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Lesson Learned

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

Story: Landry Q. Walker
Art: David Alvarez
Colors: Heather Breckel
Letters: Shawn Lee
Editor: Bobby Curnow

“Lesson Learned”

Summary:

In the dojo, Raph is lifting an excess amount of weights and Splinter warns him not to overexert himself.  Right on cue, Raph throws out his left shoulder.  Splinter grounds him, telling him that it is his own fault for pursuing brawn over brains and that he must stay in the lair until he heals.



Later that night, the other Turtles go out on patrol and Raph wanders off down the sewer tunnels to sulk.  He’s suddenly attacked by a pack of mousers, but handily trashes them even with one arm.  Unfortunately, their digging causes a cave-in, trapping Raph in the tunnel.  He tries to send a signal to his brothers on his T-phone, but the damaged device shorts out.  With no choice, Raph has to think his way out of this predicament.

Grabbing one of the decapitated mouser heads, he fits it over his right fist and uses its hinged jaw and powerful teeth to break through the solid rock.  The other Turtles, following his partial T-phone signal, eventually find him after he’s dug his way through the rubble.



Later, at the dojo, Raphael explains to Splinter how he used his brains to get out of the cave-in.  Splinter tells him that all he did was find a new way to punch his way out of a problem, but he’s impressed with his son’s ingenuity regardless.  Unfortunately, Raph also disobeyed him by leaving the lair, so Splinter double-grounds him.  Raph protests until Splinter pinches his shoulder, causing the Turtle to pass out from the pain.


Turtle Tips:

*This story is continued from “April’s Way”.  The story continues in TMNT New Animated Adventures #14.

*The Mousers first appeared in the season 1 episode “Mousters Attack!”


Review:

Like “April’s Way”, this is another story with an overt message to be delivered, making for a very education-oriented issue of New Animated Adventures.  That aside, it was fun to see the mousers again, as in nearly all universes they tend to vanish into the ether after they’re introduced.

What REALLY rocked about this story was the art from David Alvarez.  His style is really fluid and expressive.  The characters are constantly in motion and seen from more dynamic, perspective-enhanced angles that really makes his stuff pop.  Yeah, he uses the “anime” reaction faces I don’t like, but to be fair he’s just keeping in tune with the cartoon (which uses them too).  Hopefully we’ll see more of this guy.


Grade: B (as in, “But years of playing TMNT games on the NES left me with the impression that the mousers were a bigger deal than they ever were in the cartoons or comics”.)


LEGO TMNT

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Publication date: May 14 (part 1), June 25 (part 2), July 23, 2014 (part 3)

Adapted by: Rachel Lareau
Artist: Bryan Turner
Letterer: Penelope Gaylord
Art director: Joseph Dinunzio

“LEGO TMNT”

Summary:

This special back-up feature is an adaptation of Mirage’s TMNT (Vol. 1) #1 but with LEGO minifigure versions of the characters. 

PART 1



Adapts pages 1-3 of TMNT #1.

PART 2



Adapts pages 4-23 of TMNT #1.

PART 3



Adapts pages 24-40 of TMNT #1.


Differences:

*Being a cross-promotion with the LEGO Teenage Mutant Ninja Turtles sets based on the Nickelodeon cartoon, the Turtles are hybrids between their Mirage and Nick looks.  For instance, they all have their multi-colored bandanas but lack the physical differences from the cartoon (Mikey’s freckles, Raph’s chipped plastron… although Don still has his tooth gap).  The Shredder and Splinter, though, are 100% their Nickelodeon versions.

*Several pages are condensed for this adaptation for matters of space.  While effort is made to recreate the panels as they appeared in TMNT #1, the layouts are often changed to accommodate the condensed retelling.  The original TMNT #1 was 40 pages, LEGO TMNT is 22 pages.

*This is, of course, a children’s comic so the material has been sanitized.  Obviously, all scenes of lethal violence toward Purple Dragons or Foot Soldiers have been removed and all mature or coarse language has been altered.  Some highlights:

**When Oroku Nagi confronts Tang Shen, it is to “declare” his love “to” her, not “demand” love “from” her.  Hamato Yoshi and Nagi fight and Nagi “disappears” rather than dies.  It is the act of fighting another member of the Foot Clan that results in Yoshi’s exile to America.

**When the Shredder attacks Yoshi, he DOES kill him, though Yoshi is simply referred to as being “no more”.  Tang Shen, though, is said by Splinter to have escaped the Shredder and returned home to her family.

**Splinter charges the Turtles with challenging the Shredder, but nothing about killing him of course.  Likewise, Splinter makes no mention of being on death’s door, himself.

**No surprise here, but when the Turtles beat Shredder, they don’t offer him the chance to commit suppuku.  Also, when Don knocks him off the roof with the thermite grenade, the explosion precedes the Shredder, thus saving him from being blown up.  After the fight, the Turtles specifically point out that he’s “gone”.


San Diego Comic Con 2014

*All 3 parts of this story were collected into a single one-shot issue and sold at the 2014 San Diego Comic Con (July 9-12, 2014).  This edition featured 2 new covers by Bryan Turner.


Review:

For what this was, it was a pretty neat little bonus to include throughout three months of TMNT New Animated Adventures.  I’ve no problem with the source material being censored for this sort of thing; it’s a goofy adaptation for a children’s comic and it’s not like we haven’t gotten the origin sanitized for past adaptations.  If anyone is “offended” by the choice to excise the violence and death for a LEGO adaptation of the Ninja Turtles’ first appearance, I think they’re taking the exercise way too seriously.

Rachel Lareau adapts the script well enough, making the needed changes here and there.  She tries to make it more “fun” in places, giving the Turtles the occasional moment of bonus dialogue, usually something humorous or chatty.  The Turtles barely speak in the original Mirage TMNT #1, so I can see why she’d want to give them a little dialogue in this adaptation for kids.  She does arbitrarily change some inoffensive narration and I don’t quite get why; just a change for change’s sake.  But it’s no biggy.

Bryan Turner has some fun with the art and tries his best to recreate the panels using LEGO minifigures.  Minifigures aren’t the most articulated toys on the planet, but he does his best.  It can be pretty funny to see him trying to recreate the dynamic poses of the original art with the blocky, jointless, awkward scraps of plastic. 

I do wish the pages and panels hadn’t been condensed so we could have gotten a complete 1:1 adaptation.  I know they had to remove the violent content, though this is a recreation, so Turner probably could have substituted those panels with something less gory (and he did in several other instances).  Then again, there may have been length restrictions from IDW, so it might not have been possible, regardless.

LEGO TMNT was a fun, unexpected bonus and I was happy we got it.  IDW has been taking an anthology approach to New Animated Adventures in the past few months, featuring multiple stories per issue.  I hope to see more of these weird, random back-up bonuses in the future; it gives New Animated Adventures a stronger identity than just “the cartoon tie-in book”.


Grade: B+ (as in, “Bummer that they didn’t get Greg Cipes to give Mikey any dialogue for his cameo in The LEGO Movie.  But they probably would’ve recast him with Channing Tatum or Jonah Hill or somebody else, anyway”.)


Prime Slime Tales #1

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Publication date: July 1986

Story and Pencils by: Rowen and Tony Basilicato
Inks by: Jim Lawson
Letters by: Steve Lavigne

"Slime... After Slime"

Summary:

The Turtles don't actually appear in the story published in this issue.  They do, however, appear in a crossover bonus pin-up by Peter Laird:



Turtle Tips:

*A Prime Slime Tales short comic had previously been published in TMNT (Vol. 1) #6 to tease the ongoing series.


Review:

I own the first three issues of Prime Slime Tales and I honestly don't know if there were any more.  Mirage's official website only keeps track of the issues that contained TMNT material and not Mirage's full catalog of publications (and the third issue was actually published by Now Comics, now that I look at it).  Kind of a bummer, since it makes finding info on those books a pain (and some of them were really very good).

Prime Slime Tales didn't really do it for me, I'll admit, but like all of the folks working for or with Mirage, Basilicato was an excellent cartoonist and there's a lot of manic energy in his comics.  I'd recommend tracking them down if only to get a feel for the other stuff Mirage was putting out in their heyday besides the Turtles.  In that regard, Bade Biker & Orson and (of course) Gizmo are also gems to collect (and can usually be found in the dollar bins).

This issue contained a neat bonus pin-up by Peter Laird, so I figured it'd be worth a share.  I don't intend to catalog all of Mirage's non Turtles publications save Gizmo ('cause I really like Gizmo), but if they have any unique TMNT content in them I'll try to include them for reference's sake.


Channeling

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Originally published in: Tales of the TMNT (Vol. 2) #28
Publication date: October, 2006

Words, pictures and letters by: Fernando Pinto

“Channeling”

Summary:

Down in the sewers, Raphael is battling a big mean robot.  And Raph is furious.  As he lays into the robot, his mind is elsewhere; he’s mad at Michelangelo.  Apparently, during a fight, Mikey was teasing him and even said that he’s “got this” and took the lead.  Raph couldn’t stand being taken down a peg by his brother and now he’s really, REALLY livid.

But it goes deeper than that.  He’s sick of Mikey’s attitude PERIOD.  He’s sick of all the jokes, the goofing around, the insult comedy… all of it.



The robot grabs Raph by the throat and puts a knife to his face, but by now Raph is SO mad at Mikey that he completely trashes the robot.  In his rage, he vows not to lend Mikey a hand next time they’re in combat and instead says he’ll stand to the side and laugh as Mikey begs for help.

Suddenly, Michelangelo shows up and asks if Raph wants to come back to playing Halo.  He says he’s sorry for making fun of Raph while they were playing; he was just kidding around.  Raph, now totally calm and composed, tells Mikey it was no big deal and they head back to the lair.



Mikey asks what the deal with the robot was and Raph just shrugs, saying he doesn’t know where their wacky adversaries come from half of the time.


Turtle Tips:

*There’s really no telling where in the TMNT timeline this story takes place; it could go just about anywhere.  Personally, I like to place it just prior to Volume 4, as the random robot attacking the Turtles for no reason sort of complements the story in Tales of the TMNT (Vol. 2) #42.  Likewise, Raph line about having faced lots of foes and his improved ability at handling Mikey's annoyances point to it occurring further into their careers.


Review:

This vignette from Fernando Pinto is a nice character piece on the relationship between Raph and Mikey.  It sort of calls back to the opening scene of Raphael (microseries) #1, where Raph gets so mad at Mikey’s teasing during a sparring match that he nearly brains him.  It’s a reminder of how personally Raph takes Mikey’s taunting and how even though Raph is always picking on him, Mikey equally hurts his brother (if on a more emotional level).

But there’s also a fake-out going on; that the “fight” Mikey was giving Raph a hard time during was just a video game and this is Raph’s way of letting off steam (or “channeling”, if you will).  You can see how far Raph has come since the days of his micro; he no longer takes his frustrations with Michelangelo out on the Turtle, but finds other means of venting.  It’s for that reason I like to stick it further down the Mirage timeline; it shows how much Raph has grown whilst still staying more or less the same guy.

Pinto’s layouts are really good and there’s great use of perspective on all the action shots; characters are constantly moving toward or away from the reader with the proper use of foreshortening for dynamic emphasis.  What I REALLY dug was his shading; a technique we were seeing less and less of in Tales of the TMNT.  As a matter of fact, the main story it was paired with didn’t use shading or toning AT ALL and the two comics juxtapose very starkly against one another.

“Channeling” is a pretty great vignette about two Turtles who used to be a family-within-the-family when the Mirage TMNT comic first began.  That dynamic was sort of abandoned in the early stages of the brand, but stories like this act as a reminder that they’re still closer than perhaps any of the other Turtles.


Grade: B (as in, “By the way, the end gag is pretty great, too; if you were one of the Turtles, you’d have given up on caring where all the weird shit comes from a long time ago, too”.)

Image restoration progress

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Some people have been commenting to tell me to hurry up restoring all the images that were lost, or complaining that I haven't gotten to this or that issue yet.

I'm workin' on it, okay?

But here's what I have left, if it gives you an idea of what I've still got to go through before I'm done:

Tales Vol. 1 #3
The Survival Game
Untitled Nobody Story
2007 Frontispieces and Epilogue
Tales Vol. 2 #22
Tales Vol. 2 #39
Tales Vol. 2 #53
Tales Vol. 2 #56
Tales Vol. 2 #57
Tales Vol. 2 #58
Tales Vol. 2 #59
Tales Vol. 2 #60
Tales Vol. 2 #61
Tales Vol. 2 #62
Tales Vol. 2 #63
Tales Vol. 2 #64
Tales Vol. 2 #65
Tales Vol. 2 #66
Tales Vol. 2 #67
Tales Vol. 2 #68
Tales Vol. 2 #69
Tales Vol. 2 #70
TMNT Challenges
Plastron Café #1
Old Times
Savage Dragon/TMNT Crossover #1
Bottoming Out
The Treaty
Junk Man
New York Ninja
New Comic Day
Quest For Dreams Lost #1
49th Street Stompers
Terror by Transmat!
Ghouls Night Out
Don't Judge a Book
Fun With Guns
Not One Word
Complete Carnage an' Radical
The Howl
Night Life
It's a Gas
TMNT/Savage Dragon Crossover #1
Turtle Dreams
Turtle Soup and Rabbit Stew
Muscle and Faith
Road Hogs
TMNT Smash Up
TMNT 25th A Quarter Century Celebration
Usagi Yojimbo Vol. 1 #10
TMNT Vol. 3 #1
TMNT Vol. 3 #2
TMNT Vol. 3 #3
TMNT Vol. 3 #4
TMNT Vol. 3 #5
TMNT Vol. 3 #6
TMNT Vol. 3 #7
TMNT Vol. 3 #8
TMNT Vol. 3 #9
TMNT Vol. 3 #10
TMNT Vol. 3 #11
TMNT Vol. 3 #12
TMNT Vol. 3 #13
TMNT Vol. 3 #14
TMNT Vol. 3 #15
TMNT Vol. 3 #16
TMNT Vol. 3 #17
TMNT Vol. 3 #18
TMNT Vol. 3 #19
TMNT Vol. 3 #20
TMNT Vol. 3 #21
TMNT Vol. 3 #22
TMNT Vol. 3 #23
Big Bang Comics #10
Gen 13 Vol. 2 #13B
Savage Dragon #2
Savage Dragon #22
Savage Dragon #41
Savage Dragon (Playmates)
Savage Dragon/Destroyer Duck #1
TMNT Articles index
Mirage Comics Continuity Timeline
The (mysterious) Future Era of the Mirage Universe
TMNT & Other Strangeness: An Overview of the Palladium RPG Sourcebooks
Vintage TMNT Manga index
A Christmas Carol (Mikey micro second printing)
Ghosts of Christmas Past (Tales Vol. 2 #53)
This Mortal Shell (Tales Vol. 2 #53)
 
 
I've also got other shit going on, like a car accident I've got to deal with (no one was hurt, I wasn't at fault, but it's still a hassle) as well as other things, so this is gonna take a bit longer.  Just chill.
 
 

TMNT Magazine (Welsh) #2

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

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

“The Warrior Dragon”

Summary:

As the Turtles search through Chinatown for a gift for Splinter, they’re suddenly caught in a downpour.  They duck inside a curio shop and the owner greets them warmly.  Michelangelo is immediately drawn to a red dragon-shaped bottle, but the curio shop owner says that it isn’t for sale.  Instead, he offers to show them a flat-bottomed wok good for cooking pizzas and the Turtles try to convince him to give them a “free demo”.



Suddenly, a gang of hoodlums kick the door in.  They’re upset at the curio shop owner for missing his “protection” payment and say they’re going to destroy his shop to teach him a lesson.  The Turtles intervene, but the fight begins to get out of hand, wrecking the shop anyway.

With no alternative, the curio shop owner spikes the red bottle on the ground, shattering it.  From the smoke, a large creature calling itself the Warrior Dragon emerges.  It challenges the punks to a battle and the youths immediately flee in terror.  The Warrior Dragon then vanishes as quickly as it came.



As the curio shop owner collects the pieces, he tells the Turtles that the Dragon has “expressed itself” and needn’t linger any longer.  He likens his speedy departure to the rain clouds which, now that they’re emptied themselves, have parted to let the sunshine through.  The Turtles are glad things worked out, but still insist on the free demo of that pizza wok.


Turtle Tips:

*This story is continued from TMNT Magazine (Welsh) #1.  The story continues in TMNT Magazine (Welsh) #3.

*The Warrior Dragon’s origin as depicted in the Archie series, in TMNT Adventures #20, was considerably different.  In this incarnation, the character of Chu Hsi is omitted entirely.

*And as a reminder, the character of Warrior Dragon is the same as the Playmates toyline character Hothead, albeit with yellow scales rather than red.

*The curio shop owner is not named in the comic, but in the Archie series he was identified as Fu Sheng.


Review:

This is one of the alternate origins that firmly sets the Welsh TMNT Magazine continuity apart from the Archie TMNT Adventures continuity.  A bit of a shame, as TMNT Magazine might have been a good place for some “bonus” TMNT Adventures shorts, but eh, what’s done is done.

If all the dates are accurate, this comic actually represents the first appearance of Warrior Dragon/Hothead.  This issue of TMNT Magazine came out in Fall of 1990, Archie’s TMNT Adventures #20 came out in May of 1991, and Playmates’ Hothead action figure was released in the 1992 assortment.

So when you read this story, it’s basically a blueprint for the TMNT Adventures issue (and later, the bio on the back of Hothead’s action figure).  Dean Clarrain (Steven Murphy) would later pump it up by adding Chu Hsi to the mix, giving Warrior Dragon a stronger identity.  As he appears in this story, oh so briefly, he’s basically just a genie in a bottle that says “boo” and vanishes.  His participation in the story is so minimal, it almost feels like this is Clarrain’s way of teasing the meatier tale that would appear in TMNT Adventures the following year.

Being the first appearance of Warrior Dragon, this story’s a bit more interesting than the others published in TMNT Magazine.  But the historical/niche value is really all it has going for it.  I don’t really have anything else to say other than Hothead’s quote from his toy packaging is pretty hilarious: “I’ll huff and I’ll puff and I’ll BURN YOUR FACE OFF!”


Teenage Mutant Ninja Turtles (2014) Review

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Like $97million dollars worth of other people, I spent this weekend watching the new TMNT film.  And like $97million dollars worth of other people, I made a huge mistake.

Here's my full review of the 2014 Teenage Mutant Ninja Turtles film at Adventures in Poor Taste.

When my review hit 3 Word pages, I decided it was time to call it quits, but I still don't feel I covered even close to all the problems with this film.  And holy cow, there are a lot of them.  It's the most bewilderingly bad piece of scriptwriting since Revenge of the Fallen.

And like the Transformers movies, no amount of bad reviewing is going to keep this thing from being a box office success (the sequel has already been greenlit).  So I'm just gonna preach to the choir.

TMNT (IDW) #37

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Publication date: August 13, 2014

Story: Kevin Eastman, Bobby Curnow and Tom Waltz
Script: Tom Waltz
Art: Cory Smith
Colors: Ronda Pattison
Letters: Shawn Lee
Editor: Bobby Curnow

Summary:

In Northampton, Alopex is stalking a rabbit when she’s approached by the spectral form of Kitsune.  Kitstune reminds her of their previous chat, where she told her a time would come when she needed to act.  Alopex thinks she already acted when she left the Foot, but Kitsune reminds her that her “piece” is still in “play”.  More importantly, when the “game” really kicks off, Kitsune will need Alopex by her side.  Kitsune wipes Alopex’s memory of their encounter and vanishes, her spirit returning to her body in New York.


On a boat belonging to General Krang, the Shredder arrives, flanked by two Foot Soldiers.  Krang, meanwhile, is flanked by Tragg and Granitor.  Krang isn’t too thrilled to this meeting, as the last time he and Shredder had an encounter, the Shredder betrayed him and stole his ooze (back when Krang masqueraded as the Iron Demon).  Shredder suggests they put old encounters aside and proposes an alliance.  Shredder is aware of Krang’s recent developments with the ooze and has made some developments of his own in the form of mutagen.  Krang recalls all too well how Shredder GOT his ooze; it was when Karai invaded Burnow Island and stole it.  Krang tells Shredder that his so-called developments mean nothing, as he currently has people working on something very big: New Utrominon.


The Shredder warns him that humanity will never surrender to alien rule.  He proposes that the Foot will act as a go-between for Krang’s forces and humanity, with himself ruling over the Earthlings and protecting the revived Utroms.  Krang laughs at Shredder’s gall, saying he has no intention of sparing a single human in his conquest of Earth.  He then proceeds to punch through Shredder’s chest, killing him.

As it turns out, “Shredder” was a decoy.  The real Oroku Saki is disguised as one of the Foot Soldiers.  He sets off a bomb in the decoy’s helmet, allowing him the opportunity to slip away (while the other Foot Soldier absorbs Tragg and Granitor’s bullets).  Shredder makes it to the bow, but Krang launches a missile from his rocket-gauntlet-thing and blasts the Foot helicopter out of the sky.  Krang is ready to annihilate him when Shredder calls in his trump cards: Koya and the new hammerhead shark mutant, Bludgeon.


Bludgeon and Koya take on Tragg and Granitor, freeing up Shredder and Krang to duel.  Shredder damages Krang’s body with his sword, inciting Krang to launch a volley of missiles all over the place.  The explosions begin to sink the ship.  The henchmen on both sides decide to take initiative: Koya swoops in and carries Shredder away while Granitor calls Burnow Island for an immediate teleportation.  Krang is livid about losing the chance to kill Shredder, but Shredder is more passive.  He commends Bludgeon and Koya on their quick thinking.  However, he informs them that the war has just escalated.


Turtle Tips:

*This story is continued from TMNT (IDW) #36.  The story continues in TMNT (IDW) #38.

*The Shredder double-crossed the Iron Demon (Krang) in The Secret History of the Foot Clan #4.

*Alopex and Kitsune had their first chat in TMNT (IDW) #27.

*Stockgen employee Chet/Fugitoid was revealed as a double agent working for the Foot in TMNT Micro-Series #8: Fugitoid.  Karai invaded Burnow Island and stole the ooze in TMNT (IDW) #19.  The Fugitoid agreed to work with Krang and Baxter Stockman on the Technodrome, but secretly shared his information with the Turtles and the Foot Clan, in Utrom Empire #3.

*The Shredder saw a vision of the Foot warring with Krang in TMNT Villains Micro-Series #8: Shredder.

*Shredder previously disguised himself as a Foot Soldier in TMNT Microseries #4: Leonardo.

*This issue was originally published with 3 variant covers: Cover A by Smith, Cover B by Eastman and Pattison, and Cover RI by Mike Henderson.


Review:

Jawsome!

God, how many reviews for TMNT this month are going to include Street Sharks references?  Waltz brought this on himself.

Anyway, this was a great transitioning story that works as both an epilogue to the previous arc and a prologue to the next.  The brief interlude with Alopex ties into what we learned last issue with the Rat King, his family and the “game” they’re playing.  The meat of the issue, though, covers the Shredder and Krang, throwing down the gauntlet and setting up what I can only assume will be a major arc.  It also functions as a more low-key one-shot, being a fairly self-contained narrative.  In all ways, it’s a well-crafted story that functions of numerous levels (also making it an ideal jumping-on point, even if it was never advertised as such).

If the Turtle Tips section didn’t clue you in, much of the issue consists of two characters talking and recapping past events, tying several key plot points from the past three years together.  Waltz tries to work these references organically into the dialogue, with only a few Stan Lee-isms to speak of (“Ha Ha, I have every intention of killing you, but I will permit you to indulge in your long-winded exposition only because it amuses me!”).  There’s a good balance between retreading old information and setting up new situations (and introducing new characters) so it isn’t like this is a “recap issue” or whatever.

I’m rather glad we aren’t getting the Shredder/Krang alliance, too.  Their rift was already presaged in the Shredder micro, but immediately turning them against one another also deviates from what a lot of readers might have been anticipating.  Doesn’t look like there’s gonna be any ‘80s cartoon Shredder/Krang partnership in this book.  At least not anytime soon.

When you take a step back and look at the big picture, you start to see the whole series in perspective.  And in a way, I think I’m coming to better appreciate IDW’s Shredder (who I always thought was shortsighted or just kinda dumb).  Look at everything he’s done up to this point and you can see that he’s been working from an agenda, taking on tasks one step at a time.  First, he menaced Stockgen/Burnow Island to steal ooze.  Then, he scoped out Leonardo as a potential candidate for second in command.  Then, he found and revived Kitsune.  All of this was to give him an edge for the next step in his ascent to greatness: Consolidating power in New York.  He did that in “City Fall” by seizing command of the Purple Dragons and the Savate.  Now that he has all of his ducks in a row, he’s ready to take things to the next level and confront General Krang in a battle for the Earth (“Today New York City, tomorrow the world” I guess, though that’s kind of a leap in square acreage).

What you can see is that everything he’s been doing has been highly methodical.  As a reader, it’s been a bit infuriating as EVERY issue has felt like build-up to something else.  But when you really get a look at it, you can see that it’s been nothing but a checklist since Day One and Shredder just crossed off another errand.  So yes, this issue does suffer from the “build up build up build up so much build up” problem that’s made this book anxious reading since it started, but now that the big picture is just a little bit clearer, I think we can appreciate the storytelling method a little more (as infuriating as it can be).

The new character introduced in this issue is the Street Shark I mentioned at the start of my review: Bludgeon.  Doesn’t Hasbro own that trademark?  Sorry Playmates, but it’s not like they were flooding the market with IDW-based TMNT toys, anyway.  Actually, I’m a bit disappointed they didn’t go with established shark-mutant name: Armaggon.  But maybe that character carries too much baggage for someone like this, I dunno.  At any rate, he has a great design (the fishing nets around his shorts, the shark tooth necklace), though we’ve still got a lot to learn about his personality and origin.  He’s the first mutant henchman to spring out of the ether; even Koya got a brief introduction as Shredder’s pet falcon.  Unless I missed a hammerhead shark somewhere in this book, and if I did I’m going to go get my eyes checked.

Also, this Cory Smith guy is really good.  Santolouco is coming back next issue, though the closing editor’s comments promise that we’ll be seeing more of Smith soon.  I certainly hope so.  His style blends well with Santolouco's, especially after Pattison has put her excellent colors on things, but there are lots of little details that push things over the edge.  I love how the fake Shredder's claws scrape against the table when Krang is impaling him on that splash page.

Grade: B (as in, “Because OF COURSE I checked, look at the fake Shredder from the start of the issue.  He doesn’t have the scar on his left eye!  Now that’s good thinking on Smith’s part”.)




TMNT New Animated Adventures #14

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Publication date: August 13, 2014

Contents:

*“The Swarm”
*“Mikey & the Machine”


Turtle Tips:

*This issue is continued from TMNT New Animated Adventures #13.  The series continues in TMNT New Animated Adventures #15.

*This issue was originally published with 3 variant covers: Regular Cover by Brizuela, Cover RI by Paulina Ganucheau, and Subscription Cover by Jennifer Meyer.



The Swarm

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Originally published in: TMNT New Animated Adventures #14
Publication date: August 13, 2014

Story: Landry Q. Walker
Art: Chad Thomas
Colors: Heather Breckel
Letters: Shawn Lee
Edits: Bobby Curnow

“The Swarm”

Summary:

In his lab, Donatello is working on a pheromone spray that will make him smell more attractive to April.  The other Turtles chide him for making “perfume”, but Don calls April over (under false pretenses) to test it, anyway.  April shows up and is seemingly unaffected by the odor.  However, Donnie begins to attract thousands of insects, apparently hungry for the strong lilac scent he used. 


The bugs chase Donnie out of the sewer.  Mikey follows him to keep him safe, Leo and Raph hose down their training dummy with the pheromone spray and strap it to the roof of the Shellraiser to create a decoy, and April stays behind in the lair to research a way to neutralize the pheromones.

Out on the streets, the decoy works and draws the bugs away from Donnie.  However, it also attracts one of Baxter Stockman’s giant parasitic wasps the Turtles thought they’d exterminated a long time ago.  The parasitic wasp bumps into Raph, causing him to drop the perfume bottle, smashing it over himself and his brothers.


As the parasitic wasp and thousands of insects chase the Turtles across the rooftops, April calls in on her T-phone to tell them she’s found a cure.  Apparently, hot sauce is a solid insect repellant.  The Turtles find their way to the Super Spicy Hot Sauce factory, but before they can bathe in the habanero juice, they need to catch the parasitic wasp so it can’t reproduce and turn everyone in the city into zombies.  Mikey lassos it with his chain and the Turtles drag it with them through the skylight and into an open vat of hot sauce.  The sauce drowns the parasitic wasp and cures their odor.


Back in the lair, the Turtles are suffering the aftereffects of a million bug bites.  April nurses them back to health and complements Donnie on his new scent, as she loves the smell of hot sauce.  Donnie immediately begins brainstorming a brand NEW pheromone spray that incorporates hot sauce, much to the rage of his brothers.


Turtle Tips:

*This story is continued from TMNT New Animated Adventures #13.  The story continues in “Mikey & the Machine”.

*Baxter Stockman's giant parasitic wasps first appeared in the season one episode, “Parasitica”.


Review:

This was probably one of the cornier scripts to come out of New Animated Adventures.  It follows a rather stagnant screwball formula and you could predict the comedy and conflict beats pages before they happened.  Of course the perfume would attract the wrong thing and of course the Turtles would accidentally spill it on themselves and of course they’d find a convenient cure in the final stretch of panels.

But like a lot of clichés, it really depends on how well you execute them.  I mean, it’s not like New Animated Adventures is the only medium still running the “perfume mishap” scenario into the ground.  Mickey Mouse cartoons are still drawing from that well, even the ones made this same year.  It’s a stock plot that’ll never go away, right alongside the shrinking episode and the one where the guy’s mom comes to visit but he told her he was a bigshot in letters to impress her so now all his friends have to pretend like he’s the boss or something and at the end his mom finds out everything and tells him she’s proud of him no matter what.  Whew!

As for the execution… eh.  It hits all those beats so routinely and formulaically that the end result is a very bland story that’s not particularly funny or original.  Walker has written a lot of good scripts in both the US and UK Nick TMNT comics, but this just happens to be one of his off days.  I did like the reappearance of one of Baxter’s parasitic wasps, though.  A nice callback to a good, but mostly forgotten season one episode.

Chad Thomas is really rising to the top of the New Animated Adventures talent pool.  His characters have a lot of energy to them and he uses those “anime” effects from the animated series, but only to a strategic extent.  It’s nice when they’re used, but not to the point of suffocating all the art.

Grade: D+ (as in, “Donatello basically tried to create the kid’s cartoon equivalent of a roofie for April.  Stay classy, Donnie”.)


Mikey & the Machine

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Originally published in: TMNT New Animated Adventures #14
Publication date: August 13, 2014

Story: Landry Q. Walker
Art: Marcelo Ferreira
Colors: Heather Breckel
Letters: Shawn Lee
Edits: Bobby Curnow

“Mikey & the Machine”

Summary:

In the kitchen, Leo and Don are giving Mikey a hard time about his lack of focus.  Mikey takes it personally and storms out of the lair.  Raph, of all Turtles, tells his brothers that they were being too hard on him.

On the rooftops, Mikey is pouting when Baxter Stockman attacks him in his remote-controlled Turtle Catcher 3000.  The big tentacled robot grabs Mikey up and stuffs him inside its barrel-shaped body.

Down in an alley, the other Turtles are looking for Mikey so they can apologize.  Suddenly, they get a call on their T-Phone from Mikey, telling them that he’s trapped in a robot.  Right on cue, the Turtle Catcher 3000 bursts through a brick wall and begins pounding on them.  Leo and Raph start to fight back, but their attacks rattle Mikey inside.  They’re helpless to destroy the machine from the outside without hurting their brother.

Mikey then calls Donnie and tells him that he can deactivate the robot from inside if Donnie just guides him through it.  Donnie doesn’t think Mikey has the focus to follow his instructions, but concedes that there’s no other choice.  Donnie begins trying to tell Mikey which wires to cut, but soon overthinks the situation and can’t come to a consensus.  He then gets smacked by the robot and loses his T-Phone.

On his own, Mikey has to decide which wire is the most important.  He eventually comes to the conclusion that ALL the wires are important and pulls them all out.  The robot deactivates and releases Mikey.  The Turtles compliment their brother on his focus and Mikey begins to explain how he solved the problem… until he’s distracted by a penny on the sidewalk.  Ha ha ha.


Turtle Tips:

*This story is continued from “The Swarm”.  The story continues in TMNT New Animated Adventures #15.

*Givens Baxter’s face on the robot’s TV monitor head, this story has to take place before the season two episode, “The Lonely Mutation of Baxter Stockman”.


Review:

This was the stronger story in New Animated Adventures #14, I think.  It has a lesson to be learned, yeah, but it works the moral or whatever into the plot a bit better than other attempts at the same formula.  Sure, it’s convenient that every major conflict the Turtles encounter just happen to thematically connect to something they were personally struggling with just minutes beforehand, but hey, the cartoon is guilty of that shtick, too.

The comics, both from the US and UK, seem to treat Baxter as a bit more of a menace than the cartoon ever has.  I don’t mean “threat”, because his schemes are always shallow and easily overcome, but “menace” in that he certainly bothers the Turtles with his giant robots and Stockman-pod armor much more in the comics than in the show.  It’s good to see more of him, don’t get me wrong, but it’d be nice if he would do something other than just pop up in a robot at random.

“Mikey & the Machine” is the 8-page B-story of the issue, so there isn’t much more content to discuss in something so thin.  Between the giant parasitic wasp and the Turtle Catcher 3000, this was sort of an all-Baxter issue (well, he DID create the wasps, after all, even if it was going solo).  For a guy whose inventions fuel the conflict of both stories, he hardly participates in them directly.

Grade: C (as in, “Can’t wait until New Animated Adventures catches up with season 2 of the cartoon and maybe we can start seeing all those one-off toy-based villains that the season was inundated with show up for more stories”.)


Fun at the 2014 River City Comic Con in Little Rock, AR!

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Wrapped up the River City Comic Con here in Little Rock, yesterday.  It was a lot of fun working the Ninjaink booth with my buddy Timothy Lim.  He worked his fingers to the bone doing sketches for folks and our shirts sold really well (even sold out of a few unexpectedly popular designs!).

More importantly, I got to meet the Shredder:


It went well.


TMNT Magazine (Welsh) #3

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Publication date: Winter, 1991

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

“Beat or be Eaten”

Summary:

It's late night in South Bronx and the Turtles are about to have a pizza party in the middle of the street.  They’re anxiously awaiting Master Splinter, who was charged with bringing the drinks, but he’s late.  They spot some broken soda bottles in the street and hear evil laughter coming from the bell tower of a nearby church.  Leo orders Don and Mike to stay behind while he and Raph see what’s up.



Entering the bell tower, they find Splinter tied to the church bell as a mutant owl named Nocturno prepares to gobble him up.  They demand that he unhand their sensei and Nocturno attacks.  As Leo frees Splinter, Raph tackles Nocturno off the balcony and sends him plummeting down to the street.



Nocturno lands face-first in Michelangelo’s pizza and remarks that this dish is much tastier than rodents.  Splinter reunites with his students and proclaims that they’ve turned an enemy into a friend.  As Michelangelo watches Nocturno devour his pizza, he isn’t so sure he wants to be friends.


Turtle Tips:

*This story is continued from TMNT Magazine (Welsh) #2.  The story continues in TMNT Magazine (Welsh) #4.

*This marks the first appearance of Nocturno, who would later appear in TMNT Adventures #27 as a member of the Uncanny Trio. 


Review:

Wow.  One of the Uncanny Trio actually got a spotlight story.  Didn't see that coming.

We don’t really learn much about Nocturno (this isn’t exactly the most revealing villain focus), though I guess the knowledge that he wants to eat Splinter is a little unsettling.  The Uncanny Trio were almost never used in TMNT Adventures (one of their two appearances actually went unpublished), so I guess we have to take what we can get.  The team always worked in unison and sort of had a Huey, Dewie and Louie hive mind thing going on; the characters weren’t distinct beyond their species.

Like the Warrior Dragon story from last issue, "Beat or be Eaten" feels like a test run or teaser for the full issue featuring Nocturno published in TMNT Adventures.  At the very least, the setup for the conclusion is similar (the Turtles hunting down a kidnapped friend to a church's steeple/bell tower, battling Nocturno and sending him plummeting over a balcony).

Perhaps alarming is that the Turtles and Master Splinter (!) have planned a midnight pizza party in the streets of South Bronx for no reason whatsoever.  Are they concerned in the slightest about being seen by humans?  I guess the Turtles are the only New Yorkers brave enough to set foot outside in the Bronx after sundown.

Anyhow, like Warrior Dragon who came before him, Nocturno had his genesis in TMNT Magazine, making this another somewhat “neat” issue if you’re into that sort of minutia.  So even the superficially forgettable gag strips in this mag have their place in Ninja Turtle history, it seems.



My Donkey Krang shirt, available at RIPT for 24 hours!

TMNT Annual 2014

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Story: Kevin Eastman and Tom Waltz
Script and art: Kevin Eastman
Colors: Ronda Pattison
Letters: Shawn Lee
Editor: Bobby Curnow
Dedicated to: Robert E. Howard, Roy Thomas and Barry Windsor-Smith

Summary:

The Turtles have just returned to New York from Northampton and Donatello has spent the time since upgrading the church lair’s security.  In addition to his upgrades, he and Michelangelo have put together an elaborate Rube Goldberg-style trap, intending to dunk Raphael in a pool of water once he returns from his jog.  With Leonardo out searching for Foot Clan activity at the George Washington Bridge and April and Casey off on a date, they’re sure only Raph will succumb to this pratfall (though Splinter disapproves of the hijinks).  Much to their misfortune, Raph and Leo arrive home at the same time and either one of them might spring the trap.


Suddenly, in a flash of light, a blond girl in an ugly helmet wielding a scepter appears in the lair.  She introduces herself as Renet, apprentice to a Dimensional Councilman, and apparently she met the Turtles but earlier in HER timeline and not THEIRS.  She explains that there’s a serious problem at the Center of All Realms (the “nexus”) and her boss has sent her to find great fighters to solve the problem.  Before the Turtles can even figure out what she’s talking about, she zaps them away with her time scepter (interrupting Splinter's bowel movement in the process).


They arrive at the Center of All Realms (a city on a cone-shaped asteroid floating in space) and the Turtles are immediately taken prisoner; the guards believing Renet has fetched more fodder for the Dimensional Council.  Renet reassures them that she has a plan and that they need to hook up with her boyfriend on the inside.  They’re taken to their cell where they meet Baltizar, a warrior who has been trapped in the Games for a while (and also Renet’s boyfriend).  He explains that the Council steals warriors from across time and space to participate in gladiatorial combat and the losers are instantly teleported (a second prior to a killing blow) to a slave mine.  The winners supposedly get to live on a paradise, which appeases the audience but the truth is that the winners are also sent to the mines  He doesn’t have much faith in the Turtles, but with the next round starting, they all gear up and head into the arena.


The Turtles and Baltizar take on a horde of armored aliens and succeed.  Baltizar and Raph, in particular, form a friendship as they team up.  They’re returned to their cell to await tomorrow’s Games.  While lounging, Baltizar explains that he’s from a violent world where his life is in peril from sunrise to sunset, hence his proficiency in battle.

Elsewhere, Renent visits her boss, ex-Councilman Simultaneous, in his jail cell.  Apparently, he disapproved of the Games and Councilman Nieli had him incarcerated for it.  Simultaneous is low on spirit and doesn’t believe Renet’s chosen warriors will be able to inspire the people to revolt against the Council.  Renet believes in them, though.


In the dungeon, Baltizar talks with Rangor, another warrior, and the two agree that they need to unite the gladiators for an uprising, though it may be difficult as they’re all so culturally different.  The next day, moments before the Games begin, a guard cattleprods Baltizar, incapacitating him.  Apparently, Councilman Nieli wants to make sure Baltizar doesn’t win.  The Turtles help him out into the arena and vow to keep him safe until he regains his strength.  The battle begins and the Turtles face down another army of aliens, this time led by the hulking Tricerton Zog.  As the Turtles take down the aliens and Baltizar gets his shit together, Rangor gives an inspiring speech to the other gladiators.


In their booth, the Dimensional Council watches and Nieli is furious.  He doesn’t like to see anybody win in his Games and orders more gladiators to rush the Turtles and Baltizar.  The other Councilmen quietly comply.  The guards and the audience begin to see how unfairly Nieli is stacking the odds against the heroic gladiators and public opinion turns against the Council.  Renet stirs the embers in the audience then joins the fray in the arena until only the Turtles and Zog are left to fight.  When Rangor and Simultaneous arrive with the gladiators in a revolt against the Council, Zog lays down his arms and joins them.

They rush the booth and Nieli demands the guards protect him, but they turn on him.  The Council also reveals that they’re sick of Nieli’s Games and expel him from their circle, inviting Simultaneous back into the fold in exchange.  The Turtles then give a rousing speech about the Olympics on Earth, and how they’re games of sport where victory is celebrated and defeat is not the end, but a chance to work harder and compete another day.  Councilman Gauge is inspired by the concept of the Olympics and proclaims that the Games shall be rebranded in their image as the Battle Nexus.


Nieli is taken away by the guards.  Simultaneous congratulates Renet on her hard work (though refuses to give her a raise) and thanks the Turtles and Baltizar for pulling it all together.  Renet then sends the Turtles home (giving Mikey her ugly helmet) and they arrive in the lair… right at the trigger for Don’s contraption.  Leo is plummeted into the water and Splinter, annoyed by all the noise they were making while he was taking a shit (no, really), storms out of the bathroom and shoves the other Turtles into the drink.

In the Cretaceous period, Renet and Baltizar enjoy a picnic together.  Baltizar wonders if they’ll ever see the Turtles again and Renet suspects they will.  They then teleport to 14th century China for some authentic Chinese food.


Turtle Tips:

*According to editor Bobby Curnow, the events of this Annual occur between TMNT (IDW) #32 and TMNT (IDW) #33.

*The Turtles will meet Renet again in TMNT: Turtles in Time #1.

*Councilman Nieli is named after Ciro Nieli, showrunner for the 2012 Nickelodeon TMNT cartoon.

*Zog last appeared in TMNT: Utrom Empire #3.

*This Annual met with major delays and was published several months after the Turtles in Time miniseries had been out, creating a good deal of confusion for readers.  Since it was released after Turtles in Time was halfway finished, an editor’s note was included on the inside front cover, helping readers with the chronological placement.

*This issue was originally published with 3 variant covers: Cover A by Eastman and Ian Herring, Cover RE Jetpack Exclusive by Eastman, Cover RE Jetpack Exclusive by Eastman (different from the other one).


Review:

This new Annual from Kevin Eastman is basically a mash-up of every John Carter of Mars cliché in the book and there’s nothing new or exciting to see here.  It runs through the motions so formulaically and mechanically that there aren’t any surprises or fresh ideas or anything to capture your interest.  It’s just plain old boring. 

The character of Baltizar is a loose pastiche of Conan the Barbarian, specifically, the Marvel Comics incarnation as brought to life by Roy Thomas and Barry Windsor-Smith (great comics, by the way).  While he looks identical to the Windsor-Smith version of Conan (well, with a soul patch), he talks with the dull intonations and slang of a California teenager, perhaps to mirror the Valley Girl aspects of Renet.  The parody falls apart in that regard, as he’s just a guy who looks exactly like Conan but is programmed with an entirely different personality, making the homage seem pasted on after the fact.

While it doesn’t suffer from the “running battle” style of nearly everything Eastman has ever written in his entire career, it’s still a Kevin Eastman “characters flying by the seat of the their pants and don’t know what’s going on and don’t have time to catch up” story.  So if you’ve read enough Eastman comics in your lifetime, you ought to be familiar.  

What’s irritating is that the story is NOT complicated.  Like I said, it hammers home every single John Carter cliché that has been rehashed a thousand times over in the world of science fiction (the Turtles have been doing this shtick since the Mirage days, too).  So what makes things so annoying is that the characters within this story can’t seem to grasp the simplistic plot and have to have it described to them AT LEAST three fucking times.  Renet tells them about it when she meets them.  Baltizar tells them about it when they get to the arena.  And then Baltizar tells them about it AGAIN.  And each time, the Turtles go uncharacteristically moronic and fail to figure out the fucking basic concept of “fight in an arena or go to a slave mine”.

Having the characters act like a plot is complicated isn’t the same thing as having a complicated plot.  All it does is make the Turtles come across as uncharacteristically stupid and as a reader you can’t believe you’re going over the SAME SHIT for the third time in six pages.  It’s ridiculous.

And the way everybody talks… Holy fucking shit, SHUT UP.  All the characters speak in these exhaustive monologues, but they don’t provide enough information to fill their girth, they just… talk.  And talk.  And TALK.  Meandering nonsense and drivel that goes nowhere and adds nothing; they reiterate the same points over and over again and bloat their speech with useless asides and random babble and my god, this thing is no fun to read.

Even worse is how the gimmick of going from color in the present day segments to black and white in the arena segments just destructs the comprehensibility of the whole narrative.  You see, when the Turtles are in black and white, there are two things that allow them to stand apart from one another: Their personalities and their weapons.  When they arrive at the arena, they all take weapons from the racks, so you think you’ve got it figured out: The Turtle with weapon similar to their usual one must be the same Turtle.  But no, turns out the one with swords is Raphael.  And I can’t decide which one has the trident… Is it Donatello?  Does the letterer even know?  Because none of the Turtles speak with distinct voices; they’re all in silly mode, talking with slang and making goofy comments about cake and helmets.  If it IS Donatello, he's acting a lot like Michelangelo.  I mean, Leo talks like Raph talks like Don talks like Mike and you can’t INVEST in the fucking comic if you can’t tell who should be speaking at any given time.

And just… just… WHY is the Council so afraid of Nieli?  He doesn’t seem to have any greater powers than the other Councilmen, considering he was just dragged away by guards without any hassle the moment they stood up to him.  And what does Nieli have to gain from the Games, anyway?  Does he have a deal with the slave traders on the side?  What are his reasons to be so evil beyond just being evil for the fuck of it?  He’s the main villain of this whole story and no effort was put into giving him a motive.

And what was with that diversion with April and Casey at the movies?  They don’t factor into the story whatsoever, it’s just a waste of time.  Heck, if that page had been omitted, Eastman would have freed up a page to cover Nieli inner monologuing his sinister scheme and BAM, at least one problem would have been solved.

This thing is just… awful.  It’s boring and it’s hard to read and the characters introduced are positively obnoxious.  If Eastman was trying to parody things like Conan and John Carter, he doesn’t put enough effort into the “parody”; it’s just a lot of silly, stupid nonsense that feels utterly incongruous to the rest of the IDW TMNT universe, especially in character portrayals (Splinter’s dialogue is fucking AWFUL and that’s before we even get to the running gag about him taking a shit).

Eastman’s art is Eastman’s art.  It’s classic and you may want to pick up the Annual for that.  I was forgiving toward the previous Annual because, at the time, it was the first full-length TMNT story Eastman had drawn in over ten years and the nostalgic novelty was enough to carry interest.  With this, though, that novelty has elapsed and you actually have to judge this thing on its story and script, both of which are horrendous.  I guess if anything comes of all this, it might be that with the Battle Nexus now established, it’s possible we could get some good stories out of that later on.  Or it could be like the 2012 Annual, where the dozen or so new characters introduced in that tale go on to do positively jack shit in the ongoing series.  Only time will tell.

This thing was definitely not worth the two or three month delay, though.

Grade: F (as in, “For those of you with a mild interest in Roy Thomas’s and Windsor-Smith’s Conan the Barbarian comic, please don’t judge its quality by these shitty parodies.  It’s actually an excellent book; one of the best comics to come out of the ‘70s”.)




TMNT Magazine (Welsh) #4

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Publication date: Spring, 1991

Plot: Ryan Brown
Script: Dean Clarrain (Steve Murphy)
Art: Jim Lawson
Colors: Steve Lavigne
Lettering: Mary Kelleher
Cover: Michael Dooney

“Bungle in the Jungle”

Summary:

Apparently, when the Turtles heard about the massive deforestation of the Amazon rain forest, they hurried to South America to try and put a stop to it.  They were ultimately captured by a lumberjack (apparently working for McDonald’s because that makes lots of sense) and tied to a tree.  Now, let’s see how the Turtles get out of THIS one…

The lumberjack looms closer to the Turtles with his chainsaw, angry that they tried to “come between man and the forest”.  He’s about to saw them into pieces when a small monkey drops a coconut on his head.  The lumberjack yells at the monkey when a gargantuan gorilla dressed in commando gear appears behind him.


The gorilla disarms the lumberjack, but the villain calls in more of his friends.  The Turtles wish they could even the odds, but they’re still bound.  The small monkey chews through their bonds, though, and they join the fray.  Ultimately, the lumberjacks are defeated.


When the fighting is through, the gorilla introduces himself as Guerilla Gorilla and shakes Leonardo’s hand.  Donatello asks what business an African gorilla has in South America and Guerilla replies: “Monkey business”.  Because we all needed to hear that, today.


Turtle Tips:

*This story is continued from TMNT Magazine (Welsh) #3.  The story continues in TMNT Magazine (Welsh) #5.

*Guerilla Gorilla is the same character as the Playmates toyline character Sergeant Bananas (whose toy even sports a nametag reading "Guerilla" on it).  Much like Warrior Dragon/Hothead and Man Ray/Ray Fillet, he received a name-change between comic and toy either due to marketing or trademark issues.

*So far as I know, this is Guerilla Gorilla/Sgt. Bananas’ only appearance in fiction.


Review:

Sergeant Bananas.  Wow.  I love these comics.  They’re such a weird little treasure trove of TMNT odds and ends, introducing prototypes of characters who would go on to appear in Archie’s TMNT Adventures comic or just the Playmates toyline.  These aren’t, uh, GOOD comics.  No, they aren’t that.  But they’re definitely fascinating for the character selection.


The plot, of course, hinges on more of Steve Muphy’s (Clarrain’s) eco preaching and in 4 pages it all feels a bit muddled and half-baked.  The Turtles rush to South America to save the rain forests, as they consider the lumber industry to be villains and criminals.  Okay, sure.  But why does the lumberjack work for McDonald’s?  I’m guessing Murphy wanted something with a symbol that represents “corporate America” and the double arches had the most brand recognition, but unless he’s chopping down those trees to make paper cups and straw wrappers, the commentary doesn’t make a whole lot of sense.  Murphy could’ve just put a generic “Evil Co.” logo on his shirt.

Of note, though, is that this issue actually initiates a 3-issue story arc; the ONLY story arc in TMNT Magazine.  Weird.  It's more "save the rain forest" stuff, so don't get too excited.

Anyway, not a good story, but darnit if I’m not happy to see a forgotten Playmates toy character get at least one scrap of fiction.  I’m not exactly holding my breath for Monty Moose or Halfcourt to show up later on (they don’t), but this was still a pleasant surprise.



Donkey Krang at Neato Shop

The Good 'Ol Days, by "Powder"

TMNT Magazine (Welsh) #5

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Publication date: Summer, 1991

Story: Dean Clarrain (Steve Murphy)
Pencils: Jim Lawson
Inks: Dan Berger
Colors: Steve Lavigne
Letters: Mary Kelleher
Cover: Michael Dooney

“Wildcat Blues”

Summary:

In the rain forest, the Turtles have tracked down a band of ocelot poachers.  They try to sneak up on them, but the poachers hear them and open fire with their machine guns.  The Turtles retreat as the poachers escape with the caged wildcats.


The Turtles follow the trail left by the poachers, which leads them to a jaguar-shaped temple in the jungle.  Suddenly, they’re attacked by Jagwar, who mistakes them for more poachers.  Jagwar slices off Raph’s bandana in his anger, but Leonardo calms him by reminding him that they’re friends.


Jagwar apologizes for not recognizing them at first and then invites them back into his temple.  Inside, they find the poachers trapped in their own cages with the ocelots freely stalking around them.  Michelangelo thinks the reversal of situations is “cool for cats”.


Turtle Tips:

*This story is continued from TMNT Magazine (Welsh) #4.  The story continues in TMNT Magazine (Welsh) #6.

*The title “Wildcat Blues” is a riff on “Puma Blues”, a comic Steve Murphy (Dean Clarrain) wrote and published through Mirage.

*Unlike many of the mutant characters who made their first appearance in this magazine, Jagwar was first introduced in TMNT Adventures #14 (September, 1990).


Review:

The only story arc in TMNT Magazine continues, with the Turtles fighting more stereotypical crime in South America.  Last time it was deforestation, this time it’s poaching.  The South American tour arc of TMNT Adventures wasn’t one of its more graceful storylines and this little trilogy is basically that arc in miniature.  I guess in this way it’s a bit more digestible, though it’ll still make your stomach hurt.

Since Jagwar had already been introduced to the public in TMNT Adventures, the Turtles treat him as an old friend in this story (much like Man Ray in TMNT Magazine #1).  It’s the opposite of characters like Warrior Dragon and Nocturno, who were introduced here before getting bigger roles in the Archie book.  The continuities are still unconnected, but it’s neat to see the synergy between the two publications; Murphy was pretty much operating under the assumption that his Magazine readers were familiar with Adventures.

Now, having Jagwar fight the Turtles when he first meets them and then remember that they’re friends (because they already met in another book that’s unconnected to this one) is a little odd.  I mean, he mistakes them for poachers?  In broad daylight?  Then again, Jagwar’s first appearance in TMNT Adventures and this issue are only separated by half a year; maybe Murphy rewrote this script to account for Jagwar’s previous introduction and the rewrites didn’t really sync up with… logic.  I dunno.  It’s more thought than these four pages deserve.



TMNT: Turtles in Time #3

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Publication date: August 27, 2014

Writer: Erik Burnham
Artist: Ben Bates
Letterer: Shawn Lee
Editor: Bobby Curnow

“Turtles in Time, Part 3”

Summary:

The Caribbean, 1726.  The Captain of the Shirley’s Revenge is disturbed when he sees a ship belonging to the mysterious tyrant known as the Kraken speeding toward him.  The Kraken’s men, led by the shrouded Captain Rhodes, board the Shirley’s Revenge and attack.  Suddenly, the Turtles blip in, dressed in their samurai gear.  Captain Rhodes thinks the Turtles are part of one of the Kraken’s schemes and orders his men to retreat on their high tech ship.


The Captain of the Shirley’s Revenge is immediately suspicious of the Turtles, but Raph disarms him.  The First Mate tells the Turtles that the crew of the Shirley’s Revengearen’t marauding pirates like most others, but simply trying to find a free land where they can settle and only kill when they’re threatened.  He tells them that the Kraken is a mysterious, supposedly demonic entity who gives his minions (led by Captain Rhodes) supernatural powers.  The Turtles suspect there’s more to the Kraken than meets the eye and suggest that they all go track him down and end his tyranny.  The Captain is against the idea, but Michelangelo gives an inspiring speech about standing up for yourself.  The crew immediately makes Mikey the new Captain. The First Mate says that there’s an island where the Kraken is rumored to hide out, but it’ll take three days to get there.


Over the course of those three days, the Turtles teach the crew what they know about weapons, fighting and cooking, while the crew teach them basic seamanship.  Mikey has a talk with the Ex-Captain, who is still against the idea of looking for trouble.  Mikey gives another longwinded speech, this time about running from the past and fearing the future, which is how the Ex-Captain has been living all this time.


Meanwhile, at the island… BURNOW Island… Captain Rhodes meets up with the Kraken when a proximity alarm goes off.  The Kraken turns out to be Krang and he’s rather miffed that the human he hired to keep trespassers away from his facility has failed.  Captain Rhodes claims he could better fend off intruders if he had some of Krang’s strange weaponry and Krang reluctantly gives him the use of a single laser pistol.  Krang then leaves to attend to business elsewhere, but informs Rhodes to get the job done or pay the price for failure.


Offshore, the Shirley’s Revenge is rammed by the Kraken’s high tech ship and once again boarded.  During the skirmish, Renet blips in and Captain Rhodes fires his laser pistol at her.  Mikey pushes her out of the way, but takes the blast right to his plastron and falls into the water.  The other three Turtles dive in after him as Renet blips away again.  The Ex-Captain uses his cutlass to destroy the laser pistol and challenges Rhodes to a duel.  The two clash swords and Rhodes accuses the Ex-Captain and his crew of not being real pirates because of their code against lawlessness.  The Ex-Captain tells Rhodes that he’s the phony, as he surrendered his freedom to a lord and master.  The Ex-Captain defeats Rhodes just as the Turtles climb back on deck.

The Ex-Captain offers Rhodes’s men the opportunity to either work with him or join Rhodes in the nearest prison.  The men choose to join the Shirley’s Revengeand Mikey gives the Ex-Captain some words of encouragement before he and his brothers blip away.  The Now-Captain-Again then tells his crew that they won’t be stealing any of the Kraken’s bedeviled weaponry for themselves, however, they will endeavor to make the area safe once more.


They invade Burnow Island and use kegs of black powder to detonate one of the facilities.  One of the Kraken’s former marauders tries to steal a vial of ooze, but the Captain tells him to discard it in the river.  He does so, smashing it on the rocks, and the glowing gunk gets all over a nearby alligator…


Turtle Tips:

*This story is continued from TMNT: Turtles in Time #2.  The story concludes in TMNT: Turtles in Time #4.

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


Review:

“Turtles in Time” seems to be going back and forth in terms of tone, from lighthearted to serious and now back to lighthearted.  While the attitude might be inconsistent, it at least keeps us on our toes.  Burnham’s go with this installment is mostly comical and goofy, perhaps a little too much at times, but it’s a welcome break from the seriousness of the main title.  Anyway, it functions as a reminder that the IDW universe isn’t all business, all the time.

Of the issues so far, I think this one was the weakest.  It’s in more of a hurry than the last two stories and Burnham has to resort to some storytelling cheats to move things along.  He tries to cover up some of the shortcomings (such as the crew of the Shirley’s Revenge mindlessly following Mikey for the sake of narrative convenience) by putting a lampshade on things and playing them for laughs.  While it takes the edge off, the story is nonetheless rushed because of it.  I know the writers have to keep each era to a single issue and so matters of convenience are a necessary evil, but there’s just way too much of it in this installment for any lampshade of obscure.

And silliness doesn’t always come to the rescue, either.  This was the first era visited in the miniseries that required exposition and setup.  The Mesozoic era didn’t need any of that since its all dinosaurs and even the stuff with the Utroms was established during the “Utrom Empire” mini.  Feudal Japan didn’t need any because the main title has been visiting that era since just about the beginning and we’re already familiar with the setting and cast.  This issue was essentially an untapped point in time and so Burnham didn’t have the convenience that the other issues had.  So what we get are lengthy monologues from the Captain and First Mate explaining everything and it can get a little tiresome.  Add in Mikey’s exhaustive and corny speeches and it can get REALLY tiresome.

All that said, this issue continues the world-building of the last two, as the Turtles inexplicably have a hand in major events that would impact their present.  It looks like Krang was exploiting other humans besides Oroku Saki throughout history, and whereas the whole “Iron Demon” persona failed, the “Kraken” identity seemed to work out a bit better (a bit).  And of course, I’m excited about what that last panel teaser implies.

Ben Bates returns to the Turtles, though you might not recognize him at first.  He colored this issue and his personal style is very different from Ronda Pattison’s.  He gives everything this white-washed, sun-bleached look and it befits a tale set in the Caribbean.  Actually, it REALLY fits and I absolutely love it.  When you look at these pages, you want to rub your eyes like you’re sun blind and it’s a perfect example of a coloring style that complements the artwork 110%.  His layouts and his pencils are great, too, don’t get me wrong, but the colors deserve a special notice.

Art and colors aside, I wasn’t too thrilled with this installment in “Turtles in Time”, though I still enjoyed it.  Some of it works and some of it doesn’t (especially in regards to the jokes), but there’s a lot to like about the issue from any angle.

Grade: C+ (as in, “Could’ve used a boss battle against Bebop and Rocksteady in pirate gear, but that’s just asking for the moon, I guess”.)



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