Dave's Revenge of the Fallen Rant: Scout Wave 2 Scalpel (Microscope, 92177) Reverb (Motorcycle, 92178) Dune Runner (Dune Buggy, 92179) Permalink: http://www.eyrie.org/~dvandom/BW/RotF/Scout2 Officially, I think this may be wave 3, with the large "wave 1" I reviewed being two waves compressed by the street date. I do not care. Reverb is a redeco of Knock Out, originally reviewed here: http://www.eyrie.org/~dvandom/BW/RotF/Scout1 CAPSULES Scalpel: Not for smaller kids or the easily frustrated, as it's a finicky mess until you decipher it (the instructions aren't terribly helpful). If you're willing to deal with the learning curve, though, it's a fairly nifty little toy. Mildly recommended. $8.44 at Walmart. Reverb: Original deco was recommended with the caveat that you had to be willing to do a little work to fix its problems. Same thing applies here. Of course, with Scouts being the price they are now, you probably want to only get one of this mold unless you really like motorcycles. $8.44 at Walmart. Dune Runner: Solid vehicle mode, complex but only sometimes frustrating transformation, very good robot mode. A little hampered by the brittle plastic typical of the new movie toys, though. Recommended, and it's really just the plastic quality holding it back from strongly recommended. $8.44 at Walmart. RANTS Packaging: Same as wave 1. As before, I'll review altmode first, despite these being packaged in robot mode (more or less, in Scalpel's case). And I'll supply function and motto. DECEPTICON: SCALPEL Altmode: Microscope Licensor: None Previous Name Use: None Previous Mold Use: None Function: Medic Motto: "Ach, mein DIGITS!" SCALPEL has a massive database of anatomcial data for millions of creatures across the universe. He can disassemble anything that doesn't struggle too much in a matter of minutes, and usually puts it back together with only a few parts in the wrong place. He serves as medic to the DECEPTICON army, but most DECEPTICONS prefer to suffer in silence rather than allow SCALPEL to work on them. STR 2 INT 10 SPD 6 END 2 RNK 8 COUR 4 FRB 4 SKL 8 Avg 5.5 Twist-ties: One tie holding him into the blister, and a blister piece that the insect legs are wrapped around as if he were curled up and dead on his back. It's otherwise in some weird halfway position between modes, making the instructions more useless than they already are. At the very least, from package mode, you need to swing his gray "spine" around under the body 180 degrees and move the things that look like shoulderpads around back to form his, well, back. And even that's a sort of fan mode that pushes his torso up and back so that he can come close to standing up. The official mode is even less intuitive, and requires some bits to move in ways they don't wanna move. Note, there's a variant with shorter antennae, to better fit inside the microscope housing in altmode. I got the long-antenna version, so I had to use a knife to tuck them back in before I could snap things shut. Microscope Mode: Some fiddling is necessary to get it in the right position, since there's a lack of pegs to guide things. Just make sure the objective lens (the one with the Decepticon symbol on it) is pointed straight down. Unfortunately, this makes the binocular eyepieces point downward a bit, to get the eyepieces to point upward you pretty much have to have the objective point up as well. Other than that problem, it's a pretty accurate binocular stereomicroscope rig, with coarse adjustment dials flanking where the top part connects to the vertical "spine" (that's not the technical term, but I do avoid jargon once in a while) and fine adjustment dials on the body. There's even molded and painted clips on the base for holding microscope slides. Assuming that the eyepieces are 6-7cm apart at scale (a reasonble eye separation), then this is around 1:10 to 1:12 scale. If that feels a bit big, keep in mind that stereoscopic microscopes are larger than the typical single-eyepiece model of stereotype. [Later note: http://www.sciplus.com/itm_photos/90313.jpg shows the type of microscope, although this link may rot eventually.] The base is 2" (5cm) deep, 5cm wide (it seems wider than it is deep because the front slopes down) and 0.5" (13mm) tall. The whole thing is up to 3.25" (8.5cm) tall, although the top piece can be slid down the spine. At scale, the base would be 20-24" (50-60cm) wide. The base is made of very dark gray plastic that's nearly black, a plastic also used for the eyepiece section. The upper body is mostly very light gray plastic that's almost white, while the spine connecting them (as well as a few joints visible on the sides) is made of medium gray plastic. The middle half of the base is mostly painted light gray, with silver on the slide clips. Nearly-black paint is used on the coarse and fine adjustment knobs and the housing of the objective lens. A purple Decepticon symbol is printed on the objective lens itself, and there's some tech-tattoo details in purple on the upper body. The upper body can slide up and down on the spine, ratcheted a little. The spine can also turn for transformation, not something a stereomicroscope normally does. Even if you transform the legs properly, it's a little wobbly, although you can force the side panels of the base down a little on their hinges to stabilize things some. Transformation: What's really weird here is that there's two mutually incompatible ways of assembling the torso! In the version shown in the instructions, the two "shoulderpad" pieces that hide the robot eyes in microscope mode connect under the chest so that they form a peg that plugs into the top of the microscope "spine". This is really unstable, and the ball joints that hold the now-abdomen pieces pop easily before the halves completely mesh. This version also has a center of gravity farther forward. On the other hand (or claw), there's a peg and a peg hole on the adjustment dials on those pieces that are clearly meant to go together, which inverts the pieces. In other words, you can either peg the dials together, or you can peg the abdomen into the spine, but never both. This second configuration is used for the package photos, and while it's a bit looser of a fit, that can be fixed with nail polish. The torso sits higher and farther back, so the figure can actually stand up on its own. Plus this looks more like a preying mantis in stance (although it has too many limbs for a mantis). When going to microscope mode, getting the little forelimbs into the chest can be tricky, but it's harder to get them back out. :) To transform the legs, first make sure each "shin" segment folds over the "thigh" so that the hooked bit on the thigh fits into the hollow side of the shin. Then rotate the whole thing so that when the leg folds onto the underside the painted purple part of the shin faces the table. This should let everything fit inside nicely. Between the uselessness of the instructions, the contradictory robot modes and the tendency of several of the ball joints to pop off at the slightest provocation, this is a hard toy to like, at least at first. http://www.dvandom.com/images/scalpeltorso1.JPG - package photo http://www.dvandom.com/images/scalpeltorso2.JPG - instructions The second picture isn't quite accurate to the instructions, though. There's another place where the instructions and package differ, the dark gray covers on the legs can fold all the way up to meet in the middle and then slide back a bit, which helps with center of mass. "Robot" Mode: Okay, I'm going to go with the torso in package photo mode, but the rear section with the panels folded all the way up, since it makes for the best stability. Once I figured out this combination, my opinion of the toy went up a bit since it is fairly stable in this configuration, but the learning curve is unpleasantly steep and I really wouldn't recommend this toy for a kid. There's a definite mantis feel to the design, although his preying limbs are stunted and he has 8 limbs overall. He's mostly shades of gray, although his lightest gray is almost white and his darkest gray is almost black. The objective lens with his Decepticon symbol ends up on the small of his back. Standing up as tall as his legs will unfold (which isn't a whole lot), the tips of his clear antennae rise to 5.5" (14cm) above the tabletop, and he's 3.75" (9.5cm) long. Using the instructions-style torso connection makes him less tall but more long. He's not quite insectoid in layout, even discounting the extra legs. His "thorax" is a fairly standard humanoid chest and abdomen with a thin pelvis at the bottom. Then the insectoid abdomen sticks out the back of the pelvis, but the legs are attached to this rather than to the thorax as in a proper insect. I will call this not-abdomen his butt. With the butt folded up all the way, there's molded spikes that are probably meant to evoke a line of pointy bits along his spine. If they were painted and the box-shape frame ignored as background, it would work a little better. I may paint mine later. He unfolds weirdly enough it's worth going over what parts are which plastic in full for this mode. The majority of the torso and pelvis are a very light ghost gray plastic, as is the insectoid mouthpart piece on the underside of the head. The head, which is shaped like a pair of binoculars, is made of very dark gray plastic, as are the panels that make up the butt. The antennae and stubbular arms are made of flexible clear colorless plastic, while the "glasses" on his face are rigid clear colorless. His neck and legs, the spine running down the butt piece and some connector joints on the torso are medium gray plastic. The purple paint from the microscope mode is now more prominent as chest detailing, and his eyes are painted red behind the glasses. Most of the other microscope mode paint is covered up here. If you transform him with the adjustment knobs together for his abdomen, there's plenty of unpainted tech details molded onto the shell pieces. Articulation is iffy. Oh, each of the six hips and six knees is a stiff ball joint, but none of these joints have enough range of motion to straighten out, so they really only serve to get his legs under him and then not move much. The shoulders are ball joints that pop pretty easily, and the elbows are hinges. The head can look up and down on a hinge, and the mouthparts and antennae have their own hinges. Careful with the antennae, they pop off easily as well. The glasses can be removed, they just peg onto holes in the eyes. Overall: Along with the upcoming Ejector, this is about as close as we're getting to Real Gear Robots this time around (not surprising, since RGR were actually designed independently of the movie and folded into the movie as a late decision, from what I've heard). The transformation is a real pain to figure out the first few times, and the robot mode doesn't have much in the way of useful articulation. It has novelty value, but might be a design that would have been better served with a Deluxe budget. DECEPTICON: REVERB Altmode: Motorcycle Licensor: None Previous Name Use: Cybertron Previous Mold Use: RotF Function: Galaxy's Worst Tourist Motto: "Dude, monuments explode real good!" REVERB loves being a DECEPTICON. Since the war began, he's got to travel from one end of the galaxy to the other, meet hundreds of interesting beings, and help to annihilate them. All that violence has been nonstop fun, as far as he is concerned. The other DECEPTICONS seem to enjoy being gloomy, but that doesn't bother REVERB. He's not going to let them ruin his fun. STR 6 INT 3 SPD 7 END 6 RNK 5 COUR 6 FRB 5 SKL 4 Avg 5.25 This toy is an homage to Dart from the Tonka Go-Bots. See it here: http://www.tfu.info/Gobots/Renegades/Dart/dart.htm The photo on the front is mirror-flopped, ignoring the fact that the numbers and so forth on the toy would make that point clear. Oh, and speaking of inversions, the font used for the 97 on his front end has a weird curly 7 that, when turned upside down for his chest, makes it look like he's number 26 instead. Twist-ties: Packaged with the cowling halves on his legs, as per the instructions rather than the wing version that the designers intended (see Knock Out review). Five twist-ties. Color Swaps: The wheels remain black, and the medium green becomes bright red. Medium gray becomes a slightly lighter gray. The black of the head, forearms, chest halves (windscreen) and front fender becomes bright red. The other black pieces become brownish red. Paint Apps: Medium blue stripes down the middle and on the cowling on either side, with white bordering the blue. Pale white "97" is printed on either side of the rear chunk and on the middle of the windshield. The wheel hubs are bluish silver and the headlights are robin's egg blue. No paint on the tailpipe. In the blue stripes on the side are white Decepticon symbols and a racing logo that is split in half by vents so I can't tell what they're supposed to say. On one side it's Ca-auy (and I'm not sure about the u) and the other it's Cala-y. Maybe Calauy? It's definitely not Galaxy, or Calamity. The google results for calauy seem to mainly be mis-OCRs of words like calumny or Calais. Calany could be a result of bad penmanship, but to get to Galaxy would require some serious errors on the graphic designer's part. Assuming some "engrish" gets carauy, but the hits for that are apparently mainly user names for someone named Cara Uy. [Later note: Auggie Cahnay is a race driver from G1 and RiD, see http://tfwiki.net/wiki/Auggie_Cahnay for more details. I can certainly see a non-English-speaking graphic designer having trouble with the script font and mangling Cahnay into Calauy.] The only robot-specific paint is on the facemask, which is mostly bluish silver with black on the "horns" and the hoses leading to the mouth. Mold Changes: None that I noticed, although a different set of bits are loose. Other notes: The tabs for putting the cowling pieces on the back as wings are even looser than on Knock Out. Of course, to better differentiate them, I may just leave the cowling halves on the legs as per the instructions. Others have pointed this out, but it bears getting into this file: Knock Out is an Autobot in Decepticon-like colors (and a general Waspinator feel), while Reverb is a Decepticon in red white and blue...Autobot colors. (Too much red to be Gundam colors.) Overall: Well, it looks nice, but shares the same brittle-feeling plastic issues with a lot of the new Scouts. AUTOBOT: DUNE RUNNER Altmode: Dune Buggy (not really, see below) Licensor: None Previous Name Use: Armada Previous Mold Use: None Function: Desert Patrol Motto: "I don't know what quicksand is, but I bet it helps me go fast!" Back on CYBERTRON, most rolling surfaces are flat, lightly textured roads - perfect for speed and traction. It wasn't until he got to Earth that DUNE RUNNER experienced anything like sand or shale. He can't say he enjoys his new vehicle mode, but he appreciates that it lets him patrol the deserts and mountains, where many DECEPTICONS have taken to hiding. STR 8 INT 6 SPD 7 END 8 RNK 3 COUR 6 FRB 4 SKL 2 Avg 5.5 Twist-ties: 4. The feet are mistransformed to fit into the blister. There's a secondary shell over his guns to keep them from being bent in the package by rough handling, and a rubber band around the chest. Vehicle Mode: This is a Desert Patrol Vehicle, not a dune buggy (http://en.wikipedia.org/wiki/Desert_Patrol_Vehicle) or a sand rail (although DPVs are like sand rails). Real DPVs are about 4m long, making this a roughly 1:40 scale toy (by comparison, most of the Deluxe cars are around 1:32 scale). Due to the bilateral symmetry of the robot mode, there's two tribarrel cannons attached to the roof (one for each shoulder) and twin engines in front. The interior is fairly open, and there's molded seats on the robot arms inside, plus a molded dashboard, for an interior that would be impressive on a Deluxe, much less a Scout. [Later note: the actual prop vehicle has gone on eBay. It's a sand rail that has been modified to look like a Chenowth DPV.] 4" (10cm) long and mostly olive drab with some light blue-gray bits and some gunmetal, plus black balloony tires. Most of the body shell is olive plastic, but the front and rear bumper pieces may be gunmetal plastic. Or they may be olive plastic dipped entirely in gunmetal paint, I can't tell without disassembly or destructive testing. The rear bumper is probably metallic blue-gray plastic, as are the tribarrel cannons. The wheels and some of the visible underside are black plastic, while the interior and the cannon struts are light blue-gray. The front bumper and the windshield framework are painted gunmetal, with the windows being painted the same color as the cannons. The trunk lid (with exhaust pipes), engine superchargers and gunner roof hatch are painted silver, and there's a silver Autobot symbol printed on the roof next to the hatch. There's four front headlights, three roof lights and a bumper-mounted swivel searchlight (it doesn't actually swivel) all with yellow lenses. The four taillights are painted dull red. On the doors are printed a small version of the NEST insignia (as described in my Ironhide review) in black and silver and a black stencil-font "0318". It's a bit tricky getting all the panels pegged into place properly, but once you have it this mode is very solid and it rolls very well on its off-road tires. The cannons can elevate, but it makes part of the rear window section lift up as well, so it's not really an intended point of articulation. Transformation: Rather complex for a Scout, at least in going from robot to vehicle. Heck, certain aspects of it are complex for a Deluxe. Lots of interconnected bits and panels, especially the rear wheels being linked to the arms. The cannons will probably pop off when you transform it, they certainly did for me, repeatedly. Going from vehicle to robot is a fairly simple unfolding process, though. Robot Mode: Huh, it's movie-style Scattorshot, to go by the head lamps. :) The face is kinda movie-styled in some ways, and has a shade of Kirby in the lines of the faceplate. The roof is the chest and the front end becomes the legs, but with the hood being on the calves rather than the shins. The guns end up on his shoulders...as in, connected to the arm part rather than the torso part. 3.75" (9.5cm) tall, making this military vehicle Transformer just right for hanging out with older GIJoe figures as a sort of Robo-Joe (the movie Joes are a centimeter or so taller). Sadly, his open-palmed hands can't really hold their weapons (I tried giving him one of the movie Joes' missile launchers to no avail). More black comes out in this mode, and more of the light blue-gray, but no significant amount of new colors. The head is green plastic, but so painted-over that I had to take it apart to check. It's built to have lightpiping, but the back piece is opaque green rather than clear. The abdomen front is the same metallic blue as the cannons. The forearms and lower upper arms are the light blue upholstery bits. The pelvis, thighs, inner upper arms and some other internal bits are black plastic. The only new paint for this mode is on the head, but they went whole hog. The main color is a metallic sheen version of the underlying olive green. with silver on the faceplate. The goggles are sky blue with little gold dots at the bottom of each "eye" section, and there's a gold stripe slightly off center from front to back on the top of the helmet. There's a headlight on either side of the helmet top, painted yellow. Like I mentioned above, it evokes Cybertron Scattorshot in a number of ways, plus he's kinda short like Scattorshot. :) The neck is a restricted ball joint, and it's designed to not pop off unless you loosen the screw holding the head halves together. The waist turns smoothly, and the chest panel (roof) can move out of the way of the hips if necessary. The shoulders are ball joints with sockets about a third of the way from the top of the upper arm, plus there's forward to back transformation hinges that increase the range of motion. There's a transformation hinge at the biceps that only bends backwards, you can't use it to move the effective elbow up. The real elbows are also hinges, with the forearms a touch too short. The elbow hinges don't quite make it to being bent 90 degrees. Ball joint hips, hinge knees, hinge ankles, adjustable and nicely stiff heel spurs. The shoulder guns are on hinged struts, mainly useful for minor adjustments (they can't reach forward enough to put the cannons on his hands). As mentioned above, they're liable to pop off during transformation, or if you move the arms too extremely. Overall: I often complain about a design that was executed at too small a size class, but this isn't one of those cases. While this design would have been satisfying as a Deluxe, it works quite well as a Scout. If they'd made this with the plastics typical of Transformers Animated toys, I might even call it strongly recommended, but some of the fussiness of the new plastics does count against it. Dave Van Domelen, thinks he'll do middle-finger-launching Mudflap next.