Showing posts with label Marvel Comics. Show all posts
Showing posts with label Marvel Comics. Show all posts

Four Fun Robot Toys from Mego’s Micronauts Line

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In this last installment of my year-end series about cool robot toys from Japan, I've decided to look back at one of the classics: Takara’s Microman line, which was released in the U.S. in the late '70s by Mego under the name Micronauts. Micronauts was a contemporary of another line of imported Japanese robot toys, Mattel’s Shogun Warriors, and both lines even had comic book series published by Marvel. While Shogun Warriors featured Super Robots from several anime series that had pilots and combination configurations, that toy line didn’t have any pilot figures or robot figures with combination capabilities; in contrast, Micronauts provided the first examples of mech and combiner robot toys to kids in the U.S. Read on for a look at four of Micronauts’ groundbreaking toys.

Before getting into the list of noteworthy Micronauts toys, it should be noted that Takara’s Microman line was a spin-off of another innovative robot toy line, Henshin Cyborg. Henshin Cyborg figures were modeled after Hasbro’s line of 12-inch G.I. Joe action figures from the '60s and '70s, but they differed from Hasbro’s figures in two significant ways: They were made with transparent plastic so kids could see the figures’ mechanical insides, and they had magnetic joints that allowed for greater flexibility and disassembly/reassembly.


A Henshin Cyborg figure.


The Microman toy line was a miniaturized version of the Henshin Cyborg line, and the modularity of the Henshin Cyborg figures carried over to the modularity of the Microman/Micronauts vehicles, robots and playsets. Even though the Micronauts line ended during the early ’80s, Takara continued the Microman line in Japan for many more years. Some of the later Microman toys would also become part of Hasbro’s Transformers toy line. While Takara’s Microman line features plenty of great robot toys, I am only including on this list the toys that were released in U.S. under the Micronauts line.


Biotron



Biotron is an early example of a combiner mech toy. It can be “piloted” by a smaller 3 ¾-inch Micronaut figure, and it can be disassembled into a tank and a rocket sled. It also required two C batteries, which allowed Biotron to roll in tank mode and walk in robot mode.




Microtron



Microtron is like Biotron in that it is also battery-power and can be re-arranged from a robot configuration to a vehicle configuration. Microtron’s head opens to form as seat for a Mirconaut pilot in both robot and vehicle configurations.




Giant Acroyear



Giant Acroyear was an amazing combiner robot toy: It consisted of two humanoid robots, a missile-launching rocket plane and a missile-launching land vehicle that combined into a single large robot. Years before kids heard of Voltron, they had the Micronauts’ Giant Acroyear.




Hornetroid



Hornetroid was one of the later releases in the Micronauts line. It was designed by Mego and not Takara, so it had no Microman counterpart. Even though it looks like a vehicle toy, Hornetroid is basically a giant flying robot that looks like an insect, complete with flapping transparent wings, six retractable legs, and figure-gripping pinchers.


For more information about the Micronauts and Microman toy lines, check out Innerspace Online and the Microman Forever site.





The Mighty Miniature Robots of Machine Robo

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Sometimes, I don't know what I would do without the Internet, particularly when I look up things that were well-known at one time but have since faded into obscurity. In the ancient times when print media ruled the information landscape, it could take up to days, weeks, and even months to track down publications that mention trends or products that are no longer considered popular by mainstream culture. With the Internet, the same kind of search can only take a few hours or even minutes, especially because amateur writers can publish whatever they want online without being solely driven or restricted by profit.




This intro brings me to the topic of this post, Bandai's Machine Robo toy line. Machine Robo started in 1982 and it was one of the earliest toy lines based on robots that can transform into vehicles. Bandai started exporting these toys to other countries in 1983, and Tonka distributed them in the United States under its Gobots line. As anyone who grew up in the '80s knows, Tonka's Gobots quickly faded when they competed against Hasbro's more popular Transformers line, another group of transforming robot toys imported from Japan. Yet while the Gobots vanished from American pop culture during 80s, I discovered via the Internet that Bandai's original Machine Robo line kept going in Japan throughout the following decades. Read on for more thoughts on Machine Robo and what makes it so resilient in the face of other more popular toy robot lines.

Honestly, you could write a master's level thesis paper on how badly Tonka handled the import and marketing of Machine Robo toys. From its poor coordination with Bandai to its partnership with Hanna-Barbera in creating a lackluster cartoon to help sell the toys, Tonka's Gobots line was inevitably doomed against Hasbro, which partnered with Toei Animation and Marvel Comics (which had previous experience with Japanese robot toys through Mattel's Shogun Warriors line) in creating the marketing campaign for the Transformers line. In the end, many American toy buyers from that time remember Gobots as the simpler, inferior version of the Transformers. While that may be true to some extent (Tonka's incompetent marketing certainly didn't help), that's not a completely fair assessment of Machine Robo toys. While the Transformers had a better marketing campaign and more sophisticated designs, I think that Machine Robo/Gobots were the superior toys for three important reasons: price, durability and scale.

Price: Because the Gobots were sold at cheaper prices than Transformers, many concluded that a cheaper price must have meant a lower-quality product. Yet by selling most of the Gobot figures at $3.00, kids could quickly build an army of transforming robots for the same price it would cost to get a handful of the main characters from the Transformers line. It's like comparing Hasbro's G.I. Joe toy line to generic army men toys: The army men might not have marketing support of Hasbro or the G.I. Joe brand name, but their cheaper price makes it easier to build huge armies and wage epic, imaginary battles.


Fun trivia fact: The original line of small Machine Robo figures were 
called the "600 Series", because each figure cost 600 yen.


Durability: Most of the robot figures in the Gobots line were simple in their design and had a significant portion of die-cast metal in them, which made them perfect for rigorous play. Much like the die-cast Matchbox and Hot Wheels vehicle toys, kids could "wreck" the Gobots in all sorts of ways and they'd still remain viable as play items. In contrast, the Transformers toys relied more on plastic than die-cast metal; while the high usage of plastic probably kept their production costs down, it also made them much more fragile. I owned one of the more complicated Autobot car toys when I was a kid and for as cool as it looked, all it took was one unfortunate tumble off of a table to break one of its weaker yet transformation-essential parts. This kind of problem didn't happen with the handful of Gobot figures that I had, since they were just as durable as the die-cast metal toy cars I collected.

Scale: Of all their advantages, scale was the most important for Machine Robo/Gobots. Their small size kept their prices low and added to their durability, and keeping them at a fairly uniform scale presented more opportunities for play. Some larger-sized Machine Robo/Gobots were released as part of the line, but most of the figures were between three to four inches tall. Not only did their small size make them easier to store and transport, but it also allowed for cool playsets. Furthermore, because the smaller figures were roughly the same scale as Matchbox and Hot Wheels toys, kids could use the playsets, track sets and vehicle launchers from those lines for their Gobots figures--say, imagining the robots battling each other near a multi-level parking garage or on an aircraft carrier.


A vintage Machine Robo playset.


Tonka's failed Gobots line is part of Machine Robo's history, but that's hardly the end of it. Even as Tonka was desperately trying to keep space on toy store shelves for it Gobots, Bandai released new kinds of Machine Robo toys and launched the 47 episode anime series, Machine Robo: Revenge of Cronos. Chronos gave Bandai the opportunity to rerelease older figures and significantly redesign previous figures.


The MR-03 Jet Robo from the Machine Robo 600 series ...


... and its Chronos-inspired redesign.


The Chronos anime series also introduced new Machine Robo figures, such as an evil transforming combiner robot called Devil Satan 6. (Yes, a robot with a name that includes the words "devil" and "Satan"--how cool is that?).


Devil Satan 6--six evil robots in one!


Chronos was followed by other anime series based on the Machine Robo line--including Machine Robo: Battle Hackers and Machine Robo Rescue--each with varying degrees of success. Nevertheless, the anime series kept Machine Robo going in Japan, even though it had disappeared everywhere else. In particular, Machine Robo Rescue added some interesting new combiner designs to the Machine Robo line.


Left to right: TMR-01WL Wing Liner and TMR-02SG Siren Garry,
two deluxe transport/combiner robots from Machine Robo Rescue.


One of the key selling points for the Machine Robo Rescue line was its series of five-robot combiner sets. These sets featured one transforming robot and four look-alike transforming drones that combined into a single larger robot; however, the components from each of the five-robot combiner sets could be connected to each other, which allowed kids to assemble the robots into a wide variety of larger machines.


Transforming robots and drones from three Machine Robo Rescue combiner sets ...


... and one of their many possible forms of combination.


Taking a cue from its previous Rescue series, Bandai's most recent success was with the Machine Robo Mugenbine line, a line that placed a heavier emphasis on combination than transformation. As described on the Machine Robo Mugenbine Wikipedia page, "The majority of the series consists of figures called Mugenroids, basic block-proportioned figures that can contort and fold into various shapes, most notably a perfect cube, to form the core of its various modes. ... Rather than the traditional shape changing method of previous figures, Mugenbine uses numerous interlocking pegs and sockets to attach and remove components and relocate them in order to form different modes. While all figures have at least two official alternate modes and most have official combinations with one to three other figures, the concept of the line is to allow you to assemble your own animal and machine creations and build your own robots of various size and numbers of sets, an activity encouraged by Bandai to the point where figures with no official combiner modes come with larger head parts to help create your own."


A Machine Robo Mugenbine set of combiner robots.


Think of a robot-centric system of Lego bricks, and that's the Machine Robo Mugenbine line in a nutshell. The first Mugenbine toys appeared in 2003 and they were such a hit for Bandai that it released several additional Mugenbine series in the years since. The flexibility of the Mugenbine toys has encouraged fans to build increasingly ambitious super combiner robots, as seen in the pictures below.












The Counter-X site features a very comprehensive section devoted to Machine Robo/Gobots, including a historical review of the toys, robot figure reviews, and scans from catalog pages. Additional Machine Robo/Gobots toy reviews can be found at Collection DX, Random Toy Reviews, and Hisparobot.





Great Moments in Toy Robot History: Shogun Warriors

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The origins of popular and recurring trends in pop culture can sometimes be difficult to pinpoint, especially trends that have gone on for so long that they become an accepted fixture of everyday life. For this post, I'm talking about Japanese robot toys that are imported and sold in the U.S. I'm sure robot fans who are around my age will remember how Japanese robot toys dominated the shelves of toy stores during the 80s, but the trend of U.S. toy companies securing the rights to sell Japanese robot toys in North America actually began in the 70s with Mattel's Shogun Warriors. While the Shogun Warriors line didn't last long, its influence would impact the toy industry for decades to come. Read on for my retrospective of this trend-setting toy line.

The idea of importing toys from one country and then selling them in another is not a new idea unto itself. However, what made the Shogun Warriors different was that included merchandise from many different points of origin but was sold under a single brand name. Mattel marketed the robot toys as if they all inhabited the same shared universe but they actually originated from over a dozen different Japanese "Super Robot" anime series, series such as Brave Raideen, Gaiking and Voltes V.




To encourage the perception of a unified product line, Mattel gave the licensing rights to Marvel Comics to create a Shogun Warriors comic book series, where the robots coexisted as a single force for good against an evil alien force. There was also a syndicated cartoon series called Force Five that was set up to show five of the anime series upon which the Shogun Warrior toys were based. Unfortunately, the Shogun Warriors line was winding down by the time Force Five made it to the air and only a handful of TV markets carried the series for the brief time that it ran.




Not to limit itself to Super Robot anime, Mattel also secured the rights to Godzilla and Rodan, two monsters from famous Japanese Atomic Age kaiju movies, so that they could be added to the Shogun Warriors line as monsters for the giant robots to fight. As far as I know, Shogun Warriors is the only toy line that has combined Super Robot anime with live-action kaiju films; from that perspective, Guillermo del Toro's Pacific Rim (2013) could also have been named Shogun Warriors: The Movie.


A Godzilla figure from the Shogun Warriors line, complete with 
launching spring-loaded claw and extendable tongue of fire.


Shogun Warrior robots came in three different sizes: 24 inches, 5 inches, and 3.5 inches. Even though the 24-inch robots are what most people remember about the Shogun Warriors line, you could see some items from the robot toys' original anime series in the Shogun Warriors' "Action Vehicle" toys. For example, the Rydoto Action Vehicle was actually from the Brave Raideen anime series and the Kargosaur Action Vehicle was from Gaiking.


 



Curiously, some of the Shogun Warrior Action Vehicle toys had nothing to do with any Super Robot anime series; they were just toys that Mattel apparently decided to include in the line anyway because they looked similar enough to the robots. After all, none of the anime series upon which the Shogun Warriors toy line was based aired on U.S. television during most of the line's release, so it wasn't as if the kids who were buying the toys would know the difference.


The Shogun Warriors' Heli-Capter Action Vehicle 
(Japanese TV show of origin unknown).


The Shogun Warriors line didn't last long and completely disappeared from toy stores within a few years of its launch. Regardless, its approach to licensing Japanese robot toys in bulk was also used by other toy and model kit lines that were released in the U.S. during the 80s:

* Hasbro's Transformers line was a combination of Takara Tomy's Diaclone and Microman lines, and the Transformers marketing campaign depicted the robots and sentient beings from another planet.

* Matchbox's Voltron line was a combination of robot toys from three anime series: Beast King GoLion, Armored Fleet Dairugger XV and Lightspeed Electroid Albegas. However, when the Voltron cartoon series was assembled to help promote the toy line, footage from Albegas was not included.

* Revell's line of Robotech model kits combined robot kits from three anime series as well: Fang of the Sun Dougram, Super Dimension Fortress Macross and Super Dimension Century Orguss. Yet when the Robotech cartoon was assembled, footage from Dougram and Orguss were not used and Macross was edited together with footage from Super Dimension Cavalry Southern Cross and Genesis Climber MOSPEADA.


One of Revell's Robotech model kits that's originally from 
the Fang of the Sun Dougram anime series.


Over time, the concept of mashing together Super Robot anime series into a single line of merchandise eventually made it back Japan itself with the arrival of Super Robot Wars in 1991. Super Robot Wars is a series of tactical role-playing video games where players can choose from a selection of Super Robots from various anime and manga series. This selection also includes the titular robots from Mazinger Z and Getter Robo, two of the robots that were also featured in the Shogun Warriors toy line. The Super Robot Wars game series continues to this day, and has since expanded to include anime and manga series of its own.

To learn more about the Shogun Warriors, check out the following fan sites:

* Wildtoy's Shogun Warriors Page

* Weird Science-Fantasy's Shogun Warriors Page

* Ted Terranova's Robot Page.


A Shogun Warriors Halloween Costume.





The Dark Knight Disappears from Cartoon Network

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It's official: Beware the Batman, the animated series that makes up half of Cartoon Network's DC Nation programming block, has been pulled from the network's schedule. For the immediate future, the DC Nation hour will consist of two episodes of Teen Titans Go! There has been some speculation that Beware the Batman will return in January, but nothing has been confirmed as of yet.

If anything, I think that this development speaks volumes about Time Warner's inept handling of the DC universe. Some of the scuttlebutt that I've heard is that the executives at Cartoon Network weren't happy with having DC superhero cartoons "forced" on them by their parent company of Time Warner, so they were happy to get rid of the under-performing Beware the Batman cartoon as soon as they could. If that is true, then that would indicate that Time Warner's current plan to promote DC superheroes in media formats outside of comic books is poorly organized and will mostly likely sputter along for a while without generating any memorable hits.

For those of you who are keeping score, here's how things stand between DC and Marvel when it comes to movies and TV:

* DC has one TV cartoon (Teen Titans Go!) currently on the air, a Superman/Batman movie in the works, and a live-action TV series (Arrow) that is on its second season on CW and has nothing to do with any of the of the DC superhero movies.

* Marvel has three cartoons on the air on Disney XD (Avengers Assemble, Hulk and the Agents of S.M.A.S.H., and Ultimate Spider-Man) and a live-action TV series (Agents of S.H.I.E.L.D.) on ABC that's a spin-off of the Marvel superhero movies. Marvel also has Thor and Captain America movies scheduled for release (November 2013 and April 2014, respectively), another Avengers movie in the works, and movies based on superheroes such as Ant-Man, Guardians of the Galaxy and Fantastic Four currently in pre-production. This list does not include upcoming Spider-Man and X-Men movies, movies that are being made without direct supervision from Marvel and its parent company Disney.

I may not be the most well-versed superhero fan, but it looks to me that DC is getting its butt kicked by Marvel. Thanks, Time Warner!




DC and Marvel Superhero Cartoon Report Card, Fall 2013 Edition

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Last fall, I did a report card post about the DC and Marvel superhero cartoons on Cartoon Network and Disney XD. Since almost all of the cartoons from last year have been replaced with new cartoons (Ultimate Spider-Man is the only one that's still on the air), I think that now would be a good time to take a look at where things stand for animated DC and Marvel titles and how they reflect larger expansion plans to push both classic and obscure superhero characters from the comics onto multiple media platforms. Read on ...

Comic Book Company: DC

Channel: Cartoon Network

Cartoon Series: Beware the Batman, Teen Titans Go


Considering what has come before on Cartoon Network's DC Nation block, the CGI animated Beware the Batman and the revamped Teen Titans Go feel like significant steps downward in terms of quality. Of the two shows, Beware the Batman is the better cartoon and it has come a long way since its stiff first episode. Once Batman accepted the character of Katana as his partner in crime fighting, the show's narrative pace has improved; in fact, the banter between Batman and Katana keeps the show interesting even when the episodes themselves are not.

Despite its flashy look and fluid animation, the new Batman cartoon doesn't come near the same level of quality as previous cartoons such as Batman: The Animated Series and Batman: Brave and the Bold. The overarching plot thread that ties the episodes together isn't engaging, and the villains are either uninspired retreads of classic Batman villains or just simply bland in their own right. Take Lady Shiva and her League of Assassins, for example: They could be pulled from Gotham City and dropped into any Z grade kung fu movie without missing a beat, which just goes to show how much personality they lack.

I think that the current programming selection in the DC Nation block reflects Time Warner's current strategy of playing it safe with its DC properties. The previous attempt to make Green Lantern a blockbuster character through a live-action movie and a CGI animated series didn't work out the way it was planned, so it seems that Time Warner would rather stick with bankable characters (such as Batman) and previously successful cartoons (such as Teen Titans) instead of focusing time and resources on exploring and adapting other characters and stories within the vast DC universe. Furthermore, with the current buzz over the next Superman movie being devoted to who will play Batman next--not which Superman villain or supporting character will appear next or who will play them--I don't have much faith in future DC media projects.

Overall Grade: C+, for average to below average programming and heavy dependency on characters that we've seen too many times before.



Comic Book Company: Marvel

Channel: Disney XD

Cartoon Series: Avengers Assemble, Hulk and the Agents of S.M.A.S.H, Ultimate Spider-Man


In comparison to what DC is doing, Marvel has a much better and more comprehensive media plan, a plan to produce a series of movies, cartoons and live-action TV shows that can build upon each other and thus help grow the Marvel fan base. That said, it seems that the cartoons in this plan got the short end of the deal. Sure, Avengers Assemble and Ultimate Spider-Man have gotten better over time, but they still lack multi-episode story arcs, character development, and plot contributions from the original comic books; in other words, the current Marvel cartoons don't measure up to other Marvel cartoons that have come before them (i.e., The Avengers: Earth's Mightiest Heroes and Spectacular Spider-Man). The latest member of the Disney XD Marvel lineup, Hulk and the Agents of S.M.A.S.H, is currently going through the same growing pains that the other two Marvel cartoons did and I also expect it to become better but not great, for the exact same reasons why the other two cartoons are above average but little more.

I grew up with superhero cartoons such as Super Friends and Spider-Man and His Amazing Friends, so I understand what kind of superhero cartoons that Marvel wants to make now: the kind that provide to young viewers a basic introduction to a selection of superheroes and their universe in the hopes that these impressionable media consumers will become avid fans who compulsively buy superhero merchandise and loyally read superhero comic books. In that regard, the Disney XD Marvel cartoons are quite good at doing what they do (heck, they're much better than the superhero cartoons that I grew up with during the 70s and 80s). Unfortunately, if you're a long-time Marvel fan who is looking for faithful animated adaptations of classic characters and stories from the comic books, the current Disney XD cartoons will leave you underwhelmed.

Overall Grade: B+, for Marvel character diversity and opportunities for media growth.





A Self-Made Superhero Gets an Upgrade in Iron Man 3

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Due to financial problems beyond my control last summer, I have begun to catch up on all the box office fun I missed just a few months ago. First up: Iron Man 3, the concluding chapter in the trilogy about Marvel's resident techno-genius Tony Stark and his super-powered alter ego.

Iron Man 3 opens with Stark (played by Robert Downey Jr.) still reeling from the events in The Avengers movie. Overwhelmed by the many possible threats that could doom humanity, he has become obsessed with upgrading Iron Man--and himself--to counter any and all future menaces. Further complicating the picture are the appearances of the Mandarin (Ben Kingsley), a terrorist mastermind who has been orchestrating a series of surprise attacks around the world, and Aldrich Killian (Guy Pearce), a corporate rival who threatens to topple Stark Industries through his own "think tank" called Advanced Idea Mechanics (AIM). When a surprise attack by the Mandarin forces him away from home and friends, Stark has to rely on his intelligence and resourcefulness to stop the Mandarin and uncover AIM's secret agenda.

Long story short, I loved Iron Man 3 and I regret not seeing it in 3D on the big screen. It's everything a high-octane superhero film should be: witty without being campy, compelling without being ponderous, and thrilling without being shallow. It succeeds as a sequel, building upon the events in The Avengers and the previous Iron Man movies to reflect how Stark and his two closest allies Pepper Potts (Gwyneth Paltrow) and James Rhodes (Don Cheadle) have changed over the course of the stories. It also has a plot that makes ample usage of many characters and ideas from the Marvel universe (e.g., AIM, Extremis, the Mandarin, etc.). If Iron Man 3 is any indication of how Marvel plans to develop more movies based on its vast universe of characters and settings, then I think that superhero movie fans are in for many more blockbuster treats in the summers to come.

As I mentioned in my review of Iron Man 2, superhero stores are at their most compelling when they act as parables of power. As such, Iron Man 3 brings Stark's personal crisis about his responsibility towards others to a complete circle. In Iron Man, Stark bowed out of the international arms race because he felt that he could do more good as a superhero; in Iron Man 3, Stark has to come to grips that he never really left the arms race at all, that by becoming Iron Man he just exchanged his participation in one arms race for another. This is an intriguing dilemma for a superhero movie to portray, and Downey's performance as Stark is up to the challenge. (In light of the film's plot, I think that putting Stark on movie's poster as a falling Icarus was a nice touch.) The fact that the film is able to tell an entertaining story by largely keeping Stark outside of his Iron Man armor--working out his problems without routinely resorting to superheroics--speaks to how well made Iron Man 3 is. I also liked the film's jab at how the modern military-industrial complex needs to create villains for the sake of maintaining profit. In fact, given his role in RoboCop, I suspect that the inclusion of Miguel Ferrer in the cast of Iron Man 3 was a deliberate wink to Paul Verhoeven's dark satire of America's militarism.

I'm sure that Hollywood's current infatuation with superheroes will eventually reach a point of diminishing returns, but Iron Man 3 indicates to me that we are far from that right now. Until DC and its corporate masters at Time Warner come up with a better series of superhero movies, I'll be happy to make mine Marvel.



Avengers Assemble Arrives on Disney XD

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Last weekend saw the debut of Avengers Assemble on Disney XD, with a two-part pilot episode. This is the second Avengers cartoon to air on Disney XD, the other one being The Avengers: Earth's Mightiest Heroes that ran for two seasons. So how does the new Avengers series hold up? It's too soon to tell about Assemble's overall quality as a series, but here are some initial thoughts about the pilot episode and some speculation about where the cartoon might go in the future.

The Good: Regardless of whatever else I thought about the pilot, it's nice to see the Avengers back on TV. Other superhero teams have made repeated appearances on TV throughout the years (particularly the Justice League and the X-Men), so I'm glad that Marvel's team of A-list superheroes is getting a second chance.

The Bad: The two-part Assemble pilot is a jumbled mess. It features not just one but two attacks by the Red Skull against the Avengers: first, he kidnaps Captain America in an attempt to swap bodies with him, and then he infects the Avengers with mind-controlling nanobots for the purpose of distracting them so that he can destroy the Avengers Mansion and the rest of New York along with it. Between these attacks and the subplot of Iron Man's mission to reassemble the Avengers team of Black Widow, Captain America, Hawkeye and Hulk, the pilot episode tries to cram far too much into so little time. Yes, the pilot is supposed to establish the Avengers as a team and the Red Skull as their main adversary, but it could have done so in a much better way. (Fun Marvel cartoon trivia: The previous Red Skull's plan to swap bodies with Captain America was seen in "The Capture of Captain America", an episode of the syndicated Spider-Man cartoon from the early 80s.)

Another problem with the pilot is its emphasis that it is a continuation of sorts--that the Avengers were a team that disbanded before the pilot--but then it doesn't commit to what exactly Assemble is continuing. Given the team's lineup and settings, the new Avengers cartoon is obviously meant to capitalize on the popularity of the live-action Avengers film from last summer; however, since this series isn't the official sequel to that movie, it tries to be vague enough so that it could also be interpreted as a continuation of the previous Avengers cartoon. In short, Assemble wants to have it both ways but it can't and because of that, the reassembled team lacks chemistry. (While watching the pilot, I found myself sorely missing Black Panther and Wasp from Earth's Mightiest Heroes.) The Assemble team will hopefully find its rhythm soon, but it's hard for any cast of characters to recapture a sense of camaraderie when they can't identify what kind of camaraderie they had in the first place. That said, Falcon has been added to the team's roster, but he's given so little to do in the pilot that it's hard to tell how well he'll fit in with the rest of the characters as the series progresses.

The Intriguing: Judging from the pilot's voice cast, it appears that Marvel is lining up its animation style and voice talent for possible crossovers between Assemble and Disney XD's other Marvel cartoons, Ultimate Spider-Man and the upcoming Hulk and the Agents of S.M.A.S.H. Not only are the character designs identical between Ultimate and Assemble, but the voice cast for the characters of Captain America, Hawkeye, Hulk, Iron Man, Thor, Nick Fury and J. Jonah Jameson is the same for both shows. I'm hoping that Marvel and its parent company Disney is doing this with the intent of producing an epic Ultimate/Assemble/S.M.A.S.H. crossover miniseries--they'd be foolish not to--but only time will tell.



Remembering Return of the Jedi

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This last weekend marked the 30th anniversary of the theatrical release of Star Wars: Return of the Jedi, which was released on May 25, 1983. Being a life-long Star Wars fan, it would be wrong for me not to do some kind of retrospective about this moment in modern geek history.

At the time of its release, Return of the Jedi marked the end of an era for me. Star Wars wasn’t just my gateway drug into all things geeky; it was a rehab-worthy addiction that began with Star Wars in 1977 and ended in 1983 with Jedi. That’s six years of toys, books, comics, posters, bubblegum cards, board games, magazines, t-shirts, Underoos, pajamas, bed sheet sets, window curtains, towels, wallpaper, drinking glasses, vinyl records, and dozens of other licensed items that I cannot recall at the moment. That list doesn’t include the release of Empire Strikes Back in 1980 and the subsequent theatrical re-releases of both Star Wars and Empire before the arrival of Jedi; each of these trips to the movie theater helped to spur the anticipation for anything and everything connected to the Star Wars franchise.


What might have been: Revenge of the Jedi poster


After spending so many years being obsessed with one franchise--a lifetime in the eyes of a child--things just weren’t the same after Jedi. At the time, George Lucas and Lucasfilm didn’t seem interested in continuing the Star Wars franchise (at least on the scale of another movie trilogy), so a pervasive feeling of finality had set in quickly after Jedi left the theaters. Marvel kept publishing issues of their non-canonical Star Wars comic until 1986 and Star Wars would appear every now and then on TV with the Ewoks and Droids cartoons and the Ewok TV movies, but the fan enthusiasm that permeated the years of the original trilogy had evaporated. There were no new movies on the horizon, so kids my age sobered up and moved on to other things.

Looking back, I don’t recall anything else like what the original Star Wars trilogy brought to pop culture, or any other series that provided the kind of final act that Jedi was. There have been plenty of fantasy and sci-fi trilogies since then, as well as noteworthy third movie installments in other film franchises, but none of them could match the mood of Star Wars. Sure, Lord of the Rings was a popular movie trilogy, but you could always read the novels if you couldn’t wait for the next movie installment; in contrast, you couldn’t read ahead in the Star Wars trilogy, so you had to wait three years at a time with everybody else for the next movie. There were also other movie-only trilogies such as the Back to the Future and The Matrix trilogies, but their mediocre second installments and overall lack of kid appeal quelled whatever excitement those series could muster.


George Lucas and R2-D2, surrounded by the original Star Wars trilogy in miniature.


Between its overall quality and uniqueness, as well as its significance both within the original trilogy and to the prequel trilogy, I think that Jedi is a gem of a film that deserves much more respect than it gets. At its heart, the Star Wars series is sci-fi pulp serial along the lines of Flash Gordon and Buck Rogers and the visual sophistication of Jedi is a celebration of that kind of storytelling. It featured a huge selection of new aliens (Jabba the Hut, Admiral Ackbar, the Rancor monster, etc.) and action sequences that pushed the envelope of what practical special effects were capable of during the early 80s. While these dazzling visual treats flashed by on the silver screen, story arcs came to an end, an empire lost its emperor, the Jedi were beginning to return, and a cast of characters who matured over the course of three movies made their final curtain call. If another movie trilogy provided a better ending than Return of the Jedi, I can’t think of one.



Star Trek Boldly Goes Where Its Merchandising and Licensing Rights Say It Can Go

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Star Trek 2.1: The Wrath of CumberKhan


I've been a Star Trek fan for a significant portion of my life-spanning geekhood, although my overall enthusiasm for the franchise has waned considerably during the last decade. It's not that Star Trek is a bad franchise as a whole; I just think that its potential has been squandered time and time again due to the absence of a strong, central leadership figure at the helm to guide the franchise through its various incarnations and effectively capitalize on its successes. As a result of this lack of leadership, Trek has been subject to Paramount's whims, which has largely resulted in competently made yet frequently bland Trek content and products. Whether it was using Trek to prop up a fledgling TV network (as was the case of Voyager and then Enterprise for Paramount's now-defunct UPN) or pushing one of the more successful Trek spinoffs onto the big screen just to makes some extra dollars (the underwhelming and uninspired Next Generation movies), Paramount's decisions concerning Trek appear to be made mostly by its accounting department and no one else.

With that in mind, I've been paying attention to the media coverage of Star Trek Into Darkness, the second movie in Paramount's reboot of the franchise that debuts here in the U.S. this weekend. The reboot started back in 2009 with a movie directed by J.J. Abrams, who has returned to direct the sequel. Most of the coverage of the new movie has been routine promotional stuff: articles reviewing the long history of Trek, fans discussing which Trek iterations were their most and least favorite, interviews with the reboot movie cast, and so on. But with director Abrams recently being hired by Disney to direct the first film in the next Star Wars trilogy, speculation has run rampant about what will become of Trek in the near future and whether Abrams will stay on with Trek or, if he leaves, who will continue the Trek reboot effort when Abrams is gone.

After reading dozens of reviews, articles and discussion boards, I finally found one article that sheds a considerable amount of light on the future of Trek and why Abrams signed on to a rival sci-fi franchise even though his last Trek film was a box office smash and the sequel looks to be equally profitable. Read on to learn more about how this Star Trek reboot might not live long and prosper after all.

According to The Wrap, Abrams' vision for the Trek reboot were much grander than what the fans actually got. This may have led Abrams to abandon ship for Disney, which recently acquired ownership of Star Wars franchise from creator George Lucas. As stated in the article:

"Competing ambitions between Paramount, CBS and Abrams' production company Bad Robot over merchandising surrounding the first film in the rebooted "Star Trek" franchise led the director to curtail plans to turn the series into a multi-platform experience that spanned television, digital entertainment and comic books, according to an individual with knowledge of the dispute. ... "Star Trek's" licensing and merchandising rights are spread over two media conglomerates with competing goals. The rights to the original television series from the 1960s remained with CBS after it split off from Paramount’s corporate parent Viacom in 2006, while the studio retained the rights to the film series. CBS also held onto the ability to create future “Star Trek” TV shows. ... (CBS) was making roughly $20 million a year on that merchandise and had no incentive to play nice with its former corporate brother ... In response, (Bad Robot) scaled back its ambitions to have "Star Trek's" storylines play out with television shows, spin-off films and online components, something Abrams had been eager to accomplish." (Click here to read the full article.)


Q: How much are Kirk and Spock worth?
A: It depends upon which ones you're talking about.


The Wrap concludes that Abrams left Star Trek for Star Wars largely because Disney has much more control over the Star Wars franchise than Paramount does over Trek and is thus more likely to work with Abrams' grand ambitions, and I'm inclined to agree. A major difference between Star Trek and Star Wars is that Trek's creator Gene Roddenberry never had nearly as much control over his creation as Lucas did over his, and I think that this difference is going to work in the favor of Star Wars in the long run. I'm still miffed that Disney discontinued production of the animated Clone Wars series, but it is obviously much more organized than Paramount when it comes to nurturing franchises.

(For another comparative example of Disney's prowess with building franchises, just look at how Marvel is doing under Disney and compare it to how DC is doing under Time-Warner. As of now, Marvel is starting on "Phase Two" of its movie adaptation plan and is set to release two new cartoons and a live-action TV show, while DC is still struggling with what to do with its characters that aren't named Batman.)

With the ongoing conflict of interest between CBS and Paramount and Abrams's frustration over it, I suspect that this particular Trek reboot will sputter to an end within a few years regardless of what Into Darkness does at the box office. I've said it before and I'll say it again: The worst thing that has ever happened to Star Trek was Paramount. That's been true for a long time and the fact that it's still true doesn't bode well for the franchise no matter how loyal its fan base is.





This Fall: He-Man and the Masters of the Universe Meet the Justice League

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Summer is almost here, which means that superhero fans are going to be treated to all sorts of Marvel and DC goodies for the next few months. On the Marvel side, we already have Iron Man 3 in the theaters, which will be followed by The Wolverine in July and Thor: The Dark World in November. We'll also be getting two new Marvel cartoons on Disney XD--Avengers Assemble later this month and Hulk and Agents of S.M.A.S.H. in August--as well as the live-action Agents of S.H.I.E.L.D. TV series debuting on ABC in the fall. Over at DC, we'll be getting the Man of Steel movie in June and the new Beware The Batman series on Cartoon Network in July. Also from DC is a crossover comic book miniseries that's scheduled for this fall, when the Justice League crosses paths with He-Man and the Masters of the Universe.

I'm not sure why DC is doing this, other than the ongoing nostalgic appeal of He-Man among people who grew up during the 80s and the fact that DC and Mattel, the company that makes He-Man toys, are owned by the same mega-conglomerate. He-Man was always a toy line first, and anything else associated with it was explicitly designed to help sell the toys. At best, He-Man cartoons and comic books were like a very poor man's version of Jack Kirby's New Gods comic book and since the characters from that series are already part of the DC universe anyway, I can't see He-Man and the Masters of the Universe doing anything memorable when they meet up with the Justice League. I suppose it would be interesting to see what would happen if Billy Batson got a hold of He-Man's Power Sword and then became, say, Captain He-Marvel or Shazam-Man, but I don't think that's going to be part of the upcoming miniseries.

I think that a much more fitting crossover would be between He-Man and Big Jim, another Mattel toy line that ran from 1972 to 1986. The crossover could depict He-Man and company teaming up with the equally muscular Big Jim and his muscular buddies--Big Jack, Big Josh and Big Jeff--and having adventures in dance clubs, Turkish bath houses and ancient Olympic wrestling competitions. Not that there's anything wrong with that.


Where the boys are: Mattel's Big Jim action figures


Another idea for a better crossover we be to put He-Man characters into a sequel to Namco's Muscle March. Sure, Muscle March isn't a very complicated game, but it would fit perfectly with He-Man's hyper-muscular visual aesthetic and cast of ridiculous characters like Ram-Man and Fistor. Check out the preview video below to see the muscle madness to which I'm referring.





Flying RC Model Hobbyists Take to the Skies with Terminator and S.H.I.E.L.D.

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When it comes to being jealous of people who are more talented than me in the area of making horror and sci-fi replicas, I prefer to prioritize. I'm jealous of people who can assemble model kits so they appear nearly flawless; very jealous of people who can make professional-looking customized model kits and/or toys; and extremely jealous of people who can make customized model kits and/or toys that can move in some way, either along the ground, on/under the water, or through the air. In the last category, I recently found two talented hobbyists who were able to make vehicle replicas from the Terminator saga and last year's Avengers movie that could actually fly. Click below to read more about these amazing RC replicas and see video clips of each model in action.

The first hobbyist is from Russia, and he goes by the name of Native 118. He built two customized RC replicas that caught my eye: one based on the aerial HK design from Terminator and Terminator 2, and one based on the S.H.I.E.L.D. Helicarrier design from the Avengers movie. What's particularly impressive about the Helicarrier replica is that it floats on water and can launch itself into the air while in the water. Check out the videos below to see the models demonstrating what they can do.




Here’s a short video provided by Native 118 that provides an overview about how he assembled his HK model:


The other hobbyist is from Colorado and goes by the name kahloq. Inspired by Native 118's flying HK, he built a flying remote controlled aerial HK drone unit based on the design from Terminator 3. The main difference between the two flying Terminator models is that the Native 118 model has two fans on the outside with a third hidden in the nose, while kahloq's model has three fans on the outside according to the original T3 design. The video below provides some footage of this HK model in flight, as well as an overview of how kahloq built and tested his model.