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Topics - olyeller01

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13
Reviews Section / Vintage Review - Cobra Condor Z25!
« on: February 28, 2012, 09:23:13 PM »
Review – Cobra Condor Z25

The Highs: Large Cobra bomber with heavy payload, separates into 2 planes, neat bomb-dropping play features.

The Lows: Looks goofy separated, some parts can be HARD to find.

The Verdict: If you’re an aircraft nut, this is a must-have for your Cobra airfleet. 


Since World War II established that air supremacy is the key to winning on the modern battlefield, combat aircraft technology has improved by leaps and bounds.  From the piston-engine fighters and heavy bombers of WWII to the primitive jets of the Korean conflict to the ultra-powerful, computer-controlled multipurpose aircraft of today, airpower has remained a key focus of modern militaries.  GI Joe was no different, and many of its early aircraft were firmly rooted in reality.  Vehicles like the SkyStriker, Rattler, and Night Raven were all easily related to their real-life counterparts.  Later planes such as the Phantom X-19 and Hurricane started to wander from the reality-based aircraft of early years and incorporated more sci-fi elements, though they still had a basis in reality (the supposed SR-71 replacement Aurora program for the Phantom and Harrier-style VTOL technology for the Hurricane).  There was one big GI Joe jet out there that didn’t have much basis in reality…but it was still pretty awesome nonetheless.  That vehicle is none other than the Cobra Condor Z25.




The Condor is Cobra’s long-range heavy bomber.  Decorated in a white body with black accenting stripes, to say its design is unique is a vast understatement.  The Condor has two cockpits, one facing forward at the very front of the aircraft, and a rearward facing one just forward of the rear stabilizer.  The majority of the fuselage gives the impression of being long and skinny, which it is.  The forward fuselage tapers down after the bulge of the forward cockpit, and features two small “vane” wing control surfaces, similar to the nose of the B1B Lancer bomber.  The rear of the aircraft features a design I can best describe as being that of a big, flat flying wing.  The huge wings are swept forward and are located at the very rear of the aircraft.  The rear stabilizer features a totally unique design: a rounded, closed-at-the-top design that also features a built-in weapon.  The long, thin forward section combined with the forward-swept, flat wings give the Condor the impression of being huge, but it’s a well-crafted illusion. The Condor is in reality no longer or wider than a wing-extended SkyStriker, and is actually several centimeters shorter than both the Night Raven and its intended rival, the Phantom.  For the record, I say the Phantom is the Condor’s intended rival because the Condor features crossed-out Phantom logos as “kill” markers on both sections.



The Condor is no slouch in the weaponry department, either.  Both the tiny forward wings and the huge main wings feature a large maroon missile mounted underneath.  The forward section features a bomb bay in the belly, just behind the landing gear, that can hold 7 large bombs.  The big, flat wings each have a compartment that will hold 7 smaller bombs, for a total payload of 21.  Finally, the rear stabilizer features a cannon, continuing the Cobra aircraft tradition of having some kind of rear-facing firepower (the Rattler of course has its bubble canopy with machine gun, and the Night Raven has its flip-up rear-facing cannon just aft of the cockpit).  The cannon has easily the most unique range and mounting that you will see in the entire Joe line…it is mounted on a ring that snaps inside the rear stabilizer.  So, besides being able to elevate and depress to aim at targets approaching the Condor’s six, the Condor’s rear cannon can also rotate around the ring, allowing it to fire in almost any direction to the rear of the plane. 






The Condor abounds with play features.  Besides landing gear that can be individually raised and lowered and the aforementioned rear cannon, the forward section has an opening in both sides with that looks like fan blades inside.  Use your finger to turn the blades, and the forward bomb bay will start dropping its 7 bombs.  A clear panel in the top of the wings can access the rear bomb bays.  Loading them and then sliding the tab on the underside of the wing towards the wing’s edge pushes the bombs out quickly, and can create a carpet-bombing effect. 

There is one final play feature, and it makes the Condor one of the most unique planes in the entire Joe line.  If you examine the underside of the Condor, you will notice that instead of the usual three sets of landing gear, the Condor has five.  There is a reason for this…push a button just forward of the rear cockpit and pull gently on the front section of the fuselage, and the Condor will split in two!  When separated, the front section resembles a rocket plane, and the rear section almost resembles a B-2 Spirit stealth bomber, with its broad flying-wing design.  Those added sets of landing gear mean that once separated, the Condor’s sections can land independently. 




While the separation is a neat feature, I wonder about exactly how it would be used.  If the Condor is intercepted and one section takes a hit, could the pilot in the other section jettison the crippled part?  Could it separate and attack different targets, then rejoin, or could it only be fit back together on the ground?  How difficult would the separated sections, particularly the front with its tiny wings, be to control?  All of these questions can only be answered by your imagination, of course, but they do make for interesting discussion.



Now, for the Condor’s downsides.  Honestly, there aren’t many.  The sections of the plane look kind of goofy when they are separated.  Like all other white Joe vehicles, yellowing of the plastic can be an issue, though it seems that Condors resist yellowing better than other white Joe vehicles.  Neither of the cockpits is excessively detailed, but they still look ok, at least to me.  If you own one, at some point you WILL be carrying it and accidentally brush the lever to drop the bombs in the wings, leading to a shower of bombs and curses if you happen to step on one barefoot.  And if you DO own one, never, EVER lose the ring that the gun in the rear stabilizer attaches to.  I know, because I lost mine, and it took well over 2 years and constant scouring of the Internet before I finally found one recently on eBay, and I ended up spending almost $30 for it.  Though after that long, I would probably have spent a lot more just to finally complete my Condor.

If you want a Condor, expect to drop some big bucks for a complete one.  Because they came out later in the line, they are a lot more rare than say, a Night Raven.  Prices for loose, complete Condors in good condition can run the gamut from a good deal at $75 to $150 at the top end of the spectrum.  Personally, I never really remember seeing the Condor around all that much during the height of the original line.  I bought mine the only time I saw it, at a specialty toy store back then (and oddly enough, it had a Canadian card for Aero-Viper).  So perhaps Hasbro didn’t produce that many of them?

One last thing I feel I should note for new-sculpt fans out there: the Aero-Viper that came with the RoC Crimson Hydra fits in either cockpit of the Condor like he was MADE for it.   

14
General Joe Talk / Top Figures Wanted From the DiC Series (Season 1)
« on: January 21, 2012, 11:45:13 PM »
Well, I went ahead and ordered Season 1 of the DiC series and just finished watching it tonight.  While not quite up to par with the Sunbow series it does have its redeeming qualities, such as getting to see a lot of the figures and vehicles I had back in the day in animated action (I didn't start collecting the original figs until around 1988).  I loved seeing the Retaliator, General, and RAGE in action among others.  There's also multiple characters on there who don't have figures yet in the modern, 25th Anniversary style so I figured I'd throw my list out there and see who agreed and disagreed.  So, here goes: 

Joes
1. Ambush - I loved the gun and the camo netting included with the original.
2. Pathfinder - this one would be easy to make, even as a custom.  Lifeline's head with a Gnawgahyde or Recondo hat.  Hmm...
3. Bullhorn - If for no other reason than to get a new version of his rifle in case.
4. Freefall - Always thought this guy was vastly underrated.
5. Sky Patrol - ok I know I'm cheating a bit, but hey I like these guys.

Cobras
1. Metal-Head - BANG!  BANG!
2. Laser Viper - Always liked these guys, one of my faves as a kid.
3. SAW Viper - Kinda surprised we haven't gotten this one yet, honestly.
4. Undertow - Destro can always use his own version of the Eels.
5. Incinerator - Give Blowtorch and Charbroil someone to shoot flame with.

Special Section - Not wanted
1. Capt. Grid-Iron - one of the most ridiculous figures ever, and his constant speak in football slang annoys the crap out of me.
2. "Green"shirts - I understand the need for the Joes to have generic troopers, but ugly brown uniforms with PURPLE helmets?  No thanks!

GOT TO GET TOUGH!  Lol  ;D

15
General Joe Talk / USS Flagg...leave it "66" or make it "99?"
« on: October 15, 2011, 02:35:19 PM »
I am the proud new owner of a 99.9% complete USS Flagg.  It's in great shape, but the stickers are not and I will be replacing them. 

One thing that's always bothered me is the (purposeful?) reversal of the "99" on the bow deck.  As is well known, US Navy aircraft carriers have their numbers oriented so they would be read correctly if the ship was stood up on it's stern.  Going by this, if left oriented the way they are in the instructions/box art/etc. the numbers would read as "66" instead of "99."

I am extremely tempted to "fix" that when I resticker the Flagg.  However, I also feel somewhat...disrespectful I guess in a way doing that.  Nor do I really want collector friends to come over and say "Uh you have the numbers on the bow on backwards, dude."

What do you guys think about this?  I know it's really up to me but I'm interested in opinions.

What do you guys think?

16
General Joe Talk / New 7 Packs!!!!
« on: October 12, 2011, 09:27:34 PM »
HissTank is reporting via its Facebook page that the next 7 packs to be released will be Slaughter's Marauders vs Dreadnoks.  The Marauders team will consist of Red Dog, Taurus, Mercer, Lt. Falcon, Spirit, Low-Light, and Barbecue and the Dreadnoks pack will have Zandar, Zayana (?), Thrasher, Road Pig, Gnawgahyde and Burn-Out.

While the Marauders pack seems merely ok (I don't mind another Low-Light just for the accessories but do we really need Spirit and BBQ again?) I'm absolutely PSYCHED for the 'Nok pack.  Besides Zandar & Road Pig, I'm totally pumped that my Thunder Machine and Air Skiff will have some 25th-style drivers!

17
General Joe Talk / Box o' Treasure!
« on: August 17, 2011, 11:14:39 PM »
Yesterday, while I was gone, my landlord's son (who is close in age to me) dropped off a lawnmower for me to use...and a box of GI Joes "to look at and see if they're worth anything."  I kind of inwardly rolled my eyes when he texted me about them, because oftentimes when people ask me to look at their old Joes I get a box full of broken parts, or full of common small stuff like Flight Pods, original VAMPs, and HISSes. 

Well, this box wasn't one of those!  In there was a 90% complete General with unbroken wheels and one unbroken canopy cover, a 95% complete Thunderclap, an 85% complete Equalizer with an unbroken tow rope attached, a Sky Patrol SHARC and Sky Hawk with almost perfect chrome, and (the only dud in the box) a beat-up, yellowed Skystorm X-Wing.  When I told him that he could easily get at least $200 for that box as they were, he about fell over because he said he almost threw them away when his mom found them in storage. 

He's seen some of the resto work I've done on my collection and he asked me to restore them for him so that he can share them with his future children (he's newly married).  I readily agreed, and you've gotta respect the guy for wanting to pass the love of Joe on to another generation instead of trying to make a quick buck.

18
Reviews Section / Review - SDCC Exclusive Starscream SkyStriker!
« on: August 09, 2011, 01:13:16 AM »
Review – SDCC Exclusive Starscream SkyStriker!


The Highs:  First ever Joe-TF crossover, excellent rendition of Starscream, fantastic stickers and sticker material, perfect Joe-sized Megatron in pistol mode!

The Lows:  Price rocketing skyward, shortened hard points make it hard for missiles to stay on, did we really need another Cobra Commander fig?

The Verdict:  About the only way this could be a more awesome crossover would be to make it transform.  Good job, Hasbro!


Thanks to a promotion and a move for myself, Ol Yeller Reviews have been MIA for the past couple of months or so.  The unpacking has gone slowly…made slower by my desire to get my Joe displays set up before anything else, but hey, what do you expect?  Anyway, I FINALLY got around to setting up my desktop last night—still don’t have Internet, I’m tethering my desktop to my phone—but knowing the fervor surrounding this particular item, as soon as I had it in my hands I figured that I’d better get this review out so my JoeCanuck friends could decide if they wanted one before prices skyrocketed too much!

Ask any boy who grew up in the 80’s what his two favorite toy lines of all time are, and probably 7 times out of 10 that boy would say Transfomers and GI Joe.  (Star Wars, Masters of the Universe, Thundercats and MASK all deserve honorable mention).  Because Hasbro conveniently owned both Joe and TF, a crossover between the two lines just seemed like a natural occurrence.  Well, it only took almost THIRTY YEARS, but one of this year’s San Diego Comic-Con exclusives from Hasbro is none other than the recently reproduced GI Joe SkyStriker…painted and stickered to look like the vehicle mode of every Trans-fan’s favorite arrogant, back-stabbing seeker jet, Starscream!




You know things are going to be different as soon as you get the box in your hands.  The box’s front artwork is made to resemble a fictitious Joe/TF comic book cover. One side of the box shows pictures of the actual toy, while the other side shows drawings of the toy in red and white…similar to the original SkyStriker’s box. The back of the box shows a picture of the actual toy with artwork highlighting the Transformer “internals” and blurbs about the actual play features.  All of this is set over comic panels that could have existed in the fictitious comic shown on the cover.  Pretty darn cool box…but don’t you want to know what’s inside?




Open the box (*GASP* Yes, I did it!  Toys are meant to be played with!) and a large tray slides out.  Snap the cockpit/nose onto the front of the fuselage, add the wings and vertical and horizontal stabilizers, and voila, Starscream!  Before some smart-aleck makes a comment, I would like to clear up that yes, I know Starscream & his Seeker brethren were originally F-15 Eagles instead of F-14 Tomcats.  You can either ignore the difference or pretend Starscream scanned a SkyStriker instead of an F-15 for his alt-mode.  Further, I feel I should clear up that this is NOT your father’s SkyStriker.  Though it bears a striking (HA!) resemblance to the original XP-14F, there’s a reason the regular release of the SkyStriker is being billed as the XP-21F…this is a new mold.  Honestly, Hasbro did a GREAT job making the new one look like the original, as you pretty much have to have them side-by-side to tell the differences.  Just off the top of my head, I can tell you that the wings sit just a tad further back, the nosecone is a little fatter, the cockpit/nose section is molded into a separate snap-in piece, the wings and vertical stabilizers are now removable, and the hard points for the weaponry are shortened.  The area around the lever that swings the wings and deploys the landing gear is altered, and the wings swing back a TAD bit further.  The wheels on the landing gear are hard plastic instead of rubberized.  Also, though Q&A readers knew this was coming, the new SkyStriker now only seats one and there are no ‘chutes…though Hasbro did address the only glaring weakness of the original toy by doing a bang-up job on the cockpit detail.  Instead of a few crappy molded-in “gauges” and flat seats now there is a detailed seat, yellow-and-black striped ejection seat handles, molded buttons, and even a flip-up HUD.  A throttle control handle sits on the pilot’s left, with the stick on the right.  All in all, an excellent job updating the cockpit. 





So what sets Starscream apart from the regular SkyStrikers?  Well, while I don’t know the color scheme of the regular release yet, this version is molded in a much more Starscream-like satin medium gray instead of the glossy off-white of the original.  The rear horizontal stabilizers are molded in blue, mimicking the original toy, and the canopy glass is orange.  Red accents run the length of the “walkways” on either side of the cockpit, duplicating Starscream’s red “shoulders” (but this coloring does NOT continue underneath).  Then of course, there are the stickers. 





I love me some stickers, and Starscream comes with a HUGE sheet of them.  Included are of course the stickers that make Starscream Starscream: Decepticon symbols, shoulder detail, and the stripes for the leading edges of the wings and horizontal stabilizers.  There are stickers for SkyStriker detail, like the “Panel Removal” and “No Step” stickers.  For total customization, there are even Autobot kill signs, Starscream’s crown from the TF movie, Cobra/Decepticon amalgam sigils, and multiple “squadron” stickers ranging from a somewhat standard “Decepticon Airforces” sticker to “Waspinator” and “Kremzeek” stickers!  Finally, in one of the neatest touches, there are fake rubsign stickers, one “unrubbed” and one “rubbed.”  Personally, I was torn: did I want to use the stickers to get Starscream as close to the original Transformers toy by using the bare minimum, or did I want to add to the detail and really make him like a Starscream SkyStriker?  I settled on a compromise…the Starscream stickers plus the SkyStriker stickers with some Autobot kill signs and the “Decepticon Airforces” squadron sticker for that custom touch.  The beauty of the stickers is that you can add as many or as few as you want, and it is highly unlikely that your Starscream will end up exactly like anyone else’s. 



One other note about the stickers…this is the BEST damned sticker material Hasbro has EVER used on ANYTHING.  HASBRO, PLEASE KEEP USING THIS STICKER MATERIAL!  The stickers look great and are ultra sticky, but are durable enough so you can gently adjust them several times without them losing adhesion or flawing.  They’re a FAR cry from the terrible stickers included with the PoC HISS…you know, the ones that would flaw just from grabbing them with tweezers?  Case-in-point on the stickers: I muttered a few curses when I noticed that the square vent on the nose cannon was going to interfere with the placement of the Decepticon sigil on the jet’s nose.  However, once I put the sticker on there and pressed down…it stayed down.  And didn’t flaw.  And actually still looked fantastic!  I know, I’m going on and on here, but praise be to these stickers, because they eliminate so many nightmares and headaches!  May every Joe vehicle from now until the end of time come with this same kind of sticker material!

This wouldn’t be much of a GI Joe toy if it didn’t come with a GI Joe figure, and Starscream comes with version #8,792 of Cobra Commander.  CC is a blue repaint of the upcoming Ace that is included with the regular release XP-21F.  He does have a nicely vac-metallized head, along with a matching helmet that I’m sure came with one of the million versions somewhere along the line.  I’m not thrilled to get yet another version of Cobra Commander…but he DOES look good, and you would figure CC would be the one to team with Starscream…especially considering that Chris Latta voiced BOTH of them in the original cartoons!  On another note, CC does NOT come with a pistol for his ankle holster, which would normally annoy me greatly except for two points: 1. if you don’t have a pistol to rob from another Joe, that’s kind of sad and 2. the pistol he DOES come with more than makes up for it.  This pistol is none other than the mighty Megatron in Walther P-38 mode.  The detail on Megatron is astounding, especially considering that it seems kind of doubtful that Hasbro will find another opportunity to release him again in the Joe line (unless they do more crossovers!)  It is easy to tell that whoever sculpted this tiny Megatron really wanted to get it right, and had the original Megatron toy sitting right in front of them while they sculpted.  Bravo!




There is one final bonus item I have to mention.  Included in the box is of course a filecard for Cobra Commander…as well as similarly sized reproductions of the tech-specs for Starscream AND Megatron (minus the graph you needed the transparent red plastic to see).  From what I can tell, the tech-specs are word-for-word reproductions of the originals, though I admit that I don’t exactly have my old tech-specs handy.  Yet another fantastic touch!



I don’t have a whole lot of complaints with this toy.  About the only serious complaint that I have is that the shortening of the weapon hard points makes it very easy to knock the missiles off, and it seems like the larger “AIM-22s” are much more susceptible to it than the Sidewinders and Mavericks.  Just like on the original SkyStriker, I wish the wings could be swept independently of the landing gear.  And since Hasbro obviously made a new mold, I really wish they had come up with a novel new way to hide the wing sweep/landing gear slider. 

Hasbro did a fantastic, bang-up job with the first ever GI Joe/Transformers crossover.  To me, this opens the door for more Joe/TF crossovers, and the possibilities have me excited.  How about a purple/neon green “Scrapper” Earthquake, a “Brawl” MOBAT, or my favorite option: an all-new “Optimus Prime” R.O.C.C.!!!!!!  How about it, Hasbro?  Make a non-transformable cab section (cabover style Prime only, please) with a trailer that opens up DTC R.O.C.C. style, and include a new General Hawk.  If you thought the fervor over Starscream was nuts, imagine THAT!  For the meantime, you could argue that Ashiko’s Cycle Armor uses Autobot technology to combat the Cobra/Decepticon threat. 

If you want a Starscream SkyStriker for your very own, be prepared to pay big bucks.  The average price rocketed upwards by $50 in just a week, and is hovering around $200 now…with prices ever slowly creeping upwards.  While it seems Hasbro learned a little from their mistakes with the Sgt. Slaughter exclusives last year and produced more Starscreams than they did Slaughters, the main problem is that Joe fans are also fighting TransFans for these.  And honestly, what TransFan WOULDN’T want a giant Starscream? 

Hasbro took my favorite Joe vehicle, made it resemble one of my favorite Decepticons, and threw in plenty of customization options and awesome extras.  Now, I can’t wait to get the new XP-21F to see how the changes made in the new one compare to the original…and to give Starscream a true equal to battle!

19
General Joe Talk / If you're restoring a Tiger Force vehicle...
« on: May 22, 2011, 10:27:47 AM »
...do NOT use Goo Gone on it.  Or, if you do, use it sparingly and don't rub the heck out of the old sticker residue.  I ended up with some scratches in the tan paint apps on my Tiger Paw last night, taking it back down to the bare yellow plastic.  Then again, it may have just been me rubbing too hard instead of the Goo Gone's fault, but I felt a proper warning was in order for others with TF vehicles they want to restore.

20
Reviews Section / Vintage Review: The General!
« on: May 05, 2011, 01:27:11 AM »
Vintage Review – GI Joe General!

The Highs:
1.  Can hold a LOT of figures and even other vehicles
2.  Extremely heavily armed
3.  Integrated Locust recon chopper

The Lows:
1.  Not as well built as past large Joe vehicles
2.  Some unrealistic details
3.  Locust’s guns get floppy easily

The Verdict:
The last of the large Joe vehicles was a good one: THIS General has a commanding presence!

Among the large Joe vehicles and playsets out there, the Flagg, Defiant, Terrordrome, and Mobile Command Center seem to get all the love.  1990 featured the last of the REALLY big vehicles…the mighty GI Joe General.  And sure, ’91 had the Battle Wagon (which is not really on the scale of the General and featured some odd color choices) and ’92 had the HQ, but it’s not a vehicle!  So, the General could be considered the original 3 ¾ inch line’s swan song…and a good swan song it is, too.



The mighty GI Joe General!



…and from a higher view.


The General can basically be described as a rolling landing strip with a large cockpit bolted onto its front.  On the very front of the vehicle is a large pushbar with a molded-on, non-working winch.  Moving back, the cockpit features clamshell-style louvered canopy covers that flip up to reveal seating for four, back-to-back.  The cockpit has running boards on either side with footpegs that allow them to hold up to 6 figures.  Behind the cockpit is a large, yellow light bar with dual radar antennas, one on each side.  Underneath the light bar is the General’s electronics box.  The box slides in behind the cockpit and locks into place, and features a working yellow light as well as six sound effects buttons.  According to the instructions, the six sounds are a klaxon, engine noise, a pom-pom AA gun, a machine gun, missile lock-on and fire, and an explosion. 



The General’s cockpit.  Both sides look like this.



Moving back to the main body, the General rolls on ten wheels, which are powered by an engine on each corner!  I certainly wouldn’t want THIS vehicle’s fuel bill. The main body consists of two levels, the control/mortar level and the flight deck.  The General has two control rooms, one on each side.  The control rooms are accessed by flipping up the section of the flight deck covering them, and they feature standing computer consoles on each side and footpegs for four figures per room.  In between the control rooms is a massive, massive spring-loaded mortar cannon. 



Detail of an engine, with the forward gun and missiles also visible.



One of the control rooms,


The center section of the flight deck can be lowered to the General’s rear, and the mortar cannon can be raised on its rails and locked into one of two firing positions (the positions determine the steepness of the shell’s trajectory).  There are four yellow mortar shells that can be stored on posts near the front of the cannon.  The shells are quite large, standing as tall as a figure’s chest.  They have a fin on top of them that fits a slot on top of the mortar cannon.  This slot allows the shell to compress the spring and be locked into place.  Flipping the shell’s fin to the left once it’s locked releases the spring tension and fires the cannon. 





The mortar cannon, lowered and raised.





The loading ramp, which not only allows the mortar to be raised but also allows ground vehicles to be loaded onto the General.



Moving upward, the top level of the General’s main body is a flight deck.  It’s pretty large too, measuring approximately 2 feet long by 1 foot wide.  While not exactly large enough to launch planes, it’s perfect for choppers or other VTOL vehicles.  The center section of the flight deck (the part over the mortar) has slots molded into its top that fit the landing skids of the included Locust helicopter perfectly.  There’s also a ramp at the rear of the center section, so vehicles could be driven onto it and then raised to the flight deck level.  On either side of the center section are helipads, complete with landing markings.  The flight deck level is the perfect size for smaller Joe aerial vehicles and could accommodate a good number of them.  Sky Hawks in particular would be idea, because they fit perfectly and their small space needs (no rotor blades) means that four or five of them could easily fit on the General.  It should be noted that the General is not limited to smaller Joe aerial vehicles like the Sky Hawk, however.  A pair of Dragonflys could fit easily if you moved them to the sides enough so that their rotor blades wouldn’t hit each other (and if you don’t mind their tails hanging off the back), and even a Tomahawk fits very nicely if you land it longways across the deck. 



The flight deck…



…loaded with Sky Hawks and the Locust…



…with a Dragonfly…



…and with a Tomahawk!!!



If attacked, the General is no slouch at defending itself, either.  This is one of the most well armed Joe vehicles in existence!  Besides the previously mentioned giant mortar cannon, the General features no fewer than 8 gun stations and 20 missiles.  There are four triple-barreled cannons on the lower part of the vehicle, in between the front and rear wheels and just in front of the engines.  These cannons are of a large enough caliber to do serious damage, and they have an excellent range of motion…including even almost straight up if necessary!  The flight deck has double-barreled gun stations built into each of its corners.  The operators can stay low in their seats while flight operations are ongoing, and are also afforded a bit of protection by their low seating arrangement.  These guns can also be aimed almost straight up, and the seats they are attached to can be rotated almost completely around, so they also have a good range of motion.  Any of the guns attached to the General could be used in either an anti-aircraft or anti-vehicle/personnel role, due to their excellent range of movement.  They also cover every section of the General except for very close in front of it…and with all the weaponry it has, I doubt anything would MAKE it to get close enough to stand front and center in front of the General! 



Flight deck gun station



Flight deck missile launcher



There’s still more to the weaponry.  Each corner of the flight deck has three large yellow missiles hanging from underneath it.  They are set in a somewhat odd arrangement: the inboard missile sits further back than the one in the middle and the outboard missiles do, but since all four corners are like that it looks ok.  There’s also hidden weapons systems here…the helipads can be flipped over, revealing a folded missile rack and firing station that can hold and fire four medium-sized missiles!  Though the missile stations can make headroom in the control centers underneath tight when they are flipped down, I LOVE this feature.  It makes the General extremely versatile…it can hold a ton of vehicles, aircraft, or personnel on the flight deck while in transit…but as soon as the flight deck is clear, the missile stations can be flipped up to add to the General’s already overwhelming firepower, and can put what would otherwise be pretty much wasted, empty space to use!



The General with both missile stations deployed



The General has one final feature: it comes with its own little recon helicopter, the original Locust.  The Locust is a small, one-man chopper with a bubble-style canopy in front, a twin rotor blade design (like the Dragonfly) and a very short, stubby tail.  To add stability and maneuverability to the Locust that it would otherwise give up with its short tail, the tail rotor is a large one-piece unit that can be turned like a rudder.  The Locust may be small, but it still packs a punch.  Double-barreled machine guns sit on either side of the cockpit.  There are two small missiles/bombs positioned up high, just beneath the rotor cone.  And, there’s even a small bomb bay on the Locust’s belly that can be opened to drop a pair of bombs!  Further, there are small steps with footpegs on them at the rear of the Locust’s skids, though I can’t see these being used too often…for one, I can see their use making the Locust seriously unbalanced, and two, the Joes on them would have to be very careful of their heads!  I should also note here that Hasbro thought enough of the Locust in 1990 to release it as a stand-alone vehicle.  The regular Locust uses the same mold as the one included with the General, but it has a tan body instead of a green one, the weapons, skids and tail rotor are silver instead of yellow, and the canopy glass is blue instead of smoke-tinted.  The regular Locust has a more realistic color scheme than the General’s version, but the General’s Locust does fit the color scheme of the General well.  I really like this little chopper, and my only complaint about it is over time the machine guns can wear out and get droopy (I ended up fixing mine in position with glue). 



Locust Front…



…iso view…



…and bottom.



I’ve described the General as large and very versatile, and it is.  So, why doesn’t it get the love that the big boys in the line before it get?  Well, for one, it came out near the end of the original 3 ¾” Joe line’s run and well after the ’84-’87 heyday.  For another, it just doesn’t seem as rugged and well built as its predecessors.  It seems like Hasbro was starting to cut corners on the plastic.  Indeed, the wheels are attached to the vehicle using the same double clip design the Rolling Thunder uses.  These clips are EXTREMELY fragile, and care must be taken not to drop the General or bang a wheel on a doorway when walking through it, as doing so will most likely make it lose a wheel…and the clips are almost impossible to glue back on well enough so they will stay.  The tiny pieces that snap the cockpit covers in place are also extremely fragile.  The covers stay in place well enough if their clips break off, but it’s still annoying and a terrible design.  If you find a General that has unbroken cockpit covers, you’ve got quite the find.  Further, care must be taken with the clips that hold the flight deck onto the main body of the vehicle.  If they bind when raising the deck section, they can crack, break completely, or stress mark.  As with other old Joe toys, the electronic sounds are a pain to keep working (though the light seems much more durable).  Personally, I don’t like the design of the light/radar rack.  It seems unnecessarily large to me, I really dislike the yellow color, and I don’t like the fact that it sits tilted at a forward angle.  Plus, the antennae that stick out from the top of the radars (if you are lucky enough to still have them) look unnecessary and could interfere with rotor blades of vehicles on the flight deck. 



Side view.



Overall, I really love the General.  Since I got into the original line late, the General was my first really big Joe vehicle, so it still holds a special place in my heart.  If you want one, be prepared to shell out anywhere from $50-150, and it’s BIG so shipping will be costly.  It doesn’t get all the attention the other big boys of the Joe line get, so you might be lucky enough to find a bargain on it.  Though it of course has its flaws, I think that you can’t go wrong with the General!  There’s nothing like a heavily armed, rolling mobile base that can carry anything from a Tomahawk to a squadron of Sky Hawks to a bunch of armor!



The 1997 Joe A-10 fits nicely on the flight deck.



Ok, NOW I’m just getting ridiculous.  But hey, it fits.  Barely.

21
Reviews Section / Vintage Review - Cobra EaRThqUaKe!
« on: May 05, 2011, 12:23:41 AM »
Vintage Review – Cobra EaRThqUakE!

The Highs: 

1.  Working front scoop bucket
2.  Drop-in mortar shells
3.  Rugged construction

The Lows:

1.  Neon, Neon, NEON
2.  Mortar shells are prone to accidental firings
3.  Crappy stickers/hard to find parts for

The Verdict: 

A great toy from the end of the original line that overcomes its coloring.


The early 90s were a merely OK time to be a Joe fan.  Subteams were rampant, the line was slowly dying off, and many fans consider 1990 to be the last of the “good” years.  1992 was certainly a hit or miss year…mostly miss.  Fort America (I thought it was gonna be so cool…it was ok back then, now I don’t like it so much), the Barracuda, and everyone’s favorite vehicle, the Rat, were bringing the line down.  Neon colors were starting to get extremely prevalent, much to many fans’ dismay.  There WERE a few couple of bright spots in the line in 1992…and no, I don’t mean the colors.  The first was the updated and (I think so, anyway) extremely cool GI Joe Headquarters.  The second was the Cobra Earthquake.












I remember being impressed with the Earthquake the moment I saw its box, and I remember asking for and getting it for my birthday.  What kid wouldn’t love having a big armored loader for his Cobras to use tearing stuff up?  I don’t think it came before the Earthquake, but in the real world the Israeli Defense Forces use armored front end loaders to construct roadblocks and fortifications in hostile areas, such as the West Bank.  The Earthquake is built like a traditional front loader, with four large tires pushed to the corners of the vehicle for stability.  There is a big dump bucket up front, spanning almost the width of the vehicle.  The two load arms that the bucket is attached to are joined by a T-handle at the top middle of the vehicle.  Pulling back the T-handle raises the bucket.  The bucket itself is articulated, and has three locked positions: slightly raised for transport, bucket lowered for scooping, and bucket dropped for load dumping (with the bucket raised on the last one, of course). 






Though the Earthquake has a lot in common, there are a few places in its construction where the designers took liberties.  Most loaders do not have a pivot point for steering; the Earthquake does.  If you do not know what pivot point (or articulated) steering is, basically the vehicle has a big joint in the middle that allows the front and rear sections of the vehicle to turn independently of each other.  Look at a John Deere 9030 Series 4 wheel drive tractor and you’ll see what I mean…they have articulated steering.  The other big design difference is that instead of an upright cab set pretty much on top of the machine for visibility, the Earthquake has a two-person cockpit set low in the front section of the machine, beneath the armored canopy cover.  I should note that the cockpit is actually very nicely detailed, a welcome switch from a lot of Joe vehicles from this era.




Moving to the rear, the Earthquake’s rear section is basically just a bunch of mortar tubes.  There is room on the rear bumper for two figures to ride on the sides, but there’s a lack of handholds so it might be a hazardous ride for them.  There is also a tow hook on the back so the Earthquake can tow vehicles like the Asp…always a welcome addition, at least in my book.







Besides the big bucket up front, the Earthquake does not lack in the weapons department.  There are machine guns on both loader arms, set just behind and above the front tires.  The machine guns can be elevated and depressed, and each one has two large missiles attached to it.  The armored canopy has an opening in the top so the rider in the back can man the machine gun on top of it.  And of course there’s the three big mortar tubes on the rear section.  The mortar tubes have large 3” long shells, which have an orange spring-loaded rod sticking out of them.  Push the button on the side of the shell and slide the rod in, and the rod will lock in place.  Drop the shell down the tube (or on any hard surface) and with a SNAP the shell will be sent flying as the spring tension is released.  There are three stoppers at the bottom of the mortar tubes that have arms that extend into the tubes via holes at their bottoms.  These hold the shells in place if you want to move the vehicle and fire the shells without just dropping them down the tube.  Flipping the stoppers to the rear drops the shell to the bottom of the tube and fires the shell.  They actually have pretty good spring power behind them and will fire a good four to five feet.




The Earthquake’s neat, but there are flaws.  The most glaring one is the color scheme.  With a purple body, neon orange canopy and weaponry, and neon green boom arms and mortar shells, the Earthquake isn’t exactly camoed out on the battlefield.  Not that a rolling bulldozer is the quietest, stealthiest thing to take into battle anyway, but MAN, you talk about making yourself a TARGET.  If the whole thing was purple or better yet, CAT yellow, it wouldn’t be so bad…but the combination can only be described as LOUD.  Honestly, I wish they had made the whole thing the same color green as the boom arms…because then it would have looked like Scrapper the Constructicon.  Uh-oh, did I just give Hasbro an idea for NEXT year’s SDCC TF-Joe exclusive????  Besides the colors, I also have to complain about the stickers.  They’re those crappy paper ones from late in the Joe line that aren’t very durable, and because of the EQ’s late release and relative lack of popularity, don’t expect to find repros any time soon.  The same rarity works against you if you need replacement parts.  It took me quite a while to find another missile and the last mortar tube stopper I was missing.

There are two other things I don’t like.  The first is the location of the side guns/missiles.  They are attached to the boom arms and not the vehicle itself.  Though they can be rotated, their location makes it hard for the Earthquake to fire all its weapons and use the bucket at the same time.  Plus, the EQ has to be driven around with those guns slightly raised, or else the bottom missiles will rub on the front tires.  NOT an ideal travel arrangement.  The final flaw lies in the mortar shells.  They’re kind of spring happy, and sometimes accidentally bumping the Earthquake can make them fire if you have them “armed” and sitting in the tubes.  Carrying the EQ with the shells ready to fire in the tubes is a good way to take one right in the eye. 



In spite of the colors and in a move that may be surprising to some, I really like the Earthquake.  It’s something different, and it combines a real vehicle with that great GI Joe fantasy element to make a wonderful toy.  It’s also rugged and well-built…my Earthquake took quite a bit of abuse destroying Joe fortifications back in the day (and digging in my mom’s garden…shhhh) but it’s none the worse for wear today, other than a few missing stickers.  If you want an Earthquake, be prepared to pay anywhere from $20-$50.  I suggest spending the money and buying a complete one rather than trying to scrape one together, because parts for that thing are pretty rare.  With the loud colors and overall destructive theme, the Earthquake makes a great Dreadnok vehicle, which I think is why my buddy LJ wanted me to take pics of it with some 25th Dreadnoks.  Now if Hasbro would just take me up on my hint and make the 2nd Transfomers-GI Joe crossover a bright green reissue of the Earthquake with Decepticon colors and markings…



WHY did you paint our new loader NEON, you IDIOT!?!?!!?

22
Reviews Section / Vintage Review - Mobile Command Center!
« on: May 03, 2011, 10:33:26 PM »
Vintage Review: Mobile Command Center!

The Highs:
1.  Yet another massive Joe playset
2.  Heavily armed and versatile
3.  Incredible play value

The Lows:
1.  Not exactly centered in reality
2.  Lots of pieces = lots of easy to lose pieces
3.  A few fragile areas

The Verdict:
One of the greatest playsets of ANY toy brand ever built.

There’s vehicles, there’s playsets, and then on rare occasion there’s both.  About once a year, Joe fans got something BIG to lust after.  ’83 had the Joe HQ, ’85 the Flagg, ’86 the TerrorDrome.  For 1987 Joe fans got not one but TWO big boys, the Defiant…and the Mobile Command Center.  Another one of the biggest Joe toys out there is getting the review treatment…and fittingly, it’s one of the biggest OlYeller reviews yet!






The mighty Mobile Command Center is another one of those Joe vehicles that’s not exactly based in reality.  Honestly, when closed up in transport mode, it more closely resembles a Star Wars Jawa Sandcrawler than anything else in the Joe universe.  Though fat and tall, it rides on tank treads with its belly pretty much slammed to the ground…just like the Sandcrawler.  There’s a large, three person cockpit up front, accessed by flipping the canopy glass forward and down.  When closed up and rolling, the MCC may be big and slow, but it’s not exactly helpless.   There are large laser cannons protruding from either side, below the cab.  The radar dish up top holds four missiles, and there’s even a quad missile launcher on the back for rearward threats.  One oddity: for some reason, there’s a small console with a seat waaayyy up top on the roof.  Accessed via the elevator car on the side, don’t ask me why some poor Joe gets stuck up there…maybe he’s a spotter for when the MCC has to park?




As impressive as it is all closed up, opening the MCC up is where the real fun begins.  Remove the large black piece with the elevator car on it from the right side of the vehicle, flip down the panel at the bottom, and open the MCC up like you would a tackle box.  Fold the panels in the middle of the roof to make one big rectangular box.  Flip the big plastic panels on the front and back forward, and attach the missile launcher, guns, and searchlights in their appropriate areas.  Then, behold the glory of one of the best playsets out there.



The lower level is a vehicle repair bay/weapons storage area.  The large panel that flips down from the middle of the MCC’s right side becomes a ramp.  The ramp leads to a repair bay that is large enough to accommodate most small to medium-sized Joe vehicles.  The repair bay features a refueling pump that can be wound into a barrel-like container, various diagnostic machines, and even a dual-hosed system for dispensing lubricants.  The lubricant dispensers even have their own holders.  The repair bay also features a small crane for hoisting vehicle parts and weapons.  Included with the MCC is an engine from the AWE Striker, so you can do an engine swap should your AWE spin a bearing.  The right side of the bay is outfitted with racks that are perfect for holding a TON of figure-sized weapons and other accessories.









Proceed on the left side of the bay (the rear of the MCC when closed) and go up the flight of stairs to the second level.  That’s right, THIS playset actually has stairs to get between levels.  I don’t know how many multi-level playsets I’ve seen over my years that technically had no way for the occupants to reach the upper level, but the fact that the MCC actually has some is quite refreshing.  The middle level is the command, detention, and recovery level.  Immediately in front of the stairs is a small jail cell that is accessed by raising it from the floor.  The cell is small and quite Spartan, with only a small seat in the corner.  It also makes an ideal place to store the clip-on machine guns and searchlights when the MCC is folded into transport mode.  The middle of the command level features a pair of flip-down beds that to me resemble the bio-beds from Star Trek.  They are nicely contoured so a figure placed in them could rest comfortably.  The forward part of the command bay features the command section.  There’s a clear, removable master situation board, computer control stations on both sides, and a bank of computers against the forward wall.  Somewhat showing the age of the playset, the computer bank appears to have rolls of magnetic tape for restoring data.  That, my friends, is pretty old-school.  The situation board and computers are accessed via a chair that slides along a channel in the floor.







Proceeding up the stairs to the top level, the Mobile Command Center has one final level with a few more surprises.  The top level is an armament storage level for the missile launcher on top.  That rectangular box that the center roof section folds into holds a large missile launcher that holds a whopping six large missiles.  The box can slide back and forth along railings built into the sides.  Honestly, I can see this launcher being part of an automated defense system, tied into the large radar dish on the cab…or perhaps controlled from the command center.  The front roof panel that flips forward is actually a small helipad.  The helipad will accommodate something small like a Locust or Sky Hawk (or a captured Fang or Flight Pod) but nothing too big…and you have to be careful with the pad so as not to break it off by placing something too heavy on it (or accidentally kicking it when walking by).  The panel at the rear features an escape route via the elevator from the MCC’s side.  There’s one more hidden secret.  Pressing a labeled area near the helipad will drop an emergency escape slide, accessed via a hole in the floor at the very top of all the stairs!







The Mobile Command Center has very few flaws.  It’s unrealistic, the ton of small parts included with it means you will inevitably lose something, and there’s a few things you have to be careful not to break.  As a mobile command center, it better not be a covert op.  Cobra will feel that thing coming from 5 miles off, and because of that the ROCC would honestly make a much better mobile command center from a tactical standpoint.  But that’s about it.  Man, I LOVE this thing.  If you want to love it too, be prepared to drop anywhere from $50-$200 depending on condition & completeness. 

This is one of the best-designed and thought-out playsets, from any brand, in existence.  It has a little bit of everything that makes a great playset great, and there’s no wasted space or features that feel like they don’t fit the overall style of the playset.  I really, REALLY like the Mobile Command Center, much more than I thought I would when I got it.  I should probably note that if mine looks a little odd in the pictures, it’s because I actually have the 2003 Toys R Us reissued one.  There’s not much difference other than some color changes, but I swapped on a few old-school parts to replace some broken ones (the old MCC parts are MUCH more prevalent).  If you like GI Joe, big playsets, or just awesome toys in general, pick up a Mobile Command Center.  You won’t be disappointed!

23
Off Topic / Osama Bin Laden DEAD!!!!!
« on: May 02, 2011, 12:00:25 AM »
About time!  Real-life GI Joes took out the most wanted man in the world.  I hope my Canadian friends will join me in celebration of the end of this enemy of the peaceful world, and in remembering those lost at his hands!

24
Off Topic / Laptop Speaker Help
« on: April 29, 2011, 11:29:15 AM »
Guys, I've got a bit of conundrum.  I don't know what the heck's wrong with it, but now every time I turn my laptop's integral speakers above a certain level I get a terrible noise through them (sounds like the YRRAARRRR noise a microphone makes sometimes).  Turn the speakers down (or of course mute them) and the sound goes away.  Also, if I boot the computer the speakers won't make the noise...but as soon as I try to play any kind of sound through them, it comes back.  I cannot find a settings issue (of course it doesn't mean there isn't one).  Any ideas??????  ???

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