Showing posts with label pack-in comic. Show all posts
Showing posts with label pack-in comic. Show all posts

Tuesday, July 26, 2011

Teenage Mutant Ninja Turtles (Fox Box)



Publication date: 2002
Published by: Playmates Toys

Story and art: Michael Dooney

“Teenage Mutant Ninja Turtles”

Summary:

The Teenage Mutant Ninja Turtles have made a wrong turn and found themselves cornered in an alley by the Purple Dragon gang. The Dragons make fun of the freaks in the turtle costumes, but of course, those aren’t costumes.



The Turtles spring into action and jovially take out the weapon-toting thugs one at a time. As the final thug flees in terror, Leonardo orders his brothers to disappear before the police arrive.



Escaping into the sewer, Leonardo remarks, “We strike hard and fast… and then fade away… out of sight!”


Turtle Tips:

*This 8-page pack-in minicomic was distributed at Toys ‘r’ Us locations in late 2002 as part of a “Fox Box” package; a box containing promotional materials for the then-new Fox Box Saturday Morning programming block (of which the 4Kids TMNT cartoon premiered on).

*This story is essentially a retelling of the opening scenes of the first episode of the 4Kids cartoon, “Things Change”… which also makes it essentially a retelling of the opening scenes from TMNT (Vol. 1) #1.


Review:

Special thanks to the guys at The Technodrome Forums for hooking me up with scans of this comic! As you can tell, despite the massive amount of the things printed and their tremendous availability… not a whole lot of them have survived the past nine years in very good condition. Such is the fate of most promotional material handed out to 6 year-olds, alas.

While one look at that story summary will leave you thinking that this is a pretty boring little footnote in Turtle pack-in comic history, it does have one inherent value in that it’s basically the first few pages of the TMNT (Vol. 1) #1 redrawn by Michael Dooney. And for anyone who is a Michael Dooney fan, that’s kind of cool.

Though while he recreates several of the classic pages (the Turtles cornered in the alley, the two-page spread of them leaping into action, etc.), he pads most of it out with goofy “comedy fighting” and a lot of stupid oneliners. “It’s Turtle Thrashin’ Time!” “Shell-Onimo!” “Eat wood, scum!” That last one might make you snicker when taken out of context.

A lot of lines from the original Mirage comic are ported over to this thing, even moreso than what was reused for the 4Kids episode “Things Change”, which this is ostensibly a remake of. They get a bit… manhandled in the transitioning process, particularly that last one about fading away “…out of sight”. Not that it’s a big deal if a promotional cartoon pack-in comic changes a few lines of dialogue from its source material, though I’m just curious what was wrong with “…into the night”?

Anyway, like most pack-in comics, this thing is “neat” and that’s about it. The lack of having an original story might put it low on the priority list of the five people on the planet who collect these things, but the Michael Dooney art should give it a nudge up the ladder for you.

Grade: N/A (as in, “Now that’s some variety in street gang weaponry. A shotgun AND a medieval mace!?”)

Sunday, July 3, 2011

Warriors of the Forgotten Sewer



Published by: Playmates Toys
Publication date: 1994

Story and art: Dan Berger

“Warriors of the Forgotten Sewer”

Summary:

Down in the sewers, Leo, Don and Mike spot a magic sword. As Leo lifts the sword up, the three Turtles suddenly find themselves transported to another time and place; a mystical world of swords and sorcery! In the process, they have been transformed into Savage Leo, Dwarf Don and Knight Mike!



They’ve little time to ponder their predicament, as they hear the sound of battle. Not far away, Warrior Bebop and Gate Keeper Rocksteady are attacking a feeble old wizard. The Turtles rush to his rescue and send the villains into retreat.



The Sorcerer turns out to be Wizard Splinter (who knows nothing of this “Master Splinter” they mistake him for), guardian of one of the four Golden Turtle Statues. If the four statues are ever united, their magical power could destroy the world (or they could be used to return the Turtles home; whichever). Giving the Turtles a steed in the form of the ferocious Sewer Warcat, Wizard Splinter charges the TMNT with collecting the remaining three statues before an Evil Knight and his minions do (wonder who that might be).

The Golden Turtle in their possession tells the TMNT to head south to the Dragon’s Crag to find the second statue. After many days of travel, they reach the cave atop the crag. Inside they are greeted by the dragon who agrees to surrender his Golden Turtle so long as they use its power wisely. Leaving, Dwarf Don remarks how simple their quest is to a paranoid Knight Mike. Savage Leo warns them he fears that the worst is yet to come…


Turtle Tips:

*This comic came packaged with the four action figures released as part of Playmates’ Warriors of the Forgotten Sewers line. Though they appear in this comic, Knight Mike, Wizard Splinter and Sewer Warcat never received toys. Presumably, they along with a Raphael toy and a Shredder toy would have been released in a follow-up to this line (Sewer Warcat and a variant of Savage Leo were promoted in the accompanying catalogue but never released), but nothing ever materialized.

*Obviously, a second comic was never produced.


Review:

Thanks to all the Turtle fans out there with scanners and patience (particularly those at The Technodrome Forums), I’ve managed to read a lot of these old pack-in comics. While some are pretty lousy, the best of the bunch rank as a “neat” which is the most you can expect from a toy pack-in strip.

Coming out in 1994 as the TMNT line from Playmates was spiraling into its death-throws, "Warriors of the Forgotten Sewer" was a rather… incomplete sub-line. Not even all the characters in this comic got figures and some didn’t even warrant an appearance at all! I guess Raph had better things to do.

While not all these comics had easily identifiable artists (and as is still the practice with this sort of thing, writers and artists are not credited), this one is clearly the work of Dan Berger, whose style is a cinch to spot. I’m quite a sucker for his work and I always wished he’d had a chance to do some issues of Archie’s TMNT Adventures title. His work on Mirage’s Tales of the TMNT (Vol. 2) was always a treat, but his style seemed very suited for the lighter Fred Wolf and Playmates universe of the Turtles. So seeing him take a whack at that universe, even if only in a 10-page minicomic, elevates the thing for me.

I feel kind of stupid critiquing the “story” to this thing, since as a rule toy pack-in literature exists only to give kids a general idea of the kinds of adventures they could have with their new action figures. I generally didn’t care for any of the “goofy” versions of the Turtles from Playmates, even as a kid. I mean, what kid would possibly want something as insipid as “Birthday Party Leo” or “Circus Clown Michelangelo”? What the Hell could they possibly do with a toy like that (except maybe follow a storyline that sees Mike possessed by the ghost of John Wayne Gacy)? On the other hand, "Warriors of the Forgotten Sewer" grants us all the opportunity to see the Turtles with hair. I hope you all enjoyed that.

Grade: N/A (as in, “Now I realize we completely missed our opportunity for a Tavern Wench April. Darn”.)

Sunday, February 27, 2011

The Savage Dragon (Playmates toy pack-in comic)



Originally packaged with: Playmates The Savage Dragon and Jim Lee’s TMNT toylines
Publication date: 1995

Script and thumbnails: Erik Larsen
Art: Michael Dooney
Inks: John Cleary
Letters: Chris Eliopoulos
Colors: Reuben Rude

Summary:

Cruising the streets of Chicago in his experimental pursuit bike, Officer Dragon’s joyride is interrupted by a call from dispatch telling him to break up a freak-fight at 5th and Madison. Dragon turns around and heads for the fight.


At 5th and Madison, the Teenage Mutant Ninja Turtles are doing battle with Officer Dragon’s buddies, Barbaric and the She-Dragon. Barbaric and She-Dragon mistakenly think they’ll make short work of the Turtles, but Don is quick to point out their folly, as their lifetime of ninja training coupled with their recent cyborg enhancements have made them a formidable force. To demonstrate Don’s point, Leo chops She-Dragon’s flowing blonde locks into a sassy mohawk.



Officer Dragon arrives on the scene, but before he can break things up, a building is knocked over on his head. Now “battle damaged”, Dragon bursts through the rubble and tells everyone to cool it. He reveals that he knows both teams and he knows that both are upstanding citizens. Barbaric and She-Dragon admit that they mistook the Turtles for members of the Vicious Circle. The Turtles, as it happens, explain that they actually came to Chicago from New York to team-up with Dragon and fight the Vicious Circle, as the villains had kidnapped a friend of theirs.

With no more time to waste, Officer Dragon rallies his team to go take the Vicious Circle head-on.


Turtle Tips:

*This comic was packaged with the seven different toys featured across both of Playmates’ The Savage Dragon and Jim Lee’s TMNT toylines.

*There were 7 different covers to this comic, each one unique depending on which toy it was packaged with. The contents of the comic are the same across all versions.  Cover artists were: Erik Larsen (Dragon toy), Erik Larsen & Simon Bisley (Battle-Damage Dragon toy), Dave Johnson (She-Dragon toy), Victor Bridges (Barbaric toy), Michael Dooney (Donatello toy), John Cleary (Michelangelo toy), and "Kirby & Friend" (Raphael toy).

*Although I wouldn’t qualify this pack-in comic as canon with either the TMNT or Savage Dragon comic series, Dragon mentions that he’d met the Turtles before, and he did so several times, beginning with The Savage Dragon #2.

*It is never stated who exactly the Vicious Circle has kidnapped (ten bucks on April). The descriptions on the backs of the toy cards don’t divulge much additional story info, only that the Shredder (who is oddly referred to as a “mutant”) has teamed up with Overlord (leader of the Vicious Circle) and his scheming has brought the Turtles to Chicago.


Review:

Well, this was predictably terrible, but toy pack-in comics usually are. I think the key difference here is that it was a terrible comic packed-in with a terrible toyline.

Jim Lee’s TMNT were pretty garishly designed and completely logically bonkers by even Playmates standards, and they're the company who burdened the toy aisles with “Magician Raphael” and “Birthday Party Clown Michelangelo”. So to say these things were ugly and stupid should give you a pretty solid idea of how harshly I condemn them.

Infamously among collectors, Leonardo never got a figure released in the toyline. But, once you see how Jim Lee designed him, in that inexplicably red spandex bodysuit with those ridiculously dorky metal “ear wings”, perhaps it was an act of mercy on the part of Playmates. A prototype of the toy WAS produced and displayed at the 1995 Toy Fair, however:



Larsen manages to work all the toys from the line-up into this comic, including the two versions of Officer Dragon (uniform and “battle damage”). It’s all contrived and stupid, but par for the course with toy pack-in material, to be fair. Artwise, well, he and Dooney had to try and draw Jim Lee’s TMNT and make them look cool, so they were predestined to fail the moment they sharpened their pencils.

The catalogue section in the back of the comic features two pages: one describing the Savage Dragon line (created to tie-in with the short-lived USA cartoon series) and one describing the Jim Lee’s TMNT line. I found the rationalization for the TMNT line to be pretty flimsy, as it’s a paragraph claiming that at very long last the Turtles have “rediscovered their comic book roots”. So, despite the fact that between 1984 and 1995 the Turtles had had at least one comic book in continuous publication at all times, it took Jim Lee and his generic '90s superhero template to reunite the characters with their “comic book roots”?

Don’t make me gag.

Jesus, I shouldn’t even be dignifying this thing with a review. But I’ve already eaten dinner and put on my sweat pants, so shit, I’ve got nothing else going on tonight.

Grade: F (as in, “For real, the only thing worse than this comic or this toyline is USA’s Savage Dragon cartoon. That thing was almost lethally awful”.)

Friday, January 21, 2011

TMNT: Smash-Up



Publication date: September 22, 2009 (date of game release)
Published by: Ubisoft (comic came packaged with Ubisoft video game)

Pencils: Jim Lawson
Inks: Eric Talbot
Script: Peter Laird and Matt Leunig

“TMNT: Smash-Up”

Summary:

Frontispiece: Somewhere, the Fugitoid addresses the audience as pigeons land on his head. He tells his origin; how he was a scientist named Professor Honeycutt who had his mind transferred into a robot body and thus became the Fugitoid. He continues by describing the transmat device he has been hounded by evil forces to create and how he’s been on the run for years. In fact, he’s actually on the run right now, even though he doesn’t appear to be moving. Funny thing about that…

Down in the sewer lair, Splinter addresses his sons. He tells them that he has taken it upon himself to begin a tournament amongst them; winner gets to choose any prize from his private trophy case. The Turtles leap at the opportunity, though Splinter shocks them with the news that he’ll be making it more interesting: Casey Jones, April O’Neil and even he-himself will be participating.


More of a free-for-all than a “tournament”, the seven brawlers spring into friendly competition: Mike takes on Don, April takes on Casey, Leo takes on Raph, Raph winds up fighting Casey, Leo gets trounced by Splinter and Casey gets struck by the old rat as well. Splinter then calls for a break, teasing the contestants with a peek at the various goodies in his display case.


Suddenly, the Fugitoid appears on the lair’s emergency communicator with terrible news: he’s been captured by the Shredder! The Shredder picks up the phone next and taunts the Turtles, insisting that they will never rescue the Professor in time. Angered, the Turtles, April and Casey head to a rooftop for no readily apparent reason to discuss the dire situation. They lament that they haven’t a clue where the Fugitoid might be, but luckily for them, one falls right into their lap. Karai appears, informing them that the Shredder intends to force the Fugitoid to build a transmat device. He has the Professor held hostage at the Foot’s Tokyo base. The Turtles ask why she’s helping them, since she’s a member of the Foot and all, but she gives a “none of your business” and ninja-vanishes.



Back in the lair, Don announces that he’s jerry-rigged a device that’ll allow him to control Renet’s Time Scepter. Then, for no reason whatsoever, a giant alligator bursts through the wall of the lair and attacks. The Turtles, April, Casey and Splinter do battle with the behemoth as the Scepter activates, whisking them all away to the swamp. Splinter and Leo defeat the reptile, but knock it into a bee's nest by accident. Seeking asylum from the stinging insects, Don activates the Scepter again.

This time, he gets the location right but the time wrong. The Turtles and co wind up in Tokyo, only in the distant past. They are approached by an army of samurai and quickly do battle. In the fray, Raph kicks off one of the samurai’s helmets, revealing him to be an Oni (a demon). All the samurai reveal themselves as such and Splinter insists Donnie try the Scepter again.



Third time’s the charm and the gang end up right where they want to be: a rooftop in modern Tokyo. Finding the Fugitoid’s disembodied noggin sitting on top of a pole, the Turtles reunite the Professor with his body. Alas, the Professor has more bad news: it was all a trap! Dozens of Foot Soldiers drop down and engage in battle. Naturally, the good guys beat them with ease.



But the fight is far from over, however, as the Shredder finally makes his way onto the scene, declaring his intent to kill them all…


Turtle Tips:

*This full-length, 24-page comic came packaged with the TMNT: Smash-Up video game by Ubisoft. To date, it has not been made available in any other format.

*The art style and character selection are a mish-mash of those seen in the 4Kids cartoon series and the Imagi 2007 feature film, “TMNT”. In the game (though not seen in this comic), one of the environments happens to be the Technodrome from the Fred Wolf cartoon series, too. Precisely what continuity, if any, “Smash-Up” may fit into is hard to determine and probably an unnecessary effort.

*The Fugitoid’s origin as he describes it can be seen in Fugitoid (microseries) #1 or the 4Kids TMNT episode, “Turtles in Space, part 1: The Fugitoid”.

*A helmet belonging to the Nightwatcher is seen among Splinter’s trophies. The Nightwatcher was the alter-ego of Raphael, as seen in 2007’s “TMNT”. How he became the Nightwatcher can be seen in TMNT Movie Prequel #1 - Raphael (incidentally, the Nightwatcher was a playable character in the Smash-Up game).

*In the 4Kids cartoon the Time Scepter appeared belonging to Renet and Lord Simultaneous in the episode “Time Travails”. In the Mirage comic series, it was first seen in TMNT (Vol. 1) #8.

*The credits for this comic were not published within the pack-in booklet. Credits for the in-game artwork and story appear at the end of the game-itself, which were likely the product of the same team of Mirage staffers.

*The game kinda sucked.


Review:

Well, this was a comic I wasn’t expecting to review today, but thanks go to The Technodrome Forum’s “Abnormal Freak” for providing me with the comic’s scans!

“Smash-Up” looks and feels like an issue of Tales of the TMNT (Vol. 2), albeit with the unenviable task of having to act as product placement for a rather lackluster movie tie-in video game. It has all the same length, “production values” and even frontispiece of any given issue of Tales of the TMNT, making it far superior to the sorts of 5-page minicomics that usually come packaged with games and other assorted merchandise, but the “cramming in” of as many elements from the game as possible makes it read just as awkwardly.

With the exception of the Utrominator (and perhaps the Raving Rabbids), the creative team manage to work-in all the featured characters from the game’s line-up, sometimes to rather meaningless effect (they go to a rooftop for no other reason than to “accidentally” stumble upon an unusually helpful Karai). Several locations from the game are showcased; as are elements from the game’s many “interactive environments” that Ubisoft was so proud of (that stupid, random alligator and bee's nest, for instance). I won’t hold any of this against the guys, as they had to do what they had to do, and like I said before, the fact that this thing is 24 pages and, on a visual level, could almost pass as an issue of the (then-running) TMNT comic puts it heads and shoulders above similar pack-in tripe.

Where Lawson’s artwork is concerned, I actually found myself preferring his adapted designs for April and Karai seen here over his contemporary Mirage versions of them. They certainly have more personality in their countenances and more striking outfits than his Tales of the TMNT (Vol. 2) and TMNT (Vol. 4) interpretations of the characters. His Turtles look like his Turtles, nothing new here, though I swear some of them sported Talbot-esque heads (maybe that was just an influence from his inking?).

The Shredder’s behavior in this comic kind of took me by surprise, as he talks not with the uber-serious tone of the 4Kids or Mirage Shredder, but with the ostentatious attitude of the Fred Wolf Shredder. He makes bad jokes and bad insults and even Mike mumbles an aside commenting on his stupidity (as Shredder referred to them as “amphibians” when they’re reptiles).

Overall, the awkward tie-in nature of the story (to say nothing of its incompletion) keeps it from really feeling like a “lost issue” of Tales (Vol. 2), but the visuals, length and variety of characters make it an attractive novelty for collectors. The bad news is that you have to buy a pretty lousy video game to get a hold of it, but two years after the fact, I’m pretty sure you can procure a copy from Gamestop for pocket change. Just check the case first to see if the comic’s still in there.

Grade: N/A (as in, “Now just be grateful Lawson didn’t have to try and work-in the cruise ship/killer whale level”.)