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Tales of the TMNT (Vol. 2) #18

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Publication date: December, 2005

Plot: Steve Murphy and Peter Laird
Script: Steve Murphy
Breakdowns: Jim Lawson
Art and tones: Dario Brizuela
Lettering: Eric Talbot
Frontispiece: Derek Fridolfs
Letters page header: Scott Cohn
Cover: Dario Brizuela and Eric Talbot

“The Blue Hole”

Summary:

Frontispiece: Down in the sewer, Donatello stumbles upon a red-eared slider turtle.  Having been a red-eared slider before his mutation, Don feels affection for the creature and promises to take it to a pond in Central Park where it will be happy.  He wonders if the little turtle can read his emotions and understand what he’s saying.  This reminds him of a story…

March 21, 2002.  At Utrom Base 59632 in New York Harbor (the “moon island”), Glurin receives notification that one of their research buoys in the Sargasso Sea has gone missing.  The buoy was set up to measure Earth’s considerable global climate change brought on by mankind’s pollution and is thus of vital importance for the survival of the human race.  Donatello asks to tag along for the trip and the two head for the Sargasso Sea in a Terran ship.


Upon arriving, they launch a submersible from the Terran ship and go exploring underwater.  Don and Glurin both leave the ship to swim with the many sea turtles and Don tells Glurin stories about how humans have been saved from drowning by sea turtles that have towed them to land.  Glurin is incredulous.

After getting back into the submersible and surfacing, they find the Terran ship has vanished.  In its place is a 17th century Portuguese galleon.  They decide to sleep on the galleon for the night and worry about getting home in the morning.  As the sun rises, Glurin wakes first and goes back to the submersible, hoping to use the onboard computer to research the Bermuda Triangle legend he’d heard about.  Suddenly, a strong current tugs at the sub and pulls it underwater.  Don wakes up at the sound and dives overboard.  He catches up with the sub and climbs inside.  Glurin wishes he hadn’t, though, as the current is dragging the sub into the darkness and he can’t stop it.


They pass sunken ships, a sea turtle graveyard and finally plummet down an abyss.  They come face to face with a massive vortex with numerous ships and planes trapped in its event horizon.  Glurin recalls the alien race known as the Voyadeen who long ago seeded the galaxy with autonomous survey vessels.  The vessels were known to create miniature black holes (or in this underwater case, a “blue hole”) when their subspace wormhole drives malfunctioned.  The sub continues to be drawn toward the blue hole, though Don notices that the sea creatures seem to be able to avoid the drag without problem.


Don puts on scuba gear and he and Glurin eject from the sub, hoping to escape the pull by swimming.  They fear they won’t make it, but a very large sea turtle picks them up and gives them a ride on its back.  They awaken a few hours later on a small island.  An Utrom rescue ship, having tracked their bio signatures, gives them a lift home.  Don is happy they found that small island, or they surely would have drowned.  One of the Utrom rescuers tells him that “island” is actually a very large specimen of Chelonia Mydas… the sea turtle.  As the massive shell submerges, Don suspects that they were saved by the grandparent of all sea turtles.



Turtle Tips:

*This story takes place during the six month gap in TMNT (Vol. 4) #5.

*Taking place in late March of 2002, that means this story occurs shortly before Tales of the TMNT (Vol. 2) #12, as that story takes place in April of 2002.

*Chronologically, Glurin first appeared in Tales of the TMNT (Vol. 2) #42.

*With the resources of the Utroms, Don had previously taken an interest in researching Earth’s global warming problem in Tales of the TMNT (Vol. 2) #16.  The reason the Utroms themselves are so interested in Earth’s climate change will be revealed in Tales of the TMNT (Vol. 2) #69.

*A giant turtle possibly related in some way to this one was first encountered by Leo in TMNT (Vol. 2) #4.  That race of giant turtles would be shown to have survived in the story “The Cure”.

*This issue also featured a back up story, “Altered Fates” by Murphy, Lawson and Talbot.


Review:

It seemed like there were a lot of Donatello and Utrom adventures throughout Tales of the TMNT Volume 2.  Looking back, I think there were only four or five; not nearly as suffocating as I’d misremembered.  The nice thing about these stories is that they show Donatello really, REALLY enjoying himself.  He’s a scientist who has had to spend most of his life working with scraps in a sewer; no resources, no funding, no support from anyone.  Now, he’s suddenly surrounded by high tech aliens with labs and equipment and vehicles and holy crap, he’s like a kid in a candy store.

There are a bunch of these Donatello/Utrom adventure stories and almost all of them take place in that six month gap during TMNT (Vol. 4) #5.  Condensed, yeah, but this is sort of Donatello living his wildest fantasy come true.  You can’t really blame him for wanting to spend ALL his time on the moon island with the Utroms and doing research and going on scientific expeditions.  It’s a miracle he ever even went back to the lair.

I believe this is also our introduction to Glurin (in publication order, not chronological order), who’ll become something of a sidekick for Donatello as Tales Volume 2 proceeds.  He doesn’t have much of a personality and, being an Utrom, his dialogue is really dry.  It puts Donnie in an interesting position, as HE’S suddenly the life of the party, at least when compared to the plank of wood that is Glurin.  Though I’m not hating too much on Glurin; Murphy will develop him a bit more and find a better voice for him.  He’ll eventually kind of become this mad scientist guy whose “why would you BUILD that” inventions constantly get the Turtles and the whole universe in trouble.  In this story, though, he’s just a highly interchangeable Utrom who exists to facilitate the adventure and provide exposition on the nature of the Bermuda Triangle when the moment calls for it.

Reading this issue several years after plowing through the whole Mirage TMNT catalog for this site, I’m impressed by how much it works into the overarching tapestry of the universe in subtle and obvious ways.  There’s the fact that it takes place smack dab during Volume 4, yeah, as well as Donatello building his relationship with the Utroms and Glurin. 

But there’s also the continuing story arc regarding the impending global warming catastrophe (love it or hate it).  The “arc” of that background threat was always very subtle, but it was mentioned in a LOT of these Tales issues; be it as “global warming” or as something more ominous, like an impending doom foretold by a supernatural entity in a later issue.  So when it all comes to a head in Tales #69, if you’ve been paying attention, that event won’t seem quite so random.

Then there are the giant sea turtles.  They’re an interesting callback to a very random two-issue story arc from TMNT Volume 2, where Leonardo does battle with a giant turtle in the sewers of New York (and kills it).  It wasn’t a sea turtle in that story, I don’t think, but it was still this utterly random giant turtle that came out of nowhere.  “The Blue Hole”, in a roundabout sort of way, explains the origin of that creature with this massive grandparent of all sea turtles.

“The Blue Hole” is a bit of a bland story, but I’m impressed by how subtly it carries on arcs and ideas from all across the Mirage timeline.  It has some valuable narrative setup for Don and his Utrom relationships as well as some excellent art from Dario Brizuela.  There’s also the fact that you have to ignore the reality that Don and Glurin would have been crushed by deep sea pressure when they ejected from the sub, but whatever. 

I think in a vacuum the tale is rather dull and forgettable, but when looking at the big picture it’s pretty neat.


Grade: C+ (as in, “Come on, Caribbean Conservation Corporation.  Did you really use comic sans as the font for your ‘save the sea turtles’ advertisement?”)

Tales of the TMNT (Vol. 2) #12

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Publication date: June, 2005

Plot: Churchy La Femme and Pepe Le Pew (Steve Murphy and Peter Laird)
Words: Murphy
Breakdowns: Jim Lawson
Pencils/inks/tones: Dario Brizuela
Letters: Eric Talbot
Frontispiece: D’Israeli
Cover: Brizuela and Talbot
Letters page header: Kieron Dwyer

“Paris Nocturne”

Summary:

Frontispiece: The Turtles are crawling out of a storm drain in Paris.  It’s raining cats and dogs and Raph is miserable.  He says that the mission they’re on is serious, but he doesn’t expect it to be as nasty as his FIRST visit to Paris…

April, 2002.  Shadow is flying over the Pacific with her honors French class for their annual class trip to Paris.  She laments that she has to spend such an exciting vacation with a bunch of conformist nerds who all dress from the Gap and aren’t cool ninja rebels like her, BUT she is glad that she gets to go alone this year.  Little does Shadow know, Raphael has stowed away in the cargo hold to secretly keep an eye on her.


After arriving in Paris, Shadow tours the city with her classmates, all the while pretending to be friends with them and putting on the dumb American tourist act because “blending in” is part of her ninja training.  Meanwhile, Raphael trails her through the city’s conveniently labeled sewers.  Down there, Raph feels like a shadowy form is following him.

At the Notre Dame cathedral, Shadow finally ditches all the conformist Gap kids and goes exploring on her own.  She finds the catacombs on Place Denfert-Rochereau and checks them out.  In the darkness she’s met by a local named Jean-Louis, a polite and handsome young man, though all Shadow cares about is his lame haircut.  Jean-Louis warns her that her uncle is in grave danger and should have never come to France.  Shadow is weirded out by this and leaves.

Having gotten lost in the sewer thanks to several dead ends, Raph surfaces into an alley.  He’s met by a tall, shadowy figure wielding a pair of meat cleavers.  The figure knocks him over the head with the handle and disappears.  As Raph comes to, he’s accosted by the police, who mistake him for “the Beast”.  They shoot Raph in the shoulder, but he escapes.


Shadow returns to her hotel room and finds Raph waiting for her.  After some explaining, Shadow tends to his bullet wound while Raph reads the evening edition of the local paper… and sees his photo identified as the Beast.  Raph passes out and when he wakes up the next evening, he checks the latest paper.  He learns that two more teenage girls were killed by the Beast last night.  He also finds a note from Shadow saying that she’s going back to the catacombs to talk to Jean-Louis.  Fearing for her safety, Raph heads out, though he’s spotted by cops who give chase.

In the catacombs, Shadow demands answers from Jean-Louis, though he tries to warn her that now SHE is in danger as well as her uncle.  Suddenly, a wall connecting to the sewer explodes and out pops the Beast: Two men, one carrying the other on his shoulders, wielding meat cleavers.  They chase Shadow, but Raph shows up in time to fight the Beast.  The Beast knocks him senseless with the handles of the cleavers, but before they can chop Raph up, Jean-Louis distracts them.  Then the cops arrive and shoot them in the back.  Shadow and Raph sneak out through the sewer, not even having the time to thank Jean-Louis.


At the farmhouse in Northampton, Raph comes to see Shadow with tidings from Donatello.  Apparently, after hearing the story, Don decided to research the catacombs and found an old newspaper from 1870.  In it is a photo of Jean-Louis, taken shortly before he was murdered in the catacombs.  Shadows quietly thanks the boy for watching over her and her uncle.


Turtle Tips:

*This story takes place during the six month time gap in TMNT (Vol. 4) #5.

*As this story takes place in April of 2002, that means it occurs very shortly after Tales of the TMNT (Vol. 2) #18, which took place in March of 2002.

*Shadow was forced to move to Northampton after the events of Tales of the TMNT (Vol. 2) #7.

*This issue also featured an interview with Dario Brizuela.


Review:

From the letters page of Tales of the TMNT (Vol. 2) #10, the words of Steve Murphy: “My opinion on fashion and style is this, though: I think the way most Americans dress is horrible; casual, sloppy, call it what you will, it’s generally pretty gross.  While not a slave to fashion I do think we should all have a precision about presentation.  It’s more civilized.”

Alright, let’s talk about the difference between “characters” and “mouthpieces”.  A character is a fully formed fictional individual with their own unique attitudes and opinions which breath into them the illusion of reality.  A mouthpiece is a shallow conduit for the attitudes and opinions of the writer, who is incapable of separating themselves from the persona they’re crafting and prefer to use these artificial individuals as a means to legitimize their personal agendas.

More often than not, Steve Murphy writes mouthpieces, NOT characters.  And the Shadow who appears in this story is one of those cases.

Murphy had a habit of using the opening editorial and letters page of Tales of the TMNT as his own personal blog to talk about politics, activism or just whatever was getting his goat that day.  One of the irritations he enjoyed admonishing that nebulous entity known as "Americans" about were the way they dressed.  He felt that Americans dressed like slobs or like conformists and detested the fashion-illiterate people of the United States.

So guess what Shadow’s opinions on American fashion are?

Now, I don’t really care one way or the other if Steve Murphy thinks I dress like a slob.  If some shallow, scrutinizing know-it-all from New England thinks my t-shirt and jeans are a travesty, it’s no denim off my Levis.  No, the problem I’m trying to articulate here is that Murphy puts his personal opinions BEFORE the development and voice of the characters.  When Shadow talks in this issue, it isn’t Shadow’s voice… its Steve Murphy’s.  Because Shadow in this issue is not a character, she’s a mouthpiece.

Perhaps if Murphy had never used the letters page and opening editorial to preach his disgust with American fashion, I’d have never known that Shadow’s and his opinions miraculously aligned and the concern wouldn’t be apparent.  But the fact remains that he did, making it evident that Shadow’s seemingly random rants about the Gap, American conformism, geeks who don’t know how to dress themselves and the genetic superiority of Europeans in regards to designer clothing lines… Those are the words of Steve Murphy, not Shadow Jones.  And when you’re reading a story and all you can hear is the writer’s voice, not the character’s, it takes you right the fuck out of the experience.

But let’s feign ignorance and try to look at the story without the knowledge that Shadow is just parroting Murphy’s opinions.  Shadow is positively incorrigible in this story and she learns no lesson and receives no humbling comeuppance to take the edge off her earlier behavior.  The issue opens with her going on for page after page about how disgusting Americans are.  As she tours the streets of Paris with her classmates, who are all being nice to her and think of her as a friend, her inner monologue continues to chastise and scrutinize them as being geeks and losers and unworthy of her camaraderie.  She takes pride in the fact that she’s only pretending to be their chum as an exercise in ninja disguise and gleefully abandons them at the first opportunity, because she is just a fucking terrible person.

Where it gets worse is that, like I said, it isn’t framed that way; for you to think she’s an awful piece of crap.  Her “friends” don’t come to her rescue, her supposedly superior fashion sense isn’t revealed to be out of date and square, she is never once called out for any of the terrible things she says or does.  She gets in trouble for going it alone, but that has little to do with the way she was behaving or the people she was abusing earlier.

And the reason is because her opinions expressed at the beginning of the story were Steve Murphy’s opinions, so therefore she was justified in her behavior and everything she said and did was “right”.

Whoops!  I know I said I would try to separate the writer from the character, but that’s a lot harder than I thought it would be considering the character IS the writer in this instance.

But that’s what really brings “Paris Nocturne” down.  The vague plot summary about Shadow going to Paris, meeting ghosts and getting attacked by a weird serial killer called the Beast… that all sounds pretty cool.  But the writer, so utterly incapable of missing an opportunity to express his personal opinions about every little fucking thing, ruins the entire outline by vicariously expressing those opinions through the mouths of the characters.

And as far as Shadow goes, she never acts like this in any story by any other writer.  Thanks to the hard date at the beginning, we know “Paris Nocturne” takes place during the time skip in Volume 4.  But read Shadow in all those Volume 4 stories surrounding this one.  She is not an incorrigible elitist in any of those adventures.  Read other teen Shadow stories by other writers.  She’s perhaps stubborn and a little bratty, but she isn’t like this.

It’s so bad that in Tales of the TMNT (Vol. 2) #69, an adult Shadow looks back on her behavior in these stories and apologizes.  But she isn’t apologizing for herself, she’s apologizing for Steve Murphy.


Grade: D (as in, “Do the French even like Ninja Turtles or do they just read Tintin comics?”)

TMNT Magazine (Panini) #15

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Publication date: May 29 – June 25, 2014

Contents:

*“Sleepwalking Sensei”
*“Meet the Dream King”

Turtle Tips:

*These stories are continued from TMNT Magazine (Panini) #14.  The story continues in TMNT Magazine (Panini) #16.




TMNT Magazine (Panini) #12

Sleepwalking Sensei

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Originally published in: TMNT Magazine (Panini) #15

Publication date: May 29 – June 25, 2014

Script: Landry Walker
Art: Lee Carey
Colours: J. Cardy and K. Nicholson
Colour assist: James Stayte
Letters: Alex Foot

“Sleepwalking Sensei”

Summary:

In the dojo, Master Splinter informs his sons that he has completed his five days of sleep deprivation to increase his endurance.  He tells his sons not to wake him under any circumstances, as he’s looking forward to a restful night’s sleep.

A few minutes later, the Turtles are shocked to see their sensei sleepwalking through the lair.  And then leaving the lair.  The Turtles follow him, fearful of being punished if they wake him. 


As Splinter sleepwalks across the rooftops, he is ambushed by a unit of Footbots.  The Turtles prepare to intervene, but find that Splinter can fight just as well asleep as he can awake.  For the remainder of the night, they follow Splinter around as he has further misadventures with the Kraang and Fishface.

Eventually, come the dawn, Splinter sleepwalks back to the lair and the Turtles are ready to get some sleep of their own.  As Mikey eats a potato chip, the crunch awakens Splinter who is furious at being disturbed.  He tells his sons that they will now be punished with the same five days of sleep deprivation that he endured, but all the Turtles promptly faint from exhaustion.  Splinter growls that they were probably up all night partying.


Turtle Tips:

*This story is continued from TMNT Magazine (Panini) #14.  The story continues in “Meet the Dream King”.


Review:

This one was kind of a corny standby cartoon/kiddy comic plot.  I mean, wasn’t this, like, every episode of Mr. Magoo ever animated?  The whole “character unaware of their surroundings wanders into dangerous environments while other characters keep them safe without them knowing it” cliché.  There’s got to be a better trope name than that, but you know what I’m talking about.

I’m just shocked Splinter didn’t wander onto a construction site for the ultimate in hackneyed scripting.

Well, cliché as it is, it does the scenario justice and the reason for Splinter’s sleepwalking was interesting (sleep deprivation to improve endurance apparently results in fighting crime while snoozing).

Not really a fan of this one, but at least it was one of the shorter length strips.


Grade: D+ (as in, “Didn’t care much for it, no, but I DID like Carey’s drawing of Splinter skittering across the telephone lines on Page 8”.)

Meet the Dream King

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Originally published in: TMNT Magazine (Panini) #15

Publication date: May 29 – June 25, 2014

Script: Landry Walker
Script editor: Ed Caruana
Art: Bob Molesworth
Colours: J. Cardy
Colour assist: E. Pirrie
Letters: Alex Foot

“Meet the Dream King”

Summary:

In the living room, Mikey has fallen asleep while reading an issue of The Joust.  His brothers sneak out to get a pizza, knowing that if they can keep from waking Mikey, he won’t be able to eat the whole pizza OR bore them with more stories about his stupid dreams.

In Mikey’s stupid dream…

As King Mikey sits atop his throne, flanked by Ye Olde Leo and Ye Olde Raph, Apprentice Wizard Donnie comes barging in with news that the Black Knight has stolen the Golden Pizza of Ultimate Power.  Master Wizard Splinter informs King Mikey that he must recover the Golden Pizza and if its power has made the Black Knight too strong, then he must make the vague yet ultimate sacrifice.


King Mikey and his court storm the Black Knight’s tower.  On the first floor, they’re attacked by Sir Fishface, whom Ye Olde Raph stays behind to joust.  On the second floor, they’re attacked by Warlock Stockman, whom Apprentice Wizard Donnie stays behind to match wits with.  On the third floor, they’re attacked by Lord Tiger Claw, whom Ye Olde Leo stays behind to duel.

Finally, on the top floor, King Mikey confronts the Shredder-like Black Knight.  Having tasted of the Golden Pizza, the Black Knight is too powerful.  King Mikey makes the ultimate sacrifice by destroying the Golden Pizza, which causes the tower to collapse.  King Mikey and his court recover and sing a ballad in honor of the Golden Pizza.


In the waking world, the Turtles try to sneak their pizza past Mikey, but the smell wakes him up.  He tackles them and scarfs down the whole pie by himself.  The Turtles sigh and decide to go out to Murakami’s instead.  Mikey asks them to bring him back some pizza gyouza.


Turtle Tips:

*This story is continued from “Sleepwalking Sensei”.  The story continues in TMNT Magazine (Panini) #16.

*Michelangelo’s last crazy dream occurred in the story “Daydream”.

*Donatello appears to be drawn in his LARPing Turtles design from the episode “Mazes & Mutants” (minus the beard, anyway).  The other Turtles, however, are not wearing their outfits from that episode.

*Since Tiger Claw has both eyes, I guess that means this story takes place somewhere between “Wormquake!” and “The Wrath of Tiger Claw”.  But then again, it's just a dream, so...


Review:

Where as the first story in this issue left me cold, this second story makes up for it in spades.

I sort of hope the running gag of Michelangelo having weird dreams becomes sort of an annual tradition with Panini’s TMNT Magazine.  It’s a fun little diversion that lets the writers and artists go crazy.  Even more than that, since these stories are just dreams and “don’t count”, they circumvent whatever Viacom mandate keeps the Turtles from actually encountering and doing battle with the Shredder in these Nickelodeon-based comics.  Seriously, Mikey’s one-page confrontation with the Black Knight is the closest either the IDW or Panini comics based on the cartoon have gotten to featuring the Shredder in action.

At first, I thought this was going to be another tie-in with the LARPing Turtles action figures, ala the episode “Mazes & Monsters”.  Turns out only Donnie is drawn in the garb of his LARPing variant, and even that seems like it could have been coincidental.  I mean, if the script calls for “a Gandalf-like wizard Donatello”, there’s only so much you can do.  And Donnie being in a purple cloak with a purple Gandalf hat seems like something two artists in a vacuum could come up with independently.

What’s fun about these “Mikey’s dream” stories is that they’re all written in Michelangelo’s voice, so all the characters sound like Mikey doing impressions of them.  He tries to spin nuggets of wisdom fromSplinter, techno jargon from Donatello, villainous declarations from the rogues gallery, etc.  It really peps the script up and gives you an idea of how the other characters sound to Michelangelo.

Anyway, this was a good little story and I hope they make a habit of them.


Grade: A- (as in, “And come to think of it, this is the first of either Nick cartoon comics to feature Tiger Claw”.)

TMNT Magazine (Welsh) #1

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Publication date: Summer, 1990
Originally published by: Welsh Publishing

Plot: Ryan Brown
Script: Dean Clarrain
Pencils: Jim Lawson
Inks: Dan Berger
Colors: Steve Lavigne
Letters: Mary Kelleher
Cover: Michael Dooney

“Seafood Surprise!”

Summary:

Apparently, the newspaper reporter Stanley Stobbs has been on the verging of exposing the Shredder’s underworld crime syndicate to the masses.  To silence him, the Shredder sends Bebop and Rocksteady to poison the tap water of a local seafood restaurant where Stobbs is dining.  The waiter draws a glass of water to serve to Stobbs.


At the counter service, Michelangelo is trying to order a couple of seafood pizzas with a bunch of weird shit on them for his brothers and Ray Fillet (Man Ray).  Stobbs, who is dining on lobsters, takes a sip of his water and suddenly mutates into a gargantuan lobster-man that can only scream “Aba-Laba-Lob-Ster!” and “I want my lob-sters!”

Stobbs crashes through the kitchen, demanding to have his lobsters to go and empties the restaurant’s whole tank.  He bursts through the wall onto the pier and is confronted by the Turtles and Ray Fillet.  Thinking the Turtles are trying to steal his lobsters, he attacks them and they get into a fight.


After a few seconds, Ray Fillet calls off the fight and explains to Stobbs that he can’t EAT lobsters because he IS a lobster.  Stobbs is saddened, but Ray Fillet assures him that he’ll learn to enjoy life in the ocean and that there’ll be plenty of lobsters for him to hang out with.  As Stobbs and Ray Fillet head to the water, Michelangelo remarks that Ray is the “least shellfish guy” he knows.  Gah.


Turtle Tips:

*The story continues in TMNT Magazine (Welsh) #2.

*Being a magazine, this and every other issue contain additional content such as articles, safety tips, tutorials, games and the occasional behind the scenes stuff.  I will only be covering the comic content in my reviews.

*While some might feel inclined to categorize these TMNT Magazine strips as part of the Archie TMNT Adventures universe due to the creative team, storytelling/art style and the characters involved, future issues will include conflicting origins for established Archie characters, rendering the continuity incompatible.  Maybe they're canon with the TMNT Cereal comics, though?  Who the hell knows.

*On the cover you’ll see a poster for The Puma Blues.  The Puma Blues was a comic written by Mirage staffer Steve Murphy that occasionally contained Ninja Turtles content.


Review:

Special thanks are in order for several members of The Technodrome Forums, including "Enscripture" and "Wilddiverse", for helping me get my hands on these obscure, long-forgotten comics.  I appreciate it, guys!

Anyhow, the majority of these little four-page jobs are formulaically identical.  Someone or something gets mutated, the Turtles fight it, they win, there’s a bad pun in the last panel.  There are a few exceptions, but that’s mostly how it goes.

That said, they boast an assortment of familiar supporting characters from the Archie comics as well as one or two characters from the Playmates toyline who never got ANY media support elsewhere.  As such, they’re neat little curiosities.

“Seafood Surprise!” in particular features an original villain in Stanley Stobbs.  He isn’t given a mutant name, unless Murphy (Clarrain) intended for “Aba-Laba-Lobster” to actually be his new identity.  It’s a goofy little comedy relief strip and there isn’t much to talk about, BUT I do find Shredder’s implied cruelty sort of interesting.  Rather than kill the people who would challenge him, he turns them into hideous monsters that will be ostracized by society and forced into reclusive lives of shame and misery.  That’s kind of WORSE than just straight up murdering them, isn’t it?

Also, hey, Man Ray!  Or Ray Fillet.  Whatever.  Ray usually amounts to Buzzkill: The Character, since whenever he shows up in the Archie Comics it’s to initiate a plot involving whaling or deforestation or some other environmental concern.  Luckily, the four-page gag nature of this strip doesn’t allot him enough time to bring everybody down with his Captain Planet routine.  He DOES manage to slip in a line about there being “a few lobsters left”, passive-aggressively admonishing the excessive trapping of New England’s lobster population to appease human consumption.  But whatever.  If you want to read a terrible Man Ray story, go check out Mighty Mutanimals #8 and then get back to me.

Anyway, I’m not going to grade these because they’re kind of dumb and short, but neat nevertheless.



TMNT Magazine (Panini) #16

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Publication date: June 26 – July 23, 2014

Contents:

*“One False Move”
*“Caught on Camera”


Turtle Tips:

*This story is continued from TMNT Magazine (Panini) #15.  The story continues in TMNT Magazine (Panini) #17.




One False Move

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Originally published in: TMNT Magazine (Panini) #16
Publication date: June 26 – July 23, 2014

Script: Ed Caruana
Art: Bob Molesworth
Colours: J. Cardy & K. Nicholson
Colour assist: J. Stayte
Letters: Alex Foot

“One False Move”

Summary:

In the Shellraiser, the Turtles are using Donatello’s mutagen scanner to track the next canister of Kraang mutagen.  The scanner leads them to the city zoo which is populated with thousands of potential mutant monstrosities waiting to happen.

Sneaking in, they find the canister in the lion habitat, dangling on a branch just over the head of a slumbering king of the jungle.  Mikey is dispatched to climb the tree and collect the precariously balanced canister, as he’s the lightest Turtle.  Michelangelo decides to practice his ballet moves to show how light on his feet he is, which causes the canister to come loose and fall.


Mikey uses his nunchaku blade to hook the canister before it can hit the sleeping lion while the other three Turtles form a chain to grab him and keep him from falling.  Unfortunately, Mikey didn’t account for his own perspiration and a droplet of sweat lands on the lion, waking it.  The lion takes a swipe at Mikey and bats the canister out of its habitat… and into a tank of great white sharks.

Leo sighs and asks which of them is the strongest swimmer.


Turtle Tips:

*This story is continued from TMNT Magazine (Panini) #15.  The story continues in “Caught on Camera”.


Review:

You know, this probably would’ve made an awesome four- or five-minute animated short; like something to fill time between programming slots on Nick Toons or whatever.  There’s a lot of potential comedy havoc to be had with the Turtles blundering around a zoo, trying to snatch up a canister of mutagen before it creates a monster.

“One False Move” isn’t an animated short, though.  It’s a six-page comic strip and as such can’t do a lot with its concept.  The gag is funny, but is a situation with the potential to be so much more if it just wasn’t so short.  Be that as it may, you know, kudos to Caruana for coming up with a great idea and Molesworth gets a lot out of it in the art department.


Grade: C+ (as in, “C’mon, if this had gone in a different direction we might’ve gotten the Nick version of Dirtbag and Groundchuck!”)

Yeah baby, it's happenin'!

TMNT (IDW) #36

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Publication date: July 16, 2014

Story: Kevin Eastman, Bobby Curnow and Tom Waltz
Script: Tom Waltz
Art: Mateus Santolouco, Mark Torres (pgs 1, 12-13), Cory Smith (page 22)
Colors: Ronda Pattison
Letters: Shawn Lee
Editor: Bobby Curnow
“The Pied Piper of Hamelin” (1842) written by: Robert Browning

Summary:

The tale of the Pied Piper of Hamelin is retold as a strange figure plays the flute in a dark place.

Down in the lair, Leonardo and Splinter can’t come to a consensus on their priorities.  Splinter wants to deal with the Foot Clan immediately, while Leo feels that General Krang presents the more pressing threat.  Having gotten nowhere, they decide to take a walk around the sewers.

On the streets, Casey is hanging around outside the Second Time Around shop when he hears two people talking about breaking in.  He confronts them and discovers that it’s April’s parents who don't have keys.  They tell him that they’re moving back into the shop’s apartment but didn't want to bug April for a spare set.  Mrs. O’Neil is horrified at the bruises Hun has left on Casey and insists he come in to rest.


Down in the tunnels, Leo and Splinter tell one another about the visions they had of Tang Shen.  Leo is confused, as he recalls Splinter telling him that, in his days as Hamato Yoshi, he promised Shen that he would not seek vengeance upon the Foot.  Splinter laments that the promise was made in a previous life and that it was a promise to protect his sons; a promise he failed to fulfill because he DIDN’T take action against the Foot.  Suddenly, everything goes dark.


When the lights come back on, Splinter and Leo are paralyzed and trapped in a desolate throne room surrounded by rats.  On the ruined throne is a gaunt, verminous man who introduces himself as the Rat King.  He says that they’re in a mystical realm called a Thin Place and he has used his spiritual powers to paralyze them.  While he’s curious about Splinter, the Rat King is disgusted by Leo as he reeks of “his sister’s work”.  The Rat King explains that he is ages old and that his family has competed to rule all through various games.  At one point, he was even the Pied Piper of legend.  He infers that all that has occurred in their lives has been arranged by his family as if it were a game of chess.


Whilst reciting the ballad of the Pied Piper, the Rat King makes his move and tests Splinter.  Splinter is confronted by Dark Leo.  Dark Leo accuses Splinter of failing him and attacks.  Splinter overcomes the psychological attack and refuses to fight back, admitting to his past failures and vowing to make up for them by taking action.  The Rat King is amused by Splinter’s devotion to his sons and decides to move on.

Leo's test sees him confronted by a monstrous version of Splinter.  The evil Splinter admonishes Leo for being a failure, but right off the bat Leo isn’t falling for it.  Recalling what the Rat King said about him reeking of his “sister’s” work, Leo realizes that the Rat King is the brother of Kitsune and that all of this is in his head.  He slices the evil Splinter in the arm before attacking the Rat King directly.  The Rat King is fascinated that Leo was able to turn Kitsune’s attack on his psyche into a spiritual strength.

Suddenly, Leo and Splinter find themselves back in the lair.  The Rat King informs them that they are highly interesting pieces in the game.  He tells them that soon it will be his turn to move and that Leo may be the piece he chooses.  He then erases their memories of the encounter and vanishes.  Leo notices that Splinter has cut his arm, but neither recall where the injury came from.  Leo suddenly has an epiphany about “turning a weakness into a strength” and announces he knows how to beat the Shredder.


Speaking of whom, the Shredder arrives on Burnow Island and approaches General Krang…


Turtle Tips:

*This story is continued from TMNT (IDW) #35.  The story continues in TMNT (IDW) #37.

*Tang Shen appeared to Leo and Splinter through their dreams in TMNT (IDW) #30.  Splinter, as Hamato Yoshi, made his promise to Tange Shen not to seek revenge against the Foot in TMNT (IDW) #5.

*This issue was originally published with 4 variant covers: Cover A by Santolouco, Cover B by Eastman and Pattison, Cover RI by Mark Torres, and Cover RE by Kevin Eastman, Peter Laird and Steve Lavigne.

*This issue also included character design sketches of the Rat King by Santolouco.


Review:

The Rat King.  My all-time favorite TMNT villain.  I could write a whole article about him, and I probably will, but the glorious thing about the Rat King is that no two incarnations are alike.  They aren’t just different, every Rat King is RADICALLY different with only the vaguest similarities in terms of abilities and aesthetics binding them together as the same individual.  And that’s one of the character’s greatest strengths; his malleability and potential to be reinterpreted in any number of different ways, yet always retaining some fundamental essence that reassures you he is… The Rat King.

So this time around, he’s a supernatural entity of undefined origin, the feuding brother of Kitsune making a bid for world conquest, and also the literal Pied Piper of Hamelin.  Hey, in one universe he was a half-clone/half-robot that made Six Million Dollar Man sound effects while doing the Hurricane Kick from Street Fighter.  He’s been through weirder phases is all I’m saying.

When the Rat King was teased in the final page of the previous issue, I was wondering if he was going to be tied into anything else going on in this book’s mythology.  There hadn’t been any build-up or foreshadowing for the character, at least not obviously, and characters don’t just step out of the blue in this book.  Tying him in with Kitsune, who is still a mystery wrapped in an enigma wrapped in a kimono, gives him a place within the complex tapestry of IDW’s Ninja Turtles universe while also allowing him to be a “surprise” villain.  Bebop and Rocksteady required two agonizing years of build-up while the Rat King just shows up fully formed and all “sup guys” in a single issue.  Go figure.

Like everything else, he is now inextricably tied into the aforementioned tapestry that makes the IDW universe so lush (if a little less “random” since absolutely everything is interconnected in some way).  And it makes you wonder more about Kitsune’s deal, which is something I’ll admit I haven’t given much thought, and what her sincere motivations are.  Apparently she’s out to rule the world, so is the Shredder just another pawn in her “game” with her brother?  And exactly HOW MANY of the events in this book’s timeline have been arranged as part of their “game”?  Did they have a hand in the reincarnation of Yoshi and his sons?  And how is their supernatural angle going to collide with General Krang’s sci-fi based angle?

Again, more teeeaaasssiiinnnggg.  Which is something this book has been really good at since it started.

There are some interesting reflections going on in this story, as Splinter and Leo both discuss their mutual visions of Tang Shen for the first time and Leo straight up calls Splinter out on his promise.  Splinter’s excuse starts out rather flimsy (“It doesn’t count if you get reincarnated”), but escalates into something of a bit more substance (“No, I promised to protect and look at what a good job doing jack shit did”).  What the Rat King ends up doing with his Dark Leo scenario is to fortify Splinter’s conviction that Shredder must be dealt with.  Incidentally, the Shredder is Kitsune’s pawn in the “game”, so that works out nicely for him.  Likewise, he leaves Leo with a lingering sense of inspiration that I assume will result in his trying to play Shredder and Krang against one another.  It might sound obvious in summary, but the execution was subtle and thought-provoking.

Santolouco’s interpretation of the Rat King is, like many others, a total departure and highly original.  Yet he still retains those basic Rat King-isms that make him identifiable as the character; tattered bandages and a propensity for living in squalor.  Santolouco gives the Rat King this gaunt, Count Orlok-like appearance that invokes the zombie-esque version from the Nickelodeon cartoon (while the balding skull with flowing cape of hair invokes Riffraff from “The Rocky Horror Picture Show”,and intentional or not I’m a-ok with it).  Again, it speaks to how open to interpretation the Rat King is, which has always been his greatest strength.

All in all, this was a wonderful issue not just because of all the back story elaboration, plot thread dropping, or even the introduction of a classic villain.  I think it worked because save for that brief diversion with Casey, the whole issue was a singularly focused story.  Your attention isn’t pulled in twelve different directions at once (which this book can be guilty of doing from time to time) and you really get to invest in the depth of this one adventure.


Grade: A (as in “And I didn’t even comment on Krang and Shredder properly meeting for the first time.  That’s kind of a big deal”.)

Caught on Camera

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Originally published in: TMNT Magazine (Panini) #16
Publication date: June 26 – July 23, 2014

Script: Ed Caruana
Art: Bob Molesworth
Colours: Jason Cardy
Colour assist: James Stayte
Letters: Alex Foot

“Caught on Camera”

Summary:

In his lab, Donatello is putting the finishing touches on the closed circuit TV security system he just installed throughout the lair.

Looking in on the kitchen cam, he sees Raphael moping over the loss of Spike.  Thinking he’s alone, Raph carves a watermelon into the shape of Spike and pretends his buddy has come back to him.  Raph then sees the hidden camera and realizes Donnie was watching him the whole time.


Through the dojo cam, Don sees Leonardo practicing… sort of.  Leo is pretending to be a great hero that is the idol of millions and the purveyor of justice, with lots of corny speeches to go around.  Leo sees the hidden camera and feels fatally embarrassed.

And in the living room, Michelangelo is dressed like the Shredder and giving a speech about how only the orange bandana-ed Turtle is powerful enough to stop him.  Mikey sees a wax pizza with the camera hidden in it and, thinking it real, eats the camera.

Donnie has a good laugh at the idiocy of his brothers and then checks back on the living room cam.  He sees Leo doting over Raph, who is in pain.  Raph says something at the Kraang facility they raided the other night bit him.  Suddenly, six tentacles burst out of Raph’s shell.


Don immediately runs out to the living room to help him, only to find it was all a prank.  His brothers “encourage” him to stop spying on them.


Turtle Tips:

*This story is continued from “One False Move”.  The story continues in TMNT Magazine (Panini) #17.

*Spike mutated into Slash and left Raph in the season 2 episode “Slash and Destroy”.


Review:

A cute little story, but not much to say about it, otherwise.

You’ve got Raph lamenting over Spike becoming Slash and leaving him, which the cartoon didn’t spend much time on.  I mean, unless it was specifically a Slash episode; then Raph could get all sad again.  But if Slash wasn’t in the episode, then Raph couldn’t care less.  Kid's cartoons have short term memories like that.

But anyway, if you look at this as a story about Raph and Spike, then it kind of pairs nicely with “Taken” from TMNT Magazine #4.  So there’s that.


Grade: Meh.


Tales of the TMNT (Vol. 2) #28

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Publication date: October 2006

Story: Steve Murphy
Art: Steve Rolston
Letters: Eric Talbot
Frontispiece: Andy MacDonald

“Shanghaied”

Summary:

Frontispiece: In an alley somewhere, Raphael is doing battle with a giant praying mantis-man.  He says he hates a lot of things, especially aliens that have no right messing with Earth.  One thing he LOVES, however, is a cold beer.  That reminds him of a story…

At Wally’s, a bar that serves both Earthlings and aliens, Raphael is enjoying a drink when he notices the guy next to him looks familiar.  He strikes up a conversation with him and it turns out the barfly is Cha Ocho, the Foot Soldier Leonardo scarred to “make a point”.  Raph asks Cha if he’s still with the Foot Clan and Cha says yeah, but that he hasn’t been called into work for a while.  Raph asks the bartender, Cookie, to bring them both a couple of boilermakers.


Cookie steps into the backroom and is gone for a while, then returns with the drinks.  As soon as Raph and Cha imbibe them, though, they pass out.  “Cookie” then carries the two drunks, as well as the unconscious body of the real Cookie, to a trap door.  “Cookie” turns out to be a robot using a holographic disguise.  The robot then binds Raph and Cha and loads them onto a conveyer built, carrying them through a series of tunnels toward a spaceship.


Raph and Cha come to, but only after they’ve been brought into the ship.  They break their bonds and begin attacking the robots.  Seeing the hatch closing, Raph jams it with a sai so they can escape.  Unfortunately, the spaceship (which was disguised as an abandoned tenement down the street) has already begun takeoff.  The two leap from the ship and manage to tumble down into a pile of trash.


As they recover, they ponder whether the people and aliens that were kidnapped will be used for slave labor or food.  Limping out of the garbage, they both agree they need a stiff drink after that caper.  They decide not to go back to Wally’s, though.


Turtle Tips:

*As Cha Ocho says he hasn’t done any work for the Foot Clan in a while, this story likely takes place during the 6 month time gap in TMNT (Vol. 4) #5.

*Leonardo scarred Cha Ocho’s face in Tales of the TMNT (Vol. 2) #6.  Ocho will return in TMNT (Vol. 4) #6.

*Raphael’s friendship with Cha Ocho will continue into the future, as seen in Tales of the TMNT (Vol. 2) #69.

*This issue also featured a bonus story, “The Channeling” by Fernando Pinto.


Review:

This is a really short tale, not so much because of length (22 pages) but because it reads FAST.  Rolston lays the pages out with large, “widescreen” panels that span the entire width of the page and you’ll rarely encounter more than four panels at a time.  He and Murphy also make use of extended silences which, again, makes the reading experience fly by.

That’s not necessarily a bad thing, though.  I’ve complained about decompression before, in story’s like “Donatello: The Brain Thief”, but the difference here is that this is a one-off scenario and not an extended narrative.  And the “fly by the seat of your pants” story works well with the hasty panel work, as the pages whisk by.  Yeah, it only took me 5 minutes to read, but I found this is one of those Tales of the TMNT issues I really remember.

It’s something of a sequel to “Scars” in that, chronologically, this is our second glimpse of Cha Ocho.  I wasn’t too kind in my appraisal of “Scars” and I had a bone to pick with Ocho.  That bone, though, had more to do with the fact that he was so heavily built up and then nobody did anything with him afterward; he was all hype.  “Shanghaied” is one of the few stories to actually try and follow through on the promises from “Scars” and it gives us a glimmer of the character Ocho could have been if the writers had felt compelled to develop him beyond an origin.

The idea present here is that Ocho hates Leonardo… so naturally he and Raphael get along swimmingly.  It’s an interesting exploration of both their characters, as neither seems to hold any animosity toward the other despite their allegiances.  Ocho’s hatred of Leo doesn’t extend to Raph and likewise Raph doesn’t want to pummel Ocho just for being Foot.  It’s a levelheaded look at the characters, who are both known for being impulsive and letting their anger get the better of them.

And, again, it all winds up being an almost-completely discarded concept.  The idea that Leo and Ocho are bitter rivals but Raph and Leo are drinking buddies never got utilized beyond this tale.  “Dark Shadows” is the only story, I think, that ever references Raph and Ocho’s friendship again.

The overall conflict, the robots harvesting Earthlings (and aliens visiting Earth), is neat because it’s one of those moments where the bad guys aren’t fleshed out or given motivations or defeated.  Raph and Ocho stumble into their trap, escape by the skin of their teeth and just move on with their lives.  They don’t play the heroes or anything like that.  It’s very different from the usual stuff, making it rather light reading, but also unique.  In terms of the chronology, I like to think this happens during the time gap early in Volume 4 (because of Ocho’s statement about his employment frequency).  The idea that these people-harvesters immediately descend upon a new planet contacted by the Utroms shows how Earth attracts the best and worst of the alien cultures via First Contact.

“Shanghaied” is a pretty good tale, if a very short and sweet one.  It’s one of the few to try and live up to Cha Ocho’s hype and if we’d had more of these he might not have been such an embarrassment.  It definitely stands out in the Tales of the TMNT canon and is worth a look.


Grade: B+ (as in, “But those robots kinda reminded me of big versions of the robots Gyro Gearloose used on DuckTales”.)

So what happened to the old images?

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All images on the site from 2008 through 2010 got deleted.

I dunno how it happened.  I was cleaning out my Google+ image folder and somehow two years worth of TMNT Entity images, which I didn't intend to delete, got thrown out (and I emptied the trash, too, so there's no restoring them).

So I'm gonna have to go back and rescan and reupload them all for the site.  I guess some good will come of it, since those older images could not be enlarged (Blogger had image data size caps back then) and now I can add them to the articles in higher quality.

But still.  Pain in the ass.  And it also means reviews are gonna be taking a break until I can get this over with.  Boooo.



TMNT: Turtles in Time #2

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Publication date: July 23, 2014

Write: Erik Burnham
Artist: Charles Paul Wilson III
Colorist: Jeremy Mohler
Letterer: Shawn Lee
Editor: Bobby Curnow

“Turtles in Time, Part 2”

Summary:

The Turtles arrive in Feudal Japan thanks to Renet, however, she still can’t get his time scepter working right and vanishes.  The Turtles decide they’re too conspicuous in this era, so they steal four sets of armor from some bathing samurai and disguise themselves.  Nearby, a traveling Hamato Yoshi is attacked by several members of the Foot Clan.  They come with a warning from the Jonin (Oroku Saki), who is displeased that Yoshi continues to openly contradict him, and so they intend to beat the message into him.



The Turtles see this going on and intervene, both beating up the Foot ninja and also scaring them away by looking like demons.  Michelangelo, the only Turtle who can speak Japanese, assures the man they saved that they mean no harm and he in turn introduces himself as Hamato Yoshi.  The Turtles are shocked and quickly keep their masks on so that he won’t “recognize” them in the future.  Yoshi invites them back to his home for supper.



As Don and Mikey play with their younger human incarnations, Leo begins to look troubled.  Raph asks what’s wrong and Leo recalls the fate that will befall their younger selves if nothing is done to prevent it.  Raph nixes the idea of messing with history, but Leo can’t let it go.

The next morning, Leo has disappeared.  Raph suspects what he intends to do and Mikey gets directions to the Foot clan’s compound from Tang Shen.  Mikey gives his mom a hug goodbye and then they take off on some borrowed horses.



At the Foot compound, Oroku Saki is about to slay a ninja named Kimura for failing in his assignment.  Leo intervenes, saving Kimura and challenging Saki.  Saki can’t understand English, obviously, but the “demon’s” intent is clear and the two fight.

Outside, the Foot thugs who attacked Yoshi are standing guard when the Turtles show up on horseback.  Don and Mike keep the hordes of Foot ninja busy while Raph infiltrates the base.



Leo is in the middle of a suicide attack.  Unable to beat Saki, he intends to take the Jonin down with him.  Raph interrupts and warns Leo not to go through with this.  Yes, he’ll be sparing their previous lives, but what about all the lives they saved in New York after their reincarnation?  And who will stop General Krang and the Technodrome project?  Leo realizes he can’t trade all of those responsibilities for his own second chance and relents.  Saki plants his gauntlet blades in Leo’s back, but his shell absorbs them.  Saki is left open to a kick from the Turtle and is knocked out.  The Turtles then blip out of Feudal Japan the same way they got there.

Later, Saki seeks counsel from Kitsune, wanting to know what the “demons” had truly intended.  She suspects that they were an omen, warning him of a traitor in the Foot Clan’s ranks.  As Saki stares through a window at Hamato Yoshi, he resolves to eliminate any dissension within the Foot, no matter how small.


Turtle Tips:

*This story is continued from TMNT: Turtles in Time #1.  The story continues in TMNT: Turtles in Time #3.

*Mikey discovered he could understand Japanese in TMNT: The Secret History of the Foot Clan #4.

*Hamoto Yoshi, Tang Shen and his sons were killed in TMNT (IDW) #5.

*This issue was originally published with 2 variant covers: Regular Cover by David Peterson, and Subscription Cover by Wilson III and Mohler.


Review:

This second installment of Turtles in Time is much less playful than the first.  It features a fresh creative team, so it’s only natural that the tone is entirely different.  There’s an anthology aspect to Turtles in Time which I’ve been enjoying; each issue is relatively standalone and features different creators playing around with the idea.  Even when it goes into darker territory, such as with this chapter, it’s still rather fun.

Erik Burnham digs back into the Feudal Japan stuff that has been a cornerstone of IDW’s TMNT universe; a cornerstone he helped mold with his Secret History of the Foot Clan miniseries.  As such, the tale weaves into all the Feudal Japan stories that have dotted the series, though he does so in a way that doesn’t require a spreadsheet of continuity timelines and a ledger packed with editorial notes; “see this issue, see that issue”. 

While it operates by relying on the readers to know the general back story of the TMNT’s reincarnation origin, the other references are natural and don’t distract.  If you’ve been reading every issue since the start, you’ll see them.  If you haven’t, they’ll go unnoticed as “references” and simply feel organic to the story.

Leo’s dilemma is understandable, and though at first it seems like he contracts a momentary case of the stupids, you do sort of have to appreciate the “this is my one chance” opportunity he’s pressed with.  It’s not like he’s ever going to get a do-over on this.  The resolution is problematic, I guess, because right from the start we know how this is going to turn out.  OF COURSE Leo isn’t going to kill Saki and prevent the Ninja Turtles from existing because Previews says there’s still a TMNT comic being published next month.  While it undercuts the suspense, the emotional core of the situation is still there.  Really, Leo is just sort of raging against the machine; he can’t beat the Shredder, he can’t change history, and everything he does is ultimately fruitless.  So yeah, he’s a little frustrated.  In fact, his behavior is what inspires Saki to go from “warning beatings” to “execute the infidels”.  So, you know.  Good fucking job, Leo.

This is artist Charles Paul Wilson III’s first full issue since way back when he did TMNT Micro-Series #5: Splinter.  That was another Feudal Japan flashback story, so he was a natural fit to return for this adventure.  I almost didn’t recognize his lines at first because the colors in the Splinter micro (by Jay Fotos) were extremely different from the colors here (by Jeremy Mohler).  Mohler’s colors are flatter and cleaner without the “oil painting” effect that Fotos gave Wilson’s previous effort.  If anything, it’s an educational exercise in how an artist’s work can look so starkly different based entirely on the whims of their colorist.

But I’m not being critical; just bringing up an idle observation.  While Fotos’ coloring when applied to Wilson’s pencils complemented a more somber romance story in the Splinter micro, Mohler’s colors are heavier and make excessive use of shadows, complementing the darker tragedy of this particular story.  Wilson does a good job capturing the look and feel of the era (since he’s had practice) and there are several striking panels of both action (the TMNT and their various brawls with the Foot) and drama (the Turtles playing with their kid incarnation, Mikey hugging Tang Shen).

Overall, while I think I enjoyed the previous installment in Turtles in Time a bit more, this chapter is a completely different animal in terms of atmosphere and intent and stands up perfectly well on its own right.  It’s another fascinating peek at the Feudal Japan era of this TMNT timeline and every little bit is appreciated.


Grade: B (as in, “But the Foot call the Turtles ‘akuma’ instead of ‘kappa’.  Awwwww.  I know it fits in with their being referred to as 'demons' in this issue and all, but still.  Fumbled the ball at the 1 yard line for TMNT III references.”)

TMNT New Animated Adventures #13

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Publication date: July 23, 2014

Contents:

*"April's Way"
*"Lesson Learned"
*"LEGO TMNT, Part 3"


Turtle Tips:

*These stories are continued from TMNT New Animated Adventures #12.  The story continues in TMNT New Animated Adventures #14.

*This issue was originally published with 3 variant covers: Regular Cover by Dario Brizuela, Cover RI by Billy Martin and Subscription Cover by "LEGO" (likely Bryan Turner).


April's Way

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Originally published in: TMNT New Animated Adventures #13
Publication date: July 23, 2014

Story: Jackson Lanzing and David Server
Art: Dario Brizuela
Colors: Heather Breckel
Letters: Shawn Lee
Editor: Bobby Curnow

“April’s Way”

Summary:

Down in the dojo, April is too preoccupied with schoolwork to focus on her kunoichi training.  Bitter that she has to go to school while the Turtles get to train in martial arts all day, she storms off in a huff to attend a class field trip at the zoo.

At the zoo, April takes notes on Ellie the elephant and the telltale signs that she might be distressed.  The zookeeper assures the students that they can keep Ellie calm with punk rock music.  Later, as April leaves the zoo, she notices several Kraangdroids using a mobile mutation bay.  They plan to mutate all the animals in the zoo, starting with Ellie.  April contacts the Turtles on her T-Phone, but knows they won’t make it in time to save Ellie.



The Turtles hurry to the zoo, but get caught by the Kraangdroids in the sewers.  They fight their way to the aquarium above, but are eventually captured.  April, meanwhile, is keeping to the shadows while trying to formulate a plan.  The Turtles show up as prisoners and April realizes it’s up to her to save the day. 

She knows she can’t defeat the Kraang by herself, but once she sees that Ellie looks distressed (following the signs the zookeeper explained), she figures Ellie can do the work for her.  Using a pencil like a dart, she hits the control panel and releases Ellie from her shackles.  The rampaging pachyderm trashes the Kraangdroids and then goes for the Turtles.  April tells the Turtles to hold their weapons and grabs Mikey’s T-Phone.  She plays his favorite punk rock song and it lulls Ellie into a nap.



The Turtles all compliment April on her fine ninjutsu skills, having kept completely out of sight, using stealth and guile rather than brawn to defeat the Kraang.  April admits that it was her formal education that truly won the day, not her ninja training, and concedes that going to school is just as important as practicing martial arts.  She and the Turtles then decide to go on a private after hours tour of the zoo.


Turtle Tips:

*This story is continued from TMNT New Animated Adventures #12.  The story continues in “Lesson Learned”.

*Coincidentally, TMNT Magazine (Panini) #16, which came out the same month as this issue, ALSO featured a story where the Turtles try to keep animals at the zoo from getting mutated: “One False Move”.


Review:

Hey, déjà vu!  It’s weird when the IDW's and Panini's TMNT comics align and hit the same beats.  While this issue and “One False Move” came out the same month and share basic similarities, it happened once before with TMNT Magazine (Panini) #2 and TMNT New Animated Adventures #2.

Anyway, all trivial coincidences aside, “April’s Way” is one of those stories that takes the need to serve a life lesson to the kids a little too seriously.  While kid’s media sort of comes with the expectation that it must contain educational content, does it… does it have to?  I dunno, “what I learned today” stories haven’t exactly been the norm for TMNT New Animated Adventures, so I guess it just happens to stand out amongst the catalog so far.

But yeah, “April’s Way” has a lesson to be learned and one I think even the thickest of kids would find boring.  “Stay in school”.  “Studying is important”.  “Book-learning can be as cool as martial arts”.  “An elephant never forgets… to kill”.  And so on.

I’m not a kid anymore, but thinking back to when I WAS, I could always tell when a cartoon or comic was trying to teach me something.  This issue basically ends the same way every episode of ThunderCats used to, with the characters all congregating to discuss the moral of the story and spell the lesson out for the tykes.  You know, just to make sure they didn’t miss anything.

And I suppose that’s where “April’s Way” truly falters.  Including messages and lessons in your stories is A-OK, but it’s sort of an art in and of itself.  Allegories cease to be allegories when the characters fall just short of directly addressing the audience and asking “so, did you get all that?”  The story’s message about staying in school and doing your homework would have gone over much better if the characters hadn’t all spelled that message out in plain language on the final page.  Kids are smarter than adults give them credit for and they can get the gist of an allegory without being talked down to.

There are also some lettering errors (page 5, “If can’t fight them head on…”) and some coloring errors (page 8, the mutagen is green when in the show it’s supposed to be purply-bluey).  Those don’t really do much to help things.


Grade: D+ (as in, “Doctor El.  We came THIS close to getting Doctor El”.)

A shirt I co-designed, "Donkey Krang", up for vote at RIPT Apparel

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I got together with an artist friend of mine, Timothy Lim ("Ninjaink") and we designed this shirt for submission to RIPT Apparel.

If you want to SEE it as a shirt, though, please follow this Facebook link and click "Like".

Tim did most of the work (credit where credit's due), but it was fun to brainstorm on my end!



Update on the image restoration

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Just a heads up, but I'm still plugging away at restoring all the lost images.  Some were archived via Google's image search, but most of those only continue to exist as thumbnails and are ultimately unusable.

I've finished redoing all of the Archie issues, which was a major casualty of the image losses, and thanks to sharing some articles with Adventures in Poor Taste, most of the research essays and whatnot have been restored (save for a couple that need work).

I'm going to tackle Mirage and Misc. Publications next and save Image for last (nearly every Image review is currently pictureless).  This is still going to take me a while, but I'm making progress and also improving many of the old images along the way.

A Transformers shirt I co-designed for the San Diego Comic Con

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Still workin' on restoring those images.  But in the meantime, check out this shirt I designed with my artist friend, Timothy Lim/Ninjaink for the San Diego Comic Con.  The Transformers: Knights of Unicron band tour shirt.

Tim did the real work since he's the artist and all, but I had tons of fun coming up with all the locations for the tour on the back of the shirt.  A lot of ultra-dorky Transformers minutia in there, all of which was approved by Hasbro.  So hey, it's legit.

I came up with a few other album cover parodies which Tim drew, but Hasbro rejected them (bummer).  This one made it through the corporate approvals process and I was happy to participate.

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