Showing posts with label bat-man. Show all posts
Showing posts with label bat-man. Show all posts

A Fast Exciting All Action Game

War Of The Daleks

Entrepreneur, engineer and inventor of the Spirograph, Denys Fisher was the creative driving force behind an enduring and very very 'British' toys and games company. No, seriously. You really don't have any idea of just how idiosyncratically regionally niche-targeted their output was. Despite being at least partly bankrolled by the vastly more internationally aware Palitoy - which in turn was at least partly bankrolled by American-as-they-come toy and game conglomerate Hasbro - Denys Fisher Toys specialised in securing the rights to what were in the main the most localised and parochial of cultural phenomena imaginable and creating toys and games around them. Famously this included the first ever range of Doctor Who action figures, less famously the official Roger De Courcey's Nookie Bear Ventriloquist Doll, and a staggering quantity of board games.

From sportsmen to disc jockeys, from disruptive puppets to inevitable gift books from well-meaning relatives, if a single child so much as recognised it in passing then Denys Fisher would rush out a board game based on it, and the less chance that the concept had of inspiring international licensing deals the better. Some of these, it has to be said, were of remarkably high quality and equally high concept. Others were very much not. Here then are some of the good, the bad, and the based around a scrawny old bastard...


On The Buses (1973)

On The Buses

It's easy to forget just how popular On The Buses really was in its day. Mainly because of its wince-inducing attitude towards women and minorities and the fact that it appeared to have left all of its jokes back at the depot, but even so, it's worth pointing out that it inspired no less than three hit feature films and - more importantly - a board game. Which, to be honest, is actually quite fun, involving little more than successfully collecting and dropping off three passengers without being interrupted by Blakey by means of dice, cards, a zany road map, and chunky plastic buses and punters. Denys Fisher specialised in making simple gameplay concepts into visually and often mechanically elaborate affairs, and you'd be hard pushed to find a better example of the phenomenon than this. Yes, that was me being nice about On The Buses. I 'ate you, Butler.


Harvey Smith's Show Jumping (1974)

Harvey Smith's Show Jumping

1972 Olympic Equestrian Hero and tabloid-infuriating flicker-of-'V's'-at-judges lends his name to this curious gameplay mish-mash involving dice, cards and good old fashioned chucking plastic horses around a board in an attempt to attain the perfect Descending Oxer. "You can't get nearer to the real thing without taking part", says Harvey, which as non-committal aversions of endorsement go is right up there with "With Richard Hurndall you got a complete character".


Dad's Army (1974)

Dad's Army

Cartoonish counters depicting the entire regular cast make their way across a military map of Walmington-On-Sea, upending Nazi insignias and replacing them with the good old British Union Flag. Yes, you did read that right, and owing to this uneasy combination of cuddly bumbling loveableness and blood-chilling verboten symbolism it's now almost impossible to buy or sell a copy of this game on leading auction sites. Honestly, it's almost as though someone was erring on the side of caution when it came to facilitating the dissemination of potentially and widely-acceptedly offensive and upsetting material and wanted to make sure they were doing the right thing by the overwhelming majority of their customers. What will Plastic Bertrand and those Eurocrats in Brussels think of next?!


It's A Knockout! (1974)

It's A Knockout!

And if you want potentially troublesome artwork, look no further than the box of this over-complicated affair based on the popular BBC... whatever in the name of sanity it was, prominently featuring a certain disgraced celebrity splashed across a good third of the available space. Requiring substantial pre-game assembly and an assortment of 'mini-boards', the overall effect is a strange attempt at replicating the onscreen madness of people in cow costumes falling into giant paddling pools and audiences who seemed to make as much noise when silent as when roaring with laughter by pitting players against each other in flimsy approximations of such zany and madcap sports as tiddlywinks, target shooting and good old patriotic football, the latter presumably included with the aim of preventing them pesky remoaners from refusing to suck it up like good loosers and sneakily pretending it's actually Jeux Sans Frontieres. All of which is academic, frankly, as the latterday unpleasant associations mean that nobody is likely to be playing it anyway. Not that what came next was really that much better, mind...


Miss World (1974)

Miss World Game

Yes, you too can experience the 'glamour, tension and excitement' of the outmoded beauty contest that people keep trying to inexplicably revive, as creepy-looking cheap plastic dolls make their way on a 'World Tour' around a board dotted with glamour, travel, money and men who 'know what to do', hoping to beat all the others to the 'Golden Spotlight' stage. In the nearest thing that can be found to fairness it is at least an ambitious and unusual three-dimensional gameplay gambit, and did include a black doll at a time when such a move would probably have provoked the average adherent of the Miss World contest to smash their head against a piece of paper until the blood spelt out a letter to the Daily Mail demanding that someone hurry up and invent Nigel Farage, but there's no getting away from the fact that everything about it is built on a solid foundation of wrong, and doubtless there were many ugly scenes that Christmas Day as inattentive relatives bought a copy for someone with a distinctly unimpressed mother. Possibly mindful of this, the following year's Miss UK variant scaled it back into a basic board and card game with even the slightest hint of strategy and intelligence involved, but at the end of the day we're still with the protesters flourbombing Bob Hope. If only there was an environmentally-aware peace-promoting cyborg with a roll-back arm around when we needed one.


The Six Million Dollar Man (1975)

The Six Million Dollar Man

Bostin' Steve Austin has his telescopically-eyed work cut out for him as there are three exact replicas of him on the Bionic loose, and the only way to prove that he's the real deal is by completing a set of Ludo-esque 'missions' on a game board. It's spinners, cards and Miss A Turn squares all the way without acheiving or including anything even halfway rivalling Denys Fisher's still-impressive range of Six Million Dollar Man action figures, but having the players genuinely not knowing which of them is the genuine article is a novel twist, and it was sufficiently successful to be followed later in the year by Bionic Crisis, a quasi-electronic effort that saw players attempting to revive a kaput Steve Austin by deciphering his circuitry without accidentally blowing a fuse. All in all, an admirable attempt to match the imagination and innovation of a forward-thinking TV smash, but even these two were essentially just a warm-up for the next Denys Fisher offering.


War Of The Daleks (1975)

War Of The Daleks

Released just as Davros made his inaugural trundle across the screen, the 'second wave' of Dalekmania gave rise to this mighty effort, which was better than anything released during original 'Dalekmania' and possibly even better than any other board game ever. On top of a dazzlingly-illustrated sprung dancefloor-esque board of wedding cake thickness, comic strip 'rebels' make their way towards a Dalek Command Centre in the hope of destroying it, while eight excellently rendered chunky plastic Daleks (complete with utterly pointless and function-free revolvable head sections) rotate around exterminating any player that gets in their path. Even at the end there's one last twist, as when the infiltrated Command Centre literally collapses, there's a rogue component that could result in you blowing yourself up as part of the heroic quest and technically not really winning. Although Terry Nation would usually let any old bollocks go by in the name of squeezing a bit more money out of his creations, this was an of an unusually high standard for early Doctor Who merchandise, so we can only guess at how exciting an actual Doctor Who game based on Doctor Who itself would have been.


Doctor Who (1975)

Doctor Who

Tom Baker counters! A blue plastic Tardis! Alien planets featuring dinosaur things biting chunks out of spaceships! 'Computer Printout' cards! A thrill-a-move race through time and space! All of which can only go so far towards disguising the fact that this is really just yet another Ludo variant, albeit with the Tardis allowing you to move - gasp - two spaces at once. One of the finest-looking items of seventies Doctor Who merchandise - and, lest we forget, available in two different box designs - but also one of the least satisfying to actually use for its intended purpose. Still more fun than Battle For The Universe, though.


The Guinness Game Of World Records (1975)

The Guinness Game Of World Records

What would any self-respecting child want even less than a gigantic ton-weighing book crammed full of facts and figures about the world's biggest leaf? That's right, a board game that attempted to reflect its McWhirter-recorded contents by requiring them to answer arcane statistical questions about the best/worst/longest immersed and complete a series of Waddington's Games Compendium-esque sub-tiddlywink plastic 'challenges', as demonstrated on the box by a misleadingly awestruck Bristow-alike. Tailor made for parents who enjoyed shouting at you for 'not trying hard enough', this was less a game than an 'outward bound activity day' in your very own home in a handy cardboard box.


Are You Being Served? (1975)

Are You Being Served?

Displaying more attention to the logistical realities of retail than the actual sitcom did, this gaudily realised suspiciously Cluedo-esque effort requires players to pick a character - yes, you can even be Young Mr. Grace - and thriftily stock up on clobber to flog in Grace Bros. This relatively sober gameplay design may not have been especially evident from the box, which featured Mrs Slocombe looking disapprovingly, Miss Brahms looking appreciatively, Mr Lucas looking lecherously, Mr Grainger looking analytically, Captain Peacock looking stoically, Mr Humphries looking alarmedly and Mr Rumbold looking lord-alone-knows-whattishly at a pair of ladies' pants.


Bruce Forsyth's Generation Game (1975)

Bruce Forsyth's Generation Game

His face may take up the lion's share of the box design - and there were two of them too - but there's no indication whatsoever that Bruce actually wants to play this game with you. Instead there's a model of the set complete with sliding doors, an oversized countdown clock and a series of fun-for-all-the-family challenges involving some flimsy plastic props, and not even a single plastic Brucie in 'thinker' pose to go with them. So, relatively faithful to the format of the show, but not really anything more significant than you could have made up when trying to 'play' The Generation Game at home on a wet Saturday afternoon. Or, as the host might have had it, "I'll just make a note of that... rip-off!". But at least you can still play it in polite society...


Jimmy Savile's Pop Twenty (1975)

Jimmy Savile's Pop Twenty

Well, there's no getting away from this "great new game that captures all the excitement of today's pop scene", despite it involving little more than moving boringly around a board filled with Roy Wood-esque 'rockers', embarrassingly unrealistic 'fans' and cigar-chomping 'manager' figures in pursuit of 'gold discs', complete with a patronisingly excitement-free 'turntable' in the middle, and all of it suspiciously redolent of the perspective of someone who was determined to use 'the pop scene' to their personal advantage whilst neither knowing nor caring what it actually involved. So little surprise about their choice of celebrity endorsement, then. "Join in the chart-topping race and head for the Number 1 spot with Pop Twenty!", lies 'Yours Groovily' on the box. It's pleasing to surmise that few would have done even at the time.


James Hunt's Grand Prix Racing Game (1976)

James Hunt's Grand Prix Racing Game

The bad boy of Formula One gets his 1976 World Championship victory commemorated with his very own board game, involving natty plastic cars guided around a deceptively simple-looking racetrack via a complicated system of cards to determine speed, acceleration, petrol et al, with the winner being the first to complete the democratically nominated amount of laps. An accurate reflection of his celebrated skill and judgement on the circuit, all told, though sadly there were no cards to represent being booted out of £3,000,000 'lovenests'.


The George V. Mildred Dice Game (1976)

The George V. Mildred Dice Game

Quite what possessed someone to put TV's top dysfunctional sitcom couple on the box of a barely modified adaptation of enduring dice game Duell will have to remain a mystery. But that's exactly what this is, and nothing more. You'll search in vain for a 'FEED TRUFFLES MISS A TURN' square or a plastic model of Tristram's tyre-fashioned 'Space Station'. And this wasn't even the most inexplicable celebrity comedy tie-in released by Denys Fisher...


The Morecambe & Wise Game (1976)

The Morecambe & Wise Game

For no readily obvious, sane or logical reason, Etic And Ern saw fit to lend their names and images to this perplexing variant on the Connect 4 formula which somehow involved flipping around Andy Warhol-esque images of their sunshine-requesting faces. Not exactly a popular feature of their BBC shows, it has to be admitted, although rumours persist that it may have been a weekly occurrence when they went to Thames at the end. Anyway, you can hear lots more about this game in this edition of Looks Unfamiliar.


Rod Hull's Emu Game (1976)

Rod Hull's Emu Game

A fully operational glittery blue bird-skewed variant of the widely-bastardised proto Pac-Man Mr Mouth game, involving flipping counters into the rotating mechanical beak of TV's top Parky-twatter, replete with authentically luxurious fur. Sadly, despite the implications of the title and indeed his appearance on the box, Rod appears to have been otherwise engaged, doubtless lured away by the suggestion of green jelly. Either that or he'd been promised that there was another Rod Hull And Emu Game in the pipeline.


The Bionic Woman (1976)

The Bionic Woman

Although spun off from The Six Million Dollar Man, The Bionic Woman wasn't just a direct airlift only with hydraulic knockers or something, but a hugely successful series in its own right, with its own cast of characters, thematic obsessions, moral perspective and strictly observed limitations on bionic capabilities. This game on the other hand wasn't THAT far removed from the Six Million Dollar Man one, but it did at least kit out Jaime with a more complicated board, a more complicated set of interlocking assignments, and the unpredictable random appearance of Steve Austin, not always in a directly useful capacity. Sadly, The Bionic Dog does not show up demanding Bonio.


Bat-Man (1977)

Bat-Man

Holy Rare Internationally Licensed Variants Of Top-Selling Board Games! Now almost impossible to find in a half-complete state for less than seventeen million pounds, this appears to have been a 'darker' rejigging of an existing American board game based on the Caped Crusader, with a standard board replaced by an overhead view of Gotham City, a handful of thoroughly expected 'constantly moving' villains on the run, and boring plastic pegs replaced with stand-up Batman and Robin counters which - excitingly - could be role-reversed by players as and when their individual skillsets were called on. Sadly, however, this was just pre-the Filmation series, so we don't get Bat-Mite popping up offering to help. Completists may also wish to seek out the All-Star Comic Action Heroes Game, which roped in several of their DC Comics pals to help but was otherwise more or less exactly the same.


The New Avengers (1977)

The New Avengers Board Game

Gentlemen - we can reissue the The Six Million Dollar Man board game with the artwork changed... we have the technology! Yes, it's more or less the exact same 'mission'-skewed setup as before, only reconfigured to feature Steed, Purdey and Gambit taking on The Cybernauts alongside entirely canonical villains The Mad Major and The Scarlet Skull. Also apparently includes a 'unique' umbrella and hat-themed spinner. Yes, whatever you say, Denys. Not strictly a board game, but it's worth pointing out that this did come accompanied by The New Avengers Shooting Game, which is now worth a small fortune but was not exactly in keeping with the spirit of the series. And which, surprisingly, was not reissued to cash in on The Professionals instead. In fact, astonishingly, that doesn't seem to have inspired any board games at all. Presumably Bodie thought dice were 'namby pamby'.


Multi-Coloured Swap Shop (1978)

Multi-Coloured Swap Shop

Despite the regulation cover-dominating photo of Noel, and despite the repeated artwork appearance of Posh Paws, this ambitious 'computer'-aping semi-mechanised affair audaciously concerned itself with the actual basic phone-in toy exchange framework of Swap Shop, rather than any acknowledgement of the pop groups, the interruptions from The Odd Ball Couple and Skip And Fuffy, or John Craven exhorting us all to take a look at some of Britain's disappearing wildlife. Thus it was that one of the very few tangible reminders of a genuinely revolutionary Saturday Morning show came to embody the very detail that the fewest people remember about it. Meanwhile, if you don't want your mind to liquify, try not to concentrate on the fact that most of the actual real life 'swaps' probably included all of the above games.

Playing pieces from the Miss World Game.



If you want to hear me on the radio talking about Denys Fisher board games, including an amusing story about the Miss World game, then you can find that here.

You can find an expanded version of this piece, with more on the board games and the story behind Denys Fisher Toys, in Can't Help Thinking About Christmas, available in paperback here or from the Kindle Store here.



You can find lots more about old TV shows and ridiculous tie-in merchandise in Well At Least It's Free, available in paperback here or from the Amazon Kindle Store here.

The Ten Most Non-Canonical Non-Canonical Cartoon Characters


As long as there've been animated spinoffs, there have been performers or writers that wouldn't play ball, rights complications that required an entire battallion of irons to iron out, interfering network executives who insisted that a cutesy semi-invisible lamb was essential for appealing to 'the kids', and many, many other factors that necessitated the removal of a popular established character and their replacement with someone - or, crucially, something - else. Here's ten of the most... well, they're just ten of them, aren't they?


Lieutenant M'Ress from Star Trek: The Animated Adventures


Often overlooked in the ever-expanding 'Trek Universe', this cartoon series was in fact the first follow-on of them all and was produced in the early seventies by Filmation (remember that name, you'll be hearing it a lot). Most of the original cast were reunited in the voiceover studio, but budgetary restrictions meant that they couldn't actually afford to have a full complement of Enterprise crew on board, and something have to give. That 'something' was the hapless Ensign Pavel Chekov, although Walter Koenig proved to be slightly less hapless when he arranged a deal that allowed him to write for the series instead (which, erm, presumably ended up costing them just as much). His replacement was the newly-invented Lieutenant M'Ress, an orange-skinned, yellow-eyed, purring-voiced Felis Sapiens from the conveniently named planet Caitia, who in a possibly Koening-precipitated spot of economic casting was voiced by doubling-up Nurse Christine Chapel actress Majel Barrett. Although occasionally called on to capitalise on her feline characteristics, for example calming the noisy cat-like fear-projecting Moauvian Waul or ripping open unattended binbags and then acting surprised when the contents spilled out all over her, M'Ress was normally to be found standing at the back doing very little. Though she was still more fortunate than her similarly invented contemporary Lieutenant Arex; a James Doohan-voiced six-limbed oddity who did even less. M'Ress would later appear in a couple of spin-off novels and in the long-running comic strip, where she was reinvented as green-skinned, less lion-faced and more attractive than her small screen equivalent, alongside a blonde Uhura and a black Sulu.


N'Kima from Tarzan, Lord Of The Jungle


It wasn't just humans that could cause headaches for animation studios. When Filmation turned their attention to Edgar Rice Burroughs' jungle-dwelling creation a year or two later, they had little trouble getting the rights to the vine-swinger himself, but getting his most famous sidekick to play ball was a different matter. Cheeta the Chimpanzee had not in fact been part of the original literary blueprint, but made his name as an integral part of the series of Tarzan films starring Johnny Weismuller (Tarzan 'yell': uninspired), and went on to secure a further starring role in the action-packed waste-paper-basket-title-sequenced late sixties television version starring Ron Ely (Tarzan 'yell': getting there). By the time that Filmation came calling, though, the superannuated supporting actor had retired from showbiz; quite how he could have been coaxed into a recording studio anyway is a matter of some debate, but intellectual property rights prevented Filmation from using Cheeta in any way, shape or form if the real one wasn't involved. Wary of invoking a lawsuit, producer Lou Schimer took the slightly less legally dubious course of using an equally intelligent monkey named N'Kima, loosely modelled on a similarly named simian that appeared in the original novels, and voiced by Schimer himself alongside star Robert Ridgely (Tarzan 'yell': much-imitated operatic yodel, seemingly fashioned so it would fit neatly over the bombastic closing theme without missing a beat). N'Kima's function was much like that of some sort of K9/Sonic Screwdriver hybrid, constantly alerting his human master to hidden dangers with a startled look and a high-pitched chirrup, and forever turning up in the nick of time, often accompanied by a cavalry-esque assortment of elephants and other 'hard mates', to save the day at the end of the latest logic-taxing skirmish with aliens, ice monsters and giant lizards.


H.E.R.B.I.E. The Robot from The Fantastic Four

 
Back at the height of post-Superman late seventies superhero excitement, a group of Hollywood bigwigs decided that The Human Torch, better known as one quarter of veteran Marvel comics combo The Fantastic Four, was ideal source material for a multi-million-moneyspinning-merchandise bonanza transfer to the silver screen. There was only one drawback to this plan - it wasn't until all the contracts had been signed that it emerged that Marvel were planning to make a Fantastic Four cartoon series in conjunction with DePatie-Freleng Enterprises. As a result they were unable to use The Human Torch in the series, and - ignoring the fact that many other Marvel characters such as She-Hulk, Medusa, Power Man and, erm, She-Thing had occasionally deputised for errant Fantastic Four-ers in the comic book - the producers devised instead a cutesy maintenance robot called Humanoid Experimental Robot, B-Type, Integrated Electronics, or H.E.R.B.I.E. for short, who did little bar operate equipment and perform mildly comic household tasks with his extendable limbs. H.E.R.B.I.E. was subsumed into 'proper' Fantastic Four shortly afterwards with an appearance in a comic strip storyline, which ended with him self-destructing in a noble bid both to save his human cohorts and to spare television viewers from any threatened revivals. And the Human Torch movie? It never got past the drawing board.


Firestar from Spider-Man And His Amazing Friends

 
Said movie was still supposedly 'in development' as late as 1981, scuppering plans for The Human Torch to feature in yet another animated series. Throwing decades worth of established Marvel continuity right out of the window, Spider-Man And His Amazing Friends purported to chronicle the college days of Peter Parker, when he attended the oddly named Empire State University and 'roomed' with The X-Men's Iceman Bobby Drake. The vacant room in their dorm was originally to have been occupied by none other than Johnny Storm, but as the rights to the character were unavailable he was hastily replaced with Firestar. Effectively a female Human Torch in all but name, Firestar had essentially the same powers except that she was able to retain her human appearance when Flaming On. Born plain old Angelica Jones, Firestar's powers derived from her ability to harness microwave radiation from the atmosphere, and - from the look of the transformation sequence seen in the shows - also allowed her to turn her her a vivid shade of red and undergo a substantial increase in bra size. There was also the occasional hint that she was enjoying some sort of romantic fling with Iceman, although we'd put money on the sex being lukewarm. Unlike most of the others on this list, Firestar did go on to enjoy a successful transition to comic book form and in time became a much-loved Marvel character. Also Spider-Man And His Amazing Friends had an ace squiggly synth-festooned theme tune. Stitch that, 'purists'!


Veenie And Marion from The Partridge Family 2200AD


The jury's still out on why anyone would have considered an animated Partridge Family spinoff to be something that the universe actually needed in the first place, but consider they did, and a handful of Hanna-Barbera sponsored episodes transplanting Shirley and her overfreckled singing clan into a never-explained Jetsons-esque World Of Tomorrow did limp out before being abruptly cancelled mid-season. David Cassidy and Shirley Jones declined to become involved with their cartoon incarnations, but 'the kids' all lent their variable performing talents to the soundtrack, and yet even with all of the original characters on board (including the dog), the producers still felt that there was something missing. Thankfully they didn't just reach straight for Ricky Segall, the irritating squeaky-voiced sheepdog-resembling brat brought in to 'enliven' the latterday episodes of the original sitcom, but instead opted to give Keith and Laurie a couple of alien school chums, Venusian Veenie and Martian Marion. As cartoon aliens go they were pretty nondescript-looking, resembling little more than recoloured human characters with antennae affixed, and indeed barring Marion's tendency to levitate when overemotional their actual characters were little different from those of the average cartoon teenager's pal. As such, they completely failed to add anything to a series that was in dire need of an added something, rendering the whole enterprise a pale shadow of the original. Just be glad that they never got to join in with the singing.


Batmite from The New Adventures Of Batman

 
This is a strange one. Batmite, a sort of Batman-costumed imp thing whose primary function was to try and help the Dynamic Duo out but invariably end up making things worse, and to blush when kissed by Batgirl (revealing a pair of heart-festooned boxer shorts in the process), was a prominent regular in Filmation's The New Adventures Of Batman and bore all the hallmarks of an ill-fitting oddity that had been thought up by the producers to add a bit of comic relief. Thorough investigation of Bat-Lore, though, reveals that he did in fact have a secure grounding in the Caped Crusader's comic strip adventures, being some sort of interdimensional Batman fan who occasionally popped up to watch his heroes at work. Thus it was that in the true tradition of Rupert Bear's child-frightening twig-fashioned cohort Raggerty, the producers simply spotted this minor character and decided that they would work well within the confines of this new adaptation. Nonetheless, it remains the case that most people's only contact with Batmite was through his cartoon-assisted moment in the spotlight. Whither Ace The Bat-Hound?


7-ZARK-7 AND 1-ROVER-1 from Battle Of The Planets

 
We've all heard the story a million times before. American distributor buys Japanese animated series originally aimed at adults and re-edits it to remove the more violent and explicit elements though you still saw Princess' knickers in the opening titles and to disguise the fact that the main villain was a hermaphrodite and that all the stories were actually set on Earth and that the metal bird thing that the main good guy threw originally inflicted nasty slashing wounds on enemy troops rather than just making them sort of just look upwards and go 'a-a-aaaaaa' and whacks on a theme tune that sounds like a seventies BBC Sports theme having a fight with a disco record and millions of Anime/Manga fans pull grimacing faces for ever more. Bored yet? Well, we are, and not least because most of those who spit and roll their eyes whenever Battle Of The Planets is mentioned didn't have the faintest idea that Ninja Gatchaman Special Team Lucky Best Bear or whatever it was called even existed when they watched and enjoyed the adventures of G-Force as youngsters. With that in mind, please join us as we afford some long overdue respect to the one original element that the Americans did introduce. To cover for the shortfall in running time caused by the re-editing, not to mention explain some of the gaping resultant plotholes, in came R2D2-aping robot advisor 7-ZARK-7 and his equally mechanical pet dog, 1-ROVER-1. Although their primary function was to sound suitably grim and concerned whilst reacting to Spectra's henchmen closing in on our heroes and knocking Keyop to the floor (occasioning him to yelp, as ever, 'a-a-aaaaaa'), they served a neat dual purpose by being permitted to indulge in the odd spot of comedy banter, much of this deriving from 1-ROVER-1's ability to propel himself through the air by wagging his tail very quickly. They also enjoyed the occasional visit from G-Force themselves, in a rarely-seen 'badly drawn' incarnation. You can keep your eighty-six volumes of the 'Akinakama Robot-Jei' series - along with the fabled 'Firey Phoenix' and the brief flash of Princess' knickers in the opening titles, the bolted-on robots were one of the main reasons for tuning in to the Buzzfax-bookended epic, and never let anyone tell you otherwise.


Orko from He-Man And The Masters Of The Universe


There were only about three or four figures seen in the original TV-am-straddling advert for Masters Of The Universe ("you'll never win!" - "oh yes I will!"), but within a very short space of time the range increased exponentially, to the point where there were sufficient characters to spill out of Castle Grayskull and into a half-hour animated advert of their very own. Beast-Man, Ram-Man, Aqua-Man, Man-E-Faces, they were all called into service to pad out the cast list, and even notorious 'blue He-Man' ripoff figure Faker put in the odd appearance here and there. But there was one character that had not in fact previously appeared in plastic form, and was created by Filmation to provide that all-important comedy element. A red-robed hovering wizard-type thing from the planet Trolla, Orko was gainfully employed as the resident court jester-stroke-not very good magician at Castle Grayskull, and was one of the few (along with The Sorceress and Man-At-Arms, fact fans) who knew of Prince Adam's secret identity as He-Man. Such was Orko's unusual level of popularity - despite breaking all the rules for seamless integration of a new not-from-the-original character, he somehow seemed to catch on - that Mattel eventually gave in to public demand and released an Orko figure. Back to Snake Mountain with the lot of you.


Mr Cool and Cupcake from Fonz And The Happy Days Gang

 
We'd be here all day listing all of the eight million spinoffs from Happy Days, but one of the most well-remembered was this peculiar Hanna-Barbera offering which reunited the voices of all of Richie Cunningham's diner-based gang bar Anson 'Potsie' Williams. For reasons best known to themselves, Arthur Fonzarelli and his pals embarked on a Wolfman Jack-narrated journey through time, trying to get back to 1950's Milwaukee with only newly-endowed psuedo-superpowers to assist them; The Fonz with an amped-up version of his 'click fingers to make things happen' schtick, Richie with an ability to charm any passing female into helping them, and Ralph Malph with, erm, an inexhaustible supply of smoke bombs. Accompanying them on their travels were Mr Cool, a gruff-voiced Comedy Dog with a limited vocabulary and speech impediment ("Right Ronzie!"), and a Girl From The Future(tm) named Cupcake. How anyone could slot them into established Happy Days canon is something that, frankly, we'd pay good money to see, but in fact, the peculiar series was actually quite enjoyable in its own way. Mr Cool went on to join Fonzie in jumping ship towards brain-hurting cartoon-spinoff-from-a-cartoon-spinoff-from-a-live-action-spinoff Laverne And Shirley In The Army With The Fonz. No, that's not a joke.


Stan and Ollie from Laurel And Hardy


Included in this list because 'Laurel' and 'Hardy' as seen the Hanna-Barbera cartoon series bear even less relation to their cinematic inspirations than The Robonic Stooges. Wags would contend that this was because the animated versions of the bowler-sporting duo were actually funny, yet not only did the plotlines of these shorts bear little relation to Lucky Dog or Hats Off, the voices didn't even sound like the real Stan and Ollie. Perhaps this is best exemplified by the opening titles - the screen splits into four and shows a variety of clips of vaguely authentic-seeming Laurel And Hardy-styled antics, such as 'Stan' opening a window and knocking 'Ollie' off a ladder, flying a collapsing biplane, being chased by a giant alligator and so on (well, that did say 'vaguely'), along with the decidedly less explicable sight of 'Laurel' looking alarmed whilst 'Hardy' flaps his arms and flies around the room. The cartoon's one saving grace is that its mere existence never fails to infuriate ironically humourless hardcore fans of the duo.