#3537: Orko

ORKO

MASTERS OF THE UNIVERSE CLASSICS (MATTEL)

Fun FiQ Fact #0016:  Orko’s original name was “Gorpo,” but having a “G” on the front of his robe would have made it difficult for Filmation’s animators to easily flip his animation cels from shot to shot, so his name was changed.

I was very hot and cold with Masters of the Universe Classics.  I definitely fell into some of its hype (it was hard not to at the time, especially given how into DC Universe Classics I was), but it was also not a line that was particularly easy to get into without paying an arm and a leg.  Even within my usual rule of only certain characters it was tricky, just based on the weird ways things wound up released.  I did wind up getting *most* of the figures I really wanted, though, which included the goofy comic relief sidekick, Orko!

THE FIGURE ITSELF

Orko was the 2010 San Diego Comic Con exclusive for the Masters of the Universe Classics line.  There were two versions: an attendee version, and an online version.  The one here is the online version, which was the more standardized of the two, as the attendee version had a heat-activated invisibility feature.  The figure stands just shy of 3 inches tall and he has 13 points of articulation.  This figure was a big deal at the time for being the first Orko properly scaled to the line he accompanied; the vintage figure was much too large, and the 200x was still a touch out of scale.  Also, while his articulation wasn’t top-notch or anything, he’s surprisingly mobile for an Orko, and even at this point, he’s only rivaled by the Origins figure.  This one got an all-new sculpt (a rarity for the line), which is clearly modeled on his Filmation incarnation.  It’s clean and well-rendered, and very certainly looks the part.  His color work was a mix of paint and molded.  The colors are a good match for his usual look, but the paint is notably a little on the sloppier side, especially when it comes to his ears.  Orko was packed with his staff and book, as well as the flight stand used by Triclops’ seers, allowing him to float.  Well, more fly; it’s honestly a little too tall, given Orko tended to float closer to the ground.  Still, as the one bit of re-use, it’s alright.  Orko also included one more, rather substantial accessory: a full Prince Adam figure.  Yep, despite being a full-scale Classics figure, Adam is treated as an accessory in every way, not getting proper billing on the package (though there’s a bubble that denotes his inclusion off to the side of Orko’s name), and even packaged laying down below the cardstock name tag for Orko.  If you don’t know he’s there, it’s possible to miss him.  Why exactly Mattel opted to do him this way is anyone’s guess, but they did some odd stuff at the time, so I’m not gonna try and delve into that myself.  Adam was built on the standard barbarian body (with the matching wrist bracers), so he stands about 7 inches tall and has 23 points of articulation.  He got a new head (with a real Mona Lisa smile situation going on for the expression), as well as a new vest piece.  He also got accessories of his own, in the form of both molds for the power sword (full and split) in the proper magenta color, and an alternate head borrowed from the standard He-Man.

THE ME HALF OF THE EQUATION

I didn’t much care for Orko being an exclusive, and I didn’t have any luck getting him from Matty Collector directly either.  What *did* happen, however, is that I somehow managed to find a sealed one on eBay for a surprisingly low price.  I really only bought it for Orko, and him I do genuinely love.  Since I’m a 200x fan at heart, a classic Adam is something I could take or leave.  And, in fact, I took him and I left him…which is to say, I sold him when he was going for a rather insane aftermarket price, completely offsetting what I put into the set, because why not.  I got the pictures, though, so think of his presence in the review as being like that one last movie an actor filmed before they died, I guess.  Or maybe something less morbid?  I don’t know, do what makes you happiest.  I certainly did, which is why I just have the Orko and not the Prince Adam.

#3532: Mekaneck

MEKANECK

MASTERS OF THE UNIVERSE CLASSICS (MATTEL)

Fun FiQ Fact #0011: Despite not being one of the franchise’s central characters, Mekaneck has been included in most incarnations of the Masters of the Universe toyline.

For reasons I’ve never been able to fully explain, Mekaneck has been my favorite part of Masters of the Universe since my very first interactions with the franchise. I got into things with the 200x re-launch, and even before that line’s Mekaneck got to retail, I had already tracked down a vintage figure, because I just really wanted the character that badly. For Masters of the Universe Classics, it was the potential inclusion of Mekaneck that finally got me interested in the line, after hemming and hawing on it for a couple of years. I just really like that long-necked guy, I’m pretty much every form. Even when that form requires braving Matty Collector on a day of sale…but it’s okay, because that’s way in the past now, and all I’ve got is the figure, which is far more pleasant a thing. Let’s check him out now!

THE FIGURE ITSELF

Mekaneck was released as part of the 2012 line-up for Masters of the Universe Classics, which ran during the line’s fourth year. He was the monthly figure for September of that year. Much like with the later Origins release, Mekaneck was the last 1984 character to join Classics. The figure stands 7 inches tall and he has 23 points of articulation. His sculpt was a lot of re-use. He has the line’s standard barbarian body, with the modified left arm for the symmetrical bracers set-up. Technically, that breaks from his vintage design, but animation tended to go for matching, and Mattel seems to want to reserve the larger bracer for He-Man proper most of the time. Since the Classics version of Stinkor was released before Mekaneck, this figure re-used the chest armor piece, albeit with the peg at the top of the plate glued in place this time, since Mekaneck had no alternate piece to swap out. The one new piece for this release was the head. It was a two piece assembly, with the helmet being separate. The helmet seems to sit a bit high, meaning the goggles don’t line up with where his eyes should be. It was brought up at the time that Mekaneck more than likely had some sort of cybernetic enhancements that make the lenses on the helmet something more than goggles, so they wouldn’t strictly *have* to line up with his actual eyes. It’s a reasonable explanation, but it doesn’t change the fact that literally every other Mekaneck figures has the goggles sitting where they should, and that Classics had a history of figures where molded parts weren’t fitted together properly during production. It was hardly the end of the world, but it was annoying. Mekaneck came from an era of the line where figures were almost entirely painted, allowing the main parts to be batch molded in black plastic. It caused issues for certain figures, but luckily Mekaneck wound up with a pretty good set-up. The only real issue is the lenses of the goggles, which are the same flat silver as the other accents on the helmet. The vintage figure hand mirrored lenses, and the 200x version had green ones. Either would have been nice, but the flat color makes it hard to distinguish any difference in the sculpted elements. Mekaneck was packed with his club, as well as two neck extensions of differing lengths. Technically, the necks can stack for one extra long neck, but the presence of a blue collar at both bases means that it looks a touch odd.

THE ME REMAINDER OF THE EQUATION

Obviously, there was no way I was gonna miss this guy, so I had to deal with that fateful day-of sale on Matty Collector, which I honestly recall not being super stressful.  Yay, fun bonus!  After quite a wait for him, I recall being a little bit underwhelmed when he finally made it out.  I bounced back pretty quickly, since I was really just happy to have him, and having him as part of a larger collection of Mekanecks has taken some of the pressure off of him.  He’s not as strong as the later Origins release, and I don’t have the same nostalgia for him as the vintage or 200x releases, but he’s at least a reminder of my time with Classics, for better or for worse.

#3525: Donatello – Heroic Turtle-At-Arms

DONATELLO — HEROIC TURTLE-AT-ARMS

TURTLES OF GRAYSKULL (MATTEL)

Fun FiQ Fact #0004: The vintage Masters of the Universe and Teenage Mutant Ninja Turtles toylines shared a designer, Mark Taylor, who designed key portions of both lines.

I’m neither the world’s biggest Masters of the Universe fan nor the biggest TMNT fan, so you may be wondering what’s the deal with me reviewing a crossover figure from the two lines. Okay, you’re probably not, because I’m actually pretty transparent on some things, and one of them is that I like Donatello action figures. Where there are cool new Donnies, I tend to follow. Also, I do like me a nifty crossover. So, behold Man-At-Arms Donatello!

THE FIGURE ITSELF

Donatello is part of the first standard assortment of Mattel’s Turtles of Grayskull line, alongside Leo, Man-At-Arms, and Mutated He-Man. The figure stands about 4 1/2 inches tall and he has 24 points of articulation. In terms of construction, these figures are very similar to Mattel’s own Origins line, which makes a degree of sense, since it allows the Turtles to fit right in with the established MotU characters, as showcased in the included minicomic. The design brings his build more in line with the typical Masters look, so he’s a little more roided out than usual, and gets less of that typical Turtle physique. This is presumably to keep cross-compatibility between all of the figures in the line. Donnie gets his own Man-At-Arms inspired armor, which is pretty fun. I especially dig how the back shell can turn into a separate shield piece. Donnie’s color work keeps with his usual palette, but there’s clearly more purple, since that’s the main basis for the armor. I like it; it makes him stand out nicely. Donnie is packed with the 7 pieces of removable armor, plus a staff-version of the Man-At-Arms mace, and a minicomic explaining the background of the crossover. Of particular note, it features Roboto in his minicomic colors, which makes me very happy.

THE ME REMAINDER OF THE EQUATION

This whole endeavor is Max’s fault. He let me know about this crossover’s existence, and he made darn sure I got one of these, with this particular one landing in my hands just days before Christmas. He really likes to look out for me. I don’t feel the need to go in-depth for this line (but I certainly wouldn’t say no to a Roboto/Metalhead crossover), but this one figure is definitely worth it.

#3516: Nightwing

NIGHTWING

DC COMICS MULTIVERSE (MATTEL)

It’s not uncommon to rag on modern comics as being total crap and having no value, or quality.  Certainly, not every one is a winner, that’s true.  Of course, that’s also been true of comics the whole time there’s been comics, so it feels like a middling point at best.  I myself am still a regular reader of a good number of comics, and there’s a few I’ve been really enjoying.  Perhaps the one I’ve been enjoying the most consistently for the last few years has been Tom Taylor’s Nightwing.  I’ve always loved the character, and I love where his current book places him within the DCU as a whole.  With the state of DC and its tie-ins being where they are, the book hasn’t gotten any proper tie-in figures, but Nightwing’s initial look was just his main Rebirth design, which snuck its way into Mattel’s late-run figures.  So, let’s look at that one.

THE FIGURE ITSELF

Nightwing was released as part of the Ninja Batman Series of Mattel’s DC Comics Multiverse.  It was a largely Titans-themed set…you know, apart from the CnC.  Nightwing fit right in.  As noted in the intro, he’s based on his Rebirth redesign, which is a solid classic Nightwing look.  The figure stands 6 1/2 inches tall and he has 29 points of articulation.  Nightwing was built on the line’s mid-sized male body, same as Kyle.  It’s not *as* updated as some of the other late run figures from Mattel, but it was certainly an upgrade over the DCUC bodies.  It’s got decent movement, decent proportions, and even has pinless joints.  He gets a unique head, forearms, and hands, which are pretty respectable offerings.  Definitely dialing into that in-line aesthetic, and also fitting the character pretty well.  The forearms in particular are impressive, since they definitely could have gotten away without doing the arm wraps, and yet they did anyway.  Nightwing’s paint work is decent enough.  It reflects the color scheme from the books pretty nicely.  The blue is especially striking, and the paint application is all nice and clean.  Nightwing was packed with two sets of hands, in gripping and fists, as well as his eskrima sticks.  Not a ton, but also hits all the basics, which is what you really need.

THE ME HALF OF THE EQUATION

By the end of Mattel’s run, this line got pretty hard to find at retail, and chances of finding individual figures were zero to none.  Since I didn’t want to order a whole set online just to get a Nightwing, I wound up passing on this guy at the time of his release.  I was, however, fortunate enough to come across a loose one, when it got traded into All Time.  He’s the best Nightwing that Mattel put out, to be sure, and he’s honestly just one of the best versions of the character in this scale.

Thanks to my sponsors over at All Time Toys for setting me up with this figure to review.  If you’re looking for cool toys both old and new, please check out their website and their eBay storefront.

#3463: Roboto – Minicomic

ROBOTO — MINICOMIC

MASTERS OF THE UNIVERSE ORIGINS (MATTEL)

Something I’ve discussed a lot in my more recent Masters of the Universe reviews is how I avoid getting *too* sucked into Masters lines by sticking to a few select characters and not expanding much beyond that.  It tends to lock me in at one version of a given character per style.  Sometimes, however, it backfires on me just a little bit, when Mattel does exactly what they’ve done here and goes for an easy repaint.  And then I’m over here buying yet another Roboto.  Worse things have happened, right?

THE FIGURE ITSELF

Roboto was released as part of Wave 12 of Mattel’s Masters of the Universe Origins line, which started showing up towards the end of the summer.  The line’s been a little out of sequence, so they actually wound up hitting *after* 13, and with a pretty last minute announcement at that.  Whatever the case, we got a new Roboto, and that’s what really matters.  This one is specifically patterned on his early minicomic appearances, which has been a running trend of variants for the line.  The figure stands 5 1/2 inches tall and he has 22 points of articulation, in addition to the moving jaw piece.  Roboto is a total parts re-use from the standard colored version, which isn’t even the slightest bit surprising.  That’s been the mincomic set-up for the most part, and Roboto’s look is pretty much just a palette swap anyway.  It’s still a very strong sculpt, and I like it a lot, so I certainly don’t mind seeing it again.  The main change-up here, of course, is the color scheme, which shifts him to the colors seen in “The Battle of Roboto,” and other minicomics from the vintage run.  His limbs are now orange, rather than blue and red, and, most importantly, he’s got the heart on his chest, which in the comics was the thing responsible for Roboto’s human emotions.  It’s so hokey, but I love it so much, so I’m very glad it’s there.  Just like his first release, Roboto includes his three arm attachments: blaster, axe, and claw.  He’s also still got the standard action feature; turning the torso moves the gears in the chest and moves his jaw up and down.

THE ME HALF OF THE EQUATION

Roboto is an interesting break from how I was introduced to a good portion of MOTU.  I know most of it because of the 200x series, but in Roboto’s case, my first exposure to the character was in “The Battle of Roboto,” which came with my vintage Orko that I picked up at a toy show in the early ’00s.  I loved that take on the character, and it’s informed my love of the character in general since.  I honestly didn’t expect this figure, but I was genuinely very excited by its announcement and arrival.  He’s not terribly different from the last one, of course, but I love the small little touches.

Thanks to my sponsors over at All Time Toys for setting me up with this figure to review.  If you’re looking for cool toys both old and new, please check out their website and their eBay storefront.

#3456: Blue Beetle

BLUE BEETLE

DC UNIVERSE CLASSICS (MATTEL)

“When the Rock of Eternity exploded, the alien scarab encased within it fell to Texas and bonded to Jamie Reyes’ spine, making him the 3rd Blue Beetle. Jaime found that with a mere thought, he could use it to generate armor, tools and weaponry. He also learned the scarab was an advance agent for an expanionist alien species, that had bonded with Jaime. Together they beat back the alien attacks and Jaime’s heroic efforts earned him a spot in the Teen Titans.”

Blue Beetle’s suddenly all topical and relevant, and I honestly really love that.  While it’s too bad that the movie didn’t do great at the box office (that’s what happens when you blow your entire marketing budget for the year on The Flash), but it was certainly well-received by all those that actually saw it, and it was just confirmed by James Gunn that Xolo Maridueña will be one of the actors carried forward in his role by the new DCU.  I consider all of that a plus, and I hope it leads to plenty more awesome Blue Beetle merch.  In the meantime, I guess I’ll just have to entertain myself with the prior awesome Blue Beetle merch.  Somehow, I think I’ll manage.  It’s been a bit since I’ve looked at anything DC Universe Classics, so let’s do that for a change!

THE FIGURE ITSELF

Blue Beetle was released in the Trigon Series of DC Universe Classics.  It was the 13th series in the line, and is honestly kind of oddball, but in the best possible way.  At this point, Mattel was trying their “All-Stars” initiative, where one figure in each set was sans CnC piece (which Hasbro would later borrow when they relaunched Marvel Legends).  It was typically the set’s heavy hitter, which in the case of this line-up wound up being Jaime.  Good for him.  The figure stands about 6 1/4 inches tall and he has 29 points of articulation.  At this point in the line, Mattel had begun experimenting with the articulation a touch.  DCUC was okay, but never anything amazing, but they did try to step them up a little bit, with modifications wherever they could fit them in.  Jaime was one of the line’s best articulated figures in its entire run, largely by virtue of needing to be a totally new sculpt, giving Mattel something of a blank canvas to work with on that front.  He gets both double elbows *and* double knees, which weren’t often seen, as well as universal joints at the wrists.  He’s still somewhat plagued by the reduced mobility on the joints that was common to the line, but given what we were usually working with, he’s quite impressive.  As I noted above, Jaime is an all-new sculpt, and it’s really good.  The figure isn’t saddled with the weirdly wide or overly bulky proportions of the line’s other figures.  All of his costume details are also sculpted, rather than anything relying purely on paint, again in contrast to much of the line.  He’s also got an evergreen appearance that fits with the general aesthetic of the line, while also staying true to how he was frequently depicted in his own book.  Heck, even the articulation is worked in pretty well.  Beetle’s paint work is pretty fun; the blue is a metallic sheen, which looks very slick, and the paint application is all quite clean.  The only slight downside is that he doesn’t get pupils on his eyes, but he honestly makes it work.  Jaime was packed with a removable set of wings to plug onto his back (which don’t require removing the horns from the scarab, Todd), as well as a weapon attachment for his arm.  He doesn’t get his arm cannon, which is a slight bummer, but, again, compared to the rest of the line, he was really ahead.

THE ME HALF OF THE EQUATION

As I’ve stated before, I’ve been a fan of Jaime since shortly after his introduction.  I had his first DCD figure as soon as it hit, and for a lot of DCUC figures, I didn’t necessarily look to replace (at first, anyway), but this guy was a definite upgrade, who I very happily added to my collection the minute I found one at retail.  He’s hands down the best figure that DCUC spawned, and he holds up really well, even all these years later. 

#3424: He-Man – Movie

HE-MAN — MOVIE

MASTERS OF THE UNIVERSE MASTERVERSE (MATTEL)

Masters of the Universe was quite a powerhouse property in the early to mid ’80s, and it’s owners Mattel had seen great success not just with the toys, but also in the realm of comics and TV. With that in mind, they set their sights on a theatrical film, and said film materialized in 1987…to mixed results. By ’87, public interest had started to move past MotU, and the film itself was held back by its changes to the source material, largely the result of its rather small budget. In the years since, it’s gotten quite a cult following, however, and, aided by a resurgence of interest in the franchise as a whole, it’s even managed to get a little bit of toy coverage, too, including a pair of Masterverse figures, the first of which I’m taking a look at today! Let’s take a look at He-Man!

THE FIGURE ITSELF

He-Man is a deluxe sized offering from the Masters of the Universe: Masterverse line, the first of the two movie-based deluxe figures (the other being Skeletor). The figure stands about 7 inches tall and he has 31 points of articulation. He’s using the line’s standard male body, which works well enough. Though some of the people at Mattel during the film’s production apparently found Dolph Lundgren, who was a body builder who could snap most normal men in two mind you, too scrawny for the role, the standards of build for He-Man have changed enough that the line’s standard build actually matches up pretty well. He gets two new heads, new upper arms, and shins, as well as overlays for his harness, belt, and wrist guard, and a soft goods cape. The first head is the actual “movie inspired” one, though that largely just amounts to the styling of his hair, as they didn’t actually get Lundgren’s likeness rights. He doesn’t look *unlike* Lundgren, I suppose, but his face does seem a little wide. His alternate head is a more house style He-Man, which looks odd to me, but I guess there’s an appeal to it. The heads are really difficult to swap, though, to the point where I was worried I was going to break the neck peg when going back and forth. The rest of the new parts capture his film look pretty well, and I quite like how the cape gets printed detailing on the outside. He-Man’s color work is decent enough. Definitely the armor and hair get the best work, since there’s some solid accenting in play there. He’s packed with his power sword, two different knives, a pistol, and two sets of hands. I really like that he’s actually got storage for all the weapons, but I’m less enthusiastic about the fact that the paint is already chipping on the sword handle, and also that none of his hands can properly hold the pistol.

THE ME HALF OF THE EQUATION

I was late to the game on the Masters movie, and didn’t actually see it until I was in college about a decade ago. After years of hearing how bad it was, I was pleasantly surprised, and it’s become one I’ve returned to a good number of times. I really wanted to grab Super 7’s Movie He-Man when he hit, but missed out and always regretted it, so I was glad to get another chance with this one. I actually got this one as a Father’s Day gift from my son Matthew, who was committed to keeping last year’s theme of Masterverse going. He’s not a perfect figure, but he’s fun, and I’m very glad to have him.

#3390: Star Sapphire

STAR SAPPHIRE

JUSTICE LEAGUE UNLIMITED (MATTEL)

Outside of DC’s main trinity of Superman, Batman, and Wonder Woman, when the shift from Golden Age to Silver Age occurred, most of the heroes rogues galleries were restarted completely from scratch.  Since a good number of the heroes were really just re-using the name, and applying it to a totally new character, there was very little reason to carry anything else over.  One exception of note was Star Sapphire, a Golden Age Flash foe whose name would be re-used in the Silver Age as an antagonist for the new version of Green Lantern.*  Like GL, she got a re-work to update the concept.  She was now Hal Jordan’s love interest Carol Ferris, imbued with the powers of the Zamarons, who sought to prove that women were a superior force to men, by using their own Star Sapphire to bring down the male Green Lantern.  Carol held the title for a while, with the persona manifesting as a split personality that she retained no memories of, and after she was rid of it, others were granted the power as well, before it was ultimately re-worked into a parallel Lantern corps to the Green Lantern.  But, before they went that crazy with it, a version of the character was featured in Justice League and its follow-up Justice League Unlimited, where she’s just kind of a run of the mill villain with unexplored ties to Green Lantern.

THE FIGURE ITSELF

Star Sapphire was added to Mattel’s Justice League Unlimited tie-in line in 2007.  She was part of the seventh series of three packs under the “DC Universe” branding, in a set that also included Sand and the extra articulation version of Superman.  She was subsequently re-released on her own in 2010.  Star Sapphire is, of course, based on her animated design, which marked a fair bit of a departure from her comics look.  It’s not a bad one, though, and certainly paired well with the redesign for GL.  The figure stands about 4 1/2 inches tall and she has 5 points of articulation.  None of that articulation’s particularly useful, mind you, since the neck is effectively rendered motionless by the hair, and the v-hips offer no practical movement of any sort.  She can move her arms up a bit, I suppose, so, you know, there’s that.  Star Sapphire is based on Mattel’s generic female body, which was never a particularly good one.  It’s got kind of funky proportions and an odd stance.  It also doesn’t really stand up well.  She got a new head sculpt, which is at least a pretty decent recreation of her appearances on the show.  Unfortunately, it’s not very well served by the paint work, which is thick, sloppy, and has a rather uneven texture.  I appreciate what they were going for with the gloss finish on the pink sections, but they don’t help with the odd texture, and the face is even worse.  She looks unwell.  Star Sapphire included a display stand with both releases (all the figures on this body did, since it was so poor at balancing on its own feet), and the single also added an effect piece.

THE ME HALF OF THE EQUATION

While I’m certainly a GL fan, I’ll admit that the animated version of Star Sapphire never much clicked with me.  She always felt like more of a space filler than anything.  Even when it came to this line, that was kind of the case, since it’s not like there’s any sensible reason for packing her with the two characters she came with.  What’s more, the actual quality of the figure feels kind of lackluster, making her the weakest entry in a three pack where one figure was a total re-hash.  It’s kind of a shame, but at least she got a figure, I guess.

*The Golden Age Star Sapphire would also later be connected to the Zamarons, who created the Silver Age incarnation, via a retcon establishing her as a someone who was vying for the Zamaron throne and had been exiled.

#3388: Orko

ORKO

MASTERS OF THE UNIVERSE (MATTEL)

He-Man’s goofy floating sidekick wasn’t an immediate addition to Masters of the Universe, but he was certainly an early one.  He officially debuted during the franchises first few years, with toy coverage and regular appearances on the animated adaptation.  Orko’s break from the line’s usual design aesthetics made him a memorable and distinctive looking character amongst the rest of the rank and file.  That said, it also has had the tendency to work against him, since it makes it a heck of a lot harder to share molds between him and other figures.  As such, he’s usually locked in at one figure per iteration of the line.  At least they usually wind up being pretty good, though.  Today, I’m going back to the character’s start, with his very first figure.

THE FIGURE ITSELF

Orko was added to the Masters of the Universe line in 1984.  He’s one of the year’s most notable additions, though it’s generally a good year for the franchise.  The figure is about 3 3/4 inches tall and he has 2 points of articulation, with one joint at each of his shoulders.  The height of articulation, he is not, but there’s really only so much you can do with the design.  I suppose a neck joint might have been nice, but it is what it is.  Orko’s sculpt was a completely unique one.  He’s a bit stiff and stilted in posing, and he’s certainly rather large when compared to other figures in the line (a common issue with Orko figures), but he’s certainly got something of a charm about him.  The robes also do have a nice bit of flow to them, which is a nice touch.  Orko’s hat is a separate piece, which you can *technically* remove, but there’s not really much to see beneath it.  It does at least give him a bit more depth.  Orko’s color work is pretty standard for the line, with molded colors and basic paint application.  The robes wind up with two different shades for the magenta, thanks to the varying plastics on the arms and torso, but it’s minor.  The actual application of paint is a little fuzzy at the edges, and it’s a bit worn on mine, but the colors are bright and he’s got a lot of pop.  Orko was originally packed with a ripcord, which could be used in conjunction with his internal mechanisms to give him a “hovering” effect.

THE ME HALF OF THE EQUATION

When I got into Masters in ’02, the then-current line was quite tricky to get, so I tended to fill in with vintage figures here and there.  Orko was one such case.  Since his 200x figure was rare, I got this one instead, at a small toy show I attended with my dad back in the early ’00s.  This guy is goofy and hokey and I honestly love that.

#3385: Atom Smasher

ATOM SMASHER

JUSTICE LEAGUE UNLIMITED (MATTEL)

When the titular team of Justice League expanded its roster for the follow-up Justice League Unlimited, they had to reach beyond just canon Leagers from the comics, including a number of other unaffiliated heroes, and, of course, rolling in some competing teams’ rosters as well.  Since the JLA’s predecessors the Justice Society had not been adapted into the earlier show (apart from their role in the comics being referenced by stand-ins the Justice Guild in “Legends”), a mix of their classic and modern rosters were added to the League.  From the modern side, there was Albert Rothstien, aka Atom Smasher.  Atom Smasher was never really more than a cameo role, with a few focuses during some of the more involved fight scenes, but never a speaking role.  Still, he did get included in the toyline, so he had that going for him.

THE FIGURE ITSELF

Atom Smasher was first added to Mattel’s Justice League Unlimited tie-in line in the third assortment of three-packs, released in early 2005.  He was packed alongside re-packs of the more articulated Green Lantern and Flash figures.  He was re-released later that same year as a single release.  The figure stands about 4 3/4 inches tall and he has 5 points of articulation.  Atom Smasher is based on the larger male base body, based on tooling that originally belonged to the first Superman figure.  It’s the largest available base body, and one that matches respectably well with how Atom Smasher is depicted on the show, at least in terms of build.  He was, however, almost always shown as above average size, so he’s woefully short for Atom Smasher.  But, without the re-use, it’s not like he was going to get made.  His only new part is a head sculpt.  It’s a little on the small side, but that seems to match with his internal proportions alright.  It’s fully masked, so there’s not a ton of detailing, but it gets what it needs to.  The rest of the detailing is carried via paintwork, which is handled alright.  Not amazing, or anything.  Of note, the sections that should be blue are more of a purple.  That, coupled with the slightly darker shade of the gold for his belt, kind of muddies the overall look of his design.  At the very least, a little bit more actual line work may have helped to differentiate the costume elements just a bit more.  As it stands, it’s okay, but just sort of “meh.”  The three-pack version of Atom Smasher didn’t include any extras, which was honestly okay, since he doesn’t use much.  For the single release, he got an extra large hand clip-on piece.

THE ME HALF OF THE EQUATION

This Atom Smasher didn’t start out as mine.  Back when the JLU line was running, there was a Walmart on the way home from where my family vacationed, which was out of the way enough to be the perfect spot to find new JLU figures.  On the trip that got me my Hawk and Dove figures, my brother got the set that included this guy.  He got out of action figure collecting for the most part a few years ago, and this figure was one of the ones I inherited when he purged a lot of his collection.  He’s not the line’s strongest offering, that’s for sure, but he does alright, given the confines of how these guys were made.