Tag Archives: teenage mutant ninja turtles

NECA TMNT Mirage Studios Utrom

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

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

These two make quite a couple.

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

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

The sculpt and paint on this guy are just incredible.

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

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

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

Bang!

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

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

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

NECA TMNT Cartoon The Wrath of Krang!

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

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NECA TMNT Mirage Studios Fugitoid

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

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NECA Mirage Shredder and Foot Clan NYCC Exclusive Set

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

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NECA TMNT Quarter Scale Toon Leonardo

Leo is here and bigger than ever!

We’re not yet far enough removed from the holidays that Christmas has left my brain. And if you were to ask me what my favorite Christmas present was as a kid I wouldn’t hesitate to say my Super Nintendo. I had a real “Ralphie moment” in that I found it last having failed to notice it off to the side propped between the dining room table and the wall. It was an awesome gift and a memorable way to get it. My second favorite though was my Giant-Sized Leonardo. I got that gift from an aunt who must have talked to my mom and found out who my favorite turtle was. My dad is one of nine kids so Christmas with his family was always done as a pseudo Secret Santa, only it wasn’t a secret. All of the cousins (or the parents) drew names so that not every family was buying a gift for every niece and nephew. I think it was supposed to be a ten dollar limit too, but this particular aunt always loves giving gifts and is known to blow past such suggestions. I didn’t even know the giant sized line existed when I unwrapped that gift so I was blown away. My favorite toy turned into this massive figure? It was incredible! The only negative was he only came with one sword when we all know that Leonardo wields two.

It was my affection for that old toy (which I sadly no longer possess) that convinced me to collect NECA’s quarter scale line of figures based on the cartoon Teenage Mutant Ninja Turtles. I’ve already looked at Raphael and Donatello so with Leonardo there won’t be a ton to discuss. As is the case in the show, the turtles are all identical save for their weapons and colors so the figures follow the same style. They’re all the same save for the belts and paint, including the headsculpts. NECA used this line to unveil their new approach to turtle heads that come in two parts: eyes and mouth. This allows for the collector to change the expressions to suit their mood. You can have all of the turtles basically look the same, or make sure they’re all doing something different. It’s an idea so good that it’s been brought to the 1:12 line since.

Leonardo comes in the same “Giant Sized” box as the previous two figures and stands a shade under 15″. He weighs over 3 pounds so he’s a big, weighty, toy. The sculpt is the same as before save for the L medallion on the front of the belt and the holsters for Leo’s swords on the rear of the belt. Like the smaller figures, NECA uses it’s two-tone shading with dark colors on the rear and bright colors on the front when it comes to paint. Most of the figure is painted, which is good and bad. Good because it gives the figure a real depth of color, but bad because there are spots of paint transfer. The rear of the my figure’s thighs have some brown from the shell and there’s some blue above the kneepad of the right knee as well. It’s not terrible, but it can stand out on a figure of such size. The black linework is largely sharp and helps make the figure “pop” when looking at it. It’s an impressive piece, as were the past two, and there’s almost a sense of disbelief to have such a giant turtle in-hand.

I prefer my Leo to be happy.

Leonardo’s expressions are both familiar and different. NECA intentionally mixes up the included mouth shapes with each release. Raph has just two, while Donnie had three, and Leo reflects the Donatello release. His included mouths are a smile, open mouth smile, and a neutral expression. The one mouth he doesn’t have is the yelling mouth which was included with both Donatello and Raph. Donatello had both the smile and neutral mouth so Leo doesn’t come with anything new, but I’m glad he has three options instead of two. Swapping them can be trying. I had to heat up some of them to get the eyes to snap in place while others I didn’t have to. He comes with the standard eyes on the smiling mouth and the standard eyes seem to work better as a result. The angry eyes required more effort, but I didn’t have any problem getting them on and off the neck peg and none are too loose like they are with Raph so that’s a plus. In terms of hands, Leo was given gripping hands, open hands, and thumb’s up hands. He doesn’t get the finger-pointing hands, but more importantly, his gripping hands are the same as Raph and Don. In the 1:12 line, NECA actually created three different sets of gripping hands: standard with horizontal hinge, standard with vertical hinge, and a wider gripping hand so that Raph can be posed with the middle tyne of his sai in between his fingers. For the quarter scale line, NECA apparently chose to only adopt the wide gripping hand. I expected this figure to come with new gripping hands with a vertical hinge because the 1:12 version has them and the quarter scale movie Leonardo has them as well (the 7″ movie Leo unfortunately does not). It sucks because NECA is obviously aware of which hand works best for a sword wielder like Leonardo (I’d argue the vertical hinge is also appropriate for Raph and Mikey with only Donatello benefitting from a horizontal hinge), but it’s frustratingly inconsistent in its approach. The recent Hudson figure from the Gargoyles line has it, but a character like Usagi Yojimbo does not. Make it make sense! And for $125 for a figure requiring minimal new tooling, it feels like something that we should have got here.

This aspect of the figure could stand to work better.

As for accessories beyond the optional parts, we have the customary swords. They’re the same shape as the 1:12 version, just upscaled. They appear to be sculpted in white with painted handles. The one benefit of Leo having Raph’s more specialized gripping hands is that the handles of the swords fit easily into them. It’s also helped by the fact that the hands are fairly pliable. This means there’s less chance for paint rub on the hands, which is not something that can be said of the sheaths on the rear of the figure. The fit for the swords is a tight one, especially the sheath on the bottom. And you will get some paint rub onto the nice, white, blades so maybe don’t even bother. I got the top sword through with minimal rub while the bottom one lead to a lot. I used a Mr. Clean Magic Eraser to get most of the brown off of the blade, but I don’t ever plan on sheathing these again. If it’s something you must do, then maybe heat the sheaths with a hair dryer first and see if that helps. Aside from the swords, Leo just has the same two slices of pizza which can key into the slices that came with the other figures. He also has a communicator which opens and closes just like Raph and Don and he has one paper good. It’s a newspaper or magazine titled Crimestoppers Weekly. It’s fine and obviously something that’s cheap to include.

The articulation for Leo is the exact same as the other two figures, so I don’t feel like I need to get into it. I just want to highlight that, unlike the 1:12 figures, these quarter scale figures have double-jointed elbows. The elbow pad pegs into the center part of the elbow and you actually get decent range there, a bit past 90 degrees. The joints are pretty tight overall though and I had issues with the biceps swivel and thigh twists. The biceps just required some additional effort as I just needed to make sure I got some leverage on the shoulder before twisting. The thigh swivel is much harder to get at since these figures have legs that pin into the crotch piece. That’s because they need to be ratcheted to support the figure’s weight, but it makes it quite difficult to get any leverage on that thigh twist. Both are stuck and attempting to twist them just stresses that peg in the hip and could easily lead to an unfortunate break. There’s some traces of lubrication at the joint, but it apparently wasn’t applied well enough. I had the same issue with Raph, bt Donatello had a lot of lubricating oil in there and I was able to twist his thighs without issue. I assumed it was all solved, but Leo is like Raph unfortunately. I haven’t been able to get them to move and I’m guessing I never will.

It’s nice to see them all together, but it also makes it plainly obvious who we’re missing.

Giant Sized Leonardo is a throwback sort of figure with modern engineering. If you have the other two, you basically know what to expect. Because of the lack of vertical hinges on his gripping hands, I might have to consider this figure the worst of the 3 given the issues with the thighs. It paints me to admit that since Leonardo is my favorite, so subjectively I like this figure more than the other two, but there are certainly some disappointments. If that is not an issue for you then you’ll probably be content. And if you have the other two then you basically already know if you want this or not. Had Leo been the first figure out in this line I might have been able to just go one and done with my favorite turtle in this scale, but since I started with Raph I pretty much have to have all four now. As for when that will happen, who knows? Michelangelo has yet to go up for solicitation, though a finished sample was present in a recent interview The Fwoosh conducted with NECA’s Trevor Zammit so I have to assume it’s either in production or in line to go into production. Which isn’t surprising since it’s the same figure as the other three. Leonardo started showing up last fall, the place I ordered it from seemed to get it in last, so maybe Mikey will show up on a similar timeline. I’m anxious to see how they do his nunchaku in this scale and to see if he comes with any extras. It will be nice to finally have all four together when that day comes.

Like your turtles big? Then check these out:

NECA Quarter Scale TMNT Toon Raph

My first NECA Teenage Mutant Ninja Turtles product was the original release of the Mirage Studios quartet released in 2008. Nearly a decade went by before I bought another TMNT product from NECA, and that item ended up being the quarter scale movie Donatello. It was love at first sight for me and Donnie, and…

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NECA TMNT Quarter Scale Toon Donatello

2022 has been a year of catch-up so far for me. A lot of stuff I preordered a year or more ago is finally coming due, and often without the actual preorder! The NECA quarter scale toon Donatello from the classic cartoon series Teenage Mutant Ninja Turtles is yet another preorder that just didn’t get…

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Neca 1/4 Scale TMNT Movie Leonardo

NECA is now 3/4 of the way through the release schedule of their TMNT 1990 movie line with the release of Leonardo – the REAL leader of the group. And like Donatello and Raphael before him, he’s a pretty impressive specimen. The original 1990 movie impossibly never had dedicated action figures. Playmates half-assed a line…

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NECA TMNT Mirage Studios Renet

She’s traveled a long way to get here.

Welcome to the first Turtle Tuesday of 2023! 2022 is the year that NECA returned to the Mirage Studios subline of Teenage Mutant Ninja Turtles action figures it started way back in 2008. When the line was announced to return, it was essentially taking the place of the Turtles in Time figures that had been sold through specialty shops over the past two years or so. These figures would be sold in a similar fashion as it was the small shops that would be able to place orders after being shutout of the more popular movie and cartoon sublines of TMNT. What NECA didn’t clarify at the time was that the Mirage figures (and Archie) would not be exclusive to those places, just available. When the company released Fugitoid earlier this year, it was via Target with the specialty shop places not getting the figure until months later. Since then, more has been revealed and for collectors it’s been a mixed bag as far as the experience goes. Specialty shops were given the figures Renet, Casey Jones, and the Utrom to solicit, but in the case of Renet and Jones, they were getting a variant based on the IDW re-colored issues. Renet is normally clothed in blue and Casey red, but the figures up for order featured a Renet in red and a Casey in gray. Is that a big deal? It depends on who you ask. A Blue Renet would eventually surface as a Walmart exclusive attached to some weird, NFT-like, distribution in which the consumer places an order either online (it has since sold out) or in-store that just gives them a code. They then go home and enter that code into a different website to take digital ownership of the figure at which point the collector can either “store” it or ship it. The turn-around on shipping was promised to be around two weeks, but turned into a month or more for those who participated. Oh, and the figures sold in this fashion (which also included black and white variants of the Mirage Foot Soldier and Shredder) retailed for 40 bucks, five more than the other versions.

Renet is no damsel in distress.

I personally wanted nothing to do with that arrangement. It sounds needlessly complicated, plus the toys are more expensive. Unfortunately, I did want the blue version of Renet, but I’m too stubborn to give in and jump through those hoops so when I eventually found the standard version at Target I just grabbed it. My experience with the character has mostly been in black and white anyway, so I’m not that attached to the blue color scheme, I just prefer it. It looks nicer. For others who grew up reading the colorized version of the old books they understandable have more attachment to the blue costume and I do not blame them one bit that the easy to order version of the character is essentially a variant with the true version locked behind an exclusive arrangement. That is, frankly speaking, bullshit and not the way I think NECA should be approaching this line. If part of the selling point of the Mirage line is to feature it at actual comic shops then it should be those places that get the standard version and send the IDW colors to Walmart. Instead it feels like NECA is admitting that variants of these characters aren’t going to be that popular so they’re making the more desirable version both exclusive and more expensive. It’s not a good look and given that NECA’s reputation has already taken a hit in 2022 thanks to the Loot Crate fiasco, it feels like another self-inflicted wound.

She can also go hoodless, if that’s your preference.

All that aside, Renet is pretty damn good figure. That’s the frustrating part as it would be nice to just voice with the wallet and skip the release all together, but the product is good and it’s not like sculptor Jon Matthews is responsible for how the thing is sold. Renet, if you’re unfamiliar with the character, debuted in issue number 8 or the Mirage Studios run. She is the Mistress of Time and carries the Sceptre of the Sands of Time which, as you probably could have guessed, affords her the ability to manipulate time. This leads to a time-hopping adventure with our heroes which would be adapted in both the 2003 cartoon series and the 2012 one (she kept her blue clothing in both, by the way). Given that there are so few female characters associated with the brand, it makes sense to turn to Renet fairly early in the relaunch to provide some variety out of the gate.

And if you want to go hoodless, she has this little piece to go over her neck that resembles the hood.

The figure arrives in the trapezoid styled box that Fugitoid came in complete with new artwork from Kevin Eastman. Renet stands approximately 6″ in height and feature the unfamiliar color combo or red and brown. Her default portrait features a red hood with a removable helmet that’s also red and accented with yellow. Her actual costume, which is essentially a one-pieced bathing suit, is brown and adorned with numerous clockfaces which are all sculpted details, and not decals. There’s some black linework to make the suit appear to be armored and she has gray shoulder pads, brown gloves, and brown boots. Every inch of this figure is painted and given the numerous clockfaces on the costume it’s really impressive that there’s little in the way of paint slop. If you go hunting for it you’ll probably find a clockface that isn’t perfect, but it’s rather remarkable how well the paint turned out. And I can say I saw three figures at Target and all three looked great. There’s the customary linework as well on the clothing and even some of the flesh portions like the knees and elbows. The only detail I don’t care for is the black line under her mouth which I just don’t think needs to be there. Otherwise, the paint is terrific.

The sculpt all around on this figure is exceptional for what is a mass produced item.

The sculpt for Renet is equally wonderful. The clocks I already mentioned and they’re a nice touch. The clock hands on each face are painted on so I guess if you have exceptionally high standards you can take NECA to task for not sculpting those, but I think they look good. Renet’s face and hair looks very true to the source material which was a bit rugged back in the day. Eastman will readily admit that he felt they had a hard time drawing females in the early days and it was something they worked hard to refine. I think she looks good though and her body certainly isn’t lacking for curves as she’s rather buxom. I like that her legs and arms have some shape to them though like she is strong and capable. This is in contrast to a lot of Marvel Legends where I feel their females tend to be too thin and lacking in muscle definition. Other sculpted details on the figure include wrinkles and creases in the gloves and boots which simulate the look of leather very well. The shoulder pads have sculpted indents in them too. Renet’s unusual helmet is also handled well with sculpted ridges and those weird ovals on the side.

And it’s not just the figure, the accessories are well-sculpted and well-painted too.
This scroll contains basically the only paint imperfections in the set. I can live with it.

Renet also comes packed with the standard assortment of articulation we’ve come to expect from NECA. The head is on a double-ball peg that allows her to look up, down, rotate, and tilt. Her shoulders are ball hinged and she can raise her arms out to the side to a horizontal position and rotate around. The shoulder pads flex so they don’t get in the way much, but I would recommend not rotating all the way around to not damage them. There is a biceps swivel plus double-jointed elbows which is great to see. NECA has, in the past, seemed resistance to double double-hinged elbows on characters without sleeves and I’m glad to see they’ve moved on from that fear. The wrists rotate and hinge horizontally. In the torso, there is a diaphragm joint, but it basically just affords some rotation with no forward and back. You will want to be mindful of doing much here too since the sculpted timepieces could get damaged. Because of that fear, I consider the joint functionally useless. At the hips are ball and socket joints that allow Renet to do splits. The crotch is a soft plastic so you do want to watch out for paint rub there, though mine seems okay. The thigh can rotate on that ball a bit and the knees are double-jointed. There is no boot swivel, and the ankles hinge and rock side-to-side. Lastly, we have the wired cape which is basically part of the articulation. It works very well and will allow you to position it as you see fit. My only issue with it is that it doesn’t always want to sit flush with her chest. The articulation here is serviceable. I wish she had some vertical hinges on her gripping hands and it would have been nice to get something out of the diaphragm joint. I like how the legs turned out though as they look terrific since the only visible joints are the knees. It’s a very clean looking figure so if the articulation isn’t going to amaze then at least it’s not contributing to some ugly cuts in the plastic.

This head looks awesome too, I just wish I had a place for it in my display.

Renet also comes with a pretty solid assortment of accessories. For hands, she has a set of open hands, fists, and gripping hands. For those gripping hands she has a scroll she can hold loosely. It’s brown and a yellow-gold on the parchment and is really the only instance of paint slop on my set as there’s a black blob on the yellow. She also has a dagger which is painted rather well and easily slips into her gripping hands as the fingers are fairly flexible on both. She also has her sceptre which looks terrific. The top of it is a monstrous, clawed, hand gripping an hourglass and it’s incredibly well-painted. The only thing that would make it look even better would be if it had an actual hourglass in it. The bottom of the staff also features another claw gripping a gold ball. Just a really cool accessory. Renet also have an alternate portrait with her hood down. There’s a piece of red plastic that serves as the hood which can be placed between her head and cape and the illusion is well conveyed. Her expression on the alternate head is one of concern which is contrast to the strong, stoic, default portrait. She’s also sporting a mullet, which is amusing. I don’t know if I’ll ever use this other head, but it looks good. Lastly, she has a third head which is actually not of her, but Lord Simultaneous. It’s done in transparent red plastic and is accentuated with some black linework and yellow eyes. It looks really cool as the face is screaming, I just don’t know what to do with it. I wish NECA had included a transparent stand for it, just a tall post, for display purposes. The head can be placed on the figure, but I can’t imagine many using this head for their display in such a fashion.

Never would I have imagined Renet serving as the centerpiece of Mirage shelf. Also, I need another shelf.

Renet the character is not one I have ever been particularly attached to, and the wrong color presentation initially lead me to believe I could pass on this release. Then I saw it in-store and found myself giving in, and that’s because this is a really well done figure. The sculpt is terrific and the paint somehow even better. I love the inclusion of the wired cape and she comes packed with plenty of accessories. And if you find her at retail, she should only cost you around $35. Some places tack on a few bucks, but if you shop around you can probably find a good deal on this one. Ignoring the garbage that is the release model for the blue version, this is worth your while if you want to add Renet to your Mirage Studios TMNT collection. The relative obscurity of the character means that Renet will likely be the favorite release in this line of few, but she might be the best overall figure that NECA has done so far in the Mirage line and that’s some pretty high praise.


TMNT Loot Crate Series 2 Vol. 2 – Pixelated Shark Boy

Wow, it’s actually full this time.

2022 is nearly in the books. As we countdown the final hours and minutes until 2023, it feels good to say that the new year will begin with no further Loot Crate obligations. That’s because after a delay of more than a year, the second crate in Loot Crate’s Teenage Mutant Ninja Turtles series of crates is finally here. It may be the second crate, but it’s arriving fourth due to…who knows? Loot Crate basically went silent to start 2022 and stopped providing updates on where things were. This crate was supposedly ready to rock 10 months ago, but obviously that wasn’t the case. I ranted and raved a bit in the other crate reviews so if you want more background info I’d say go give those a peek, but let’s relax and be happy that it’s all over now.

If you’re new to the scam, each crate in a series of four is based on a different pillar of the Teenage Mutant Ninja Turtles media empire: comics, movies, television, and video games. This final crate is the video game one, which in the first series was themed around Turtles in Time. The same could be said for NECA’s line of action figures released to comic shops, but this one is a mix of two different video games: Turtles in Time and Tournament Fighters. Like past crates, you get a bunch of junk and a t-shirt with the real selling point being an exclusive action figure from NECA. And in this one it’s Armaggon from Tournament Fighters, a character that I’m not particularly attached to, but I know a lot of other collectors out there who are really excited to get this one. And not because they’re huge fans of Tournament Fighters, but because Armaggon was a character in the Archie comics. He’s basically a mutant shark from the future and he’s quite the badass. The Armaggon from the video game was a mostly faithful adaptation of the comic character making this figure a pretty faithful adaptation of the same. Well, except for that pixel deco NECA uses for its video game line.

Before we get to the main event though, we should probably talk about the junk. As I mentioned in the prior paragraph, some of this is from Turtles in Time and some from Tournament Fighters. From Turtles in Time, we get a pair of socks. They have some graphics on them from the game (turtles on one sock, villains on the other) and…they’re socks. They’re fine. We also get a pin, as every crate has included a pin so far. This one features Leatherhead’s head and…it’s fine. We also get a boxed set of two glasses featuring Tokka and Rahzar from the game. When I picked the box up and saw the image of the glassware inside, I assumed they were shot glasses, but they’re actually bigger. I guess these are whiskey glasses? Bourbon glass? Loot Crate calls them juice glasses. Either way, the graphics are more like decals so if you decide to use these you will want to hand wash them because a dishwasher will likely obliterate the images. Some of the decals on mine are crooked, which is a shame. At least the images look, in a running theme for this crate so far, fine.

Tournament Fighters, in case you forgot, was a TMNT fighting game released exclusively for consoles. It’s odd that it wasn’t released to arcades, but maybe that’s how late it was to arrive. It’s also a Konami fighter, and now that I think about it, Konami really didn’t tackle the genre much and I can’t think of a single Konami fighting game released in arcades (Martial Champion, anyone?). They mostly specialized in brawlers, but I guess they felt they could not ignore the hype generated by the likes of Street Fighter II and Mortal Kombat. The game was released for the Super Nintendo, Genesis, and Nintendo Entertainment System. In what is an example of a bygone era for game development, each version of the game was completely different from the other. The Super Nintendo one is the version that featured Armaggon, so it’s from that game that the theme for the t-shirt is pulled. In what can only be described as a Christmas miracle (I got my crate before Christmas), Loot Crate actually sent me the proper sized shirt. The shirt itself is just black with the turtles fighting Shredder with some very 90s colors in the background. It’s…fine. Lastly, and it’s not really from any game, is a Krang stress ball. He has more of a toon look to him, but a licensing art toon look. It’s pretty fun though, I’ll give it that. We also get a summary card of the stuff in the crate, something the last one omitted.

They put a lot of effort into this packaging.

So yeah, the junk in this crate is all fine. Nothing is terrible, nothing is really a surprise, and nothing is really all that welcomed. I guess it’s nice to have another shirt, and I definitely prefer it to the apron from the last crate, and I’ll wear it and probably the socks because why not? I’ll find a home for the silly stress ball, and the rest will probably end up in a drawer or behind my bar. In comparison with the other crates, it’s way better simply by virtue of getting the shirt size correct, but it’s still a bunch of stuff I never would have purchased individually. The real attraction is and always has been the action figure. And in order to get the bonus figure of Scrag in the last crate, I had to get all of them. If I could have picked and choosed what crates I wanted and still got Scrag I may have passed on Armaggon. Nothing against him, I just have no affection for Tournament Fighters. It was a middling fighting game that was also brutally difficult and I wasted a rental on it as a kid. It wasn’t one of my worst rental decisions, but it was a game I never contemplated renting again or actually buying. And if I’m going to get an Armaggon, I’d prefer a true comic one. That said, I was still curious about this figure. I could tell from early solicitations that it was going to reuse some components from Bebop and Rocksteady, but it was also hard to tell just how much. And to a lesser extent, I was curious how the figure would be packaged and if NECA was intending to do more from the game.

And here’s good old shark boy, free from his box!

Armaggon comes bundled in a box that is essentially the same shape as the other Loot Crate figures. The graphics on it though are tailored to the Tournament Fighters SNES game and they did a really good job. Almost too good considering this isn’t a figure that will show up on shelves at a store near you. The box graphics are designed to mimic the packaging of a Super Nintendo game and NECA even put it’s own logo on there in the same style as the Nintendo logo of old. There’s shots of the arcade Donatello on it designed to emulate the same posings from the artwork of the Tournament Fighters game and they whited out the eyes on him and updated the figure to look a bit more like the Donatello from the game. He doesn’t look quite like the source though since those sprites were designed to resemble the 1990 movie suits. It would have been interesting to see NECA try to do the same just to see how that figure would have looked, but eh, it’s fine.

Once removed from his cardboard prison, Armaggon cuts a pretty intimidating pose on a shelf. He’s fairly tall coming in at a tick under 7″ (not counting his fin which puts him closer to 7.5″) or so which makes him one of the largest figures in the video game line. The first thing that jumps out though is the head. He looks pretty crazed with those red eyes and red gums to go with a lot of sharp teeth. It’s a nice sculpt and one that’s obviously all new. It sits on the torso of Bebop and I’m guessing the biceps and shoulders are recycled as well. The forearms needed to be re-tooled because Armaggon has some red fins there and they give his arms the added length they need. The hands are straight from the other release though as are the thighs which have the clothing wrinkles still sculpted in which is a bit annoying, but NECA did the same for the Triceratons so it’s hardly a surprise. The lower legs and the feet are all new since Armaggon has flippers. The other new part appears to be the crotch as his belt is part of the same piece. On the rear of the figure is a shark tail and that’s all new as well. To summarize, the only old parts are the torso, upper arm, hands, and thighs which is less than I expected.

He has the same gripping hands as Rocksteady, with one being a trigger finger. I’m not sure he needs them.

What stands out with the figure is the paint and his cybernetic bits. The pixel deco is one of NECA’s best applications of it. There are parts of the figure, like the right thigh and shoulders, that really blend like a sprite should when viewing it from the shelf. It’s a neat effect, and while some don’t like it, at least it’s done well. The cybernetic stuff is basically all of the yellow around the head area. It’s sort of like a harness, I don’t really know the function of it, but it’s very intricately done. He has lots of tubes and straps and while they look good, it does give the figure a fragile appearance. And considering it’s a limited edition figure that’s not supposed to ever be sold at retail, it makes it even scarier to handle. He also has his missiles sculpted into his traps and they’re colored gray like the game. They don’t do anything, but it’s obviously something the character needed. Overall, I’d call the sculpt and paint pretty damn good all things considered. The reuse present is appropriate and there’s plenty of new stuff to justify the cost. Well, if we’re applying a cost of 25 bucks or so to the figure since the crate costs $50.

In terms of articulation, well, there isn’t a lot to talk about. As hinted at earlier, this guy is scary to pose. The head is locked down, but he does have a hinged jaw which is cool. The arms though are connected to those tubes and harness contraption and I hesitate to do much with them. They bend, but I can see them getting stressed and I personally will pose this guy in as unstressful a position as I can get. Which is probably straight up and down, but we’ll see. He does have hinged shoulders though and a biceps swivel. The elbows are double-jointed and the wrists swivel and hinge. There’s a torso joint that basically just provides a tiny bit of rotation and little else. If the waist does anything, I can’t tell. At the hips, we have ball and socket joints like the Triceratons which I am very happy about as I feared we’d get the old style Bebop and Rocksteady hips. There’s a slight thigh twist at the ball and the knees are double-jointed. The ankles hinge and have a rocker and move fine. The tail is on a ball peg, but it does very little. This guy is pretty stiff out of the box so be gentle. Maybe just be extra cautious and heat anything up that feels stuck. The lower half of the figure is the stronger part when it comes to articulation and it’s okay. I feel fine posing him down there. It’s the arms and upper torso that scare me the most, and really it’s the upper arm. The elbows and hands are fine. He’s not going to pose very well though, unfortunately.

These three all share some parts between them.

As has been the case with basically all of the Loot Crate figures, the accessories are rather weak. In fairness, I don’t know that Armaggon needs anything from the game. Maybe an effect? He just has extra hands though and they’re all recycled from Bebop and Rocksteady. He has a set of fists and open hands plus a trigger finger right hand and a gripping left. He has nothing to grasp, but if you want to give him a gun or something at least you can. I’ll probably just go with the open, style posed, hands and leave it that way.

Will NECA ever do proper Tournament Fighter turtles? I wouldn’t rule it out.

Well, that’s it! The second, and hopefully final, series of Loot Crates based on Teenage Mutant Ninja Turtles are history and it feels good to be done. I’ve had plenty of preorders over the past two years that went long so it’s not the delays that bothered me. It’s the lack of communication and the outright lying that came out of The Loot Company that ticked me off. Plus, we’re not talking about a preorder that took two years to be delivered. This was paid for back in early 2021 and it was supposed to ship in September of the same year! That’s nuts! At the end of 2021 they were saying it was going to ship imminently – there’s no way that was ever true! And they screwed up a ton of the orders, went really light on the stuff in crate 3, and just all around delivered a bad consumer experience. Hopefully, Loot Crate is allowed to die for good this time and never return, because if another round of these things is announced I’m staying away. Unless they change their business model to not require payment upfront, because this stuff felt super shady. If I’m allowed to ignore the consumer experience and just judge the whole thing on what we got, it still was a subpar experience. The Danny figure stunk, and there was nothing of value in 2 of the remaining three crates outside of the figures. At least those figures were done well enough, but why do they need to be sold this way? Collectors will happily just buy these figures from NECA direct and there’s really no character too obscure for release at this point. Now, it’s just my opinion, but I don’t think NECA liked the experience of partnering with Loot Crate either so it’s my hope that they have enough pull with their owner, who owns Loot Crate, to put an end to the partnership because it really hurt their brand more than it helped. For now, let’s just be happy it’s over and try to enjoy the figures we got. Here’s to a new year free of Loot Crate!

TMNT Loot Crate Series 2 Vol. 1 – The “It’s Dan now” Crate

Loot Crate’s first series of Teenage Mutant Ninja Turtles crates in 2020 were a massive success. The crates sold out and anyone who missed out found out acquiring them on the secondhand market would be most expensive, and that’s because each crate came bundled with a NECA exclusive action figure. NECA’s parent company rescued Loot…

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NECA TMNT Secret of the Ooze 4-Pack and Accessory Set

Teenage Mutant Ninja Turtles II – Let’s Get Silly!

It’s that time of year when a lot of folks are reflecting on the past year and all of the things that happened. This usually coincides with list-making for favorites and worst of the year in basically every category you can dream of. And for action figure enthusiasts, there’s definitely a lot of list making. And here to blow it all up is NECA who managed to sneak this set out before the end of the year even though it wasn’t expected until Q1 2023. When the set went up for preorder in April, I think most hoped that by Christmas we’d have it hand. And when a few months ago two-packs of the Teenage Mutant Ninja Turtles from The Secret of the Ooze started showing up at Walmart that seemed to encourage fans to dream of an early arrival. It also predictably annoyed some since the stuff that was prepaid for in the spring was still outstanding while Walmart was getting basically the same thing, but that’s a whole other thing.

NECA has eased into the second film in the TMNT franchise. After first indicating it wasn’t that interested in any of the films beyond the first, we started to see the villains. Tokka and Rahzar, multiple versions of Super Shredder, and a standard Shredder all arrived before the actual turtles. Those first film turtles are some of my all-time favorite action figures. They began life as quarter scale figures and the very first one I got was Donatello. It was a Christmas gift in 2016 so it’s fitting that I’m still talking movie turtles now six Christmases removed. Despite my love for those figures, I wasn’t really feeling that excited about these ones. I ordered the set largely out of convenience. I had no desire to stalk Walmart in search for them and my Secret of the Ooze collection had grown large enough that it needed the turtles. I don’t even particularly like the movie, but I did as a kid, and I’m still at least fond of the costumes from it. I also expected these figures to be very similar to the previous ones so there wasn’t a lot to be excited about. Then I got them in hand and I felt rather stupid for ever overlooking a NECA TMNT release.

There she is, in all her glory!

This set is the NECA store exclusive VHS four-pack. Just like NECA did with the first film, this set of four turtles comes housed in a pretty substantial box which is designed to resemble the original VHS release of the film. Only the turtles on the box have been substituted for images of the actual figures. It’s pretty cool, though this set made it a lot harder on photographer Stephen Mazurek. The front cover looks fantastic, but the image on the rear is pretty goofy looking because these figures really aren’t articulated enough to replicate the poses from the back of the VHS box. As a result, Mikey and Donnie both look like they’re riding an invisible horse or something. The box is huge though as it’s nearly 17″ in height and 10″ across. The lettering on it is raised, like a VHS, and it will look nice next to the same box from the first movie set. And like that, it’s a slipcover and the inner box features a tray with the figures and accessories inside secured behind a plastic cover with more photography all over the place. Considering that nothing in the box is exclusive to this set, you’re basically paying a premium for the fancy box and at least it delivers. Well, there is one thing that’s exclusive and it’s a backdrop. It’s a thick cardboard and it’s of the club from the film’s climax, the exterior wall. Could we one day see the interior stage setup? Only time will tell.

These may be the only turtles I choose not to display with their weapons.

I’m as charmed as anyone by a fancy box, but what I really care about are the figures inside. The turtles are all on the same body, but it does differ from the body of the first film turtles. They each stand at around 6.25″ in height, and considering it’s a 7″ scale line, that seems pretty good. The only thing that stinks about that is all four turtles are the same height when at least Michelangelo should be shorter, but that was something we had to overlook with the other figures too. The stuff that’s reused are the arms and legs and maybe whatever is inside the shell. The plastron, shell, pads, belts, and heads are all new. Even though the thighs appear to be the same between releases, these figures do have updated hips with the ball and socket joint. Like the previous figures, the biceps are actually a little different as Leo and Mikey share the same parts while Donnie and Raph share some as well. The shells are all the same, though Raph’s has some distress marks carved into his and Leo’s appears to allow for the scabbards of his swords to key-in. Each turtle does differ in that the pattern of their freckles are applied different from brother to brother.

In terms of changes from the past figures to these ones, they’re mostly subtle, but apparent. Obviously, the heads are all different as the costumes were overhauled to allow for a wider range of expressions. Donnie’s changed the most, while there’s a hint of the first film Leo and Raph in their designs. Mikey was practically unchanged, but his head seems a little smaller and more round. All of the turtles wear their bandanas over both shoulders and that’s reflected here. There are no optional display parts there. The colors are also a bit softer, especially Leo and Raph, and it’s captured here. The skin tone also appears to have more yellow incorporated into the green so they have a slightly different appearance. For some reason, there’s a powdery, green, residue on them this time around which tends to rub onto the accessories when placed in the gripping hands and can even find its way onto one’s hands after extensive play. I’m not sure why that is, but it’s so far been easy to clean off of the accessories. The plastron of each turtle is shaded more heavily than it was in the first film and I like how it contrasts with the otherwise brighter look. Michelangelo also has satchels for his nunchaku this time around which is cool and a nice addition to both the real world costume and the figure. Perhaps due to the flaky nature of the topcoat, there are a few spots on the figures where the plastic is shiny. On Leo especially, his right foot appears a lot glossier than the left which is a bit odd. Maybe they missed that piece with a final paint app or something. The powdery green also shows up in some of the grooves, especially on the hands, which is a little off-putting but not something that can be seen from a shelf. I would classify such issues as relatively minor, for otherwise these look like they jumped out of the movie. It’s almost eerie at times to look at them because they seem so lifelike.

It’s turtle time.

Since the bodies in use are very similar to the past turtles, it shouldn’t surprise anyone to learn the articulation is more or less the same. All of the turtles feature a double-ball peg for the head. The lower peg is recessed quite a bit so the range isn’t optimal. The turtles can basically rotate fine, but looking down varies from turtle to turtle with Michelangelo performing the best. None of them can look up and the ball peg is pretty snug and tight. At the shoulders we have ball-hinges and they can raise their arms out to just about horizontal and rotate all around. There’s no biceps swivel, which is something I would have welcomed, but we do have the NECA double-elbows which feature two hinges and a swivel above and below the joint. The elbow pads are smaller this time around and peg into the elbow like the quarter scale figures. This results in better range than we saw on the first film release as the turtles can now bend their elbows past 90 degrees. The wrists swivel and every hinge features a horizontal orientation, which is a bummer for Leonardo, especially. In the torso, there’s a ball joint or something, but it doesn’t do a whole lot. It basically just provides a tiny bit of rotation and tilt. The hips are the newer model hips and the turtles can just about do splits. They can’t quite kick forward all the way though as the thighs rub against the plastron. It’s also very creaky and unpleasant. There’s a bit of a thigh swivel at the ball-joint and the knees are double-jointed. They can just get past 90 degrees there while the ankles feature the usual hinge and rocker combo and works all right. They’ll move okay, but elaborate stuff is a bit out of the question. I do wish they had decided to sacrifice a tiny amount of the aesthetic to carve in a biceps swivel, but I understand why they didn’t. The lack of vertical hinges for the gripping hands is the one major oversight and NECA frustrates me in that area. They sometimes include such a hinge, and sometimes they don’t. Toon Leo and Raph, for example, have them and even the quarter scale movie Leonardo has them. The 7″ scale ones don’t though and that’s a real bummer.

Combat cole cuts!

This four-pack also comes packed with a fair assortment of accessories. Some are repeats, and some are new. For hands, all four turtles come with gripping hands. They then share the following sets: open, relaxed gripping, thumbs up, and pointing/sai grip. The gripping hands are really tight, but pliable. They’ll hold almost everything, but the green paint will transfer. There’s a full canister of ooze, which you probably have several of by now, and a second empty canister of ooze which is new. The fire extinguisher makes a return, but new this time is the foam bat from the opening of the film. It’s not actual foam though, but painted, hard, plastic. There’s also a new pizza box and it comes with a bunch of pizza “stubs” which is a nice addition. There’s also a full slice with a hole through the center so Raphael can catch his touchdown pass as he did in the film. There’s an extra left forearm and this is for Donnie as his default forearm features the wristwatch in the wrist strap as seen in one scene of the film. I have no idea how easy it is to swap forearms as I have no intention of removing the unique wristwatch arm. Mikey also comes with his “combat cole cuts,” two pairs of linked sausages which are in a nice, rubbery, plastic that almost makes them feel real. And lastly, each turtle has his standard weapons. For Leo, Raph, and Donnie, these are the same as the first film turtles with Donnie’s bo having a noticeably lighter paint app. For Mikey, his nunchaku have been updated so that instead of a pair of strings connecting the two he has something more like a bendy wire. It doesn’t seem to be strong enough for posing, but perhaps it will be more durable. They slot rather snugly into his new satchels too.

That’s a fair amount of stuff. I think we could always use more hands, especially with vertical hinges, but I think they come with enough. Maybe another set of open hands should have been included so they could execute a proper Cowabunga pose, but at least we have the hands from the first set. If that’s not enough though then NECA has you covered as they also put up for sale an accessory set alongside this release. I passed on the same for the first film, but this time I decided to go all-in. And there’s a lot of stuff in here. It comes in a square box with an image of one of the film’s theatrical posters on the cover (the same image we saw on the Super Shredder release) with photography on the rear and spines. Inside the box is a big plastic tray with a cover over it and all of the accessories are visible. It’s not as flashy a package as the VHS box, but it’s durable and easy to reseal if you can’t find a home for all of this stuff.

I guess we’ll just plow through it, but this thing has a lot of stuff pulled from the film. Up first, another ooze canister! This one though is basically the catalyst for the film as it’s the empty, broken, canister and it can separate just like the one in the film. It’s a nice little thing to have and kind of makes me wants another Splinter. To keep track of these things, there’s a computer and keyboard and, uh oh, one canister is still active! Also in here is Michelangelo’s chocolate bar so he can annoy Raph. And if he’s thirsty, there’s a red mug of what appears to be cola that features a straw and a blue mug without a straw. If salty is more your thing, there’s also a bowl of popcorn and two bags of potato chips (the bare essentials). When it’s time to clean up after another pizza party, there’s a pair of aprons: pink and purple. They’re soft goods and can tie onto any of the figures. There are also two cleaning brushes (wax on, wax off) and Donnie’s bo with a mop molded onto both ends – perfect for cleaning and romancing! These guys eat a lot of pizza, so there’s another box of pie! It’s the same box as the one featured in the four-pack, but this one has four, full, slices inside. They appear to be the same mold as the pizzas that came with the first film figures. When it’s time to move out of April’s apartment there’s a suitcase which can open and actually has a lot of room for stuff inside. Michelangelo’s hat is also included to protect him from the rain, and since you’ll be wanting to contact April once a new home is found there’s also a payphone. It has a slot on the back so that it can be hung on a nail or tack, if you wish. As for something cute, there’s a pre-mutated Rahzar which features articulation at the head. Less cute is the pre-mutated Tokka which has a hinged jaw. Rahzar looks fine, but Tokka is actually pretty impressive. There’s more paint on this little snapping turtle than is featured on most Hasbro figures. There’s also some included reading material, a little, paper, newspaper with “NINJA RAP IS BORN” as the cover story. They had to include that. And if reading’s not your thing, then you can also rock out with the included keytar. It easily slips over the head/shoulder of any turtle and is known to cause massive headaches in villains.

That’s a lot of stuff, and I feel like I’m forgetting something, but I don’t think there’s any way to shake that feeling. Probably the main draw of this set is the five extra heads included for the figures. For Donatello, we get an open mouth expression which works for any of his talking poses. For Michelangelo, we get the opposite as his is more stoic compared with his default open mouth. Leonardo also gets a stoic face and it’s an expression I more associate with the character than his smiling portrait from the four-pack. Raphael’s is the least different as he has a half smile, I guess, by default and the new head is a full smile. He gets a third head though which features tape across the mouth so he can be “a little too Raph” should it please you. I wish they included a post to tie him to as well. Oddly, the Raph heads feature a darker shade of red on the bandana while the others are more uniform. I’m guessing this is an error, but it’s probably not something that will bother most. As for swapping the heads, it’s pretty painless. I was nervous about it at first, but I didn’t even need to heat them up or anything (same is true for the joints on the figures) and was able to just pop them off. Getting the secondary heads to really snap-in is tricky and may require heat. It does create a dilemma on what to display. I definitely prefer the alternate Leo head and I think I like the open mouth Donnie head more. Raph is the only one where I’m kind of lukewarm as far as preferring one over the other. Eventually, I probably will tie him up as it’s just too funny.

These figures are pretty damn terrific. If you have any desire to add action figures of the turtles from Secret of the Ooze to your collection then you absolutely should track these down. The four pack is basically long gone, but two-packs should continue shipping all throughout 2023 to Walmart stores. Hopefully, NECA does a big restock at some point to help make it easier because they’re going to be in demand. The accessory set is unfortunately a NECA store exclusive and it too is long gone. They might reissue it at some point, but considering they’ve never done that for the first film accessory set it likely will be a long wait. If it’s something you have to have then you’re just going to have to bite the bullet and buy one on the secondary market. For 60 bucks, I think it’s worth it, but I don’t think I’d personally go much higher than that. The two-packs are a complete enough package that it’s hard to call the accessory set essential, but there is a lot of fun stuff in there. I particularly like the phone and the PC, though figuring out a way to display the PC is going to be tricky. I wish they had just included a little table for it and the office chair Donnie went surfing on. If the accessory set had included more hands, especially the coveted vertical hinged hands, it definitely would have been more of a slam dunk.

The collection basically doubled with this release (not pictured is the Shadow Master variant of Super Shredder nor the Euro variant, the latter of which I didn’t get).

This is another homerun from NECA and an A+ release. It’s also potentially the last release from the Secret of the Ooze for me. A figure of Keno with his moped is coming in 2023, but I’m on the fence there. Do I need a Keno? No, but the fact that he comes with his motorcycle is pretty cool. And if he’s sold on the NECA website that will go a long way. I’m definitely not going to run around Walmart looking for him. If this is the end though, then I’m pretty damn happy with the display I have and I think anyone else who invests in this line will be too.

More from The Secret of the Ooze…

NECA TMNT Secret of the Ooze Tokka and Rahzar

Merry Boxing Day every one! I hope you enjoyed the Christmas content this year, but it’s time to go back to our usual programming. Which in 2020 means toys. And I just could not wait any longer to talk about what was probably my most anticipated release of 2020: NECA’s Tokka and Rahzar based on…

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NECA TMNT Secret of the Ooze Ultimate Shredder

For the first time in a long time we went a week without a blog entry here. That’s because I took a much needed vacation and didn’t schedule anything. I’ll probably be backing off a little bit as we dig deeper into 2022 since there’s a certain holiday I need to get crackin’ on if…

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NECA TMNT Super Shredder

“The last vial of ooze!” “He must have drank all of it!” “It’s a Super Shredder!!!” It’s a simple, obvious, and corny introduction for a character, but as a 7-year old it felt rather impactful. The introduction of Super Shredder in the waning moments of Teenage Mutant Ninja Turtles II: The Secret of the Ooze…

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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.

Teenage Mutant Ninja Turtles: Shredder’s Revenge

Teenage Mutant Ninja Turtles: Shredder’s Revenge (2022)

In the late 1980s the arcade scene in the US was still going strong. Classic style arcade games like Donkey Kong and Pac-Man were being overtaken by a new genre of quarter-munching pain: the brawler. Or the beat-em-up. If you’ve played one, then you can picture what I’m talking about. It was usually a one to four player experience where each player would take control of an avatar and battle hordes of enemies all while gradually moving to the right with the goal to reach a boss encounter by the end. These games were often very simple, usually requiring just two buttons and a joystick, and most all played the same: you punch, you jump, you unleash a special move that consumes a portion of your health, and you die. A lot. Most games required the player to pump in another quarter upon a final death, usually giving them 10 seconds to do so, which would allow the player to re-spawn immediately. This made completing the game quite manageable, provided one had enough quarters because these games were designed to beat the player down. There was often just too many enemies onscreen for even the most accomplished player to dispatch in a flawless fashion. The character the player controlled just wasn’t equipped with enough maneuvers to avoid hits while simultaneously dishing out punishment. Plus, the games weren’t above getting cheap by having players get attacked by unseen enemies or by having boss characters just shrug off all damage. Actually having a story and an ending made them unique at the time since the goal wasn’t to just play as long as possible and get the highest score, which also made them addicting. Yeah, I want to see the X-Men defeat Mangeto, I need to know if the Simpson family rescues Maggie, and I have enough money to do it!

One of the developers who best exemplefied excellence in the field of the beat-em-up was Konami, and two of their biggest hits belonged to the Teenage Mutant Ninja Turtles. The other part of this genre that appealed to players was they looked lovely. As video game technology advanced rapidly in the 80s, the home consoles could not keep up with the arcade. That’s why it was the arcade where you could find a brawler with beautiful, large, sprites that truly resembled what they were supposed to. It made this genre a magnet for licensed properties and developers could even sneak in some soundbites if the property was from television or a movie. And for a franchise like TMNT, it made creating a game that actually looked like the mega popular cartoon show a feasible thing. The home Teenage Mutant Ninja Turtles for the Nintendo Entertainment System sort of looked like the property. I knew I was looking at the turtles when I played it, even if they didn’t exactly look like the characters from the show. And the enemies were pretty damn confusing as well, and not always for technological reasons. With the arcade game that released the same year, there was none of that. It felt like playing an episode of the show and was a delight to my kid-brain. My strongest memory of that title was playing it at my cousin’s birthday party which was held at a roller skating rink. We were there, confronting Shredder, after spending who knows how many quarters to get there, when a kid who had been watching for most of the time accidentally stepped on the power cord. My cousin, the birthday boy, went ballistic on the poor kid while my aunt tried to calm him down. At the time, I was initially disappointed to not see the end of the game, but I think I felt worse for the kid. My aunt had been trying to corral us anyway for cake and ice cream so she wasn’t disappointed. Maybe she actually did it and blamed the kid!

The heroes in a half-shell are back in a fun, sleek, retro package!

That initial offering from Konami looked great, and the pacing was a lot of fun, but it was very much a basic game design. When the developer came back for the sequel, Turtles in Time, it did more than just put a shine on the experience. Special moves were added, the kind that take away health to execute, and some additional maneuvers were added to freshen up the experience. By far, the biggest new addition, and the flashiest, was the ability for the player to toss enemies at the screen which was highlighted during the attract mode setting and certainly worked to get attention. And when that game was brought to the Super Nintendo, it was a near perfect port. Some animations and sound clips had to be removed, but the game made up for it by adding new boss encounters and levels making it the superior experience. And it was beatable at home, with the ability to adjust the amount of lives players had and toggle the game’s difficulty. It was a terrific experience for kids in the early 90s into the franchise and it’s a shared experience for men my age (and probably a fair amount of women too) and one most remember quite fondly.

Because of the popularity of those two games, developer Tribute Games returned to it for 2022 with Shredder’s Revenge. The turtles never actually left the brawler genre, more were made into the 2000s including a re-make of Turtles in Time, but none managed to capture the attention of fans like Turtles in Time did. Tribute seemed hell-bent on changing that as Shredder’s Revenge was revealed well ahead of the launch and it was immediately clear that the game was after adults who grew up with those old school games. It’s a 2D, sprite-based, brawler that incorporates a lot of what Turtles in Time did, plus it adds a dash of something new. Yes, it’s still limited by its genre and it’s not out to reinvent the wheel or reexamine what this genre is capable of, but it does provide for some depth. Mostly, it’s designed to take players on a trip through an enhanced episode of the classic cartoon series and returns the original voice cast for the turtles. And because we’re now in the year 2022, the experience has been enhanced to include up to 6 players either via the couch or online and it’s no longer limited to those who own a Super Nintendo.

This time, you and five of your friends can take it to Shredder all at the same time.

Shredder’s Revenge presents two main game modes out of the gate: Story and Arcade. Story mode is self-explanatory, while Arcade is basically just the story mode without the interludes and map and is intended to be more challenging. From the get-go, players have access to six playable characters: the four turtles (Leonardo, Michelangelo, Donatello, and Raphael) plus their master, Splitner, and main ally April O’Neil. All of the characters differentiate themselves via three attributes: Range, Speed, and Power. Leonardo is intended to be the most balanced, while the other characters all lean towards something such as Donatello having the best range and Raph hitting the hardest. The characters also handle slightly differently with Mikey being able to bounce off of foes while Leonardo has a wide-ranging jump attack. As you progress through story mode, characters earn experience and progressively get better via enhancements to their special move so it pays to replay with different characters.

Yes, you can still throw Foot Soldiers at the screen.

The actual gameplay should feel rather familiar to those who played Turtles in Time. The face buttons on the controller all do something different with one being attack, jump, parry, and special. Special moves no longer consume health and instead have their own meter that gradually fills as you dish out damage. Most special moves are designed to clear the screen, or at least a portion of it, and are best used when undier siege by a lot of enemies. As characters accumulate experience, the special move meter expands and a special dive attack can be unlocked as well as a ninja master mode that’s like a temporary buff in place of just one, singular, attack. Jumping and attacking the standard way should feel pretty familiar as well, while the parry button is where the backflip is basically mapped to now. Players can also still grab enemies by simply walking into them which opens up the bash attack where the player slams the enemy to either side in a comical fashion and the screen-toss is still present, and just like the SNES game, plays a role in one boss encounter. There’s also a taunt button which allows the player to earn special move power without fighting and in co-op mode there’s a button dedicated to assisting allies via a high-five which transfers health from one player to the other. Each player has a set amount of lives at the beginning, but beating back enemies can earn extra lives. Pizzas still restore health and are scattered about the levels and new to this game is a massive pie that will restore the health of all active player characters, so no fighting over that one. There’s also still power-up pizzas which make the player momentarily invincible and places them in a spinning attack to smack away all foes. There’s also a new one that just enables the player to spam their special move too. In short, it’s all rather familiar, but there’s enough new wrinkles to please old school fans and nothing added breaks or ruins the experience. It’s all for the better.

As was the case in past games, boss characters tend to be presented oversized relative to their toon counterpart.

Where the game really shines is in the presentation. There’s a great intro done in a hand-drawn style with a new arrangement of the theme song (sung by Faith No More’s Mike Patton) to accompany it and really set the mood. The sprite work is bright and vibrant, and while the characters seem a little small relative to their environment in this one, it all fits well on the screen. The art style is obviously based on the cartoon, but it also has it’s own thing going for it. Foot Soldiers have more of a squat appearance with oversized heads while the sizing on the boss characters fluctuates quite wildly. Bebop and Rocksteady are huge, while Rat King is fairly petite. All of the enemy deisgns are also based on the show, so you’ll see Triceratons that look removed from their lone experience and Slash has his very toon specific look. All of the bosses from Turtles in Time return for this one, but there’s also some new ones that I won’t spoil. I would consider at least one a true deep cut from the show, but if you’re as into collecting NECA’s action figures as I am then none will appear that deep. You also get the returning cast from the show so you have Cam Clarke (Leonardo, Rocksteady), Rob Paulsen (Raphael), Barry Gordon (Donatello, Bebop) and Townsend Coleman (Michelangelo, Rat King, Rahzar). Unfortunately, they’re the only ones brought back so someone like Pat Fraley is missed, but if you’re only going to bring back four cast members from the show at least it’s the turtles. Most of the characters are one and done battles, but like the original game, you’ll chase Bebop and Rocksteady around a bit. Levels in story mode are laid out on a map of New York that are accessed by driving the Turtle Van around which feels like a nod to the original NES game, though you never get to drive the van in a level which feels like a missed opportunity. There are still surfing and hoverboard levels, and in story mode there are collectibles scattered across levels that can be uncovered for an experience bonus, but they’re not very compelling. The story itself is also mostly non-existant and of little importance. Shredder is still interested in the Statue of Liberty for some reason and most of the game involves the turtles trying to prevent the bad guys from re-assembling Krang’s body.

Story mode will probably only take you a few hours to complete, but there are additional challenges that can keep you coming back for a little while.

Completing all of the levels in story mode will unlock one additional character: Casey Jones. Depending on who you beat the game with will also influence the ending you receive in a small way so there is some encouragement to replay the mode with different characters. Not only will they get stronger, but you’ll get a little bonus postscript for the ending. You can also replay any level at any time throughout story mode and the game will keep track of what you accomplished, or did not, for each one. There are cameos hidden throughout the game in addition to other collectibles. None of them are particularly difficult to find, it just requires the player to bash away at all destructable objects in a given level. There are also additional challenges for each one that range in difficulty. Some will require the player to just avoid a certain obstacle or maneuver an enemy in the level posseses, while others just task you with not taking damage. The difficulty can be toggled as well and playing on the normal setting presents a modest challenge. I haven’t tackled the game on hard yet, and I don’t know when I will since I tend to play with my kids, but I will probably try it at some point.

Shredder’s Revenge is available on all of the major consoles out there. It was first made available digitally, but physical copies have been made availble via Limited Run Games. There’s a standard version available now which is how I purchased the game for the Nintendo Switch, but more robust collector versions were also available. While it was tempting to go for the version that came in a VHS styled box, I ultimately didn’t want to pay the extra money or endure the longer wait to get it. All physical versions come with a Pizza Hut coupon like the NES version of the arcade game back in the day, which is certainly a fun inclusion that I assume most owners would prefer to keep over actually exchanging it for a personal pan pizza. And that inlcudes me. All physical versions also come with a fairly robust manual and some stickers which is pretty cool. As for the Switch version, the performance is great. I didn’t notice any slowdown or frame rate hiccups and it was easy to add players to the mix. I haven’t tried it online, but I hope to whenever my buddy who did go for one of the fancier packages finally gets his.

It’s pretty cool to have these guys back in my game console.

I don’t want to oversell Shredder’s Revenge. It is, at its heart, a humble beat-em-up that doesn’t require numerous amounts of quarters to get through. It is a fun experience though and is especially so for those who grew up on Teenage Mutant Ninja Turtles and the games from Konami. And even if you didn’t, my son is proof that it can appeal to the kids of today as well as he’s had his nose buried deep in this one since I got it despite us beating it in a mere two play sessions. It doesn’t do anything to elevate the genre, but it does do enough that I feel it’s easily the best beat-em-up I’ve ever played. There’s enough variety in the characters to make it worthwhile to experiment with them all and the player has enough control over the characters to make it possible to actually get really good at the game. Turtles in Time had some of that going for it, but mostly getting good at that game just involved managing the amount of enemies on screen in the most economical fashion possible and knowing when it wasn’t worth it to try and damage a boss. Some of the bosses in Shredder’s Revenge can feel a tad cheap at times, but for the most part, it’s also easy to see how to tackle each one and for the most part it’s pretty fun too. I think I only dislike one boss fight, Rat King, as it’s just too long and mostly involves the player dodging swarms of rats. Other than that, the other fights are fine and there’s a fair amount of variety in the encounters as well. I don’t think I’ll sink 60 hours into this game or anything, but it’s a good time and I feel motivated to at least power up all of the playable characters. If you grew up on this stuff, then this game is a no-brainer.


NECA TMNT Adventures Series Slash

The big, bad, alien, turtle is here to kick some ass!

As NECA continues to find success with its Teenage Mutant Ninja Turtles lines of action figures, the company has sought to branch out beyond the usual source material in an effort to give collectors more of what they want and also likely to just keep the hype train rolling. NECA started first with doing figures based on the original comic appearance of the turtles in the Mirage Studios series which has lead to video game, movie, and cartoon adaptations. The cartoon is, by far, the most popular and successful it would seem and a natural complement to that television show is the line of comics released by Archie while the show was in production titled Teenage Mutant Ninja Turtles Adventures. These comics started off as adaptations of the show, but soon went their own way. It’s through this comic that many characters fans would come to enjoy in both the Playmates toyline and the show actually originated. One of the most popular characters to debut in this fashion has been the sometimes evil mutant, sometimes alien, turtle Slash!

Slash is someone we’ve talked about recently as Super7 just sent out their take on the beastly snapping turtle. That figure is based on the Playmates release which really honed in on Slash’s debut where he was more bad guy than good. It likely made sense to someone in marketing to basically have an anti-ninja turtle in the ranks of the bad guys and that toy set the stage for the character’s introduction in the show, even though toon Slash would end up being quite different as far as temperament goes. Slash as he was presented in the comics was a little more nuanced. His home world was destroyed by industrialists which essentially sent him into a frenzy that landed him in an intergalactic prison of sorts where he befriended Krang. Not really knowing how evil Krang was, Slash helped him and was introduced as a villain to the Teenage Mutant Ninja Turtles, but he’d eventually come to realize that Krang was no friend of his and was taken in by the Mighty Mutanimals which basically made him a good guy. A lot of other takes on the character seem to have followed suit where Slash will start off as an adversary before becoming more ambiguous and even heroic. His debut was in an issue of the series written by Stephen Murphy, though I can’t find a credit for who actually created the character, but many on the Archie staff were unhappy with how the Mutanimals characters were treated when brought over to the cartoon and I assume Slash was no exception.

Per usual, NECA went all out with the artwork on the box hiring former TMNT Adventures artist Kevin Mitchroney to handle things.

Slash, being a popular character within the fanbase, makes some sense as NECA’s debut in the Archie universe. They have done two versions of the character already, one for the video game and one for the cartoon, but both utilized the standard ninja turtle mold. I like both interpretations of the character, but my main criticism with each release was that Slash was too small. He doesn’t necessarily need to be taller than the turtles, but he should have more mass. NECA seems to have heard that criticism from the fanbase as this version of Slash is on the newer Tokka base body. It’s amusing to me because in the vintage Playmates line, Tokka was basically a repurposed Slash so the cycle is complete! This body though gives Slash that thicker, more physically imposing, appearance that I think fans wanted from the other figures. TMNT brand director for NECA, Trevor Zammit, has even indicated they may redo the cartoon version on this body. They have been saying similar things about April for awhile too so I certainly wouldn’t hold your breath, but as the toon line gets further into deep cut territory it wouldn’t shock me to see a fan favorite like Slash revisited once again.

This figure shares most of its anatomy with the previously released Tokka.

Since this is the first in a new subline from NECA, we should talk a little about the box. It’s in the same shape as the Fugitoid and Loot Crate Claw Shredder packaging which is that of a trapezoid and features a window display on the front with artwork on the sides and product shots on the rear. All of the art is done by former Archie artist Kevin Mitchroney who also previously worked on the San Diego Comic Con exclusive carrying case from a few years back. It’s great to see NECA continue to seek out an authentic artist for these lines as it really does add to the presentation. Of course, ultimately the box is just trash that houses the action figure and mine has been ripped open, but I still think the box is pretty cool. Slash comes on a plastic tray that is easily removed from the box, if you want to preserve it, and the backdrop is that of his home world, if I’m not mistaken. Possibly my biggest pet peeve with this release starts here as every limb and accessory for this guy is held down by an annoying, plastic, tie-down. I hate these things so much because you have to pull on them to stretch them and then snip. You can try to rip past them, and I ended up doing that for the optional hands, but these little things get everywhere and leave your fingers sore. You also can’t do the rip technique for anything painted, which for a NECA figure is almost everything, as that could damage the paint. I find the tie-downs unnecessary as the bubble is plenty strong enough to keep the figure in place, but maybe it’s extra reinforcement to appease mint-in-box collectors, but screw them! NECA, please, ditch these things!

One thing NECA had to re-sculpt for Slash is the shell, which is a bit more vicious looking than Tokka’s. Note the unfortunate white blob of paint on the belt of my figure.
And speaking of unfortunate paint apps, paint rub might be a universal issue with this release.

With that out of the way, lets actually talk about the figure. Slash when standing upright is about 5.875″ tall. He is one of those characters that’s a bit hunched forward so he’s never as tall as he could be. He seems to scale well with the toon turtles, and I’m assuming if they do Archie turtles they’ll be the same height, and that promised mass is certainly on display out of the box. He is just a chunky boy. Most of the figure is cast in a muted green, but then painted over, to give him a matte finish. He has some black linework on his muscle lines and the plastron which helps the figure to pop. The warts on his skin are done in a darker green and the plastron brown. On the back, his shell is cast in a much richer green and features a lot of that linework featured elsewhere. It’s also on his belt, and the metallic portions are painted white with a hit of blue shading which gives him a very comic-like appearance. There’s no panel shading so the approach here is definitely similar to the Mirage line. As for the new sculpt, the new parts are the plastron, hands, shell, and obviously the head. I love this expression Slash is sporting with one eyebrow raised and his sharp teeth all on display. The paint on his head is really clean and: Look! – painted shoulder pauldrons! His trademarked blades are also quite pointy and a little sharp and if I have one critique with the sculpt it’s that I wish they were longer like they are on the box art. In terms of presentation issues, it’s basically just paint imperfections here and there. There’s a small blob of white on the back of the belt that I might try to remove and there’s a couple of rough spots. One is on the edge of the plastron above his right pectoral and the paint is pretty choppy around the thigh joint on the rear of the leg. There’s also a bit of paint transfer around the the knees on mine from the kneepad to the thigh. That joint was also stuck out of the box and I think it’s because of the paint there. When you use as much paint as NECA does, these blemishes are bound to happen and overall I’d say it’s at an acceptable level here. Especially since the alternative would be to use less paint which I am not in favor of.

This chunkier build is much more suitable for Slash than the turtle body, which is what the previous NECA Slash releases utilized.
And here he is with those past releases. I like all three, but I much prefer this body for Slash, though I wish his wrist blades were as long as the video game figure’s.

Slash, being a chunker, is not the most impressive figure when it comes to posing. He has pretty much all of the joints one would want, but his design limits his range. The head is on a ball peg and since it’s positioned forward he doesn’t get as much range as one might hope. He can look up a little, down a little, and to each side a little. Perhaps if he had more of a neck he could get better range, but as it stands it’s a bit lacking. The shoulders are ball-hinged, but he has those white pauldrons to be mindful of. The right one on mine sometimes wants to curl under the shell when positioning the arm which makes me worried about paint transfer. He basically isn’t going to get his arms out all the way to the side, and since he’s a turtle, he can’t rotate all the way around either as the shell gets in the way. We do have a biceps swivel after that and the elbows are double-jointed. Because of the elbow pad, he’s basically only good for a 90 degree bend. If you really work at it, you can possibly get him to go past that. The hands swivel and all feature horizontal hinges, which is a bummer for the accessories. It also kind of stinks that he can’t rotate his blades at all. In the torso, there is a waist twist that’s either single or a double-ball, but because he’s a turtle, it doesn’t allow for much movement. The hips are ball and socket joints with a thigh swivel. He can just about hit a full split, though the built-in thigh swivel doesn’t seem to want to move much on mine. Instead, the hip mostly pivots on the ball and socket, but that might be enough rotation for most. The knees are double-jointed, but like the elbows, you’re probably not getting past 90 here. The ankles are hinged and have a rocker and both work well. In terms of joint tolerance, I would say most of the joints are on the tight side. The right knee is the only one I had to heat up, but the shoulder hinges seem especially tight as well. The hips are a little on the loose side, but he’s holding himself up even at the widest stance possible so it’s not presently an issue. Because of the blades in his wrists, the wrist hinges are pretty tough to make much use of as you definitely don’t want to rub the hands on those mostly white blades. It mostly just highlights the need for vertical hinges as those would be far more preferable than what’s present.

In addition to the kris, Slash also come with one of these things.

Slash does come with a few accessories he can make use of in the form of weapons and spare parts. Out of the box, he’s equipped with fists, but he also has a set of gripping hands and clenchy, style, pose hands. Swapping them is a bit tricky because of the blades, and the fit is also rather snug, but do-able without any heat. In terms of weaponry, he has his kris sword which some refer to as a sai. It’s just a crooked, short, sword and it has the same white and blue paint app that his belt and blades feature which I like a lot. Based on most of his artwork, I think it could have been made a little bigger, but otherwise it gets the job done. Slash also comes with a bladed, hook, weapon and it’s mostly known as that thing that came with all of the vintage turtles. I have no idea if he actually used such a weapon in the comics, but I’m probably not going to make use of it. That’s it though. It’s definitely not a lot, but for most it will probably be enough. I think an extra head is always nice to have, but admittedly, I really like his present expression so I’m not sure another would be any better. I find it curious that he’s depicted with his little, toy, palm tree on the box art, but NECA declined to include one with the figure. It’s made more odd since they’ve already tooled such an accessory for the toon Slash. The only thing I really miss is just vertically hinged gripping hands. It would have also been cool if the bladed wrist weapons were removable just for some different posing opportunities.

He also looks rather menacing without a weapon.

Slash is a pretty cool looking figure. I suppose I didn’t need to write as much as I did up to now when I could have just said that and been done with it, but it’s the truth. He just looks cool. There are some issues with the articulation and paint, but the overall package seems to overcome that just fine. And since he’s the debut of a new line, there’s an added element of excitement at play as well. Slash is just the first, and still come to are Man Ray, Jagwar, and Dreadmon with more certain to follow. It would seem that NECA is prioritizing the Mutanimals first, and I think that’s a sound strategy since some of them have never been in plastic before. This figure is currently being sold at specialty retail for around $38 which is basically what NECA Ultimates are starting to retail for these days. It’s higher than I would like, but I have already seen this one discounted in some places. I do not know if there are any plans to bring any of this line to big box retailers like Target. The fact that Man Ray was unveiled quite a while ago and no preorder has gone up makes me think there’s a chance he’s going to one of the big stores initially, like Fugitoid, before specialty gets a crack at him. Unless the plan is only to do one figure from this line per year. I actually have little affection for the comic this figure is from so I don’t know how deep I’ll go on this line, but I liked this look enough for Slash that I got it anyway. I’ll probably do the same with at least Man Ray since he never had a proper appearance in the cartoon. For fans of those Archie comics though, this is pretty exciting and I hope they’re happy with how this figure turned out.

I’m guessing someone out there will want to see this guy with the Super7 figure, so here you are.

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?”

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