Showing posts with label Vehicles. Show all posts
Showing posts with label Vehicles. Show all posts

Monday, July 27, 2026

2001 Desert Striker - Around The Web

The Desert Striker is 25 years old.  It has faded into obscurity since its release.  But, even during its heyday, the vehicle was never all that popular.  Collectors of the early 2000's had multitudes of cheap vehicle options available to them.  This was enough to make the Desert Striker something of an after-thought.

Today, you don't see the vehicle all that often.  Usually, it's more a function of collectors having one nearby to enhance a photo instead of the vehicle being the focal point of the scene.  But, it is nice to see some of these early collector focused toys still in use.

Desert Striker Profile

Unproduced Desert Striker Dusty

Desert Striker at Hit and Run's Field Notes

Desert Striker by scarrviper

Desert Striker by ironman3719

Desert Striker by TitusLester32

Desert Striker by mrmikevinthepit

Desert Striker by vintagetoystuff

Desert Striker by p0intman4


2001 Desert Striker, 1987 Maverick, Knockdown, Battleforce 2000


Monday, May 11, 2026

1988 IMP

While I didn't buy many Joes in 1988, my younger brothers still picked up quite a few toys.  When no one was around, I'd dig them out and play with them a bit to check them out.  As newness was always paramount to the the most used toys in our house on any given day, I found the fresh items to be the type of thing I wish I had owned just one year earlier.  It was how I stayed connected to the Joe line.  But, my brothers weren't as into G.I. Joe as I was.  And, when it came to vehicles, they didn't really push for any of the larger 1988  releases.  They did, though, get quite a few of the smaller vehicles that debuted that year.  Along with the AGP and Desert Fox was an oddball Cobra vehicle that had some callbacks to the classic Hiss Tank.  The Imp was one of Cobra's new vehicles for the year.  It wasn't overly impressive.  But, a deeper look finds it to be a pretty solid toy that's fun to have around.

1988 was a weird year when it came to vehicles.  You had these extremely grounded G.I. Joe vehicles like the Warthog, Mean Dog and Desert Fox that were juxtaposed by oddball Cobra items like the DEMON and Bugg.  The flagship toy of the year, the Rolling Thunder, was substantially less impressive or large as the mainline cornerstone pieces from 1985 through 1987.  You had the Battle Force 2000 vehicles that were meant to replicate the Transformers experience in G.I. Joe.  Cobra (and the Iron Grenadiers) got a submarine, boat, 3 aircraft and 3 ground vehicles.  The aforementioned DEMON was large and impressive.  The Adder was much smaller and mean as support.  This left the IMP as Cobra's only foray into a mid sized ground vehicle for the year.  And, as the 1987 line didn't have any Cobra tanks, either, 1988 was a weird year where Cobra itself only had a half hearted, mid sized missile launcher to battle your Joe vehicles.

This leaves the IMP in a weird position where it didn't really get a fair shake.  It was asked to be more than it could deliver in its release year.  But, when taken against the line as a whole, the IMP stands up better.  When it doesn't have to shoulder the burden of being Cobra's primary attack vehicle, you can find some serious value in its supporting role.  Imps could shoot down aircraft.  Or, they could block infantry to dust with the landmines that dropped from the missile shafts.  The rotating gun near the cockpit was useful in keeping pesky Joes away, too.  It had just enough play value to be useful.  For a relatively cheap toy, that was all you could ask.

I have a few fleeting memories of the Imp.  Being beyond my toy playing years, I mostly admired the vehicle.  In the rare times I'd play with it, the adventures were quick.  Usually, it was a one off where the missiles would bomb some crappy Joes into oblivion.  I do recall spilling the mines over figures on at least one occasion.  In the mid 1990s, though, the Imp was among the few vehicles that were lying around.  So, it would get picked up as a way to grind some newly acquired 1993 Joe army builder beneath its treads.  That was the extent of its use.  As a collector, though, I found some good use for the Imp.  It's fun to photograph and provides some diversity from Hiss Tanks or Stingers.  The idea of Cobra having long range missile launchers is kind of fun.  It makes Cobra so much more of a real threat as they can destroy massive civilian life and infrastructure from close proximity.  This means there are no countermeasures and cities would live in terror of the next attack.  For me, it was this fear that made Cobra powerful.  The Imp was a means to that end.

The Imp's colors are...OK.  The maroon body with the silver launcher is pretty strong.  The black treads work well, too.  But, the bright yellow gun is distracting.  Not because it's bright yellow.  The color is a high contrast against the maroon and can be visually distracting.  It's also tough to match figure colors to the Imp.  The box (and, therefore, 95% of collector photos!) shows the 1988 Toxo Viper manning the vehicle.  He's not a nice match.  Really, the Astro Viper is a better fit from a color perspective.  There aren't many other options from the depths of the line, either.  Maybe Gristle would be a nice match up.  I didn't think of that until my Imp was boxed up.  So, it will be on the list when I get around to an Around the Web post about the IMP in 2030 or so.

It's actually a shame that the IMP didn't get a repaint.  In Cobra blue, black or crimson, it would fit perfectly with a Cobra convoy of Stingers, Hiss Tanks and STUNS.  It even fills a purpose that those other vehicles really don't cover.  It could have been a cheap repaint in the 2000's that could have been used in one of those 3 figures/1 vehicle/1 towed battle station three packs that Hasbro really liked in 2004.  I daydream of a set with an Imp, a repainted Mountain Howitzer along with a Hiss Driver and two Cobra Troopers.  But, the mold was likely lost in India.  And, Hasbro lacked the creativity to make something fun like that happen.  And, let's be fair, collectors of the early 2000's would have vehemently complained had a vehicle like IMP been reused when the Stinger had not.

Speaking of India, the IMP had a decent life.  After its retail run through Hasbro, the mold was shipped off to Brazil.  Estrela released the Aniquilador.  The colors are very similar to the Hasbro version.  The red is a bit darker.  And, the body mold is stamped with an Estrela marking.  After that, the mold was to India.  The Funskool Imp is a brighter red color.  It was among the early imports of Funskool vehicles to American dealers in 2001/2002.  It wasn't a good seller.  And, vehicle imports were then limited.  So, it's kind of hard to find a Funskool Imp today.  Without the imports, it's tough to determine when Funskool ceased production on the Imp.  But, it's very unlikely that Hasbro ever got the mold back.  It could still be out there.  It's just not something anyone's ever going to endeavor to track down.

Imps are cheap.  Mint and complete versions can be had for between $10 and $20 depending upon how quickly you want it.  Despite the small mines, complete versions are common and easy to find.  So, there's no reason to not have an Imp or two in your collection.  It's a solid alternative to the staid Hiss Tank.  And, it makes a very nice backdrop for photos.  It's no more ridiculous than any other Cobra vehicle.  It doesn't even take up very much space.  Combine that with a cheap price and you have an entry to the Joe line that is useful and fun.  The Imp is never going to be as popular as the more traditional Cobra ground attack vehicles.  It has its place, though, and is worthy of being a part of any collection.

1988 Cobra Imp, 1991 Toxo Viper, 1988, 1992 Deep Six, Eco Warriors

1988 Cobra Imp, 1991 Toxo Viper, 1988, 1992 Deep Six, Eco Warriors

1988 Cobra Imp, 2020 Black Major Worms, Snow Serpent, 2019


1988 Cobra Imp, 2008 Headhunter BAT, 1990 Super Sonic Fighters Viper

1988 Cobra Imp, 2008 Headhunter BAT, 1990 Super Sonic Fighters Viper

1988 Cobra Imp, 1989 Track Viper


Friday, April 3, 2026

1983 Dragonfly - Around The Web

It's tough to beat the Dragonfly.  It's a drastically superior toy to the over-rated Skystriker.  And, even after 11 years of additional releases, the Dragonfly held up and remained a necessary element of any collection.  It both displays well and doesn't take up a ton of space.  It has a lot of details and features that give it depth that makes it visually interesting.  And, it works perfectly with the figures from that era.

There's plenty  of content on the Dragonfly out there.  So, stop by all the links below and check it out.

1983 Dragonfly Profile

1983 Dragonfly by cyko_9

1983 Dragonfly by cobra_florence

1983 Dragonfly by jonita_rodriguin

1983 Dragonfly by darkstar_vintage

1983 Dragonfly by gen_liederkranz

1983 Dragonfly by thedustinmccoy

1983 Dragonfly by codename.steve

1983 Dragonfly by still_a_big_kid

1983 Dragonfly by littlegreenmentoyz

1983 Dragonfly by Evilface

2023 Pilot Scarlett, Haslab, Skystriker, Funskool Flint, 1998 Ace, TRU EXclusive, 1983 Dragonfly


Friday, March 13, 2026

1991 Badger - Around The Web

As the 1990's dawned, the Joe line changed.  Specifically, the vehicles.  The number of vehicles and playsets in the line was greatly reduced.  And, the pseudo-model kit aesthetic of the releases changed into more more molded pieces.  The result is a less iconic class of vehicles that still function as solid toys.  Lost in the shuffle is the 1991 Badger.

The Badger is a fun little attack vehicle.  The spring loaded missile launcher isn't over-done.  It can work as a cannon or a launcher.  The driver is protected by a roll cage.  And, the front and back feature some nice detailing.  In short, it's a worthy successor to the '80's classics.

Like most 1990's vehicles, though, it's pretty rare to see the Badger in use.  I found a few solid photos.  So, take some time to check them all out.

1991 Badger Profile

1991 Badger by  thedustinmccoy

1991 Badger Toy Commercial by 3DJoes.com

1991 Badger by pygmygorilla

1991 Badger by halfthebattletimmer

1991 Badger by gijoe_pty

1991 Badger by dawghaus_

1991 Badger by ptytoys2021

1991 Badger by crimsonguardjay1

1991 Badger by formbx257

1991 Badger by gijoe_pty

1991 Badger, 1992 Deep Six, Eco Warriors, 1994 Beach Head


Wednesday, October 22, 2025

1984 Chameleon - Around The Web

The Chameleon is both a toy that is essential to Zartan and one that is completely inconsequential to your enjoyment of the Zartan figure.  It's something that's great to have and really completes Zartan as a toy.  But, Zartan is also so good that he can be an iconic collection piece, even if you don't have the swamp skier.  It's a weird juxtaposition.  

The upside is that there's lots of content on the Chameleon and Zartan out there.  Many people use them effectively and make some fun stuff.  

1984 Chameleon Profile

1984 Chameleon by backyardjoes

1984 Chameleon by cobra_rules_cybertron

1984 Chameleon by Prince Adam

1984 Chameleon by keithmccleary

1984 Chameleon by gijoe_nation

1984 Chameleon by cobra_rules_cybertron

1984 Chameleon by yotothejoe

1984 Chameleon by keithmccleary

1984 Chameleon by codename.steve

1984 Chameleon by cobra_rules_cybertron

1984 Chameleon by gijoe_for_fun

1984 Chameleon by viper_space

1984 Chameleon by codename.steve

1993 Ninja Force Zartan, 1984 Chameleon, Flak Viper


Tuesday, September 30, 2025

2020 Night Force Snake Armor - Black Major

I do not like the Snake armor.  I hated it as a kid and it has been completely and utterly irrelevant to me for over 40 years.  But, one of the things that helps us grow as people it to take another look at something we dislike and try to understand why we dislike and if the circumstances around that dislike warrant another evaluation of our opinion.  It's something good to do with political views, social conventions and even the people in and around your life.  So, when Black Major produced Snake Armors in 2020, I saw an opportunity to pick one up and see if my childhood bias against the toy held up.  In this case, I'm actually looking at a Night Force version of the Snake armor.  I'm not sure why there's a Night Force version.  But, it was cheap and included a Stormshadow repaint I wanted.  And, the base colors are Cobra enough that it solved my need for a sample of the Snake that would help determine if I've been wrong for the last 4 decades.

The Snake came out in 1983.  It was a cheap toy that was meant to fill the price gap between a figure and base vehicle.  At the time, Hasbro ensured Joe toys existed within price points so that G.I. Joe toys were a possibility for any level of gift giver.  And, because of this, my brothers and I got no less than 3 Snakes between birthdays and Christmas in the fall of 1983.  By that point, I was completely engrossed in G.I. Joe and they were the only toys I really played with. So, ostensibly, any Joe toy would have been an awesome addition to my toy room.  But, Snakes were not.  From the get go, I found them useless.  The last thing I wanted was a suit that limited articulation on my figures.  I could easily imagine some force shield that offered all the power of a Snake without limiting my ability to pose the figures any way I wanted.  But, the most damning aspect of the toy was that, in order to use it, it took a figure out of rotation.  Someone had to be inside the suit for the thing to work.

So, now we get the crux of the issue.  Pretty much anyone reading this would say, "What about the exoskeleton included with the Snake that allowed it to be set without a figure?!?".  Usually, this would be prefaced or ended with the word dummy.  (Or, your expletive of choice.)  But, we'll save that.  Because, you see, I didn't know about the exo skeleton piece.  In all three of our Snakes, that little part was tossed with the leftover sprues.  I'm not sure why.  Maybe it was the zeal of opening something new.  Or, I was just a moron who missed it.  But, I didn't know this part existed for a many years.  So, this is the part where you call me a dummy.  

But, to be fair, this was not the end of the Snake for me.  In time, certain Cobra figures got broken.  Even as a kid, I could not abide by figures with broken crotches or thumbs.  So, when a Cobra Officer was damaged, it made perfect sense for him to slide into the Snake as the operator.  This allowed me to use the Snake.  But, it also didn't cost me a figure since someone already broken was no longer considered part of my actual collection.  But, even with this addition of a figure, I found the Snake lacking.  Like the MANTA, the Snake didn't stay together all that well when you actually played with it.  And, the lack of poseability still killed it.  In short, the Snake couldn't manage to find a way into my adventures.

In 1984, I started buying the Joe comic.  In short order, I found a local comic book shop and started buying back issues of the Joe issues.   Eventually, I came across issue #19.  Here, Dr. Venom put Kwinn and Snake Eyes into the Snakes and had them attack the G.I. Joe Headquarters.  I had a few problems with this issue.  First, Dr. Venom kept referring the Hiss Tank being "Cobra blue".  As the Hiss was canonically black, I found this a glaring error.  Second, it didn't make sense to me that Kwinn and Snake Eyes would have their bodies controlled, but still have clear enough minds to shoot the locks on the suit.  Finally, it was self defeating to have these invincible suits who could be cracked open by a guy who somehow managed to get a remote controlled machine gun to fire manually.  The upside, though, was that the terrible suits were proven very ineffective.  And, in my mind, my dislike of Snakes as a toy and a concept were codified in the comic forever.

But, at its core, my dislike of the Snake went deeper.  Generally, I was not a fan of robots.  For some reason, I never got the robot bug.  This manifested itself in 1986 when I found the BAT a fairly lame toy and character.  BATs were fun for about 4 minutes before Sgt. Slaughter would slip behind them, shoot them in the back and watch them burst into flame...rendering them absolutely useless.  I was shocked to find my friends and even random kids at the store who LOVED BATs.  I didn't get the fascination with robots.  And, I still don't.  I see collectors going ga-ga over mechs and things and I simply don't understand the appeal.  But, to me, the humanity of the characters was a driving force in my play.  So, even in my days of playing with Star Wars figures, I rarely found the robots interesting.  Monsters and aliens could be given personality.  But, I just didn't click with robots.  And, to this day, I find anything that heavily features robots to be kind of boring.

The Black Major Snakes are very well done.  They are of high quality and display nicely.  The paint masks are crisp and the rainbow of colors allow even curmudgeons like myself to find something of interest.  Snake accessories tended to break on the vintage toys.  With the Black Major figures, the risk is still there.  But, the attachments fit snugly and work very well with the arms.  The parts fit together without falling apart.  And, even with the exo skeleton inside, the toy stands and functions just fine.  

There are tons of Black Major paint variants of Snakes available.  A few colors were even metallicized and you can get shining versions that look like Christmas ornaments if you are so inclined.  The original Snake had an interesting life.  Hasbro released the white version in 1983.  Then, in 1985, they repainted it into a blue version.  I have no idea why the Snake got this treatment when other, far better vehicles in the price point did not.  But, the blue Snake exists and is somewhat rare.  In Europe, Palitoy released a red Snake named the Escape Armor for the Red Shadows.  Of course, it's highly desirable and expensive.  Funskool finally released the Snake in the 1990's.  There are various hues, the most famous being a gray version.  Again, this is hard to find and you'll pay a premium for one.  So, for a crappy, crappy toy, there are tons of variants out there.  Yet, there are only two Flight Pods and one real coloring for the CLAW....

Black Major Snakes dried up pretty quickly.  While you can still find them, the initial assortment sold out far faster than I would have thought.  All this proves is that my take on the Snake is the minority opinion in the community and the design is generally well liked.  Less desirable colors of the Snake are still available in the $12 range.  But, some of the most desirable colors almost never appear for sale and will command a premium.  For me, it was easy to get one like this Night Force version because it was more about having one Snake to review than having the right colors.  If you're a Snake fan, that might not be the case.  

2020 Black Major Night Force Snake Armor, 1993 Dr. Mindbender, 1992 Overkill, BAT Commander, 1994 Star Brigade Cobra Commander


Tuesday, August 12, 2025

1986 Night Raven Drone

The 1986 Cobra Night Raven is an amazing display piece.  Based on the classic "Blackbird" design, the plane is one of the most visually stunning pieces of the era.  On the ground, it looks great.  And, there's a lot of play features to load the plane up, set up the pilots and work on the various engines.  But, once you button the plane up and want to play with it in the air, the Night Raven kind of sucks.  It's huge, bulky and difficult to maneuver, especially for a kid.  The Night Raven is one of those toys that is valuable in your imagination.  But, in practicality, it's not a great toy to zip around with in the backyard.  You couldn't hold both it and, say, a Skystiker to simulate air to air combat.  And, with planes, that's the real value of the toys.  So, as a kid, the Night Raver was a disappointing item.  But, there is a neat little add on feature that solves for all of this.  For some reason, the Night Raven included an attached drone that held a single pilot.  There's no reason for this item to exist.  But, it does.  And, it provided all of the usefulness for the Night Raven in my childhood collection.

As a kid, I didn't much like aircraft.  The reason was that, in reality, aircraft were the most valuable weapons to each side.  And, from their planes, the factions could bomb or missile each other into oblivion with no real drama.  I had an army of cool looking combat soldiers, jeeps, tanks and other oddball contraptions, though, that I wanted to fight each other.  Having an aircraft come in and obliterate all the Hiss Tanks or Maulers just seemed boring and anti-climatic.  So, I created circumstances where aircraft were largely useless.  I worked out a scenario where the atmosphere had been made too thick for large planes to get off the ground.  So, items like the Skystriker and Night Raven were difficult to use, expensive and not overly effective.  What did work, though, was smaller, lighter aircraft that didn't have huge range and lacked the ability to carry devastating weapons.  So, instead of a Night Raven bombing away an entire Joe base, I had Night Raven drones being used as glorified anti-infantry weapons.  They had to fly close to the ground.  And, their cannons were less powerful than those carried by most vehicles.  They could be shot down by an infantryman with a standard weapon.  And, with these guidelines in place, my aerial warfare was curtailed to toys that were more fun to play with than their larger, more realistic counterparts.

The drone was perfect because it could fit in one hand.  In the other, you could have a Sky Hawk.  And, you could then play out the most dramatic dog fight you could imagine.  In short, the drone was able to deliver the aesthetic appeal of the entire Night Raven in a small package that you could take on car trips so you had something to do.  The drone became the de facto aircraft for my Cobra forces.  The following year, Cobra, officially, became the faction of drones when the Mamba drones entered my collection.  I used them a bit differently.  But, all the drones were Cobra's way of using a crop of expendable pilots to take out Joes.

One of the more memorable stories of my youth was G.I. Joe Special Missions #5.  This was a dog-fight story.  It was better suited to Special Missions than the main book.  And, frankly, the story wasn't as good as the dog fight in G.I. Joe #34.  So, moving it to a secondary book made the comparisons moot.  But, the seminal moment of the story was when the Strato Viper realized he was trapped in the cockpit of his Night Raven as it sunk into the ocean.  He was carried to the bottom of the sea where he got to slowly asphyxiate in a cramped coffin.  This visual stuck with me.  And, it became a scenario that would befall both Joe and Cobra pilots in my childhood adventures.  Often the pilots would still have radio contact with the surface.  So, the rescue crews could hear them dying.  Other times, the divers would reach them in time.  But, they would then make an error during the rescue and the cockpit would suddenly implode when the pressure finally proved stronger than the glass and steel.  These adventures were a great way to combine air and sea figures and vehicles.  And, were very popular with me for that reason.

Joe pilots wore airmasks.  The Silver Pads Grand Slam (my childhood Sky Hawk pilot) wore Lifeline's air mask while in flight.  So, when trapped under the water, they would survive longer.  Usually, this allowed a hovercraft to reach them and winch them to safety.  But, not always.  Cobra's pilots were more expendable, though.  They lacked the extra survival gear.  So, it was less likely that their rescue teams would reach them before their air supply gave out.  The more likely scenario was that the Joes would arrive first.  And, they would endeavor to rescue the pilot.  Not to save his life.  But, instead, to gain a prisoner as a bargaining chip.  The real plum, though, was an intact drone that could be studied for weaknesses.  As most drones that were shot down simply exploded either upon impact or the fuel tank being breached by a bullet, it was rare for the Joe to get an intact specimen for study.  The intact ships they could salvage from the bottom of the sea were valuable.  But, if the pilots happened to run out of air before the wreck was pulled to the surface, the Joes weren't going to lose any sleep over it.

The drone has one large flaw: it has no landing gear.  The drone was never intended to really fly on its own.  And, as an add-in, it wasn't designed to stand on its own.  So, there's no real way for it to land.  As a kid, things like this would bother me.  But, with high quality toys, I usually found a way around such limitations.  And, the smooth underbelly of the drone allowed it to glide across my bedroom carpet.  So, I could accept that the drone could land with no wheels and was designed to withstand a skidding across the terrain as the bottom of it dragged the drone to a halt through massive friction.  More than once, a poor Strato Viper landed on terrain that was too rocky and either ended up as an end-over-end fireball or, was sliced to ribbons when he went through the windshield, head-first, when the drone stopped too abruptly on a piece of debris.  To account for small takeoff spaces, I had the drones designed to take off by flying in circles on the ground.  Here, they built up speed until they could get enough lift to fly away.  It was a dumb moment.  But, it allowed the drones to operate in far more areas and be far more effective.

My real final adventure with the drone was when I finally decided to use the Night Raven.  With it, I'd have the drone attempt on in flight docking onto the larger planes back.  These would be high tension moments as any wrong move would end both ships.  Sometimes, the drone was be successful.  Other times, it would turn off its engines, but not actually lock into place.  The poor drone pilot would then freefall to a fiery end unless he could restart the engines while in freefall.  The final scenario was the catastrophe.  Here, the drone would make an error and the entire Night Raven would be destroyed.  I imagined that the little drop down cockpit on the Night Raven had parachutes inside it that could be deployed in the event of disaster.  So, as the drone pilot killed himself, the Night Raven pilots could safely eject.  Or, in many cases, eject and discover in their own freefall that the parachutes didn't deploy.  Being a pilot in my childhood collection was a rough life.

In my early collecting days, I had designs on getting a small army of drones.  But, that never came to pass.  And, the two I had in my collection never really got used.  My acquisition of a Firebat pretty much ensured that the drone was never going to be used again.  So, my drones are mostly packed away.  They aren't great to photograph.  So, that really limits any use I might find for them.  They're one of those toys that I've simply outgrown.  The memories are still there.  But, today, I'd be hard pressed to think of a time I've actually used just the drone aside from the one time I took in out for photos you can see below.

The Night Raven drone actually has a bit of history.  It was used with the Night Raven.  But, then, in 1989, it was slightly modified and ported over to Joe.  This repainted, white version was included with the 1989 Crusader space shuttle.  The drone was meant to be an ancillary spacecraft that supported the shuttle.  In this context, it kind of works.  The drone is space-agey enough to pass as a small shuttle.  And, Joe always stretched the realms of realism (despite the lamentations of many fans).  So, it was a solid addition to the updated shuttle.  As the Night Raven drones evolved, there are construction variants on it, too.  Some of the connector tabs are different.  Some that work better are also more prone to breakage.  But, if you amass enough of these drones, you'll spot a few differences in the mold.

Night Ravens are an iconic piece of the Joe line.  As such, dealers will  try to sell high quality versions for over $200.  Left to the market, the real price is slightly more than half of this, though.  The Night Raven was produced in massive quantities and isn't hard to find.  Even the smallest pieces are readily available.  It's not all that easy to find drones on their own.  If you can, complete ones will run in the $20-$30 range.  Really, that's a solid price for a neat toy that can stand on it's own.  But, you're probably better off just buying a full Night Raven to get the experience the entire toy brings.  Then, you can take off the drone to your heart's content.  For me, the value in the drone are the memories it holds.  Without those, you might find more limitations from the design.

1986 Night Raven Drone, 2001 Shadow Viper, Rock Viper, Range Viper, 2000

1993 Star Brigade TARGAT, 1986 Night Raven, Drone, Crimson Guard Commander


Friday, June 13, 2025

Rarities - Rubiplas Fang II (Venezuela)

There is a fairly direct line between exclusive G.I. Joe toys produced by the Plastirama toy company in Argentina in the 1980s and those also produced by the Rubiplas toy company in Venezuela.  Most collectors know about the Venezuelan Cobra Mortal exclusive who is all white instead of red, chrome and black like the Argentinian release.  But, Rubiplas produced a robust line of G.I. Joe figures and vehicles, all of which are exclusive to Venezuela.

Below is a FANG II produced by Rubiplas.  This toy was likely released in the early 1990's.  It's possible there was an accomopanying line of figures that are less known that accompanied this toy.  (For example, the 1989 Snake Eyes was also released by Rubiplas around this time.)  But, it is interesting to see an exclusive vehicle produced for the Venezuelan market.

Rubiplas releases are the most difficult foreign exclusives to acquire.  (Yes, there are individual items from other countries rarer than Rubiplas toys.  But, overall, you can get samples of Funskool, Estrela, Plastirama and even Nilco more easily than you can find Rubiplas items.)  For a brief window in the mid 2010's, there were a few avenues to acquire the items directly from Venezuela.  But, as Venezuela has faced political crises, many of those doors have closed.  As such, you'll pay a premium for any Rubiplas release.

Generally, the Rubiplas vehicles are based on the Hasbro color schemes.  (There are a couple of notable exceptions like the Thunder Machine.)  But, there are the traditional shading and hue differences in the plastic colors.  But, to most collectors, the differences on these vehicles are slight and would be difficult to notice.  So, these items are more interesting as an obscure something to have from a different continent.

Rubiplas FANG II, Venezuela

Rubiplas FANG II, Venezuela

Rubiplas FANG II, Venezuela

Rubiplas FANG II, Venezuela

Rubiplas FANG II, Venezuela


Friday, May 30, 2025

1984 MANTA - Around the Web

The MANTA is the most viewed page on this site.  It's not even close.  It's been viewed more than 5 times more often than the 2nd most popular post.  Even now, this profile consistently pops up in the top 5 of the week, 5 years since it was first published.  I have ZERO idea as to why this is.  Is the MANTA really that popular?  Or, is it just a weird coincidence where that post happens to have a couple of fans who use it as a launching pad into the site?  The reference data for the site offers no clues.  So, I can not explain why the MANTA gets so much traffic.

All this aside, the MANTA is one of those things that, as a kid, I hated.  It was kind of a crappy toy.  It looked neat.  But, when you tried to play with it, the thing fell apart if an eyelash brushed against it.  As an adult collector, though, it's impossible to look at the MANTA other than a singular feat of toy design and engineering.  The fact that that it could be broken down and put into a backpack is just amazing.  And, the combination of plastic and vinyl to create a reasonable looking sail is inspired.  

There's a lot of good content on the MANTA out there.  And, you'll notice a lot of different names among the creators this time around.  Hopefully, you'll discover someone new who does some cool stuff that you'll enjoy.  So, enjoy this MANTA content.  And, I'll continue to puzzle over why the MANTA is the single most popular spotlight I've ever done.

1984 MANTA Profile

1984 MANTA by RTG

1984 MANTA by gen_liederkranz

1984 MANTA by gijoe_c4_panama

1984 MANTA by clutch_rules

1984 MANTA by HCC788

1984 MANTA blueprints at Joe A Day.com

1984 MANTA by 80stoyattic

1984 MANTA by evilface

1984 MANTA by flatline 54

1984 MANTA by chaplainjoepod

1984 MANTA by matemylar

1984 MANTA by animalvaders

1984 MANTA by sintechness

1983, 1984 MANTA, Mail Away, Windsurfer, Spirit Iron Knife


1983, 1984 MANTA, Mail Away, Windsurfer, 2022, Torpedo, Stalker








1983, 1984 MANTA, Mail Away, Windsurfer, 1989 Stalker


Monday, May 26, 2025

1986 STUN

The 1986 Cobra STUN  is a stupid, stupid vehicle.  It is terrible in so many ways.  I'll enumerate many of them later on.  But, all of that is, largely, irrelevant.  Why?  Because, the STUN is a fun toy.  And, that's all that it was really about.  G.I. Joe wasn't about fundamental military realism.  (Despite what douchy Facebook "Joe Bros" want to believe.)  It was about really fun toys that kids would love to play with.  And, the STUN delivered on that premise.  Many of things that made it a rolling death trap were also the features that were the most fun to me when I was a kid.  Even then, we realized the sheer ridiculousness of the design.  But, we could forgive it due to how much play value was packed into the STUN.

The STUN features the classic Cobra colors of black and red.  It's a perfect match for many Cobra vehicles from the classic era and seamlessly blends with Hiss Tanks, Stingers, CATs and Adders.  And, as such, it's also a strong match for Vipers, Crimson Guards and even the Motor Viper who is its intended driver.  The aesthetic and scale are different from the aforementioned toys, though.  The STUN was definitely a product of the 1986 release year.  But, it works perfectly with figures released along side it.  Even with the colors, the STUN doesn't get as easy a pass as some other vehicles do, though.  I get the reasons why.  But, for me, the memories and importance of the STUN far outweigh any concerns about the vehicle's viability.

I first acquired the STUN in the summer of 1986. We went to the local Children's Palace store that was, literally, right next door to the local Toys R Us.  There, they had STUNs stacked in a huge display on the floor.  There were tons and tons of them.  I bought one and it immediately became the backbone of my Cobra mechanized legions.  The HISS Tank had been around for a while.  And, it was kind of stale.  The Thunder Machine was a newer acquisition.  And, it was a key component of every Cobra attack that deployed against the bases I set up in my room.  But, the Thunder Machine had limitations since it had just one gun.  And, while it was impressive and deadly against infantry, the Thunder Machine wasn't as effective against more powerful Joe armor.  The STUN solved for this.  I envisioned the larger cannons as being able to easily take out more powerful Joe vehicles.  And, they were still small enough to work against infantry troops, too.

The STUNs real power, though, was that it was fast.  It was, in fact, the fastest vehicle in my entire collection.  This was imperative because the STUN needed speed to offset the design limitations that left the crew so exposed.  It would speed around the battlefield, outrunning the ability of infantry troops to track it with their weapons.  Lumbering Maulers were no match for the STUNs which could surround and disable them.  The only vehicle I had which could match up against the STUN was the HAVOC.  At the time, the HAVOC had only been in  my collection for a month or so.  So, I was wont to make it as important as possible.  The comic had an issue where the HAVOC was a foil to the Thunder Machine.  But, I found the STUN a more worth adversary.  STUNs could take out HAVOCs and vice-versa.  And, since each vehicle required a full crew and had a rear gunner station, there were exponentially more play possibilities than I could have with any other two vehicles in my collection at the time.  

My STUN had a standard crew.  The Motor Viper took the main driver seat.  These guys were nuts.  They had to be in order to operate such a death trap that ensured instant death for the driver in most of the missions it would undertake.  In 1987, the Accessory Pack version of the '86 Viper's rifle would join the Motor Viper to give the STUN extra firepower.  The front gun pods were manned by '84 Hooded Cobra Commander figures.  We had three of them.  Some had broken thumbs or crotches.  But, I could overlook those for guys who just sat in gunner pods.  I had always used the Hooded CC's as Cobra gunners in the Hiss Tanks and ASP.  So, this was just an extension of their existing duties.  In the back gunner chair was my '86 Viper whose thumb had broken.  I had snapped him early in his life.  (Which was rare for me in 1986.)  So, I had replaced the figure with another one.  The broken thumb figure was perfect for the rear gunner chair.  I could outfit the STUN with more figures if the need arose.  But, this configuration would invade Joe bases for the remainder of my childhood playing days.

I've written about my childhood room before.  It was an addition that was attached to an existing bedroom.  I had tons of space.  But, the entrance was a hallway that stepped down into my room.  This hallway was a perfect runway for a Cobra attack.  The Joe base would be beneath the step.  And, against the step, I would build the security perimeter for the base.  I would have the Bridge Layer bridge be the only ramp down the step.  And, I'd have various ladders from old Fisher Price toys set up for the men to climb over the barrier.  I'd set up old broken vehicles, TIE Fighter wings and rusting TONKA fire trucks as the remainder of the barrier.  Among the gaps I'd place things like the Outpost Defender, Checkpoint Alpha and the smaller Battlefield Accessory sets with sandbags and walls.  Figures would man these areas with key figures occupying other spaces.  

Cobra would attack by coming down the hallway.  They'd have legions of STUNS, Hiss Tanks and the Thunder Machine.  (The Thunder Machine was an army building vehicle like the STUNs and Hiss Tanks...even though we only had one of each.)  It was the STUNs, though, that did the damage.  They'd zoom around the battlefield, outrunning the fire from the positions.  The heavy cannons would knock down the barriers or blow holes through the defenses.  The stationary emplacements would get destroyed.  My key Joes, often occupying individual spaces instead of the playsets, would be the ones to take out a STUN or two.  But, since they'd mostly do this by killing the Motor Viper who was driving, the high speed vehicles would then crash into the defenses, often opening the door for Cobra Infantry to advance through towards the actual base.

As the front line fell apart, the heavy Joe vehicles would come out.  Here, they'd engage with the STUNs with success that varied on my mood.  For me, Joe was always the underdog.  They were outmanned and outgunned by Cobra.  So, their victories were never guaranteed.  They'd often sustain losses, too.  But, I could have different figures become the major heroes of the day.  And, I could have Cobra "lose" while still completing their objective like capturing key Joes or simply acquiring intel from a breached base.  As the STUNs would roll down the bridge over the stair, they'd encounter far more individual troops.  Here, the massive wheels on the STUN became another weapon.  STUNs moving an incredibly high speeds would run over Joes in the melee.  It was a fear tactic and an effective additional weapon the STUNs could wield.  And, due to this, the STUNs were the most dangerous adversary the Joes could face.

This all sounds like STUNs were unstoppable.  But, here's where we get into the ludicrous limitations of the STUN itself.  The STUNs front features a rounded gun pod.  They slant upwards...towards the driver.  So, the Joes would just have to target their fire onto the front of the STUN.  While the small arms couldn't penetrate the armor to kill the gunners, the bullets would be deflected directly at the driver.  So, Motor Vipers were pretty easy to kill.  They had no protection and were the highest point of the vehicle.  As soon as the driver was hit, the STUN would go out of control.  At their high travel speeds, the resulting crash would kill the remainder of the crew and destroy the vehicle.  It would also take out anything it hit.  Sometimes, that was the Joe defenses.  Other times, it was another Cobra vehicle.

These limitations prevented the STUNs from being a game changer.  Even a couple of guys with minimum weapons could take one out because the driver was so vulnerable.  The STUNs main danger was en masse.  While individual STUNs could be taken out quickly, a large group of them could inflict massive damage before they could all be neutralized.  So, Cobra would send in a wave of STUNs who would do passes at the defenses  until all the STUNs were gone.  Then, the more stable Hiss Tanks and Thunder Machines would come in and handle the remainder of the battle. It made the STUN a super valuable part of my Cobra army.  But, it also prevented it from making Cobra too powerful.

In addition to this flaw, the STUNs gun pods can open.  While this gave the STUN a great zone of fire for its main weapons, it also slowed the vehicle down.  And, with the pods open, the Motor Viper was still brutally exposed.  Slower moving STUNs were easy targets, especially with the exposed driver.  The flailing gun pods also made the three wheeled STUNs unstable.  So, they couldn't turn with the precision that the drivers were used to.  This would also result in crashes.  These would, often, be less devastating events and the driver or gunners could survive.  This is why the Motor Vipers got the rifles.  They needed heavy weapons to assist in the battle when their STUN was disabled by a foolish gunner who opened his pod at an inopportune time.

STUNs were also a useful transport for Cobra hierarchy.  Here, the STUN wasn't an attack vehicle.  But, instead, a manner for key Cobras to quickly move between fortified Cobra positions and secret bases.  These adventures with the STUN were less frequent.  But, they showed the versatility of the STUN.  Cobra lacked any aircraft that could hold more than one passenger in addition to the pilot.  And, those planes were large, brittle or unwieldy.  So, for me, land transport was the only real option for Cobra high command to travel between bases.  The STUN could hold 4 of them with no issues.  And, if I wanted, could even take a few more on the foot pegs.  (Again, accuracy be damned.)  So, the STUN had an additional purpose that made it useful, even when it wasn't just a fast attack vehicle taking out a base.

You can't talk about the STUN without discussing the flags.  These two pieces are problematic because the slim plastic hasn't aged well.  The flags have become brittle and prone to breakage over the past 40 years.  On top of that, the flags were positioned on the vehicle in such a way that typical kid storage in a toy box would have bent them over and snapped them even back in the '80's.  On top of that, the engine covers can also be brittle.  But, they are more likely to be lost due to their smaller size.  The rear gun can also be missing as it was also rather small.  But, if it was properly affixed, it was harder to remove.  It's not hard to find a STUN that's complete with the exception of the flags.  But, the flags are a premium piece, now.  You'll see an alarming number of high quality STUNs sold with broken flags...showing even kids who were meticulous with their toys ended up with broken STUN flags. 

The STUN got two vintage releases: the 1986 original and a Python Patrol repaint in 1989.  Somehow, the flags on the Python version are even more fragile than those from 1986.  The STUN never got any foreign exclusive releases.  But, in 2004, it got a surprise release as a convention exclusive.  This version was colored as an homage to the vintage Dreadnok vehicles.  But, the quality was poor.  Collectors didn't find the vehicle to be of much use.  There was a feeling that it was a bad match for the look of the Dreadnoks.  And, the repaint never took off in the community.  It's a shame there was never a retail STUN released during the repaint era.  But, the original was colored perfectly.  So, there wasn't a lot of potential left in the mold.  And, since vintage STUNS were pretty cheap through the 2000's, a repaint was unlikely to have become a popular choice for a retail release.

STUNs are one of those vehicles that can be had cheaply...provided you don't care about certain elements of completeness.  A nicely conditioned, fully complete STUN with unbroken flags is about an $80 item.  However, take just the flags away and they run between $20 and $30.  Personally, I don't find the flags to be all that imperative a part to the STUN.  Others will disagree.  But, for the price disparity, it's a no brainer to forgo them and add to your Cobra convoy with a couple of, otherwise, nice STUNs.  For me, the STUN remains a childhood favorite.  Despite this, I've never upgraded my childhood version.  As I got it out from time to time, I realize the value the vehicle has for photos and displays.  So, I probably need to look at getting a better version than the one I bought at Children's Palace nearly 40 years ago.

1986 Cobra STUN, Funskool Metal Head, 2002 Shock Viper












1986 STUN, Motor Viper, Viper, 2002 Fast Blast Viper

1986 STUN, 1993 Gristle, Headhunter Stormtrooper




Saturday, March 8, 2025

1984 Slugger - Around The Web

The Slugger is one of the vehicles that really works well in photos.  It's small, but distinctive.  It has some fun details and can work with a variety of figures.  I use it quite frequently.  But, lots of others do, too.  I found a ton of Slugger content out there.  Sometimes its the subject of the photo and, other times, it's just a backdrop.  But, it works remarkably well in both settings.  So, take some time to check out all the guys who use the Slugger to great effect.

1984 Slugger Profile

1984 Slugger by atticagazette

1984 Slugger by CorpsCommanderCody

1984 Slugger by steelbrigade

1984 Slugger by jogunwarrior

1984 Slugger by thedustinmccoy

1984 Slugger by Slipstream80

1984 Slugger by steelbrigade

1984 Slugger by tituslester32

1984 Slugger by rnrhero

1984 Slugger by larebear_73

1984 Slugger by 3rd_wave_sabotage

1984 Slugger by joe_hunter73

1984 Slugger by steelbrigade

1984 Slugger by thedustinmccoy

1984 Slugger by 3rd_wave_sabotage

1984 Slugger by steelbrigade

1984 Slugger by mrmikevinthepit

1984 Slugger, Ripcord, Recondo, Mutt, Brazil, Estrela, Comandos em Acao, Mastim, Leopardo, Fumaca



Thursday, January 16, 2025

1988 Swampmasher

I was done with Joe in 1988.  My younger brothers, though, still picked up a few items.   Mostly, it was figures.  But, they did acquire a few vehicles, too.  And, pretty much all of those vehicles felt like upgrades over my prior year purchases of 1987 vehicles.  The Desert Fox was everything I wished the VAMP had been.  The AGP had size and heft for an aircraft while also being small enough to play with.  Then, though, there were some smaller vehicles that shouldn't have been a lot of fun.  But, they ended up being really great toys.  Among these was the Swampmasher.  It's a ridiculous design in offbeat colors that works nearly perfectly as plaything.  

The Swampmasher is just a weird design.  At its base, the vehicle is relatively normal.  But, the wheels are all on three wheeled spinners.  The idea is that the vehicle can cover any terrain.  But, as a toy, it's just kind of bizarre.  But, that's also what makes it fun.  The central body is, at its core, a square platform.  But, Hasbro layered details on top of that added visual depth and play features.  A driver sits in the main seat and has controls that he can grip.  There's a missile launcher that can elevate to shoot down planes or remain level with the ground to eliminate Hiss Tanks.  The front features a bumper and a non-working winch.  The back showcases a massive engine that is exposed.  There is a spinning dual exhaust pipe to give the vehicle some elevation.  On the back is a platform that can hold two figures.  And, there is a handlebar for the figures to hold onto.

The siren song of the Swampmasher, for me, though, is the mounted gatling cannon.  I loved the idea of gunners.  And, a vehicle with a big gun that could be controlled by a figure standing behind it wasn't a common feature on G.I. Joe toys prior to 1988.  The fact that the cannon was huge and detailed made it compelling.  I imagined the devastation it would wreak on any Cobras.  It's placement on the vehicle also allows for you to imagine that the vehicle driver is operating the cannon.  Or, you can place a figure behind it to act as a gunner.  (This was my preferred configuration.)  With the gun, the Swampmasher could be pursuit vehicle, something being chased or, just a stationary position with a massive cannon.  The thing about the cannon is that it was the central feature of the vehicle.  But, all the other small details help the gun feel like it should be there and is a realistic weapon to be on such a vehicle.

The fact that the Swampmasher has no protection for the operator made it seem like a Cobra design.  But, it also allowed me to purpose the vehicle for specific missions.  The Swampmasher wasn't a first strike vehicle.  Instead, it was a scout vehicle to get a small team of Joes into a position.  Here, the elevating cannon could be devastating against Cobra aircraft as they took off from a secluded airstrip.  Or, it would be a surprise element that would wipe out Cobra infantry as they started to advance on a Joe base.  It could even be an escape vehicle used to flee an operation, with the 360 rotating cannon able to fire behind the vehicle to cover the escape.  The weird wheel design actually did allow you to use the vehicle in water, mud, sand or other kid-friendly play environments.  And, for some kids, the wheels could have been the vehicle's signature feature.  To, me, they were just a bonus to the gun.

I would sneak my brother's Swampmasher from time to time.  It was a good way to showcase the 1988 figures he had acquired that I had "outgrown".  Plus, it was fun to mess with since you could create a quick, self contained little scenario and showcase things like the gun or wheels.  I don't really have any specific memories of the Swampmasher.  But, due to its late addition to our collection, our original survived relatively intact.  And, early in my collecting days, I acquired another one.  Since the vehicle isn't covered, takes up a small footprint and can hold figures in an unobscured way, the Swampmasher has been a staple of my photographs since the early 2000s.  I liked it since the colors were bright and fun and they helped offset many of the later run figures who emphasized in my writings of those early days.  Even today, I use the Swampmasher way more than classic vehicles I grew up with because it is so good at showcasing figures.

The one hindrance to the Swampmasher is that it can be a pain to get a figure into the driver's seat.  And, some figures won't fit at all.  (Looking at you, 1991 Tracker!)  If a figure has too many details on his leg molds, it's unlikely that you'll get him to fit into the seat.  And, it gets more problematic with later years.  A ton of 1991 figures would look great in the Swampmasher, but they won't fit into the the narrow leg slots.  My photos ended up limited because I couldn't get several figures into the vehicle.  But, 1988 figures tend to work fairly well.

The Swampmasher is in a weird place in the line's history.  It was released in 1988: a year that most "super serious collectors" consider an acceptable year.  But, at the same time, it's a weird design that uses bright colors.  The 1988 line vacillated between bright, oddball designs and classically colored vehicles like the Warthog.  It's a very schizophrenic year.  I will die on the hill that the 1988 vehicle crop is better than the 1987 series.  It's probably better than the 1986 series, too.  But, childhood nostalgia dies hard and the earlier years getting showcased in the cartoon will give them the publicity boost to erase any useful discussion about the merits of each years' actual selection of toys.  But, no one can realistically argue that the LCV is a superior toy to the Swampmasher.  

The 1988 vehicles saw wide reuse in other G.I. Joe markets.  To the best of my knowledge, the Swampmasher was not released in Brazil.  It did, though, find a second life in India.  Funskool released the Swampmasher for many, many years.  In the early 2000's, it was among the vehicles that were heavily imported by American dealers.  But, that stock has all dried up.  The Funskool release is very similar to the Hasbro version.  So, there's no reason to have both.  The Swampmasher would have greatly benefitted from a repaint.  There are excellent customs of it out there where it's painted up in a Dreadnok Ground Assault paint job.  So, the mold had some life that could have been extended.

Swampmashers sell in the $20-$25 range for a mint and complete sample.  There's actually a lot of them out there, too.  So, there's really no issue tracking one down.  If you want to save some money, you can both find some cheaper from time to time and also put one together from parts for a discount.  So, there's options for budget minded collectors, too.  For the price it's really a no-brainer acquisition.  It looks great on a display shelf and it can hold a lot of figures in the space, too.  It's a vehicle that surprises me with its versatility and usefulness.  So, I often choose it for photos over other, more popular vehicles.  Once in hand, I think you'll find the green and purple are less of a hindrance than you'd have thought and the Swampmasher is fun to have around.

1988 Swampmasher, Funskool Tunnel Rat, Cutter, Beach Head, India, 1999, 2000


1991, Cloudburst, 1992, Air Commandos, 1988 Swampmasher, Deep Six, Eco Warriors, Spirit


1988 Swampmasher, 1991 Sci Fi, 1994 Chinese Flint, Tiger Force Falcon