Wednesday, October 17, 2012

The Transformers in 3-D comic issue #1

Most of the time, when I'm talking about Transformers comics of the 1980's, I'm talking about the Marvel series. However, there was another Transformers comic series that came out during that era, which is now all-but forgotten. A company called Blackthorne Publishing, most known for publishing 3-D comic books, was able to get a license from Hasbro to do such 3-D comics at the same time as Marvel had the Transformers comic book license. Apparently, the 3-D gimmick was enough of a difference to convince Hasbro (and Marvel? I have no idea if there were ever any lawsuits) that Blackthorne's work would not infringe on the existing agreement.

Blackthrone eventually produced three of these 3-D issues, but I'm just going to focus on the first one here. This issue's story, called "The Test," focuses on a combination of characters introduced to the toyline in 1986 and 1987 (which is when the comic was published). It's mostly a light-hearted chase story, as the Transformers investigate a pair of strange alien creatures that may provide a possible new source of Energon (their favored fuel source). Unknown to the Transformers, these creatures are actually intelligent, and have in fact been tasked with investigating the Transformers themselves!

Although the Headmaster leaders, Fortress Maximus and Scorponok, feature fairly prominently, a reference to "making some progress on the 'Headmaster' technology" seems to place this issue some time before the characters have actually become Headmasters. This oddity, all by itself, knocks this story out of contention for the cartoon continuity, and the existence of Galvatron alongside the not-yet-Headmaster characters eliminates the Marvel comic continuity from contention. This story stands on its own. In fact, both the "technology" reference and a surprise appearance by the Quintessons at the end would seem to suggest that the story was dropping hints for future adventures in this series, but these threads were never revisited in either of the two other issues that Blackthorne eventually released (indeed, no two Blackthorne issues seem to fit into any coherent continuity with each other, let alone with anything done by anyone else).

Like many 3-D comic books, these stories use a red/blue printing process that one reads through color-filtered glasses. This process essentially requires that the images themselves remain monochromatic, but even granting that limitation, the art here is quite crude. Many characters bear only the most passing resemblance to more well-known renderings, and if it weren't for the fact that they're usually named on-panel, the reader would often have no idea which character was being depicted. Between this and the fairly goofy story, I can't really recommend this issue as anything beyond the unique oddity that it represents in Transformers history. But in that respect, the 3-D comic represents a take on Transformers storytelling that hasn't been seen again in nearly 25 years, and it is therefore worthy of attention.

Monday, October 8, 2012

Transformers Groove's Spanish Packaging

I've written before about the fact that Transformers have been sold in countries other than the United States and Japan. In fact, the brand is a world-wide phenomenon. This fact allows for a few interesting blips in the otherwise straightforward history of how certain toys come to be made. Take this Spanish version of Groove, for example. It did not come out at the time of Groove's original release in 1986, but rather several years later, as part of a European "Classics" sub-line that showed up around 1990 (not to be confused with the American "Classics" line of 2006, nor the similarly-themed lines which have come since that technically use different names, but which are often referred to in this way. Also note that "Classics" toys from Spain do not feature the "Classics" title, although most other European countries did feature such language).

The fact that this version of Groove came later than the original means that the packaging offers some unique features besides just the fact that the text is written in another language. For example, the original Groove came on a card with the traditional red and black design and the original Transformers logo. This version features the golden pattern of the later era alongside the now all-but-forgotten version of the logo from the tail end of the original toyline. This also means that the Tech Specs on the back of the card features the bar graph format, rather than the criss-crossing "heart monitor" pattern of the original format, which required a red plastic filter to read easily. The toy itself, so far as I can remember (I no longer have the toy, sadly. Only the packaging), was identical to the American release of the toy, with one exception. American versions still featured rubsigns when the original Groove came out, but the "Classics" toy did not have one (which is perhaps somewhat odd, as the original waves of "Classics" toys did have rubsigns, despite the American line having abandoned them a couple of years previously. However, by the time Groove came out, even this line had stopped using rubsigns).

I didn't pay especially much for this version when I found it several years ago, and imagine that one could be found again without having to break the bank too badly for it, provided you're fortunate enough to stumble across the distinctive packaging in the first place, but expect to spend a bit of time searching if you really want to get a "Classics" version rather than the original, and to pay at least a bit more for doing so.

Wednesday, October 3, 2012

Transformers Prime Cyberverse Decepticon Flamewar

Because of the engineering expertise and multiple parts necessary to create a Transformers toy, Transformers actually tend to cost a bit more to produce than many people expect on the basis of their size compared to other toys in stores. In order to at least try to keep the actual costs buyers have to pay down, Hasbro relies fairly heavily these days on redecos (also often called repaints). While I've argued in the past that there have always been such redecos in the line (and, in fact, the entire Transformers franchise owes its existence to the concept, as the original line was actually nothing more than reuse and redecos of toys created for entirely different lines in Japan), they have not always been as common in the past as they are now. These days, it is rare to see a mold that does not get reused at least once, if not more, by changing the color scheme around and possibly remolding a part or two.

Many redecos are original concepts in and of themselves, while others draw inspiration from a variety of sources. Once in a blue moon, a toy comes along that clearly draws its inspiration from something originally done for one of the Transformers conventions, such as the Universe Skywarp toy from nearly a decade ago. The recent Decepticon Flamewar figure, part of the "Cyberverse" sub-line of smaller Transformers figures, is another such example. The original Flamewar toy was a part of BotCon 2005, the very first convention run by Fun Publications, and was the free incentive figure given only to those who attended the convention and also purchased the box set of exclusive toys that year. It is very hard to find these days (an eBay search yielded no relevant results), and can go for a pretty high price if and when one is found (easily upwards of $150, which is pretty high for a mold that would have gone for around $7 if the toy had been produced for retail). Like that convention exclusive, this version of Flamewar is a redeco of an Arcee figure. But unlike that one, which was never intended for a mass audience, this Flamewar is readily available at most toy stores today!

Admittedly, there has been some obvious inflation in prices since 2005. Although, being a "Legion" class Cyberverse toy, this Flamewar is considerably smaller than the Scout-class toy from the Energon line that inspired it, $7 is perhaps a low price to pay for it (some toy stores are starting to charge as much as $10 for it, but this is thankfully not yet the norm). However, I would still recommend it. Not only does this provide a cheap alternative when compared to the $150+ BotCon exclusive, but this Cyberverse toy has a remarkably detailed transformation given its size. In fact, I'm starting to shift my new Transformer buying somewhat, buying fewer and fewer of the once-standard "Deluxe" size, and more and more of the smaller toys from the Cyberverse sub-line. Larger toys, these days, tend to be exclusives or otherwise special, especially in an era where the shelves are so clogged with Bumblebees that it can be hard to find something distinctive. But I'll have more to say about that kind of thing at another time....

Friday, September 28, 2012

Star Trek: The Next Generation Celebrates Its 25th Anniversary

If you follow the Star Trek franchise, you may already be aware that today marks the 25th anniversary of the premiere of the first episode of Star Trek: The Next Generation, "Encounter at Farpoint." The odds are, Paramount will be making an even bigger fuss about the 50th anniversary of the entire Star Trek franchise in just four more years, but in the meantime, there are plenty of interviews and retrospectives to be found. Just head on over to StarTrek.com for a sampling.

When The Next Generation first came on the air, it was accompanied by a fairly major push of publicity from Paramount studios, no doubt taking advantage of the success of Star Trek IV: The Voyage Home (arguably the most popular original cast film of the franchise with the general public, with apologies to fans of Star Trek II, which has an undeniably strong base within the Trek fandom) the previous year. The Next Generation actually represents at least the third attempt to bring Star Trek back to television screens after the original series ended, and the second to successfully do so (the first attempt was the Animated series of the 1970s, and the unsuccessful attempt was directly responsible for the existence of Star Trek: The Motion Picture, at the end of that same decade). Paramount Studios, the owner of the franchise after buying out Desilu Productions mid-way through the original series' run, clearly had high hopes for the show.

After what would probably be fair to say was a rocky first season, The Next Generation grew to be insanely popular. It was not only more successful during it's original run than the original series ever was during its own original airing, but the other Trek spin-offs to air in the years since (even the prequel, Star Trek: Enterprise) are really much more Next Generation spin-offs than spin-offs of the original series. While the original series may be the spark that ignited the flame, the Next Generation was the torchbearer, setting the standard that Trek fans since the 1980s have come to expect.

It's actually hard for me to comprehend, even today, that when The Next Generation first aired, even the original series was only about 21 years old, younger than The Next Generation is now. This naturally means that kids of today cannot help but look back at The Next Generation as the kind of hazy "historical relic" that I considered the original series to be. With the series now coming out on Blu-ray, I hope that fans can look back and say that The Next Generation holds up as well as fans of the original series in the 1980s would have said the original series did.

Monday, September 24, 2012

Transformers Custom - Astrostar

Quite a few years ago, I tried my hand at a number of Transformers-related customs. I've shared a few of these before, but I somehow never seem to have gotten around to sharing "Astrostar," my silvery custom made from an extra Cosmos.

Since Cosmos was a spaceship, I thought about what color a spaceship should be. If I may be so bold, I think that the silver color-scheme I decided upon is far more realistic than the green of the original toy, if "realistic" is even an appropriate word to use for a science-fiction creation such as a flying saucer!

In an attempt to keep the toy fully transformable without scraping the paint applications away, I left Cosmos' yellow parts unchanged, although close examination of the pictures does reveal that the green where the arms meet the torso still shows through. The gold (mostly) replacing the red of Astrostar's head seemed an appropriate counter-point to the silver on the rest of her body.

Yes, "her." Although I am on record as saying that, as robots, Transformers shouldn't have "male" nor "female" sexes, the fact that they do in most of the fiction is an accomplished fact of life. Having established that female Transformers exist, however, the powers-that-be have managed to incorporate a disappointingly small number of them into the actual roster of established characters. When I wrote up Tech Specs for this fan creation, I decided to do my small part toward equality (you'll have to click the thumbnail to actually read the bio, of course).

I didn't stop at the Tech Specs, either. This was one of the customs for which I created an actual box, designed to resemble the Generation One boxes (not precisely, but most average folks wouldn't know the difference).

Sadly, I no longer have this toy in my collection, having sold it on eBay to a fan some years ago. However, I remain quite proud of this particular effort. You can see some more pictures (including the box from other angles) at this         link.

Friday, September 21, 2012

Video Game 30th Anniversary of the Month - Pitfall!

While the Atari 2600 version of Pac-Man was the highest selling game in that system's history, Pitfall!, the holder of the #2 position, has a perhaps more interesting and unique story. To tell it properly, however, it isn't enough to go back 30 years to the game's introduction in 1982. I need to go back a few years more....

The standard for all home video game systems of the early video gaming era was that each company would make all of the games for its own system. Thus, the first batch of Atari 2600 games were all made by Atari. But by 1979, a group of Atari's best programmers, perhaps most notably David Crane, get fed up with Atari's policies which failed to reward programmers for successful games. They left Atari to form their own company: Activision, the first third-party manufacturer of games for any home video game console. Unlike Atari, Activision would advertise the programmers who created the games as well as the games themselves, and programmers would be entitled to royalties on game sales. Thus, if a game did well, the people who created them would benefit.

Another of Crane's disagreements with Atari's game-making policy was their trend — easily demonstrated via the Pac-Man game already mentioned — of creating games that were home versions of games created for other forums (specifically, the self-contained video arcade unit). Crane argued that this resulted in games for the 2600 that were sub-standard copies, and that it would be better to create games that specifically took advantage of the strengths and weaknesses of the technology available for the system the game was being created for. Pitfall!, almost certainly Crane's best-known creation,* is an excellent example of the result.

The concept of the game is simple enough. The player controls "Pitfall Harry" as he runs through an ever-changing jungle, avoiding obstacles that will either slow him down (and steal from Harry's score) or take one of his three lives, in an effort to reach as many of up to 32 treasures before a 20-minute time limit (or Harry's supply of lives) runs out.

While Pac-Man was limited to a single game screen and flicker-strobed sprites to attempt to give the game the required number of characters, Pitfall! achieved a wide variety of game situations and characters, all in solid, non-flickering sprites, simply by using an interchangeable series of elements. On one screen, you might have a lake and a vine you could use to swing over it. On another, you might have a lake and a group of crocodiles that you can jump on only when their mouths are closed. On yet another, the lake might open and close so you can run across if you time it just right (There are plenty of boards without lakes, of course!). This enabled the programmers to create a game with 256 screens, all basically similar to each other, but each with a unique arrangement of the available sprites.

By modern standards, the game's pretty monotonous (as the series of such similar screenshots can't help but demonstrate), but Pitfall! was undeniably a significant technological achievement for its time, and the game was popular enough not only to earn that #2 all-time spot, but to spawn several sequels over the past three decades (including one for the iPhone and similar devices, which came out just last month). Pitfall! even inspired a short-lived Saturday morning cartoon as part of the Saturday Supercade series that gave Mario his first animated appearance anywhere. And it all happened because a group of programmers decided to take the risk of leaving the company that gave them their start so they could strike it out on their own.

*I am not counting, of course, games that Crane worked on that involved concepts created by others. However, even most of those aren't especially well-known today. Especially worth mentioning on this blog, however, is an obscure game created for the Commodore 64 computer: Transformers: The Battle to Save the Earth.

Wednesday, September 19, 2012

New Super Mario Bros. Wii Boxed Sticker Capsule Toys

My current living situation is such that I need to go out of my way to get quarters from time to time. As I've discussed in the past, this is not something one can do as quickly and easily these days as perhaps one once could, but there are still a couple of reliable outlets near where I live. One such outlet is a pizza place that still has a change machine near a selection of video games they have on hand. Because getting quarters is a service that I am glad they provide, I generally use at least one of the quarters I get on one of the video games, but this past weekend, I was informed that the video games were out of order. I therefore spent some quarters on something I think I've only done twice in the past decade: a capsule toy machine. In this case, I spent a dollar on one of the sticker boxes from the new "New Super Mario Bros. Wii" game.

As I've mentioned in my current "30th Anniversary" video game series, Mario is the most famous video game character of all time. One of the benefits of this fact for me is that, although the stickers are being sold to promote a new game on a system that I don't own (the most recent video game system I've had in my home is the Super Nintendo, so one can safely assume that I'm a bit behind the times in this area), I had a good chance of ending up with a set that contained characters and/or icons with which I was familiar. There was still a bit of a risk. Besides the $1.00 price (which I did think was a bit high, but I obviously wasn't so put off by it that I didn't pay it), I'm not terribly familiar with the "Glow Block" I might have received, and even the "Super Guide Block" is a bit later than the Mario games I grew up with. Still, that left me a 3-out-of-5 chance of getting a block I would feel some nostalgia for, and we haven't even gotten to talking about the stickers themselves!

As luck with have it, the capsule opened to reveal a "Question Block," arguably the most iconic of all the block types in the Super Mario Bros. franchise. Of course, the block is nothing more than a folded up piece of printed card stock, but it's actually reasonably close to being in scale with the not-really-LEGO versions of Mario and Yoshi I own, so it should fit in with them just fine. It also came with the advertisement that I scanned for the top of this entry, just in case I was interested in trying for the other sticker sets, no doubt.

But, of course, the stickers are the main attraction here. Kids love stickers! I'm a little beyond this kind of thing, myself (however much I obviously have retained many of my childhood interests. I can't very well write a blog like this one and not admit that), but I'm sure I'll find some ways to use these or some kids to give them to. This particular set focuses on useful items from the game, rather than characters (which are found in other sets). While the mushrooms with propellers on top are admittedly new to me, the regular mushrooms and turtle shell stickers could just as easily have been made for a Super Mario game of my own era. Heck, for all I know, perhaps they were. It's not as if these designs aren't used and reused ad nauseum in promotional campaigns.

But, at the end of the day, I got the quarters I needed to do my laundry, supported the business that enabled me to get them, and got a nice little piece of nostalgia in the bargain. Not bad at all....