a group shot! I’m still torn on which heads to roll with.
What has become clearer to me over the years is that Donatello had the best facial expression in the vintage line.

Donatello may not be the most exciting action figure release of 2021, but he is one of the more satisfying by virtue of the fact that he completes the gang of four. He’s exactly as expected, no better or worse than his predecessors. There are flaws in this design, and I’m bummed at the missing belt pouch and staff situation, but not enough to cause me to regret my purchase. I like having a set of vintage inspired turtles, and Donatello gets the job done. Being that he’s part of wave four means this is the last turtle we’ll get at the original price of $45, so that’s a bit bittersweet. It’s also a reality we’ve been living with basically all year. As for me, I ordered this guy direct from Super7, but later added an order for Muckman from a retailer. If you want to know how he turned out, I’ll have a review eventually in 2022 whenever the figure gets to me. If you want to know how Casey Jones and Mondo Gecko turned out, well you’ll have to go elsewhere as I passed on those ones with nary a drop of FOMO so far.

We’re all glad you could join the party, Donnie.

Super7 action figures are made-to-order, but if wave 3 is any indication, Donatello should be plenty easy to get even if you didn’t preorder. Several outlets still have the figure available for preorder and they should have the figure in-stock now, or soon, too. Super7 has also made all four turtles available again multiple times so there should be plenty of them out there at retail or with only a minor mark-up.


NECA TMNT Cartoon Wingnut & Screwloose

Don’t call ’em mutants.

For most fans of the Teenage Mutant Ninja Turtles from the 1980s, you reside in two camps when it comes to how certain characters are remembered: either from the cartoon/comics, or from the Playmates toy line. For Wingnut and Screwloose, I suspect most associate them with the action figure, but there are those who think of them first as members of the Mighty Mutanimals, the Archie Comics sister book to their version of Teenage Mutant Ninja Turtles. When it came to the toy line, many of those characters would be brought over and usually as villains. What many consider to be classic villains Slash and Leatherhead, actually started off as heroic allies of the TMNT. And when it came time to bring them into the animated universe, it was usually as characters based on the toys so to the rogue’s gallery they went. Even some of the few that were made heroes by Playmates would get the villain treatment, like Mondo Gecko, though he would come around by episode’s end.

For Wingnut and Screwloose, they too got the villain treatment despite being counted amongst the allies by Playmates. Their Playmates design also differed wildly from the comic as the toy maker preferred to envision Wingnut as a Batman parody. The mutant bat is clad in blue and gray evoking memories of Batman’s past. He’s also a little on the paunchy side, which might have been Playmates poking a little fun at actor Adam West. By the early 90s, the Batman most associated with the brand was the one featured in Tim Burton’s film. He was a brooding character sporting all black, muscled, features, even though actor Michael Keaton wasn’t exactly the brawny type. It was quite fashionable in those days to poke fun at the campy show from the 1960s and West’s “pure West” physique, while certainly not overweight or anything, was definitely not the muscled look the character had undertaken. Nevertheless, the design was quite interesting and Wingnut was a favorite of many of my friends. Screwloose, on the other hand, was just a sculpted lump of plastic, one of the earliest “buddy” accessories to be featured in the line. I’m actually not sure which buddy was my first, but I think it was either Screwloose or Joe Eyeball.

Such a lovely couple.

Why the cartoon Teenage Mutant Ninja Turtles decided to take a clear Batman parody, or homage, and make it a bad guy is beyond me. Sure, Wingnut is a bit fearsome looking, but I never confused him for a villain. The show decided to make him and Screwloose a pair of invading aliens, with Screwloose actually serving as the brains of the duo. Making them aliens actually kept them inline with their comic counterparts, who did start off a bit villainous before switching to the side of good, but otherwise they’re kind of their own thing here. The design for both is clearly taken from the toys, something the cartoon seemed more willing to do in later seasons, probably because it was hard to come up with a bunch of new designs with those larger episode orders. And now, NECA Toys has made it so we can have toon accurate versions of these characters for the very first time.

Wingnut is definitely one of the heaviest figures to grace this line.

Wingnut and Screwloose come in an oversized two-pack box. The actual design is standard, it’s just massive. The height and width are essentially universal for the line, it’s the depth where this one gets beefy. I have it at 5 1/4″ which is about an inch deeper than the recent Groundchuck and Dirtbag box. The box depth obviously varies, but for comparison’s sake the Casey Jones and Foot two-pack was a miniscule 2 1/2″. The end result is you know when you’re handling this one as to grip it across the top with one hand results in me being able to feel the skin between my thumb and index finger stretching.

These wings are something to behold.
He’s not much taller than a turtle, but he’s a whole lot chunkier.

The box has to be this big because Wingnut is an especially large figure. As far as height goes, he’s a rather ordinary 6 1/8″ to the top of his head and a full 7″ to the top of his ears. It’s his bulk though that makes him quite large as this is a big boy. The Playmates figure was a little on the soft side, but cartoon Wingnut is a bat that’s clearly let himself go. He’s got a huge backside and then when you add in the wings the figure gets even deeper. And because he’s so chunky, he’s got quite the heft to him. Screwloose, by comparison, is far more diminutive and is in-line with figures like Baxter and Splinter. He’s around 4 1/2″ tall and not particularly bulky or anything. Though it certainly makes him a lot bigger than the vintage toy. I don’t have my old toy for comparison, but I think most of the sculpted details of the figure were carried over to the show so he’s got a tank top, four arms, pants, and shoes to go along with his bug features like wings and a tail. I remember the figure having a little belly on him, and the cartoon retained that. It was interesting getting a better look at Screwloose as a kid when he showed up in the toon, and it’s nice to see him finally have a proper figure.

The Little Brigade.
Everything about this figure is big, including the gun.

Back to Wingnut. As I said, his design mimics the toy, but in bringing him to the show some details were either scrapped or simplified. He no longer has a logo on his chest and his uniform doesn’t feature any rips or holes. His face also just features less detail and his tongue is no longer permanently sticking out. The dominant color of his suit is a gray that appears to have a touch of purple mixed in. It complements the blue mask, gauntlets, and boots and the pale yellow of the belt and pouches is certainly evocative of classic Batman. In true NECA fashion, there’s lot of black line work painted on and the rear of the figure is cast in darker shades to evoke the cel-shading present in the show. In this case, the rear of Wingnut is very much a shade of purple while the blue is just a richer shade of blue. He has a somewhat menacing, teeth-gritting, expression on his face that was, more or less, his default look on the show. What really stands out though are those wings. Wingnut has these tiny, little, bat wings that probably weren’t suitable to handling his massive bulk, so either he or someone else outfitted him with metal wings that fit over them. They’re riveted and feature what look to be thrusters on the bottom and guns at the top. What’s really neat though is NECA was able to sculpt and paint the biological wings inside of them and the result is so impressive that I can’t tell if it’s one sculpt or two.

This is unfortunate.

What’s less impressive though, is some of the paint applications. The paint on the wings is phenomenal, but on the figure itself there are some problems and chief among them are the teeth. Wingnut is supposed to have pretty normal looking toon teeth, but with two fangs in the front that were illustrated to fit over the teeth, rather than apparently exist as teeth on their own. This apparently caused problems for the painting as it looks like those fangs are sculpted, but the factory just did normal, grid-like, line work for the teeth. It’s messy, and it seems to be a consistent problem with this figure based on the others I’ve seen. Beyond that, the other paint imperfections are largely minor. There’s some black lines that aren’t quite lined up with where they should be and some bleeding over the edges, such as with the blue on the fingers, in other places. It’s the type of variance one would expect. I will add, that after a mostly paint-flaking free experience with Dirtbag and Groundchuck, this figure is definitely a messy one to handle at first. Lots of painted joints, which means lots of paint flakes winding up on whatever surface you’re handling him over.

That’s quite the profile.

With Screwloose, the expectation is that he’d be a lot less interesting in comparison with his box-mate based solely on size. And that’s true, but he’s also less interesting just because his sculpt requires far less detail. He’s dressed like a bum, though his shoes are a bit fancier than a bum would dress, so there’s not a lot of texture work with him. Possibly because he’s mostly yellow, NECA didn’t really do much with the paint as far as the usual light on the front, dark on the rear goes. They mainly just did it with his shirt, while his purple pants appear to be uniform in color. His stomach is painted green, which I always felt was an odd choice on the part of the toon and he does have some green spikes on his arms. He’s painted well enough though, but he does have some of the older problems from this line. Namely, the paint on the joints will flake off leaving a clear plastic beneath. It’s definitely not the eyesore some of the other figures experienced, but it’s unfortunate. There was also some paint rub from his arms or back to the wings so mine have a little yellow on them.

Paint rub and flaking is more of an issue with this guy as you can see the white, or clear, plastic in some of the hinges has been exposed after just light manipulation.

In terms of articulation, these guys basically do what you’d expect of them. Wingnut’s head appears to be on a double-ball peg so he gets movement at the head and the neck, which is concealed in the body. He can look down, and if you have a flight stand capable of supporting his bulk, he can even look ahead in a horizontal flying pose. The arms are ball-hinged at the shoulders with those bulky, NECA, double-elbows. They twist above the joint, and below, and genuinely look fine because there’s so much going on with the costume. He can bend his elbow a little past 90, but if anything I have a problem getting his arm perfectly straight. He’s tight, and I can’t tell if he’s only supposed to go so far or not. At the wrist though we have the usual swivel and hinge system. In the upper torso, there’s a diaphragm joint right below his “bust” that allows him to tilt, rotate, and even crunch forward and back a bit. There’s no true waist twist, and the legs on the new ball pegs. They’re plenty secure, which is good for such a big figure. The knees are just single joints and they’re either really tight, or slightly ratcheted, as mine kind of click when I move them. They don’t offer much range as this is a character meant to always be hunched slightly, but they work fine as far as allowing the figure to stand effortlessly. His ankles are hinged, and they don’t have much range there, but they do have rocker-tilt which works just fine. Wingnut’s tail, tiny as it may be, is on a ball hinge so there’s some play there. The wings are also on ball hinges so they can rotate and “flap” as well as they probably need to.

These guys aren’t super poseable, but they’re still capable of looking cool on a shelf.

As for Screwloose, he’s basically the same. His head is just on a ball peg, but there’s enough range to let him look in basically any direction, he’s just going to have a bobble head from certain angles. All four shoulders are standard ball hinges and are quite tight. I think it’s due to them sitting fairly deep in the sculpt, but moving them around gets messy due to all of the paint flaking. The elbows are just single joints and they rotate as well. The knees are single hinges too and there’s a ball peg, I think, between the shirt and belly that lets him rotate and tilt ever so slightly in all directions. The wings are ball-hinged like Wingnut’s, though the tail appears to just swivel. It was also so tight initially that I wasn’t sure if it moved at all, but it just needed to have its seal “cracked.” I also think his ankles can pivot, but they sure don’t want to. He’s quite light though so he doesn’t need his ankles to do much in order to stand.

This gun is chunky and long.
Raph, you’re probably going to want more than your sai here.

This set is definitely not the most dynamic as far as posing possibilities go. Screwloose just doesn’t have a ton of options, while Wingnut is mostly limited by his bulk. That doesn’t mean they can’t look interesting on your shelf, and NECA did include some accessories to help there. With Wingnut, we get three sets of hands: fists, open, and gripping. The gripping hands are meant to wield his massive bazooka. Initially I thought it was the Triceraton gun with some parts swapped, but this is all new and much bigger. It’s a gun he handled for all of 2 seconds in his lone cartoon appearance, but it is toon accurate. The grip is a touch loose, but that’s probably a good thing in order to avoid lots of paint rub when inserting it into his hands. And even so, you’re likely to experience some anyway. Screwloose, on the other hand, gets nothing. He has two open hands and two gripping hands and you can easily move them from one arm to another, but that’s all. He does come with a flight stand, and it’s the improved one we saw with the video game Baxter that has an extra joint in it. It’s still annoying in that you can’t have the claw at a true horizontal angle, but it works all right. Lastly, NECA included some paper goods. There’s a wanted sticker for Smash, leader of the Crooked Ninja Turtle gang, as well as Wingnut’s W logo from the toy and a sticker for a map. The map is from an episode where it’s discovered Splinter’s kimono hides a secret and you can stick it on your Splinter if you want. I probably won’t There are also four, mini, comic books for your turtles to read taken from the episode. A fun, little, touch, for sure.

Screwloose just gets a flight stand, but hey, at least he can fly!
Novelty toss-ins, or hints of what’s to come?!

Wingnut and Screwloose are a fairly iconic pair in the Turtle-verse owing mostly to their appearance in the vintage toyline. Their animated appearance was far more forgettable (especially since it was a Zach-centric episode and he sucks) and downright bizarre in some respects, but the designs were still fun since they basically mirrored the toys. As an action figure pair, there’s definitely some warts present, but nothing that comes close to ruining the experience. The accessories are a bit on the light side, but there really wasn’t much to source from the episode they were a part of and NECA even tossed in the deep cut that is the map sticker and included a flight stand for Screwloose. And possibly because they didn’t have to go too nutty on the accessories, this one comes in at a price point of $55, cheaper than Dirtbag and Groundchuck even though, like that pair, these guys appear to feature all new tooling. The only real issue I have are Wingnut’s teeth as they look rather bad and since they’re right on front of the figure’s face there’s no avoiding the issue. Again, it’s not enough of an issue for me to not recommend this set. These guys succeed like almost every other figure in the line in achieving that “pulled right from the cartoon” aesthetic, and a giant Batman parody and four-armed mosquito are inherently fun designs. I would definitely suggest adding this set to your toon display as it’s one of the better two-packs NECA has put out so far.

Chrome Dome still towers over all!

Wingnut and Screwloose are currently showing up at Target stores across the US. They appear to be arriving in solid quantities, and being that they’re cartoon appearance isn’t particularly memorable, the sets appear to be hanging around longer than a few minutes. Good luck!


Super7 TMNT Ultimates! Metalhead

Let’s get this party started!

This post marks number 800 for this blog! Now, when I hit a nice, round, number like that I usually try to find a special topic of some kind, but also one representative of the content on this blog. Well, we certainly look at a lot of toys on this space, and there have definitely been a lot of Teenage Mutant Ninja Turtles posts, and I do consider myself a metalhead so why not do a figure review of Super7’s TMNT Ultimates! Wave 3 Metalhead? Now, I’m taking a bit of a gamble in making such a milestone post a figure review. This thing could suck for all I know, but I’ve handled enough figures from this line that I’m reasonably confident that it won’t. Plus, it’s Metalhead, one of my favorite figures from the original Playmates line and one I wish I had held onto (sorry, no comparison shot).

There’s a lot going on with this sculpt.

When it comes to this line, it’s interesting to see the choices Super7 makes in regards to how faithful they want to be to the vintage toy and what they want to change. With Bebop, we saw they elected to pump him up quite a bit so that he towers over the turtles. Metalhead is a robot turtle, and across other mediums he tends to be on the larger side. Super7 though, saw him as a robotic duplicate of the turtles akin to the fifth turtle, so they decided to make him the same size. He’s not the same sculpt as his body is loaded with tiny, technical, bits, but he is the same height, width, and obeys the same proportions. This puts Metalhead at about six inches which means that, despite this being a 7″ scale line, he’s actually shorter than NECA’s cartoon version of the character by nearly an inch. Obviously, these two are not meant to be exactly the same as they’re the same character from two different sources, but it is an interesting comparison.

I had to bring out the flash for this shell.

Metalhead was one of the more detailed sculpts released by Playmates in the original toy line, and the same is true for this version as well. His entire body is covered with grooves, buttons, vents, wires, and rivets. It’s an impressive mold and it also means Super7 had to use a lot more paint than they usually do. The base color for the figure is gray, so every bit of red, black, yellow, silver, and green is painted on. And a lot of the details are quite familiar to me as I look this guy over, especially the little lightning bolts on the forearms and shins. Those were sculpted on the original toy, but unpainted and it’s nice to see them brought to life here. The head still features the light piping which is to say that his eyes and brain are cast in a red, transparent, plastic and the rest of the head is molded around it. Shine a light into the top of his brain and it should filter through the eyes. If you don’t care for this though, Metalhead’s alternate head is exactly the same, but with that feature removed in favor of red paint. Super7 seems to have taken some small liberties with the figure’s legs as there are now tubes connecting the back of the knee to the thigh. I don’t recall how these looked on the old figure, I’m guessing they were there, but part of the sculpt. Here it looks cool, but is a little concerning when it comes to articulation, but we’ll get to that in due time.

“I will crush you, puny robot!”

Of course, the elephant in the room concerns Metalhead’s torso. The original figure was vac metal, a process by which a layer of reflective, metallic, paint is placed over a hard plastic to create a finish akin to chrome. The vac metal is less a paint, and more like a heavy, duty, coating. The problem is, it only adheres to harder plastics like ABS (most toys are a type of PVC) and it’s prone to chipping as it does not possess any sort of give. Super7 opted not to do the chest or shell in vac metal for these reasons. I think, with a little creativity, they could have made it happen if they had really wanted to. The front of the figure’s “shell” is a separate piece so they could have made that removable and given people a vac metal plate to put over it if they so desired. Instead, they just went with a super, metallic, paint job for the torso that’s a very lustrous gold. I am personally not that into vac metal, so I don’t really care. I think this paint job is pretty flashy and I quite like it. Something about how the light rolls across the rear of the shell is very pleasing. It’s so pleasing that I kind of don’t want to put the backpack on him.

Light piping in action! The other head just has red-painted eyes.

If there’s anything to nitpick about the figure’s appearance, beyond the size (I get it, but I do think of Metalhead as being bigger than the turtles), is mainly in just some of the finer details. So much of the character’s sculpt has been painted and brought to life, but the belt is just three colors and most of that is black. The oil can, funnel, and bolts affixed to the belt are unpainted while the grenades are just green. It would have been cool to see some added embellishment there. There’s also the unsightly holes in this figure, one on the rear and two on the chest. They’re to accommodate his backpack accessory, but when that’s not in use you get the holes. Some plugs would have been cool to fill them, or they could have used magnets to hold the pack on. It’s not the end of the world, and I suspect most will use the pack anyway, but it’s just neat when companies go that extra mile.

Robo-chuks and grenades. You can see how the stuck thigh swivels impact how the left kneed is positioned. It’s irksome.

In terms of articulation, Metalhead is basically the same as his organic allies, though the execution is not. Metalhead has a head that sits on the same ball joint and he can pivot up, down, and to the side. The range isn’t spectacular since he has a sculpted neck with no lower neck articulation, but it works all right. At the shoulders, we have ball hinges, but the shape of the shoulder means he really can’t lift his arms out to the side much. He won’t be serving as a “T” for any cheer squads. The elbows are single-hinged, and like the other turtles, the elbow pad won’t let him achieve a 90 degree bend. The wrists rotate and have horizontal hinges. At the hips, he can pivot a bit, but the shell won’t let him spin all the way around or anything. The legs connect via these small, skinny, pegs and below them should be a thigh swivel, but my figure is totally stuck on both legs. I’ve tried heating it, then freezing, to see if that will get it moving, but to no avail. It really stinks because the left leg is rotated inwards a little so his knee isn’t facing forward. He has a swivel at the knee, but you have to be mindful of those hoses on the back because they link the upper and lower leg which really isn’t a smart design. I wish the thigh cut had been repositioned to just above the yellow knee indicator as there is a natural place for it in the sculpt. The other swivel is just too close to the hip and it’s hard to get any real torque without putting pressure on the peg connecting the hip. Below the knee is the standard ankle rocker which works well.

I do really like his tentacle finger.

Metalhead ends up not being the best articulated figure, but he’d have enough if it just worked better. To make up for it though, he has stuff. Like every figure in this line, Metalhead comes with extra hands. He has gripping hands in the package plus a pair of fists and wide gripping hands. I’m not really sure what the wide hands are needed for, but he has them. He also has another right hand which features a tentacle like extension popping out of his index finger. It’s pretty cool looking and something the original toy did not feature. He also has some mechanical nunchuks that clip into his wrist in place of a hand (like the original figure, which I think was the first figure I ever had with swap-able hands). The actual ‘chuks portion can rotate, but not freely like a propeller so it’s more for positioning. Swapping parts is easy, and if anything too easy as they sometimes pop off when just positioning the figure. He also has his pizza oven backpack, since this guy is a party robot. It snaps into his back and the straps plug into the chest. There’s a mini satellite dish that plugs into the top, or you can use the second nunchuk attachment which makes it function like a helicopter. I think this resulted in someone on staff at Super7 saying they mistook the nunchuk that came with the original Playmates toy for a propeller as a kid and wanted to give anyone else who did the same that option with the new toy. Lastly, we have a pair of grenades that Metalhead can toss at his foes. They look just like the ones molded into his belt, so that’s a nice touch, but I wish they could affix to the belt in some way. Or if the backpack could open, now that would have been cool!

You can see how the backpack causes him to lurch forward to stand.
I guess the primary function of this pack is to supply pizza and soda, but according to the bio it has the features of a jukebox, arcade, and can blast Foot Soldiers. That’s quite a bit better than my backpack.

The accessory assortment is solid, though I wish Super7 took more time in painting them. The vintage line was all uniform, so I get that they want to match it, but they provide an unpainted weapons rack with every figure, Metalhead included. Why not add more paint to the rest? The backpack especially could use a little flair on the rear as could the innards of the nunchuk. The grenades don’t even have silver on the handles or pin. They provide these nice, painted, weapons for the turtles, but it seems Super7 shorts every other figure in the line in this area. There’s also the issue of the backpack being quite heavy. Metalhead’s hips aren’t flimsy like Raph’s, but they’re also not strong. His torso might also weigh more than the other turtles because he’s prone to falling backward. Add the backpack and the problem is exacerbated. This is one you’ll need to keep an eye on and you shouldn’t get too ambitious with the posing. It would be a shame if that shell were to scuff or worse. I’m not sure why they didn’t make the backpack hollow, and therefore lighter, but I have a conundrum where I want to display the figure with it on, but it would be a great deal more stable to go without.

And now he can fly!
“Thanks, dude, I needed a pick-me-up!”

These issues with the figure may seem like a classic case of nitpicking, but they all add up to be more problematic than expected. Getting Metalhead to stand is more challenging then it should be, add the backpack and it really becomes an issue. Then when you take away something like a thigh swivel, you’re forced to rely on the other joints to create a strong base. And when you find yourself constantly tinkering with the figure to get him to stand, you end up grabbing the lower leg and forgetting there are hoses behind it and that’s how you end up with a broken toy. Yup, those hoses I pointed out as a potential problem turned out to be just that. The right leg ended up breaking on me, and not from twisting the lower leg too far, but just by my finger wrapping around the leg in just the right (wrong) way, apparently. It’s a very thin, soft, plastic and it won’t take much to break. I have a feeling in ten years when we’re looking back on this line that Metalhead’s tubes will be akin to the old Playmates Krang and the antenna on top of the head that always broke. I ordered this figure through Big Bad Toy Store so I reached out to them (because Super7 asked me to do that first with my Michelangelo issue) to see about an exchange. The stuck thighs already had me frustrated and contemplating an exchange, and the broken coil became the tipping point.

I can’t believe this design choice made it into the final figure.

Metalhead ended up being a more frustrating experience than I expected. He had become the one I was looking forward to the most from Wave 3 of Super7’s Teenage Mutant Ninja Turtles line of Ultimates!, and now he’s my most disappointing. It has not been a great start to this wave as I had the ankle issue with Michelangelo so hopefully the last figure I look at (Rocksteady) won’t be more of the same. This follows really no issues with waves 1 and 2 for me beyond stiff or loose joints, and it’s not causing me to rethink all of the open preorders I have with Super7, but it has taken some of the wind out of my sails.

Hooking the tentacle on a more stable figure has the hidden benefit of helping Metalhead stand.

In the end, maybe Metalhead wasn’t the best choice for my 800th post, but it’s a decision I’ll have to live with. I’ll come back and update this post if I have any success on getting a better Metalhead. Right now, the figure is available in a few places to order, but he won’t last forever since Super7’s model is made-to-order. They’ve relaxed their one and done strategy for this line for both of the first waves, but I wouldn’t count on that going forward. Especially as factory availability remains challenging and shipping from Asia continues to be a problem. I can’t give my full endorsement to this figure as-is, but if you like the look and are okay with the limitations, then you should have enough information to make an informed decision that works for you. I do like the look of this one, and no matter how my interactions with customer service goes, I’m not about to toss him in the trash or anything, but he definitely feels like a “set it and forget it” action figure which is a shame since he has enough stuff that a variety of display options are present. His base just won’t cooperate though, so he gets to be a shiny, golden, idol instead.

Bebop is so big.

UPDATE: I reached out to Big Bad Toy Store, where I bought my Metalhead, about the issues I had with it and they replaced it at no cost to me and without any additional questions. They also let me keep the first one. My new Metalhead arrived a few days later and he’s much better in some ways, and not in others. First of all, all of the joints are free and usable and obviously the wire/hose/coil behind the knee is fine. On the negative side, the hips on the new one seem even more loose than my first one so he’s still no fun to stand. I’m guessing that’s just going to be the reality of this figure where some are tighter than others. There was also some yellow paint slop on the black portion of the knee which was unfortunate. At any rate, he at least looks better because his knee isn’t constantly twisted and I went over the paint slop with a black marker. Because of the performance issues though, I do think Rocksteady is the superior figure in this third wave and I’m still a little disappointed in Metalhead, but I feel better about this one at least. And hats off to Big Bad, I’ll definitely continue to turn to them for my action figure needs.


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