Friday, October 25, 2013

Top 5 Sonic Games

Sonic.  He can really move.  Sonic.  He's got an attitude.  Sonic, he's the star of my next Top 5 list! 

The Blue Blur has seen a remarkable amount of variety in his games over the years, both in terms of playstyle and quality.  With Sonic Lost World just around the corner, now seems like the perfect time to look back at my favorite Sonic games.

 

5. Sonic Dash (iOS)


Wait...really?  I'm really going to start off this list with an endless runner style fremium mobile game?  Yes.  Yes I am.  I love this game.  It's really fantastic.  Heck, I've played it far more than the vast majority of main series Sonic games.


The gameplay is simple and addictive.  The graphics are charming and polished.  The music is an awesome and catchy remix of Seaside Hill, one of my favorite Sonic songs of all time.  Plus, Sonic Dash has been stuffed full of features courtesy of regular updates.  Simple though it is, Sonic Dash is such a great time-killer that it warrants a spot on this list.


4. Sonic Adventure DX (GCN, PC)


The first fully 3D Sonic game made an encore appearance on the GameCube several years after its initial release.  That's where I first experienced it.  Though far from perfect  (very very far from perfect...) Sonic Adventure is still quite easy to enjoy.  Maybe a little harder to enjoy these days than it was back in ye olden times when it felt less dated, but even now the game still has its moments.


Appealing though not especially polished graphics, catchy music, interesting characters, and hilariously bad cutscenes all combine to create an experience that can easily overcome its shortcomings, and Sonic Adventure is still one of my favorite Sonic titles to revisit.  And it's totally worth playing just to hear all of Dr. Eggman's infinitely repeatable quips.  Get a load of this!

3. Sonic the Hedgehog (Literally everything ever)


I'll be the first to admit that Sonic 2, 3 & Knuckles all improved greatly upon the original Sonic the Hedgehog in virtually every way.  Better graphics.  Fun new characters.  Cooler levels.  The Spin Dash.  Awesome music.  So why on earth did I choose the original Sonic over its clearly superior follow-ups?


Honestly, it's because it has such an easy-to-remember level select code that works on nearly every single version of the game.  Since I don't often sit down and play through any of the Genesis Sonic games in their entirety, Sonic 1 is always the one I go back to the most since it's so easy to jump in and just play any level I want.  Later Sonic games improved the formula immensely, but the original classic is still the best if you just want a quick Sonic fix.

2. Sonic Advance (GBA)


Sonic's first original outing on a Nintendo console isn't the most remarkable game in the world.  It's mostly just Genesis gameplay with a Sonic Adventure coat of paint.  But, darn it, if it isn't a ton of fun to play!  Familiar to be sure, but very solid throughout.  It has all the best things about every Sonic game before it all mixed together.


I sunk hours into Sonic Advance back in the day.  That it was a portable game made a huge difference for me.  Of course, these days it's quite easy to carry lots of Sonic games around in your pocket, but at the time there weren't too many options.  Sonic Advance was a great little greatest hits compilation to carry around and play whenever I liked.  I loved it back then and I still love it now!

1. Sonic Colors (Wii) 


When it comes to Sonic games, it doesn't get much better than Sonic Colors!  Exhilarating level design, phenomenal music, some great Saturday morning cartoon styled writing and voice acting, and lovely graphics all come together to create one heck of a Sonic experience


Sure, the gameplay is a bit clumsy at times and favors 2D sidescrolling over full 3D for the most part.  But it's polished throughout and doesn't have a lot of moments I legitimately dislike.  All the levels are equally memorable, making every part of the game as fun to play as any other part.  It's rare to encounter a game that offers such an evenly paced experience, but Sonic Colors strikes that perfect balance.  It's pure enjoyment from start to finish.  And, just like Sonic Adventure, Eggman's dialogue is worth the price of admission alone.  Good 'ol Baldy McNosehair steals the show at every opportunity!

Also, an honorable mention to Sonic Generations, which would probably be on this list had it been released on a console I actually own...

Wednesday, October 16, 2013

Review: Toy Story of Terror!


Toy Story of Terror!  represents Pixar's first foray into the realm of television specials.  Just in time for Halloween, the Toy Story gang find themselves caught up in a creepy turn of events when forced to spend a night at a roadside motel.  The easiest place for a toy to get lost, according to Woody, the toys do indeed begin to disappear one by one.  Is something spooky afoot?

Much like the three Toy Story Toons that preceded it, Toy Story of Terror! features lots of familiar faces, all voiced by their original actors, but focuses its narrative on one character in particular.  Jessie is our main star this time around. With her abandonment issues and fear of small spaces, she's an ideal choice to place in a horror film setting.  On top of that, it's also nice to see Pixar tell a story that deals with Jessie facing her insecurities head-on, as she never really had enough screen-time to do so in the film series proper.  Though the brisk pacing of the special's run time means that the plot has to speed along at a breakneck rate, Jessie has a nice complete character arc in this special that is surprisingly well done.

Mr. Pricklepants, the thespian hedgehog who was undoubtedly the best new toy introduced in Toy Story 3, also gets his most substantial role to date.  As a classically trained actor, or so he thinks, Pricklepants delights in calling attention to the horror film cliches that Toy Story of Terror! employs as well as predicting what may happen next based on his knowledge of classic films.  Not only is his performance hilarious, but it also leads a few sly fourth-wall-bending jokes here and there!


In keeping with Toy Story tradition, a few new toys are introduced in Toy Story of Terror!, though we don't get to see too much of them.  Indeed, perhaps the only real shortcoming of Toy Story of Terror! is its brief length.  Though the story does not feel rushed, it does move along quickly, and it's a shame that more time couldn't have been spent fleshing out the scenario.  There is little time to devote to the new characters we meet, but they make the most of their brief roles.  One new character in particular ought to bring a smile to the faces of longtime Toy Story fans who know the original movie inside and out.

It's also worth pointing out that, while Toy Story of Terror! is definitely heavy on Toy Story, it's relatively light on terror.  The first half of the 22 minute special does pack in a few well executed homages to classic horror films and there are a few mild jump scares sprinkled throughout, but the horror film pretense is almost completely dropped for the latter half of the story. 

This might be a little disappointing to those who were hoping for something a little creepier, but the more traditional Toy Story antics that follow are more than enough to make up for it.  Clever nods to both the original Toy Story and Toy Story 2 are sprinkled throughout for longtime fans to catch and the climax is thrilling enough to maintain the suspenseful atmosphere created by the special's more spooky beginnings, even if it is more along the lines of the traditional action and adventure one expects to see from Toy Story.



Ultimately, Toy Story of Terror! is a success.  The story, though brisk, feels complete and is consistently entertaining throughout.  The special is funny as well as exciting, and nods to both classic horror films and previous Toy Story films ensure that all audiences will find something to enjoy.  Pixar knocked it out of the park with their first TV special.  Here's hoping Buzz and Woody will be back on the little screen with more adventures soon!

Tuesday, October 8, 2013

One Change: Super Mario Bros.

Welcome to One Change, a new recurring series that, like all my recurring series, probably won't ever recur again.  In this series, I'll be examining games, movies, and other things that I absolutely love.  Except for, obviously, one thing.  That one thing that just stands out and bugs me every time I revisit these otherwise fantastic pieces of media.

Essentially, these articles will be glorified nitpicks.  Yay!

Our subject today is none other than the NES classic Super Mario Bros.  A masterpiece in gaming, it's not easy to find fault with this game.  It has a few strange design choices, mostly due to technical limitations, but is overall a perfectly solid and enjoyable platformer even to this day.

Except for one thing.

Pure disappointment in a box.

That block, right there, at the end of World 1-1.  That should be a power-up block.  But it's not.  It's just a coin.  And that bothers me every single time I play this game.  Why, you ask?  Because if you take the shortcut through the underground bonus area, you can't get fully powered up until World 1-2.  Now, yes, I'm fully aware that the very first question box in World 1-2, which is the very next question box you encounter in the game after the box that bugs me, does indeed have a power-up in it.

But, dang it, if it isn't unsatisfying as all get out to finish 1-1 without a Fire Flower, even though I know I can get one in just a few seconds.  Every time I load up Super Mario Bros. and get to the pipe to the bonus room, I'm always torn between taking the shortcut or going the long way to get my flower.  I don't really need the flower.  I don't really need the coins.  But I want to get both, gosh darn it!

That last block in 1-1 is such a tease!  If only it were a power-up I'd be able to breeze through the level, go the secret area, and head off into the next level fully equipped with my fire flower and ready to go after those Goombas at the start of 1-2.  And that's the one thing about Super Mario Bros. that bothers me.

The way it should be...

Thursday, September 26, 2013

50th Post Special: Frisch's Favorite Fussy Fictional Characters

Whoa, look at that!  New look for the Big Blog!  And that's not all!  This just happens to be my fiftieth post!  I've spent quite a while now fussing over what I should write about, given the occasion, and then it hit me!  I'll count down my Top 10 Favorite Fussy Fictional Characters!

If you've ever spent much time around me, you might have noticed that I'm a little bit fussy at times.  So is it any surprise that my favorite characters in movies and television are almost invariably the fussy ones?   Whether they're prone to temper tantrums, need to have everything just so, or are simply a bit on the overprotective side, here's the fussiest of the fussy.

10. Zazu

"Cheetahs never prosper..."
Mufasa's majordomo starts off the list with his delightful brand of stuffiness.  Perfectly voiced by Mr. Bean himself, Rowan Atkinson, Zazu doesn't play a particularly large role in The Lion King, but he makes the most of his screen time!

9. Rabbit

I think this picture speaks for itself...
Poor Rabbit.  All he want to do is tend to his garden and boss around everyone in the Hundred Acre Wood.  Too bad Tigger always has to bounce in to make bunny boy's life a little more...interesting!

8. Bert

"ERNIE!"
With a roommate like Ernie, is it any wonder that Bert loses his temper from time to time?  He may be Bert's best friend, but I think anyone would get a little exasperated if they had to put up with Ernie's antics 24/7! 

7. Bernard

Poor Bernard...
Bernard is a bit of a different brand of fussy from what we've seen so far on this list.  He's not bossy or anything like that.  He just likes to be cautious about danger...and given his position in the Rescue Aid Society, he finds himself in danger a lot!  But, when push comes to shove, Bernard is always willing to step up the plate and be a hero!

6. Sam the Eagle

"I was anticipating your whim, sir."
Sam, the American eagle, is only out to promote wholesome cultural family entertainment.  It just so happens that he's constantly surrounded by weirdos...and he really has no idea what culture is anyway.

5. Cogsworth

"Enchanted?  Who said anything about the castle being enchanted?  It was YOU, wasn't it!?!"
I always imagine that Cogsworth and Zazu would get along pretty well.  They are very much alike!  Though he spends most of his time getting irritated with Lumiere, Cogsworth has been known to loosen up from time to time.  And when he does loosen up, he wields a mean pair of scissors, as LeFou was unfortunate enough to discover!

4. Bob the Tomato

"Do you know how hard it was to get a network to turn over an hour of airtime to a bunch of vegetables!?!"
Bob likes control.  He likes to make sure that everything goes as planned.  He's teaching valuable lessons to kids after all!  It's important work!  So even though he's prone to get a little flustered when he encounters things he can't control like, say, a "What Have We Learned" song that always interrupts him, you can't help but love him!

3. C-3PO

Able to be annoy in six million languages.
C-3PO is extremely good at being fussy.  It's probably what he does best.  Apparently that's what protocol droids do.  They complain, annoy everyone around them, and occasional make incredibly bad puns.  But, really, can you blame C-3PO?  It's not his fault!  He's a robot.  He was just programmed that way!

2. Sheldon

How do you pick only one Sheldon quote to put here?
Sheldon Cooper is the ultimate fussy character.  No one can out-fuss Sheldon.  If it weren't for the fact that the character has devolved into little more than a big baby in recent seasons, he'd probably top the list.  But as it were, that honor has to go to...

1. Marlin

"There's a mollusk, see, and he walks up to a sea cucumber..."
Similar to Bernard, Marlin's fussiness is derived from a good place.  He simply wants to be a good parent and protect his son!  He's overbearing, but when Nemo is taken away Marlin's dedication to finding his son is unshakable.  And no one can butcher a joke in a more entertaining way than Marlin!  Fussiness doesn't get any more lovable than Marlin!

Happy 50 posts, my loyal readers!  All two of you.  Here's to 50 more!

(And, yes.  Being a bit on the fussy side myself, it does bother me that the word "Character" in the title of this post does not start with the letter "F."  And yes, I also know that one of my previous 49 posts was just me apologizing for a late Dragons review.  Let's not get too fussy!)

Wednesday, August 21, 2013

App Review: My Muppets Show


Disney's latest app for iOS and Android is My Muppets Show.  As is often the case with Disney's mobile games, My Muppets Show is actually a Muppet themed re-skin of the existing game My Singing Monsters. Given its musical theme, it's not hard to see why Disney decided that My Singing Monsters' format would be a good fit for the Muppets, even if it feels a little forced at times.  The app tasks you with creating digital versions of all your favorite Muppets, as well as a few newcomers designed just for the game, as well as cleaning and decorating a stage for them to perform on.

For the most part, My Muppets Show is a relatively standard FarmVille style simulation game, probably the most frequently seen genre for mobile devices next to endless runners.  All the obligatory trappings are present and accounted for:  currency for buying new characters and performing tasks, a second much more valuable currency that is hard to acquire but is also required for certain things, lots of busy work to attend to, menus to navigate, and lots of timers to wait through.  If you've played any games of this type before, you'll feel right at home here.


So, ultimately, what's the goal of My Muppets Show?  Simply put, it's to get lots of Muppets on stage.  Each Muppet has an instrument to play, or a little vocalization to sing.  The more Muppets you get on stage, the more the music builds, eventually turning into a full-featured song.  It's a pretty clever mechanic, and it helps that the songs you are creating are quite catchy.  It also helps that the Muppets who speak and sing are voiced by their actual performers, which provides a nice sense of authenticity to the experience.

By mixing two Muppets together you can "digitize" new Muppets to add the show.  It's a little bizarre but it works well enough as a method for obtaining new characters though the outcome is pseudo-randomized and it can be frustrating when combining Muppets doesn't produce the character you're going for.  Feeding Muppets various types of food helps them level up and produce more money, used to unlock more content and purchase more resources.  Rinse and repeat.  You start off in the classic Muppet Theater, but after filling it out, you can unlock other stages that provide a blank slate for building a new show with different characters.  It's a bit strange that you have to start from scratch again on each stage, but it's also fun to build up multiple shows simultaneously.


Normally, these types of games hold little appeal to me since, frankly, they barely qualify as games.  There's no over-arching goal, no plot, and really no gameplay to speak of.  You tap on some stuff, wait for the timer to tick down, and then tap on some more stuff.  Games of this type are also a breeding ground for heavy handed in-app purchases.  These kinds of games are usually free to play, but many actions are often preceded by a lengthy wait-time that can only be skipped by using some of that elusive extra special currency that is so hard to acquire.  The most desirable unlockables are also usually locked away behind prohibitively high fees.

Typically the only way to reasonably get enough elite currency to get the job done is to spend some real deal money, and games will often introduce further artificial limitations the longer you play without paying anything.  It's an incredibly popular tactic in mobile gaming these days, and one I find rather tasteless, especially in games that don't have much actual gameplay to speak of in the first place...


To a certain degree, My Muppets Show is guilty of most of the above mentioned problems.  That said, My Muppets Show does a surprisingly good job of avoiding the annoyances typical of the genre.  Diamonds are the elite currency here, and you are able to spend real money to stock up if you so choose.  Thankfully, diamonds aren't critical to enjoying the experience that My Muppets Show has to offer.  The main annoyance you'll have to put up with is waiting for timers.  Most actions in My Muppets Show are followed by a wait.  Waits for some tasks, like removing garbage from the stage, are fairly quick.  Tasks like acquiring new characters, on the other hand, can take up to twelve hours to complete.  You can skip these waits, but that requires far more diamonds than you normally have on hand, so if you don't want to wait you're going to have to fork over some cash.

However, if you don't mind waiting, My Muppets Show can actually be pretty enjoyable.  Beyond the wait times, what you see is what you get, so you don't have to worry about the game impeding your progress further the longer you play.  It's a good game to play for a few minutes at a time.  I often load up the game in the morning, do the tasks available at the time, get all my timers going, and then set it aside for the rest of the day.  Then I come back to it at night and repeat the process so I'll have progress to check up on in the morning.  The wait times are the main restriction to contend with here, so as long as you don't mind setting the game aside for a while to let the timers tick down, you won't need to spend a cent to experience My Muppets Show.


Ultimately, My Muppets Show is an enjoyable little diversion.  Despite adhering closely to the conventions of the genre, it's still a notch above the typical FarmVille-esque game. There's not a whole lot of actual gameplay as a result, but unlocking new Muppets, building up the number of performers in each song, and sprucing up each stage is compelling enough to keep you coming back for a few minutes each day.  It would be nice to see the Muppets in a game that aspires to be a little more than a typical freemium title, but they manage to pull it off with a fair amount of class.

Wednesday, August 14, 2013

Video Game Review: DuckTales Remastered


I could start off this review with a brief history of DuckTales for the NES.  But I don't have to.  You already know this game.  You already know its soundtrack.  You already know the cartoon it's based on.  You know the theme song to the cartoon.  Heck, you might even know about the comics that the cartoon was based on.  Scrooge McDuck's NES adventure is the stuff of legends these days.  You'd have to have been living under a rock for over twenty years now to not be at least slightly familiar with DuckTales for the NES.

So let's just get on with it, then.  Thanks to a triple collaboration between Disney, Capcom, and the 2D platforming experts at WayForward, DuckTales Remastered gives the NES classic a shiny new coat of paint, a handful of new features, and gobs of voice acting.  Many a nostalgic tear was shed when this remake was revealed.  So, does it live up to the high expectations of reviving what many hail as one of the finest platformers ever made?

Well...sort of.


At it's core, DuckTales Remastered is almost a direct port of the original NES game.  The same five levels that you know and love are back and, just as before, they can still be played in any order you choose.  The original game was created using the Mega Man engine after all, and the Blue Bomber's DNA is still felt in Remastered.  Certain sections of levels have been adjusted or expanded now and two new levels bookend the original five, but for the most part, everything is exactly as it was, from platform placement to enemy behavior to the locations of secret goodies to grab.  If you loved the NES original, you'll no doubt feel right at home in DuckTales Remastered.

The main mechanic of the game is the ability to bounce around the screen using Scrooge McDuck's cane like a pogo stick.  And, honestly, Scrooge's bouncing attack is probably the reason this game was and still is considered to be so fun.  It's just stupidly amusing to bounce around all over the place.  It was fun on the NES and it's still fun now.  Scrooge also has a golf-swing attack he can use whenever he's pressed up against an object, but otherwise it's all about the pogo bouncing.  You'll want to bounce off everything in this game.  It's how you defeat enemies.  It's how you break open treasure chests.  It's how you discover secrets.  And, I can assure you, you'll soon stop walking around the levels in favor of just bouncing around like an idiot all the time simply because it's so much fun.

That is...when it works.  Ninety percent of the time DuckTales Remastered has rock solid controls that work perfectly.  But then, sometimes, they just don't for some reason.  You'll be gleefully bouncing along and then, suddenly, you won't be anymore and you'll fall onto something hazardous.  Sometimes you'll hit the button to start bouncing and Scrooge will just decide he doesn't feel like it this time, which can be especially aggravating when you're trying to bounce on something that harms you otherwise, like an enemy or a bed of spikes, and you end up taking a hit instead.  I don't know what the deal is with the controls.  When they work, they're super solid and precise, but they just fail sometimes, seemingly at random, which can be incredibly frustrating.


Adding to the troubles is the high level of difficulty that DuckTales Remastered throws at you.  Of course, fans of the original game will already be well aware of this.  Like most NES platformers of the day, DuckTales was a punishing game, and it still is in Remastered.  It's quite easy to take damage and when you run out of lives, that's it.  You're done.  It's back to the menu to start over.  It's not as hard as, say, a Mega Man game, but again, the Blue Bomber's influence is quite evident in DuckTales challenging nature.

And, on the NES, that was no big deal, since the levels were easy to zip through.  Sure, there were tons of nooks and crannies to explore, but if you died a few too many times and decided you just wanted to make a bee-line for the boss that was very possible on the NES.  Not so anymore.  Each level of DuckTales Remastered now has a handful of collectables sprinkled throughout that are mandatory to track down before you can complete the level.

It seems like the developers wanted to make sure that you saw every part of each level, as you now have to explore every single passage you come across looking for whatever item you happen to need to collect at the moment.  That's all fine and dandy the first time through a level, when you actually want to explore.  But if you happen to get a game over, and are forced to begin the fetch quest again, suddenly checking out every nook and cranny seems a lot less fun since you've seen them already.

The "Easy" difficulty option removes this frustration, as it dispenses with lives entirely, so you'll never have to restart a level no matter how many times you die.  But, if you decided to have a go on a higher difficulty setting, you can bet your number one dime on the fact that you're going to end up having to go back and collect those same items over and over just to get back to the part of the level you died in again.  It's baffling to me that WayForward didn't include a "classic" mode of sorts that lets you skip the fetch quests and breeze through the levels just like the old days.  It seems like a no-brainer to me.


Adding to the padded out length and, therefore, the frustration factor of replaying levels, is the inclusion of fully voiced cut-scenes.  A LOT of fully voiced cut scenes.  At least a half dozen or so in each level, as every level has essentially been transformed into a self-contained episode of the cartoon show.  These cut-scenes prove to be a double-edged sword for DuckTales Remastered.  On the one hand, they're incredibly clever and well written.  The dialogue feels like it was lifted directly out of the original cartoon, and can be quite funny at times.  All the original voice actors return to lend their voices to the characters, and it's a real treat to listen to this cast again.  The storyline of DuckTales Remastered is fantastic to experience the first time you see it.

But, on the other hand...as fun as it is to hear Scrooge belittle Launchpad McQuack some more or trade barbs with Flinthart Glomgold there comes a point where you just want the characters to stop talking and let you play the game.  Having to stop for dialogue so frequently absolutely kills the pacing of the levels.  Add in the fact that these cut-scenes play every single time you play a level, even if you've already seen them before, and you'll soon find yourself longing for the olden days of the largely plot-free NES original.  You can skip the story sequences, but to do so you actually have to enter the pause menu and select a skip option, which isn't a particularly elegant process.  The developers had the right idea with these story cut-scenes, as they are quite entertaining at first, but they quickly overstay their welcome and really should have been used more sparingly.

Though the story sequences may have missed the mark somewhat, not a negative word can be said about the other ways in which DuckTales Remastered has been spruced up for the modern era.  Visually, it looks just like you're playing an episode of the cartoon show.  Courtesy of some actual Disney animators and folks who worked on the original artwork for the show, the graphics of this game are absolutely top notch.  All the character animations are fun to watch and extremely expressive and the backgrounds, while relatively basic, perfectly capture the look of DuckTales.  This game is a feast for the eyes.

It's also a feast for the ears.  DuckTale's famous NES soundtrack is brilliantly remastered courtesy of favorite WayForward audio guy, Jake Kaufman.  Each track has been carefully updated so that they all sound completely familiar, but also refreshingly new at the same time.  Lots of brand new music is included too, and it's all delightfully reminiscent of the score used on the original television show, further connecting the game to its source material.  I honestly can't imagine how the music of DuckTales Remastered could have been handled any better.  It's pretty much perfect.


There are also lots of little easter eggs and goodies sprinkled in for longtime fans.  Subtle references to other Disney cartoons are appropriately incorporated at clever moments.  A vast selection of unlockable artwork, music and other items originating from both the game and the television show await those who collect lots of treasure in-game.  You can even go for a swim in Scrooge's famous money bin this time around, an absolutely pointless but incredibly satisfying new inclusion.  DuckTales Remastered was clearly a labor of love, as the passion for the source material oozes from every inch of the game.

That makes it all the more disappointing then, to discover that the underlying game has so many flaws that keep it from being the ultimate tribute it tries to be.  The sporadic control hiccups frustrate at the most inopportune moments.  The fully-voiced cut-scenes, while a great inclusion for fans of the cartoon, get in the way for fans of the original NES title who just want to play the game.  On the opposite side of the coin, the punishing difficulty and relentless devotion to old school game design get in the way of those who may not be familiar with the game but are fans of the cartoon.  In trying to be the ultimate tribute to all aspects of the DuckTales fandom,  DuckTales Remastered isn't quite able to fully deliver to any of them.

Is it still worth your time and money?  Absolutely.  There's still plenty to like here for fans of both the original game and the cartoon show, and the soundtrack alone is worth the price of admission.  But DuckTales Remastered just has a few too many lingering flaws lurking around to truly be the end-all-be-all nostalgic experience it wants to be.

Monday, August 12, 2013

Toy Review: D23 Exclusive Small Fry Buzz Lightyear

Hey, remember that wonderful little Toy Story short film called Small Fry that played in front of The Muppets back in 2011?  The one where a kids meal toy version of Buzz Lightyear pulls a switch-a-roo with the real Buzz and hilarity ensues?  If not, or if it's just been a while, you can check it out here:


Toy Story Toons - Small Fry on Disney Video

That was fun, wasn't it?  Well this year at the D23 Expo, which just concluded this past weekend, Mattel offered up an exclusive figure of the Buzz Lightyear Fun Meal toy just like the one seen in Small Fry!  Though I was unable to attend the expo myself, I managed to get my hands on one of the Small Fry Buzz toys and he's pretty darn cool!  Let's check him out in detail:

Packaging:

This is one toy where the packaging is just as much a part of the toy as the actual figure itself.  Buzz comes tucked away inside a whopping three different packages, and they're all quite detailed.  First, the whole thing comes in what looks like a Poultry Palace take-out box, complete with delightfully disgusting looking grease stains.  Inside you'll find another box, which looks just like the Fun Meal packaging seen in the short film.  It even has a word find puzzle and a maze you can solve on each side of it!  Very clever.


Finally, Buzz himself is inside a little plastic display box that recalls how kids meal toys are often displayed in fast food restaurants.  It even has little cardboard cutouts of some Poultry Palace food that serve as a nice backdrop for Buzz.  The attention to detail here really is outstanding.  The only downside?  There's no way to get Buzz out of the display box without destroying it, so you either have to leave him in there forever, or bust him out and lose his nice little display box.  There's no middle ground between playing with him and displaying him here.  It's one or the other.


Sculpt & Paint Application:
Once you finally manged to get Buzz out of his many boxes and have a look at him, he's quite impressive!  Since he's meant to be a kids meal toy, he's not overly detailed, which means that Mattel was easily able to make sure that everything about him looks exactly right.

Of course, since he's sealed up inside his little display box, I can't check if he has any articulation.  I am also unable to check if his feet have wheels on them, as they do in the short film.  However, I can say that he couldn't possibly look any more accurate than he does.  Heck, he actually looks better than the source material, since the toy in the short film is meant to look cheap.  Being a relatively simple character, Mattel was really able to pull out all the stops with this little guy!


Mini Buzz is five inches tall.  On his own, he actually seems kind of large, since five inches is pretty big for a kids meal toy.  That said, when compared to other accurately sized Toy Story characters, he's perfectly in scale with them, just like how he appears in Small Fry.  And, since he's in a nice little display box, you don't have to worry about him getting dusty!  Big Buzz there could use a cleaning soon...

Overall:


If you're a Toy Story fan and you really enjoyed Small Fry, you'll love this little Buzz guy!  The figure is impressive on his own, but it's the amazingly detailed packaging that surrounds him that really propels him to the next level.  It's a shame there's no way to get him out of his display box without dismantling it, but if you aren't planning to play with him, that's not really an issue anyhow.  If you want a unique and fun piece for your Toy Story collection, head to eBay and snatch one of these little guys up while you can!  For what he is, he's pretty much perfect.

Okay, Disney.  Now bring on the rest of the abandoned Fun Meal toys!  I want to get myself a Lizard Wizard.