****** GI JOE 3 3/4" NEWSLETTER ****** Issue #11 March 29, 1998 http://www.yojoe.com/cs/newsletter Editor: Corey Stinson Contributing editor: Ben Thomas Contributing editor: John Kukovich Okay, okay! You can stop rubbing your eyes in disbelief, it really is the next issue of the Newsletter- back after about a 5 month hiatus. All I can really say is that real life intervened throughout the holiday season and the first months thereafter, conspiring to keep me from my appointed duties! Nevertheless, we're back and hope we're being our usual informative-selves. Thanks for sticking with the Newsletter. I hope there will be many more in 1998. Contents ============================================================== 1. News Bits 2. A Summary - The 1997 Re-introduction Assortment 3. That Confusing Stars n' Stripes Set 4. New Fanzines From Thomas Wheeler 5. GI Joe 2000 Fan Fiction 6. Bronze Bombers! 7. New GI Joe Collector's Guides Available 8. Custom Filecards by Erik Robbins 9. Reviews of GI Joe Video Games 10. Other 3 3/4" Figures 11. Subscription Information ========================================================================== NEWS BITS All indications are that Hasbro is planning another assortment of GI Joe 3 3/4" figures and vehicles for 1998. Just when these will be released is not yet known. Of course, rumors are already flying about what might be in the assortment. A Hasbro customer service representative discussed (possibly confidential?) information about the 1998 assortment with a member of the GI Joe discussion list. In this conversation it was mentioned that a Jungle Attack Tank and a Stinger Jeep was planned. Later, this was neither confirmed nor denied by someone else close to Hasbro. Additional rumors are floating around that we may see one or more Oktober Guard figures and a remake of the Dragonfly helicopter. Remember, it's all unconfirmed at this point. Take seriously at your own risk! :) While we're tossing around rumors... it is also rumored that the Cartoon Network has plans to air GI Joe cartoons this year. Whether these will be the Sunbow shows, the DIC shows, or in fact none at all remains to be seen. Dan Carber has put an excellent GI Joe web page on the 'net called "The Bivouac". Dan's page features some dioramas, custom figures and filecards, and more. Dan's URL is You should know about Adrian Faulkner's web page entitled "The Action Figure Centre". Adrian's page features a lot of information and pictures for various 3 3/4" action figure lines. GI Joe collectors may be especially interested in Adrian's extensive coverage of Action Force, GI Joe's 3 3/4" cousin in the U.K. Adrian's URL is Random House recently published a book by author G. Wayne Miller entitled _Toy Wars: The Epic Struggle Between G.I. Joe, Barbie, and the Companies That Make Them_. Mr. Miller was allowed unprecedented access to the "inner sanctum" of the Hasbro Toy Group during the early 1990s and the result is a book with impressive insight into the inner workings of the toy industry. _Toy Wars_ discusses the history of the families that started the major toy companies of today. Also, the core brands, the competition, and the politics of these multi-million dollar toy giants. This book is not, however, a stoic retelling of history and business, but in fact reads much like a novel. _Toy Wars_ is a recommended read for all toy enthusiasts. The ISBN number is 0-8129-2984-5. The book is hardcover and retails for $25US. You can find more information about this book and the author at the author's web site, . _Toy Wars_ received an extensive positive review on page 10 of the Jan 98 issue of Tomart's AFD. GI Joe 3 3/4" made a television appearance on the 20/20 news expose program in February. The program segment in question was addressing the issue of some men who were addicted to weightlifting. As part of their discussion on popular culture's influence over how men see themselves the reporter brought out a GI Joe 3 3/4" figure from 1982 (Zap, but incorrectly identified by reporter as Grunt) and a GI Joe Extreme figure from 1994. The difference goes without saying... and certainly made the reporter's point for him. The Zap which made the appearance, like many of his ill- fated companions, had a broken thumb! :) ========================================================================== A SUMMARY - THE 1997 RE-INTRODUCTION ASSORTMENT -by Corey Stinson After all that waiting it was finally here. By December 15th, 1997 the re-introduction assortment of GI Joe: A Real American Hero was finally on Toys R Us shelves. Somewhere in the back of this editor's brain, a familiar "TWANG" was felt- one which I hadn't felt in some time. That twang was that feeling of pleasure a collector gets when locating on store shelves, for the first time, a new item from a favorite toy line. You know... the one where you grab the item from the shelf at near-light speed and turn it over and over in hands mumbling "wow, cool!" to yourself or the nearest stranger. Yes, GI Joe 3 3/4" is back, perhaps not equivalent to his glory days in the early to mid 1980s, but back nonetheless! Although it isn't exactly new news, here is the final rundown on what was released: Cobra Command 3-pack featuring: * Baroness (1984 version) in blue with black/red highlights Accessories: Baroness (1984) rifle (no backpack) * Cobra Commander (1987 version) in dark blue with black/gold highlights Accessories: Cobra Commander (1982) pistol * Destro (1991 version) in crimson with black highlights and a vac-metallized head Accessories: Destro (1991) rifle and disc launcher. Note that in some packages the disc launcher is black while in others it is pink. One is not currently known to be more rare that the other. Commando 3-pack featuring: * Lady Jaye (1985 version) in black with grey airbrushed camouflage Accessories: 1985 version's dart gun, backpack, and camera * Snake-Eyes (1983 version) in black with gold/silver highlights Accessories: Baroness (1984) rifle, Snake-Eyes (1982) uzi, Storm Shadow (1984) long sword. * Storm Shadow (1984) version in white with spotted black design and, of course, no Cobra logo this time. Accessories: Storm Shadow (1984) swords, nunchuk, bow, and backpack Arctic Mission 3-pack featuring: * Snow Job (1983 version) in white with brown "camouflage" Accessories: Snow Job (1983) ski poles, skis, rifle, and backpack * Iceberg (1986 version) in white with brown "camouflage" Accessories: Iceberg (1986 version) rifle * Blizzard (1993 Frostbite) in white with brown "camouflage" Accessories: Snake-Eyes (1982) Uzi, Baroness (1984) rifle Cobra Viper w/ Flight Pod set featuring: * Cobra Viper (1986 version) in burgundy with blue chest and black highlights. Accessories: Cobra Viper (1986) backpack, Stalker (1982) rifle * Cobra "Trouble Bubble" Flight Pod in light gray with dark gray camouflage. Navy Seal Mission set featuring: * Torpedo (1984 version) in black wetsuit with red stripes Accessories: Torpedo (1984) flippers, backpack, and harpoon gun * Cobra Night Landing raft repainted black Army Recon set featuring: * Duke (1984 version) with lime green shirt, brown pants, and brown hair!? Accessories: Hawk (1986) backpack, clear visor, Duke (1982) helmet/binoculars/rifle. * Silver Mirage Motorcycle Cobra Rage vehicle featuring: * Alley-Viper (1992 version) in dark blue with white spots Accessories: Alley-Viper (1992) shield and rifle * Cobra Rage in black with blue parts Slugger vehicle featuring: * Gung-Ho (1983 version) in brown with pea green highlights Accessories: Gung-Ho (1983) gun and backpack A-10 Thunderbolt aircraft featuring: * General Hawk (1986 version) with brown shirt and gray pants Accessories: 1982 helmet * Ace (1992 version) with olive drab outfit Accessories: Ace (1992) pilot helmet with oxygen mask Stars n' Stripes Collection featuring: * Scarlett (1983 version), Stalker (1983 version), Snake-Eyes (1983 version), Sgt. Zap (1983 version), Short-Fuse (1983 version), Grunt (1983), Breaker (new), and Rock n' Roll (new) * Rock platform with flag * See the article in this issue entitled "That Confusing Stars n' Stripes Set" for more information on this item, including a figure/accessory assignment breakdown. All figures in the re-introduction assortment came with filecards. All boxed vehicles came with blueprints. Pictures of everything are available at The unsung collectible of the re-introduction assortment is the Majic Productions Limited Edition "Early Bird Kit." This was sold at the October 1997 Toy Expo & GI Joe Convention in Philadelphia, PA. Buyers received a 10" x 14" sealed cardboard envelope with artwork from the 1986 GI Joe product brochure. The envelope contains a cardboard diorama which can be assembled and set up. Most importantly, on the front of the envelope is printed a coupon which if returned to Majic Productions by the end of November 1997 would redeemed four vendor-supplied prototype figures from the re-introduction assortment. The premium figures ended up being General Hawk, Ace, Gung-Ho, and the new Breaker and were unpainted prototypes. Each included a battle stand. Pictures of the items can be found in the Yo! Joe Collectibles Archive . The Early Bird Kit was limited to 1000 sets and is bound to become a highly sought-after GI Joe 3 3/4" collectible! It's mid-March now so the new Joe stuff has been out on Toys R Us shelves for about three months. At St. Louis, MO area TRU stores all the vehicles are still relatively easy to find. The three most difficult items seem to be the Commando Team 3-pack, the Arctic Mission 3-pack, and the Navy S.E.A.L. Mission set. Even assuming that there will be future production runs on this assortment it would be wise for collectors to pick up one of each item from the assortment now. For several reasons, minor variations are likely to appear in any future production runs making the original run more collectible. Informal polls and various eavesdropping seems to indicate that the Commando Team 3-figure pack was the hands-down winner in popularity. Everyone's favorite vehicle seemed to be the A-10 Thunderbolt. Popularity of individual items may vary in your area. Despite early rumors filtering out of Hasbro that the re-introduction assortment would not be available abroad it has turned up throughout Canada. I have not heard any reports of the assortment being available outside the US/Canada. Once the re-introduction assortment was released it didn't take long for the complaints to start filing in. Harsh, and dare I say unnecessarily scathing criticism appeared in various forums and most notably in the alt.toys.gi-joe USENET newsgroups. The following lists the major complaints overheard concerning the assortment quality: Problem: Soft, flimsy, waxy, and otherwise poor plastic quality. A different type of plastic was used for the re-introduction assortment vs. that which was used on pre-1994 GI Joe assortments. Apparently there was a miscommunication between Hasbro and their factory concerning the plastic type used for the assortment. It should be specifically noted that Hasbro did not intentionally use the different plastic. Problem: Poor figure paint masking. On a rather random basis figure paint masks showed minor flaws such as drips, smears, or overruns. The factory contracted to produce the re-introduction assortment had not produced GI Joe figures in the past. This may partially explain why this and other production-time problems occurred. It is expected that these problems will be corrected in any future production runs/future assortments. Problem: Figure assembly problems included joints that didn't articulate and joints loose to the point of being nearly broken. The softer plastic used to produce the assortment exacerbated this problem. Another random (and rarely occurring) production problem. The best solution to this is for the buyer to avoid product which looks obviously flawed. It is expected that these problems will be corrected in any future production runs/future assortments. Problem: Missing, incorrect, and inoperable accessories. Some figures were missing accessories that their original counterparts had. For example, the Baroness came with her original gun but no backpack. In several cases figures did not come with the same accessories as did their original counterparts. For example, the Cobra Viper figure came with a Stalker (1983) rifle. In some cases figures came with accessories obviously not originally designed for use with the figure. My Duke figure simply cannot "wear" the backpack he was released with. General Hawk and others were released with the original 1982 helmets that don't fit heads correctly. These problems point to foolishness on Hasbro's part. Did anyone at Hasbro actually _sit down and play with_ these figure+accessory combinations??? Problem: Major goof-ups on the Stars n' Stripes Collection, including the flag with 56 stars, filecard foul-ups, and "the twins". This set, intended to be an attractive centerpiece to the re-introduction assortment, fell short in a major way. The biggest problem with the set was the missing Breaker and Rock n' Roll figures. Apparently at the last minute Hasbro discovered that the mold for the Rock n' Roll/Breaker head was unavailable so they cobbled together two new figures that look uncomfortably alike. Even worse, the figures weren't identified on the packaging so the buyer is left guessing which is actually Rock n' Roll and which is Breaker. Grunt's filecard ended up with Clutch's picture possibly due to unavailability of the original artwork. The flag included with the set had 56 stars. At least one of the figures photographed for the back of the box did not appear in the actual set and even had broken thumbs. Not exactly an enticement to purchase. I'm still trying to figure out how some of this got by quality control. Even accounting for the last-minute difficulties there doesn't seem to be any good excuses for these blatant errors. I would attribute problems with the Stars n' Stripes collection to a combination of lack of production materials, frustration, disappointment, and deadline pressure on the part of the Hasbro's design group. Despite a number of problems in the Stars n' Stripes collection it is still worthwhile picking up if for no other reason than to get the nice versions of Stalker, Snake-Eyes, and Scarlett. Overall, problems with the 1997 warrant criticism but not non-support. Given the fact that 3 3/4" GI Joe is now more of a collector-oriented toy than a kid-oriented toy we are probably quite lucky that Hasbro has any interest in reviving the line at all. Also, the problems with the 1997 assortment can be largely attributed to difficulties surrounding digging up 12-15 year-old production materials and having a very short time span in which to bring the re-introduction assortment from design concept to Toys R Us store shelves. I hope that despite some problems everyone gives the assortment a chance. It is believed that Hasbro will be investing more time/effort into the 1998 assortment to insure that history does not repeat itself. ========================================================================== THAT CONFUSING STARS N' STRIPES SET -by Corey Stinson There's no doubt about it. The Stars 'n Stripes Collection boxed set from the 1997 re-introduction assortment created a lot of confusion among collectors. There were several major questions about the set: Question: Who are the two "unknown" figures in the set that look almost identical? Answer: The figures are Breaker and Rock n' Roll. See comments in Article #1 for an explanation of why these figures replaced the original Breaker and Rock n' Roll in the set. Perhaps you are thinking "Great, wonderful. So these guys are Rock n' Roll and Breaker but which one is which?" Hasbro was unfortunately shortsighted in that they did not designate identities for these guys (or for any figures in the set for that matter). It has been concluded that the most likely candidate to be the Rock n' Roll figure is the figure with the rolled-up sleeves and gloves. I guess it makes more sense for the heavy machine gunner to be wearing gloves that for the communications officer. So, that leaves the other sleeveless figure as Breaker. Question: One of my two figures that is supposed to be Rock n' Roll and Breaker is dark-skinned? Weren't Rock n' Roll and Breaker both caucasian? Answer: Just when you think we have this all lined out for you, you should know that some Stars n' Stripes set received a dark-skinned version of "Rock n' Roll" (same facial features, dark brown skin). This variation is somewhat damaging to our "who is Rock n' Roll/who is Breaker" theory. :) The best way to explain this one is to not try.. just give the character a new identity and get on with it. :) Anyone want to try to win a No-Prize and explain this one? :) The majority of Stars n' Stripes sets received caucasian versions of Rock n' Roll. The rareness of this variation is unknown. I looked through about 30 sets at my local TRU before finding one. Question: Who are the rest of the figures? Answer: After coming to your own conclusion regarding the two "twin" figures, the rest are fairly easy to figure out *if* you are familiar with the original 1982 assortment. If not, here is the run-down: *Scarlett: the only female figure in the set *Stalker: the black guy with green uniform, tiger-like camo pattern, and wearing beret *Snake-Eyes: the guy in all black uniform *Sgt. Zap - green pants, pea-green shirt with black overspray and black shoulder harness, black hair *Grunt - green pants, pea-green shirt with dark green and brown camo pattern, black chest straps with knife and grenade, black hair *Short Fuse - olive green with reddish-orange hair, black pouches on upper arms *Rock n' Roll/Breaker - see above Question: Do the figures come with accessories??? Answer: Yes, although the packaging fails to mention it anywhere. The accessories are in small sealed bags underneath the platform. Question: Which accessories go with which figures? Answer: For those of you intimately familiar with the original 1982 assortment it was pretty easy to pass out the accessories which are about 75% true to what the equivalent 1982 characters received. Eugene Son detailed the most likely accessory disbursement: *Stalker: Stalker 82 gun, Grunt 82 backpack *Scarlett: Scarlett 82 crossbow *Snake Eyes: Snake Eyes 82 uzi, Snake Eyes 82 explosives pack *Zap (Sgt Zap): Zap 82 bazooka (one handed), Zap 82 backpack, green helmet *Shortfuze: Shortfuze 82 mortar w/stand, Shortfuze 82 backpack, Zap 82 bazooka (one handed) green helmet, visor *Grunt: Cobra Officer 82 AK-47, Hawk 86 backpack, green helmet *Rock N Roll: Rock N Roll 82 M-60 w/bipod, green helmet *Breaker: Flash 82 laser rifle, Hawk 86 backpack, green helmet, visor I hope this helps makes some sense out of the Stars n' Stripes set! ========================================================================== NEW FANZINES FROM THOMAS WHEELER -by Thomas Wheeler THE BARRACKS #5 is ready to go! Covers (briefly) G.I.Joe 1995 and 1996, and has an EXTENSIVE article on G.I.Joe 1997 -- the return of the Real American Hero! Also includes several FULL COLOR pictures (including an eye-popping "cover" shot to the 1997 article), as well as special articles on Tiger Force and Slaughter's Marauders, beginning a new series taking an in-depth look at special teams. All for the measly price of $5.00! Three years ago, before I started doing fanzines like "The Barracks", Hasbro asked me to assemble a "Trivia and Puzzle Book" (after seeing a previous effort on my part) that would be used as a special giveaway at the 1994 International Toy Fair, which was also G.I.Joe's 30th anniversary. Only 100 were made. I have unearthed the paste-up boards to this Trivia Book, and my Hasbro representative has given me permission to offer this book for the first time ever to you fine collectors. The emphasis of the book is certainly on the 3 3/4" Joes, but it does include sections on the original G.I.Joes, as well as even a small segment on Super Joe! There are word search puzzles, a crossword puzzle (something I swear I will never do again), and over three hundred trivia questions across multiple categories. Oh, yeah, and an answer section. All within the 44 pages of this 5 1/2" x 8 1/2" book. Price is $6.00, which accounts for printing (okay, copying) costs and postage. This book is identical, except for a new introductory page, to the one made for Toy Fair, and remains just as "official". And if you haven't already checked them out, consider picking up The Barracks issues #1-4, The New Cobra Times fanzine, The Oktober Guard fanzine, GI Joe Animation Guide, and Classic Barracks #1. Most of these fanzines have been discussed in detail in previous issues of the Newsletter. E-mail Thomas Wheeler for more information. ========================================================================== GI JOE 2000 FAN FICTION -by John Kukovich [Editor's note: this is a continuation of John's GI JOE 2000 storyline which last appeared in issue #9 of the Newsletter.] Prologue- Conrad Hauser dressed as usual for a Tuesday jog. He had just tied his shoelaces when his laptop computer beeped. He opened the case to check the message. Hell, he thought, another drill. But the message wasn't in standard Army crypt', but a code he hadn't used in a few years. He called up a menu and chose a code called 'Joe'. His eyes narrowed as the characters revealed themselves. He keyed to delete the message and walked towards the door, picking up his Berreta as he left the room. Behind him, the words OPERATION PHOENIX...NOON...KITTY'S JUNCTION flashed and disappeared. Major Fairborne sat lazily next to the pool. This was the first two-week pass he had used in over two years. His missions had taken him all over the world, so it only seemed appropriate that he spend his vacation here in 'DC. During this past week, he had gotten into the habit of leaving his daily planner behind. Today, though, something in his gut had told him he'd need the palmtop computer, so he carried it in his shirt pocket. Those gut feelings had carried him through several years of anti- terrorist missions, today he would give it the benefit of doubt. The waiter had just given him a glass of lemonade when he heard the incoming call alarm go off. With a grimace he pulled the computer out of his pocket and snapped it open. He snapped it shut instantly, and stood up quickly. With a quick spin, he walked toward his room. Hauser saw Fairborne the instant he walked onto Pare Street. His hand touched the nine millimeter in the back of his shorts, and he began to make his way towards him. Halfway into his second step, the Major made eye contact with him. He's been watching me all along, Hauser thought. A wry smile crossed his lips. Fairborne saw this, and his trademark lop-sided grin jumped out. "Conrad, man, good to see you." Their hands met in a handshake. "Dash, it's been a while." They began walking toward Catherine Avenue. "I heard about your little tango on Azule last month, they say you were quite a wild man, shooting everything that didn't wear an American flag." Dash laughed. "That's what they say, Captain, that's what they say." Conrad slowed a bit. "A Major, to boot? It has been a while." Fairborne turned to his blonde-haired associate. "So, what's with the spy stuff? That's quite a message to just bull-shit for a bit." "He didn't send it, Flint, I did." Hauser looked at the man who had spoken. It only took a moment for him to recognize the features of his former commanding officer. He and Fairborne instantly tensed, and nearly stood at attention. "Duke and Flint, reporting for duty, sir!" The two men snapped a salute. "That's enough, fellas." He said as he sketched a salute back. He began to walk. "Walk with me guys." The three men walked for about six blocks before anyone spoke. Finally, the commander broke the silence. "You two served as my right and left hands for a long time. I felt that you should be here for this. You have probably noticed the resurgence in terrorist activity here in the 'States the past two years. I have been given orders to assemble my most trusted associates for operation: Phoenix. You both know what that is. I know that the two of you have known one another since basic training, that coupled with the amount of activity you have seen since our unit's disbanding, made you two the perfect choices." The trio walked into the front door of a low-rise office tower that appeared to be abandoned. Flint felt that gnawing that had eaten at him earlier today. "General Hawk, is this a safe zone?" Hawk turned slightly. "Is anywhere a safe zone?" With that, both Flint and Duke drew their sidearms. They stepped into an elevator and Hawk pushed a button that said "floor closed for maint." over it. The elevator began to raise. Hawk spoke, quieter this time. " General Flagg's son has been real sick. As you both know, he was going to become supreme commander of our unit before they shut us down. He's called me here today, and asked that I bring this... he hefted the aluminum suitcase he had been carrying since they encountered him earlier. If something happens, get this case and get the hell out of here. As I said, nowhere is safe. There will be two men waiting for you at the elevator. Do as they say." He paused, and began again, "Your lives may depend on it". Flint looked across Hawk's back at Duke. "Flank the door, Duke. I'll take right, you take left." And then to Hawk: "Sir," he said as he put an arm in front the General,"...please stand back so that we can clear the room." Flint didn't wait for an answer as he positioned himself in front of Hawk. The door dinged open and Flint rushed forward, his sidearm up and ready. Duke had crouched and aimed past Flint, in case shooting began. As Flint moved forward, he noticed the shadowy figure of a man in front of the huge window of this office. Flint's gun never left the figure, and he twitched to move Duke forward. Duke slid to the left, his pistol never wavering from the seated shadow. A weak voice filled the room. "Bravo, bravo. The best of the best." He coughed twice, then lit a match to ignite the end of a cigar. Flint and Duke got a closer look at what Hawk called 'sick'. The man had blotches on his face, and his hand trembled as he wheezed the match out. "Come in, Hawk, come in." Hawk approached the desk and sat the case on the desktop. The two men began to speak in low voices. Flint and Duke stood with their weapons drawn, staring forward. Flint caught a glimpse of something falling- no, not falling... what was it? Duke saw the glint of light just as Flint realized what it was. His eyes widened in horror. Duke began to leap for Hawk. "INCOMING!" The building's seventh floor erupted in flame. When Fairborne came to, the first thing he noticed was a stinging in his left eye. The rest of that side of his face was numb, except that he could tell a lot of blood was on his face. He began to pull himself up and screamed in agony. His left hand was torn and covered with blood. He realized in mild horror that he could see bone. As he began to stand, his leg throbbed. "No pain" he growled through his clenched teeth, then aloud "Hawk? General Flagg?" He could see what he believed was Flagg's right arm on the floor in front of him. The room was filled with light smoke. "Flint..." Flint spun his head around, noting the nausea that accompanied the fast movement. "Duke?" He limped to Hauser, who had managed to get under a support beam. Ignoring the pain in his hand, he began to heft the steel. "Stop..." Duke whispered. "Hawk's dead." Flint finally noticed a glaze over Duke's eyes. "I can't leave you Duke." Duke smiled weakly. "You have to. Remember... 'member what... Hawk said." Flint turned toward his friend. "Oh, buddy, your eye.." Duke whispered. "Get the case... meet the contacts...you... gotta go." Flint heard a sound and noticed the rappelling cables draped in front of the window. Duke gaze tightened. "Give me your piece and get your ass out of here." He spoke through clenched teeth. "It's all for nothing if that case is captured- you know that Dash." Flint felt his eyes sting as he held tears. How many rescue missions had he commanded? He had never- never left one behind, especially not his best friend. He slid a fresh magazine into Duke's pistol and put the weapon in front of his partner. "I'll be back for you" he said as he laid his .45 down in front of Duke and reached for the case Hawk had carried in. He saw a shadow move on the wall and spun to see two soldiers had reached the window. He heard the two pistols in Duke's hands fire- one shot from each. Flint watched the two soldiers fall. By then, Flint had drug himself to the elevator. Three more soldiers had come to the opening. One of them barked "Keep that one alive!" He fell against the wall as the door slid shut. He closed his eyes as he heard Duke fire a few more shots. There was a bone-breaking thump, and the pistols fell silent. Okay, hotshot, no guns, no freaking idea what's going on... got to meet two agents. The door dinged, and slid open. Flint recognized the two armed soldiers as he lost consciousness. Oh no... "This floor is secure, sir. Generals Flagg and Hawk are dead. Captain Hauser has been neutralized. We are preparing him for transport to the Island." The officer stroked his mustache with metal fingers. His unpatched eye roamed the room. "What about the box? Was the case here?" His Australian accent hung heavily, answered by silence. His eyebrow raised as he turned toward the trooper. "Well?" The soldier paused briefly, then spoke. "The box was not in the room, Major Bludd. But when we opened the elevator, this was just lying there." The soldier handed the Major the case. Bludd smiled. "Hendricks, carry this to safety." The trooper took the case and walked to the window. Major Bludd looked after the cadet. Hendricks turned and reached upward with his left fist "COBRA!" Major Bludd nodded at the man. "Cobra indeed." His smile disappeared. "Move out, burn it!" One of the men that had met Flint at the elevator watched the top of the building that had been attacked. Firetrucks were just answering the call on the streets below. He watched the Cobra troops carry Duke's limp body to one of the choppers. "Ah, bingo." He said as he watched the silver box go into the other chopper. "Major Bludd, you are a genius." Bludd got into the helicopter that Duke had been moved into, and lifted off. The other chopper, waiting for Bludd's signal, hovered obediently. "Welcome to Operation: Phoenix, Major." The man produced a detonator and hit the green button. The obedient helicopter exploded into flames. End Prologue PART ONE Chapter One Fairborne's vision was blurry when he woke. He also realized that his left eye was covered. His vision cleared enough to realize that someone was beside his bed. The thudding in his ears meant that that person must be talking, as well. Flint concentrated until he could make out the older man's visage. The man was roughly over six feet tall and had dark brown hair. His eyes were a sharp red-brown and he had the look of a warrior. Flint had seen that more than once in his career. Some men were destined to be soldiers. The man's hairline had receded considerably, and Flint judged him to be roughly 45 years old. After his vision, he focused on the sounds. "-ake now. Flint, do you know who I am?" Flint's eyes closed wearily, and when he opened them, he opened his mouth. After a miniature struggle with his vocal cords, he whispered "James McHullen Destro. Head of the Clan Destro that owns the weapons manufacturer called MARS. Former Cobra agent. Current shadow man in Delta Force operations." Destro smiled. "Move slowly, old friend, you are not yet healed completely." Destro put a remote in Flint's right hand. "Your left hand is still healing. As is much of your right leg. You sustained major damage to your ribcage as well, punctured a lung. We almost lost you." "How long?" Flint croaked. Destro looked away. "Two weeks, three days." He hesitated. "I did all I could for you. You have covered my back more than once, it was the least I could do." "And my eye?" "Not even my surgeons could fix the damage. Your hand has been augmented to accept a new, lightweight version of the arm that Major Bludd uses. Your kneecap was replaced, as well as your left hip. I am sorry I could not do more." "No, Destro, I don't mean to sound ungrateful, I- thank you." Flint paused, then his eye flashed. "The case?" Destro smiled. Flint thought that he looked like a wolf when he smiled, then shelved the thought as imagination. "We have it." Flint's eyebrow raised. "We?" "Can't have Destro without Zartan can we?" The man that had detonated the second Cobra helicopter entered the room. Flint saw that he had the case. "Did you open it?" Zartan chuckled. "Would if I could, but the thing seems to read retinal scans. I suppose I could have, but Hawk's orders were quite adamant." Zartan gently sat the case on Flint's lap. Flint looked up at the former enemy agents. "How long had you been working with Hawk?" Destro motioned towards the case. "Open it, my friend, I believe you'll find your answers there." Flint opened a portal on the side of the case, unhooking a cord and some sort of eyepiece. Flint adjusted the bed to set up, and put the piece up to his eye. "ACCESS PERMITTED" a voice spoke. The latches opened and Flint lifted the top. It looked very much like a laptop computer. The screen came on, and Hawk's face began to speak. "Flint. I programmed this to ID either of you. I was afraid that something like this would happen. If you are hearing me, well, I don't want to know why. What I want to know is whether or not I can count on you. I hope your in good health- you'll need it. The mainframe of this computer has all information that you will need. I have been working with these two agents for two years. I trust them with my life. I know that it's a lot to ask, but you must do the same. Flint, this won't be easy, but you've got to pull through. It's finally your show, Dash- make it a sell-out." With a quick salute, Hawk's picture went black. Flint's features hardened as he turned to Destro. "I'm going to need a lot of help." Destro snapped to attention. "We are at you service, Major Fairborne." Then he smiled. "First step- get you back into shape." It had been two weeks since Flint had read the message. A month had passed since he had left Duke on the seventh floor. He dressed slowly. The new battle dress uniform was dark gray-green. Flint marveled at how well the new 'hand' worked with the other to lace and tie his boots. But like his physical training, it had taken many hours to get the success he now enjoyed. He was used to the lost eye now, too. His marksmanship was as good now as it had ever been. Hawk's files described in detail the rise of Cobra since the GI Joe team was disbanded. It was now time to bring it back together. Zartan's recons had proven Duke was alive at a prison camp in Sierra Gorda. If Cobra Command thought that putting him on another continent was going to keep him from rescue, they were wrong. General Flagg had been dying of Stephens Disease. He had contracted the virus during a raid on a Cobra installation last fall. Intelligence suggested that Cobra would use this as a chemical weapon soon. Flint slid a glove over the metal hand. He put his beret on and looked in the mirror. He smiled grimly. Time to recruit. Project Deepfreeze was located seven stories below the Delta Wing in the Pentagon. Two armed guards escorted Flint through a set of six-inch blast doors. A Pentagon aide led the entourage. He stopped at a waist- high identification terminal. "Please lay your right hand over the panel." Flint set his hand against the red glowing hand on the surface of the unit. A light slowly moved across his palm, and after a few seconds, the red hand turned green. A door to Flint's left hissed open. The aide turned to him. "Shall we?" The two men walked through the door. The two sentries stayed behind. As they walked, Flint recalled the purpose of Deepfreeze: 'To allow at any time, as deemed necessary by the Commander-In-Chief, the reinstatement of a highly trained special missions team for specific duty that can not be carried out by standard means and/or special forces units.' In 1996, volunteers were chosen from the G.I. Joe Team to be 'preserved' until the time when they were needed. Some troops had been glad to go home. Others lost the concept of 'home', and were readily accepted by the 12-man action force. Each member was a necessary part of the unit. Flint believed that this would be a great place to start his new team. Some of the most competent soldiers Flint had served with were here. Now, he knew, was the time to release them. He also knew that the procedure was highly experimental, and most of the men who pioneered the process later died due to environmental and physical stress. The difference was that those men had been cryogenically frozen for fifty years, and these troops had been here for less than five. There had also been some advances in technology in those fifty years. All he could do was hope for the best. One of those original soldiers, after all, had survived, and was a part of a different top secret unit. His file had been classified beyond Flint's level. "All set, Major," the aide spoke, "We need a retinal scan and a DNA sample." He handed Flint a two-piece cylindrical tube that collapsed. He slid his finger in one end, and the tube hissed. Flint flinched as the needle pricked his finger. The aide took the cylinder and inserted into a hole in the computer console next to him. He then handed Flint a retinal scanner that was wired to the computer. As he lifted it to his right eye, he saw the screen on the terminal flash 'DNA: Match'. A quick light, and ten seconds later, it added 'Retina: Match'. The words disappeared, and new ones flashed. 'Speak Password'. Flint glanced at the aide, who nodded. "Phoenix." The screen went blank. 'Password: Accepted.' A red glow filled the room. "Now, Major, we wait." Flint nervously rocked on heels. After about four hours, a door on the south side of the room opened. "Let's find out the results, shall we?" the aide quipped. Flint nodded and followed. After a few steps, they slowed and approached another terminal. This one read "Success Rating: 50%." Flint felt his face twist as he stepped past the aide. The screen flashed the names of each subject: "Subject: Stalker, Team Leader- Success." "Subject: Grunt, Infantry Trooper- Failure." "Subject: Wild Bill, Rotary Wing Pilot- Failure." "Subject: Cover Girl, Armored Vehicle Driver- Success." "Subject: Dusty, Extreme Weather Soldier- Success." Flint hung his head and rubbed his eye. The computer continued... "Subject: Ace, Fixed Wing Pilot- Success." "Subject: Zap, Explosives Specialist- Failure." "Subject: Stretcher, Medic- Failure." "Subject: Low Light, Sniper- Failure." "Subject: Shipwreck, SEAL- Success." "Subject: Leatherneck, Marine- Failure." "Subject: Spirit, Tracker- Failure." "Subject: Roadblock, Machine Gunner- Success." Flint stood, immobilized. "Failure, Corporal, means that they did not survive the thaw, correct?" The aide began typing keys quickly. "Yes, sir, that's correct. Really, though, fifty percent is incredible." He was quite thrilled with the results. Flint stared forward. They were patriots that will never be forgotten. Then out loud, he spoke, "Not nearly as incredible as the price these six men paid for their country." He fought a tear as he moved toward another opening door. After the survivors were given physicals and orientation, he would be allowed to see them. There were twelve beds, six along each wall of the next room. Three on each side were filled. When Ace saw Flint, he smiled. These men and women were weak, but they would recover. Ace mentioned quickly that an officer had entered, and the remaining soldiers stood to attention. Each soldier had read the post-thaw report, and Flint knew that they were aware of the fate of their teammates. "At ease, troops, in fact, have a seat." The team sat, and Flint continued. "I want to start by recapping a few of the things that you read in the report; the year Two-thousand has proven to be quite interesting for me. I want you to know how proud I am to have an opportunity to serve with each of you again. I also realize that you believed that you would hibernate for twenty-five years, as opposed to five years. I would not be here if the situation was not the most dire." He paused to take a breath, but never dropped his eyes. "Cobra has only gotten worse since our disbanding." Several of the survivors sighed, moaned, or shook their heads. "They have teamed up with a group called the Brotherhood, an anti-government militia faction here in the States. You can use your imagination as to what they're up to. Cobra is everywhere, in our businesses, in our government, and even the entertainment industry. No more 'hide your suit in the closet' nonsense, either. They are doing what they can to bring this country to economic ruin, or worse- possibly civil war." Again he paused, and listened for reaction. This time, it was quite verbal. Shipwreck spoke first. "This may seem like a personal question," He paused to see Flint's rank, "but, you sure seem different then the Flint I knew. What's goin' on?" Flint didn't have time to answer, before Roadblock spoke. "Where is General Hawk? What about Duke? Those guys seem more like recruiters." Flint knew this would be hard. Most of his teammates respected him, but he had always been brash, even a little careless. Now, he would have to lay it on the line. He held out his hands. "Hold on, I'll answer all of those questions." He paused again, then continued after the room quieted down. "Hawk is dead. He was killed by a Cobra missile about a month ago. I was there. Duke was there. We tried to escape, but Duke was trapped. I... I had to leave him." Flint did not try to hide his emotions as he felt the tears come back. "Am I different? You bet your ass I am. While you folks slept, I was fighting a battle I knew I wouldn't win. I lost everything I had. Cobra found out who I was, where I lived, banked, even ate when I was home. They died. My family died. I fought back, hard. I tried to start a new team up, but each time we failed. I used what was left of my inheritance to fund POW releases in enemy territory, anything I could do to help. I watched the TV. I saw that Duke's luck was the same. In fact, I'd hear familiar names all the time." He paused for a second, looking each of them straight in the eyes. "Jason Faria, a cop in Detroit along with several other policemen, in what officials believe is an inside job. A three car accident kills family of three, the Wayne Sneeden family, from Auburn Alabama, was killed today when a truck hit them head- on. There were more- lots more." "The government knew where to find me, asked me to come to Washington, sort some things out. I came. Hawk asked Duke and I to come with him to a meeting. The message was intercepted, we were ambushed. I escaped. It only cost me a hand, an eye, a couple of bones," He tapped his glove for effect, "But it cost Hawk and Flagg their lives. It cost Duke his freedom." He finally slowed down, and looked at the floor. "I need your help, Joes. I want to get Duke back. I want to kick Cobra Commander square in the backside. If the rest of Cobra falls, that's fine by me." He felt a twitch in his lip, and he did something that he hadn't done since the accident. He grinned. "Are you with me?" The team was coming towards him, smiling and patting his back. Finally, Stalker made it through the crowd and shook his hand. "With you Flint? Hell, after that speech, I'd follow you into Cobra headquarters right now." Destro flew the Cessna to the new location of the team headquarters. During the flight, he told Flint about the last mission Hawk had led. A new team of recruits. All but two of those men and women died. They had been assigned to guard the new HQ. The little plane bounced on the runway and finally touched down. One soldier ran to the plane with his rifle at the ready. When he saw Destro he snapped to attention and saluted. "Lord Destro, sir." Destro stepped down and Flint followed. The young man looked at Flint in awe. "You-you're.." he fumbled with the words, then jumped back to attention. "Bulldog reporting for duty-SIR!" Flint straightened and snapped a return salute. "At ease, corporal, let's get inside. A large door opened and Destro guided the Cessna inside, then returned to Flint and Bulldog. Flint began to speak "Bulldog, you're our missile specialist, right?" "Affirmative, sir." Flint nodded. "And Download?" The corporal pointed down a corridor. "She's probably watching us now, sir. That's where the security room is. She can virtually track and kill anything on the premises with this base's high-tech stuff, sir." The door to the room hissed open and a woman in battle dress uniform stepped out. She had short dark hair. She was a little shorter than Flint, and looked at him with a look that Flint quickly recognized as disgust. Download was known as a tough-as-nails computer jockey. Flint had been impressed at her dossier, but troubled by her insubordination during the Gulf War. Destro had explained that, according to her, 'she wasn't taking any orders from someone she could whip.' Nevertheless, he saluted and she returned the salute. Flint decided to get this over with. He needed these soldiers' trust as much as their skills. "Is there a problem, troop?" he asked. The female corporal eyed him some more. "They say that General Hawk is dead." She spoke icily, and Flint answered honestly "That's true, I was there." "How could you let him down?" The accusation disguised as a question caught Flint like a boot to the groin. He focused on the girls eyes and dropped the octave of his voice. He moved towards her so that his face was less than an inch from hers. "Let's get something straight right now, Corporal," he growled, "I don't take any shit from anyone in this unit. I have personally been on more combat missions than you have months in the service of our nation. If I could have given my life to save Clayton Abernathy, I would have. But fate did not offer me that option. I was there- you were not. If you ever decide to see which of us has the stuff it takes to lead this unit, you bring it on, girl. Until then, you keep your mouth shut and follow orders. Do you understand?" She was quiet for a moment, and he shouted "DO YOU?" She nodded. "Yes sir". Flint backed away. She assumed a fighting stance. "I'm ready now." He raised his eyebrow. "Excuse me?" "You heard me, patch, I want a shot." She bobbed on her feet, and Flint put a foot behind him for support. Under normal conditions, the first punch would have K.O.'d its opponent at once, but Flint blocked and dodged, Jabbing her in the ribs with the point of his flattened hand. She backed up and kicked. Flint jerked back and saw her swing into a roundhouse kick. Flint caught her leg, kneed her stable leg, and pushed her to the floor. Driving his knee into the inside of her leg, she was immobilized. When they landed, he still had her kick leg twisted over his shoulder, his right knee driving into her inner thigh. He had somehow managed to hold both of her hands with his left hand, and had drawn her sidearm with his right, jabbing the barrel under her chin. Her face flushed. He shoved himself off of her and held a hand out. She took it and he lifted her, handing her pistol to her at the same time. Her eyes never left him, and he waited for a second attack. None came, and she holstered her pistol. "I apologize, Major, sometimes I just have to-" he cut her off in mid-sentence. "I don't blame you, Corporal, I would want to know what kind of person was going to lead me into the pits of hell. Sometimes, you just have to take the bull by the horns." She eyed him again, this time the disgust had been replaced with respect. "You really are as good as I'd heard." She stood straight and saluted. When Flint turned, he realized that Destro and Bulldog had watched the entire event. Destro smiled. "I guess nobody told her about the interrupted Eel beachhead during the second PITT invasion. Shall we make some calls?" Malibu's sun baked as Craig McConnel picked up his paper. He breathed in the salty air and looked across the shoreline. When he had first built this beachhouse, he had loved the view. Even now, six years later, it was breathtaking. He looked down the rocky driveway to see a long-legged blonde jogging towards him. She waved and smiled. He waved back. He heard the phone ring, and walked into the Brotherhood and picked up the receiver. "This is Craig." When Jeanie entered the beachhouse, Craig was setting at the table. His face had drawn the deep lines that she knew meant trouble. She had heard the phone ring, had something happened? "Craig, baby, what's wrong?" He looked up at her "Babe, you need to have a seat," he began as she slid into the chair. "You know I told you about that unit I was in, how it had been disbanded?" She had turned her full attention to him. It had been strange, but she always got that way when he talked about his old team. "Well, it's been re-enlisted." She looked like he had slapped her. "You're not going, right?" "I have to." "Why, Craig? What do you owe them? They cheated you out of so many years, Jesus, McConnel, what do you think you owe them?" He stood and walked to the bedroom. He pulled his duffel from the closet and threw it on the bed. He heard her pick up the phone and start yapping. Probably her mother. He pulled his shorts off and stood staring into the closet. His dress uniform hung there, still crisp and wrapped in plastic. He hadn't worn it since- he felt the lump in the back of his throat- Clutch's funeral. That was last year. The two of them had stayed close. Had gotten into racing. It had taken him a long time to get over that incident, blaming himself for the faulty brake lines. He numbly slipped into the uniform. He could hear Jeanie still babbling, and pulled his long blond hair into a pony tail. Flint had said immediately, so he didn't shave the beard. Hell, he'd worn the beard all of those years in the unit, who would care now? At some point, he realized that Jeanie was speaking to him, so he adjusted his ears to listen. "...have a couple of friends coming. They'll keep you safe. Please don't go Craig." Her voice was frantic, but he saw her in the doorway. Her eyes had steeled, and she had her hands draped behind her back. "Craig, stay with me. Come with my friends..." She walked towards him, seductively, closing the bedroom door. From the shadows beside the door, a voice spoke. "Drop it, lady." The shadow solidified. Jeanie whirled and produced a silenced pistol. Craig watched in disbelief as the shadow kicked the weapon from her. "Rock-n-Roll," the shadow growled, "get down!" Craig slid to the silenced gun and lifted it. "Stop!" he bellowed. The dark man and Jeanie both stopped to acknowledge him. "Jeanie, what are you doing?" The shadow spoke. "Yes Jeanie, or would you rather I say Brooke Ashcroft? That is your real name, right?" She threw the man a look and spoke "Craig, this man is going to kill you!" At that moment, McConnel realized who he was. "He's Zartan, Craig- that Cobra shapeshifter!" He raised an eyebrow at her "That's right, honey, but how would you know?" Zartan spoke. "She is a Cobra Infiltrate. She would have loved nothing more than to shoot you in the back." McConnel looked at Zartan, then back at his lover. "Where is Jeanie?" He was angry now, more at his own humiliation than at Cobra itself. "I am her, lover." She purred the last word. Rock n' Roll felt sick at his stomach. The nausea left him when he heard the chopper. "Ah, Rock N' Roll, her friends are here." She walked towards Craig. "I wouldn't kill you, baby. Please come with me, You know I love you. I want to be with y-" The slide clacked on the silenced automatic. Rock n' Roll lowered the smoking weapon. His face was stone. Zartan grabbed his duffel. "Come on, sport, don't want to keep Flint waiting, do we?" Craig dropped the pistol on the bed and followed Zartan out the second door. They stood on an outer road, watching the Cobra chopper lift-off. "I'm sorry, Sergeant McConnel, but I had to let her make her move first." Rock n' Roll nodded solemnly. "I know. Flint said that you would come. Let's go." As they rode away, the house exploded. Jarod Fentin smiled as he watched a viewscreen. The greenish light made his face glow in the otherwise dark room. His coal black hair was pulled behind him in a ponytail, and gray streaks, along with deep lines in his face, showed his age. The small round glasses that he wore disguised the origin of a deep scar that traced the left side of his face. "She is a work of art, Doctor," he spoke aloud. The bald man behind him straightened at the compliment. "Thank you, Commander." The Commander turned to the doctor. "Her first mission was successful, but can she pull off part two?" The shorter man grinned. "Yes, yes she can. There is nothing left in her save the need for your approval. It has taken half a decade, but I have created an assassin that could rival the greatest soldier we ever faced." The Commander turned back to the screen and frowned. He spoke through his teeth. "Snake Eyes." He rubbed his chin. "The wonder commando that killed an entire Brotherhood Citadel. The bastard who should have died many years ago in a car accident." The doctor was silent, then spoke. "She will kill him, master." The other man stood quiet for a moment, then smiled again. "Yes, Doctor Mindbender, that she will." With those words, he turned and left the room. Flint kept the Huey low as he crept up the mountains. This had been his first solo flight in a few months, and he was enjoying the landscape as much as the ride itself. He spotted the burned cabin and brought the chopper in low. There was no sign of life here, but Flint was following a hunch, so he landed the utility helicopter. He walked around a bit, looking and sifting the ruins. He'd read about the incident in the paper. Some local militia group had purchased this land and asked the two men, believed to be brothers, that lived here to move out. When the siblings resisted, the group assaulted the cabin. They pulled the youngest from the burnt cabin, his body covered with second and third degree burns, and tied his arms behind his back. They shot him execution style, and had filmed all of that days events. The eldest was never found. Most assumed him dead. Flint knew better. The young man was named Billy. He was the son of Cobra Commander. The man was an operative named Snake Eyes. The most lethal man Flint had ever known in his life. When he met with Snake Eyes last year, he had learned that the ninja had brought Billy here. The militia group was called The Brotherhood, their base of operations was at the bottom of this mountain. He solemnly walked toward the 'copter. He would need to speak with the fellows of The Brotherhood, yes indeed. Had they not suspected trouble when they learned the boy's leg was a robotic replacement? Oh well, if trouble had not yet found them, it was coming. He had expected some sort of welcoming committee when he landed, but no one came out of the building. The chopper whined to a stop as he pulled a grenade belt out of the back and put it over his shoulder. He buckled the Skorpion to his leg holster and picked up his Remington 870 Riot Gun. He noticed, on the air, a faint yet familiar odor. There must be a dead animal off the pad, there, he thought. He opened the main door. Once again, he noticed the smell. Was it stronger in here? He stepped behind the visitor's desk and looked down. On the floor was a corpse. Flint noted that there was a wound in the greeter's forehead. A knife wound? It was! Flint smiled. "He is alive." He spoke to no one in particular, but saying the words made his smile deepen. He fitted a gas mask over his face, and walked through the compound's main door. "Hello Duke." The voice sliced through the damp air. Duke hung by his wrists in a room deep inside a Cobra stronghold. His facial hair had grown, and his body had been beaten severely. "Hello, Commander." Duke's voice was hoarse. He had counted sunrises, and guessed he had been here for over a month. He had spent some time close to the states, where they had healed his body. They then sent him overseas. He guessed that he was in Sierra Gorda. The room they kept him in was dark. When they visited, they brought lights. Duke was as blind as if he had no eyes. He didn't need eyes to recognize the voice of Cobra's top official. "You don't look so good, Duke." The Commander teased. "I know I've told you the story of my youthful vigor," Yes, he had told him, a thousand times, it seemed, how he bathed in the DNA 'pool' Mindbender had mixed. The pool was supposed to make him a better leader, but Duke still saw the spineless backwater manipulator that started the Arboc Association many years ago. "You know, I think that that pool could bring the dead to life, it is that invigorating." He paused thoughtfully. "I am a new man." Duke spat at him. "A man would kill me straight out. But we know what you are." The Commander seemed amused by this. The former First Sergeant felt the cold barrel of a weapon at his forehead. "A leader would command his men to put a bullet through your skull- don't push me Duke." They had gone through this every few days, Duke had noted. The Commander had admitted to killing over 70 former GI Joe operatives in the past few years. Today was the third visit of the week. He would tell Duke about the fall of American Government to Corporations and Business ownerships. Duke knew that if he made an attempt to escape, they would kill him instantly. No one would know. The explosion in Washington, how long ago?, had been linked to a fuel leak. Cobra was just passing over as the building erupted again. Cobra was suing the city for the destroyed helicopter. "Back to my story, rude sir... Wouldn't it be a hoot if I used the same DNA Bath that I took, and brought another soldier back from the so-called 'dead'? I mean, of course, theoretically." He walked to the other side of Duke. "What if that assassin was to, oh, say... " He leaned close to Duke "Kill the President?" Duke lunged as Cobra Commander jerked back. "Settle down, boy." One of the guards zapped Duke with a stun rod. He screamed and went limp. "Anyway, it is just a thought." He paused then added "Is there anything you'd like to add, Duke?" "Just one thing." "Go ahead." "When I get loose, pray to whatever god you pray to that I don't get close enough to put my hands on you." The Commander's hand smashed across Duke's face. Blood drained from a torn lip. "That will be all today, Duke." He turned to a guard. "See that he gets extra strokes today." "Yes, sir." After the door shut the light stayed on. Duke knew what was coming. He clenched his teeth while the guards slashed his back with the whip. When they began on his chest, he floated into unconsciousness. Flint's eyes widened when he walked onto the entry area. There were bodies strewn about the entire room, the floor, the balcony, everywhere. Bullets, slice wounds, stabs, these men died fighting, that was obvious. All of the weapons in the world would not have saved them- not from what came through here. Flint walked into the next room. He walked through most of the compound, finding the same thing in each room. He finally walked to a room that he guessed was the armory. There were a few weapons still on the wall, but most had been recruited for the battle against the invader. He had read the roster. Over 200 soldiers had been here the day of this massacre. "Damn, boy, you taught some sort of lesson, no doubt about it." Flint finally said aloud. The wrist-held communicator beeped on his arm, and he lifted the cover to activate it. A small screen showed Destro's face. His voice followed. "Have you found him?" Flint looked around. "No, but I'm admiring some of his work as we speak. All of the bodies seem to be in the same stae of decay. I can't believe nobody found this place." Destro looked at his planner, then back at Flint. "These people were quite clear about being left alone, Flint. Where to now?" "Back to the cabin, I have a feeling that I was being watched. I'll find him, Jim, whether I can get him to come home- that's the real challenge." Destro nodded. "All right, give me a call when you are homebound." "Roger that, Flint out." He switched the top shut. He heard feet on the tiles outside. "He's still here, let's nail him!" A voice outside screamed orders to flank the armory. Flint slid the Skorpion out of the holster, and held the shotgun in his left hand. When he recognized the soldiers as Brotherhood Commandos, he fired. The first two through the door fell, the one on the left's head exploded as the slug smashed through his skull. Flint jumped up as two more soldiers charged in. The Skorpion belched fire, and they both went down. He heard the one that had barked orders give more as he slid two shrapnel grenades off the belt. He primed them and threw them at the door. He heard a scream. The Skorpion went back to Flint's leg and he two-handed the 12 gauge. He started towards the door when one of the men jumped into the doorway. His chest butterflied open as Flint's shotgun belched another slug. Three more went down after that. He finally made his way to the screamer. This guy's leg was a mangled mess. Flint smiled through the mask. "I've got some questions for you." As Flint walked away from the building, it imploded. The low roof fell onto the structure. Flint watched several fires begin and die out, then started the chopper and went airborne. As he flew back to the cabin, He thought about the death he had witnessed. One man had killed over two hundred combat soldiers on full alert. He brought the chopper down next to the cabin again and climbed out. This time, he brought the shotgun on his tour. The cabin had a dirt trail leading from the door to the treeline. Flint followed it. He felt air on his neck and spun around, his face stopping short of a katana sword. "Snake Eyes?" The man with the sword was wearing a Brotherhood Commando uniform, except his face, which was cloaked with a bandana. Flint's eye locked with the attacker's. "It's me, Flint." The attacker lowered the sword and reached towards Flint's eyepatch. "I know, a little reminder of a mutual friend. I need your help, Snake Eyes." The other man looked at Flint, his eyes narrowing in suspicion. "I know, Snake Eyes, I wouldn't ask if it wasn't important." Flint never lost eye contact with the silent man. "Hawk's dead. Duke's POW. I need a man to watch my backside when the shit hits the fan. I need a man I can trust." His voice was steadily raising, and by the time he finished, he nearly yelled. "I want some goddamned payback!" Snake Eyes reached into his breast pocket. From his pocket, he pulled two articles. The first was the newspaper picture of Billy's burned, murdered body. Flint knew that he had taken the boy under his wing after Storm Shadow was killed, Snake Eyes had brought him here to teach him the ways of peace. The second paper was Hawk's obituary. "I know, I was there." Flint lowered his head. Snake Eyes then picked up a rifle on the ground. He flipped it over and handed it butt-first to Flint. "What?" The silent man pointed to an inscription. It read Cobra Manufacturing. "Wow. Cobra supplies the Brotherhood with weapons?" Snake Eyes nodded. "Have you been waiting for me?" Again the ninja nodded. Flint smiled and held out his hand. "Come on my friend, let's go home." Destro and Zartan stood on an overlook watching the base from above. "Funny, isn't it?" Destro looked at Zartan. "How so, Zartan?" The shape-changer chuckled dryly. "I need to go in, don't I? I mean, into the organization." Destro nodded slowly. "I don't see another way. We knew it would happen, reconnaissance photos and surveillance tapes are no match for inside work. You're the best." Zartan grinned slightly at the complement. "I've looked over the dossier and Flint contacted one agent: Snow Job. He was known to be a con-man extreme. With a little work, I think we'll be inside within the next two weeks." At that Destro nodded. "Good luck." He turned and walked down the rocky ledge. Zartan rubbed his hands together and blew on them. "Yeah, we'll need it." ========================================================================== BRONZE BOMBERS! -by Corey Stinson After quite a bit of anxious waiting Bronze Bombers figures are now available at Toys R Us! Possibly the single most interesting assortment of GI Joe "knock-off" figures yet, these figures are actually more than knock- offs, they're almost GI Joes! Olmec Toys, producers of ethnic (but mostly African-American) toys, in 1995 purchased from Hasbro a number of GI Joe figure molds. Olmec's intention was to revive their Bronze Bombers action figure brand with the GI Joe molds. In the December 1995 issue of Tomart's AFD a series of 12 prototypes were shown. Collectors would end up waiting until December 1997 to see the figures on toy shelves. Toys R Us is now carrying a 12-figure boxed set of the Bronze Bombers. The figures utilize the following ex-GI Joe molds: Strato-Viper, Wild Boar, Darklon, Skidmark, Track-Viper, Motor-Viper, and Secto-Viper. There is some reuse of molds in the set. Each of the 8 good guys have a new head produced by Olmec. All of the characters are black, and the heads are very detailed and expressive. The four bad guys (Pyro's Band of Thugs) are actually direct repaints of GI Joe figures Darklon, Secto-Viper, Motor- Viper, and Strato-Viper. The set comes with a bag of accessories featuring Frag-Viper gun, Track-Viper pistol, Darklon gun, and Tele-Viper gun-gadget. There are also three of the "Eco-Warrior" water-squirting backpack/gun combinations. On the back of the box is a detailed filecard for each of the 12 characters. Included in the set is a poster with a photograph of all of the figures in a diorama. The poster also has the filecards printed around the sides. Lastly, the set includes a sheet of cardboard punch-out tribal shields that the figures can carry. Even if you don't care for the Bronze Bombers theme these figures are an excellent way to bolster the ranks of GI Joe and Cobra. Pictures of the Bronze Bombers figures and packaging is available at . As previously mentioned, Bronze Bombers are known to be available only at Toys R Us thus far. Even so, not all Toys R Us stores are carrying Bronze Bombers. There appears to be some demographic planning behind which Toys R Us stores receive the Bronze Bombers assortment. Bronze Bombers retail for $14.99 at Toys R Us. If you can't find them locally you can purchase them directly from Olmec Toys for $19.99 + $5 shipping/handling. Call 1-800-677-6966 for more information. Even at ~$25 this set of quality figures is well-worth the price. ========================================================================== NEW GI JOE COLLECTORS' GUIDES AVAILALBLE -by Simon Hurley !!! ATTENTION GIJOE FANS AND COLLECTORS !!! I am now offering limited edition collector's books for G.I.Joe enthusiasts. The "G.I.JOE COMPLETE COLLECTOR'S SET", Volumes I, II, and III are currently available. These are printed, bound, softcover books which contain the following: Volume I: Blueprints (1982-1987) - Includes full-page black and white copies of the blueprint page from EVERY piece of G.I.Joe equipment released from the start of the line in 1982 up to and including the 1987 line. Included are: Battle Force 2000; large sets like the USS Flagg, the Terror Drome, G.I.Joe Headquarters, the Mobile Command Center, and the entire Defiant Space Shuttle Complex; rare Sears exclusives including the Cobra Missile Command Headquarters, the 4 Dreadnok Assault Vehicles, and the Crimson Guard CAT, SMS, and Canadian MMS; the rare Crossfire RC; mail-in exclusives like the HALO parachute pack and the Manta windsurfer; and more! 135 pages! Volume II: Blueprints (1988-1997) - Includes full-page black and white copies of the blueprint page from EVERY piece of G.I.Joe equipment released from 1988 up to and including the end of the line in 1994. Included are: Tiger Force, Slaughter's Marauders, Sky Patrol, Eco-Warriors, Star Brigade, and Ninja Force lines; large sets like the General battle station, the Crusader space shuttle, the Rolling Thunder, the Thunderclap, and the G.I.Joe Headquarters II; Toys 'R Us exclusives including the Night Force and Dino-Hunter lines; the Hall Of Fame and Street Fighter vehicle lines; and more! Special bonus pages also include the entire 1997 re-release of G.I.Joe vehicles! 150 pages! Volume III: Filecards (1982-1989) - Includes 3-per-page clear full-size black and white copies of the filecards from EVERY G.I.Joe figure released from the start in 1982 up to and including the 1989 line. Included are: Battle Force 2000, Tiger Force, Slaughter's Marauders, Python Patrol, Cobra-La, and the Renegades; rare vehicle pilots including the USS Flagg admiral, the Defiant driver and astronaut, the Crossfire driver, the Mobile Command Center Driver, and the Terror Drome pilot; store exclusives including the Brazil Mission Set and the Night Force line; mail-in exclusives; and more! 115 pages! Each Volume is $15.00, includes priority mail shipping. (Note - price reflects copying, binding, and shipping costs - these books are not being produced for profit.) TO ORDER, send a check or money order made out to: SIMON HURLEY 2500 North I-35, Apt. #151 Denton, Texas 76207 (cash is fine too, but I accept no responsibility for money lost in the mail) email me if you want more information (or just to chat!) at: sh0012@jove.acs.unt.edu !!! COMING SOON !!! Volume IV: Filecards (1990-1997) - Includes 3-per-page clear full-size black and white copies of the filecards from EVERY G.I.Joe figure released from 1990 up to and including the end of the line in 1994. Included are: Eco-Warriors, Ninja Force, Sonic Fighters, Star Brigade, Sky Patrol, Air Commandos, D.E.F., Mega-Marines, and the Street Fighters; store exclusives including the Night Force and Dino-Hunters lines; mail-in exclusives including the 1993 special missions teams; the rare Nitro-Viper card from the 1994 Convention Magazine; and more! Special bonus pages also include the entire 1997 re-release of G.I.Joe figures and EXTREMELY rare copies of the unreleased 1994 Star Brigade Manimals filecards! 125 pages! Volume V: Missing In Action - Includes sets of never-released authentic- looking G.I.Joe filecards, custom made by Simon (a knowledgeable G.I.Joe collector and enthusiast), fully detailed with additional explanations of where each character came from and how their filecards were made. Contains filecards for characters from the comics and cartoons which were never made into figures, figures which didn't have filecards, and Hasbro's never- completed toy concepts including the entire 1995 A Real American Hero line (which was cancelled and replaced by Sgt. Savage). Included are: The entire Oktober Guard, including their Star Brigade versions; Storm Shadow's entire Arashikage ninja clan; Snake-Eyes' Vietnam LRRP unit; the 1993 Eco- Warriors; Crimson Guards, Medi-Viper, Air-Viper, Billy, and Pythona; G.I.Joe Generals; Steel Brigade, Rawhide trainees, and Create-A-Cobra; and many more! Also included are the never released 1995 line, including the Alien Encounter figures, new Manimals, Replicator clones, Battle Corps Rangers, Ninja Commandos, Ice Force, and Sea Force. *** JUST ADDED TO THIS BOOK! A special set of 18 vehicle driver filecards for never-released prototype vehicles, and a set of exclusive blue-on-white full page vehicle blueprints, including the G.I.Joe train, Hercules C-130, Cobra Transport Helicopter, the Firefighter team, and many more! Over 100 file cards in all, plus over 30 blueprints! Also included: maps of the G.I.Joe world; building schematics of Pit I, II, and III, the Cobra Consulate, and other hideouts and structures; fully detailed updated maps of Cobra Island; organizational hierarchy charts for the G.I.Joe and Cobra armies; reviews of all the best collector's resources and magazines; and more! A must for every G.I.Joe collector! 110 pages! !!! ALSO SOON AVAILABLE!!! "The TRANSFORMERS Complete Collectors Set" (limited edition) Volume I: Tech Specs (1984-1990 - Generation 1 and Custom Tech-Specs) - Includes black and white copies of tech-specs for nearly EVERY U.S. Transformer released between the start in 1984 to the end of Generation 1 in 1990. Included are: Special Teams (Dinobots Constructicons, Aerialbots, Stunticons, Combaticons, Protectobots, Technobots, Predacons, Terrorcons, and Seacons), Nebulon Transformers (Headmasters, Targetmasters, and Powermasters), Action Masters, Micro-Masters, and Pretenders; all U.S. tech-spec variations (special teams, Ratchet, etc.); rare tech-specs like Reflector, Predacon, Metroplex, Fortress Maximus, Trypticon, Monstructor, and Scorponok; store exclusives and mail-ins; and more! Special bonus includes custom-made collector's tech-specs for Unicron, Female Autobots, Quintessons, Omnibots, mail-ins which didn't include tech-specs; and a never-before-seen Transformers history, along with military heirarchy charts of the Autobot and Decepticon armies; and more! Volume II: Tech Specs (1993-1998 - Generation 2, Beast Wars, and Machine Wars) - Still in the works! ========================================================================== CUSTOM FILECARDS -by Erik Robbins Code Name: ISOTOPE Scientist File Name: Williams, Benjamin S. SN: 762-35-9382 Primary Military Specialty: Foreign Technology Deconstruction Secondary Military Specialty: Forensics Place of Birth: Redwood City, CA Grade: 0-3 (Captain) As the Joe team became more and more a preventative force against Cobra's actions, and thus more like a police force, Hawk and Duke saw a need for G.I.Joe to have its own scientists to carry out forensics work. To the government, Isotope's primary purpose, along with the few scientists under him, is to analyze the weird technologies that Cobra somehow keeps coming up with. To the Joes, he's the lab where they send evidence to be analyzed. Graduated with a Ph.D. from Stanford. "Just because he sits in a lab most of the time, that doesn't mean this guy's no good in a fight. Often times, he'll be out in the field with us, testing out some gadget or other, or trying to gather some sort of information - and he kicks butt and takes names with the best of them. Once, a Cobra agent managed to get close to him and tried to kidnap him to work for the other side. The only reason the guy lived was that Isotope didn't want to add another autopsy to his workload." Code Name: SCOPE Sniper File Name: Dactill, Terrance C. SN: 651-43-8498 Primary Military Specialty: Sniper Secondary Military Specialty: L.R.R.P. (Long Range Recon Patrol) Place of Birth: Bay Minette, Alabama Grade: E-5 As a kid, Scope wasn't able to hit anything. He was horrible at dodgeball, never allowed to be a pitcher at softball, was the last to be picked for basketball, and knew better than to waste his money at any carnival game. Embarrassed, he decided to apply the motto "practice makes perfect" and everyday after school practiced throwing softballs at empty bottles and cans. Then he got a dartboard and practiced with darts. Later he started going to a rifle range. By high school, he was winning trophies in marksmanship. Signed up for the Joe team for further challenges. "A sniper's job is to get close to his target without being seen, fire his shots (and hitting the target) without anybody being able to tell where they are coming from, then get out without being captured. Scope is a cover man, he keeps the enemy busy while his teammates make an escape from a bad situation, then pulls out after them. Once, while his infiltration team was busy on the inside of a Cobra installation, he took out every single tire of an entire STUN motorpool without anybody noticing until they needed to chase the fleeing infiltration team. It is said that to remove the danger of being detected by the glare of light off of his scope, he doesn't even use it unless absolutely necessary. Now, I'm not saying its true, but his name IS Scope." Code Name: SIX-SHOOTER Small Arms Specialist File Name: Cashford, Steven P. SN: 649-87-6546 Primary Military Specialty: Infantry Secondary Military Specialty: Small Arms Armorer Place of Birth: Cleveland, Ohio Grade: E-4 (Specialist) Six-Shooter has always liked westerns - he has one of the most extensive collections of western videos in the entire world. What he likes best about the genre is the speed and skill with which the characters wielded revolvers. He himself wanted a career where he could wield pistols with the same skill. The police force did not appeal to him, so he joined the military. Joined the Joe team to be able to use his skills in actual combat. "You wouldn't normally expect a person who specializes in the use of small weapons to be particularly strong. That is, if that person were only firing single shots using 9mms or .22s, he wouldn't need to be very strong. But Six-Shooter is as well-known for rapidly firing six shots from a Desert Eagle or .45 Magnum in each hand as he is for weapons with less kick. It requires a great deal of strength in the arms to fire off multiple shots from two large caliber pistols and overcome the recoil to have every shot hit. Six-Shooter pulls this off. He isn't the buffest individual on the Joe team - in fact, he's kind of on the small side - but he could beat most Joe's at arm-wrestling." Code Name: HONEY Infantry File Name: Cronquist, Corey SN: 649-64-7651 Primary Military Specialty: Infantry Secondary Military Specialty: Artillery Place of Birth: Richmond, Virginia Grade: E-4 When the Courts decided that an exclusively male military academy had to start admitting female applicants, Honey was the first one to sign up. She endured hazing, pranks, taunts and other forms of intimidation and persecution to persevere and ultimately graduate. She then signed up to join G.I.Joe, and the Joe command was quick to grab up a soldier with such perseverance, willpower, and strength of character. "The Joe men already knew better than to hit on the female members of the team. Scarlett, Cover Girl, Lady Jaye, and Jinx are all more than capable of making their displeasure known. But when Honey joined the team, she just radiated something that sent a clear message - "Don't mess with me." Nobody did. Despite her distance and coldness, she is an excellent team player. She hates Cobra (especially the Dreadnoks) more than anything else." Code Name: MENAGERIE Animal Trainer File Name: Gallager, Darwin G. Primary Military Specialty: Animal Trainer Secondary Military Specialty: Infantry Place of Birth: Swansea, Wales, UK Older animal training techniques involved controlling the animal using fear, intimidation and pain. Modern techniques consists of raising the animals from a young age to make them love and respect their masters. Menagerie combines the two techniques, training his "friends" to love him and hate every other human in existence. For a VIPER, it is about as bad a punishment to be made to assist Menagerie in animal training as it is to be relegated to the TOXO-VIPERS. Teaming up with COBRA has allowed Menagerie and his animals to hurt the humans they hate so much. "It's amazing how anybody so capable of love for other species can be so full of hatred for their own. Menagerie somehow seems to have taken humanity's devastation of wildlife and destruction of wilderness areas to a personal level. He views himself and his friends as a force of nature's revenge. Only this belief in a higher cause, one which he can achieve best with Cobra's help, allows him to remain in the same organization that has such scumbags as GNAWGAHYDE and CESSPOOL. COBRA COMMANDER knows, however, that either of those two would be killed if they came anywhere close to Menagerie's animals. Comments: Since Cobra has so many scientists, I thought the Joes should have one - thus Isotope. A sniper was one of the major military specialties that G.I.Joe lacked. I saw Corey Stinson's SPOTTER after I wrote SCOPE. Six-shooter arose from mental images of characters running around with a gun in each hand. NOTE: He does not dress, act or think like a cowboy. He just likes the videos. Honey got her name because I liked the irony. (I was originally going to do a spy-type character based off Mariah Carey's video, but then realized that most G.I.Joe female characters were already involved in Intelligence). And Menagerie might have arose due to the fact that when I used to play with G.I.Joes, I would buy toy animals that were approximately 3 3/4" scale. Or maybe he just popped into my mind. Not-so-completely original characters Code Name: HAY-WIRE Electric Warfare File Name: Wright, Ralph Primary Military Specialty: Electronics Secondary Military Specialty: Experimental Weapons Place of Birth: Memphis, Tennessee Hay-Wire was the kind of kid who was always licking batteries, sticking his fingers in electric sockets, and peeing on electric fences. He considered these things to be a great buzz, and developed a resistance to the pain. Then he decided to spread his favorite amusement when he got a joybuzzer. Since this was great fun, he later got a cattle prod and the neighborhood cats quickly learned to avoid him. He soon discovered that he enjoyed causing pain in others as much as he did in experiencing electricity himself. Moving on to bigger and more dangerous thing, he eventually hooked up with Cobra. "Not only did this guy help design the micro-circuitry of the B.A.T.s, but he has built himself a weapon that shoots electricity over a distance! Fortunately, it's too expensive for Cobra to mass-produce, has a limited range compared to firearms, and is too unstable for anyone saner than Hay-Wire to want to use. If you hear a sharp crackle in the air, it's already too late to dodge. But on the bright side, you are usually warned of Hay-Wire's presence on the battlefield by his mad, cackling laughter..." Origin: A vague remembrance of a character on the back of a G.I.Joe Stars cereal box. I remember nothing of the character other than the name. Code Name: SATAN Assassin File Name: Unknown Primary Military Specialty: Artillery (Ancient Weapons) Secondary Military Specialty: Commando Place of Birth: Unknown (suspected Argentina) Satan is a master archer. His uncanny aim is almost supernatural. An arrow in his hands is said to have the accuracy and power of a laser. As a fully trained ninja, he is also a master of stealth and assassination. Satan's preferred weapon for assassinations is, of course, the bow. It is not clear, but Satan seems to be of a different clan than either the Arashikage ninjas or the Night Creepers. From his accent, it is thought that Satan grew up in a Spanish-speaking culture. "This scumbag didn't get his name from his sunny disposition. He's a cold-blooded, sadistic murderer with absolutely no regard for human life, or any other life for that matter. He doesn't need a contract or some other reason to kill somebody, he'll do it for amusement. Apparently, he's infamous in various parts of Latin America. On one mission in Argentina, a group of farmers ran away from Jinx, calling her 'El Diablo.' Jinx has speculated that the reason for his joining Cobra may be that he was too homicidal and mean-spirited for his own clan!" Origin: Argentinean filecard on YoJoe's filecard gallery. I tried to translate it with a Spanish-English dictionary, and that which I managed to actually understand is at the beginning of the text. I might do the other three cards, but perhaps somebody who actually knows Spanish should do the translation first. Code Name: BIRDIE Dreadnok Street Brawler Birdie was a street fighter who wanted to be in the Shadaloo criminal organization. Soon after he joined, however, he became dissatisfied and he quickly left, returning to the fighting circuit. One night, after winning a fight in northern Australia, Birdie went to the local bar to celebrate. Some of the Dreadnoks were also there, and as was to be expected, a bar brawl broke out. Birdie beat up everyone involved and an invitation to join the Dreadnoks was extended to him. "Shortly after he joined them, one of the Dreadnoks suggested that Birdie take up a more vicious name, saying that 'Birdie' wasn't very intimidating. After he recovered from his wounds, that Dreadnok admitted that he was wrong and that the sound of 'Birdie' was indeed very, very intimidating." Specialty and M.O.: Birdie is a hand-to-hand fighter, eschewing weapons, feeling that his forehead is more dangerous. He may be right. He occasionally uses his chains adorning his body in a fight, but to ensnare his opponents and bring them in closer, not as a flail. Origin: Expanding the crossover between Street Fighter and G.I.Joe. Birdie was in the original Street Fighter but is more prominent in Alpha and Alpha 2. Got the idea while considering a G.I.Joe-M.A.S.K.- Street Fighter-Teenage Mutant Ninja Turtles-Road Rovers crossover. The Renegades After I saw Mercer's 1991 filecard (which has an error, anybody see it?), I considered what fate that the Renegades would have with only Red Dog and Taurus. This idea came to me. Consider it an extension of the "real- life" Joes. (As real life as Rocky is). Code Name: Hannibal Renegade Commander File Name: Classified SN: Classified Primary Military Specialty: Strategy & Tactics Secondary Military Specialty: Covert Ops Place of Birth: Classified Grade: Colonel When Sgt. Slaughter formed the Marauders, the Renegades didn't just disperse. Hawk had heard of a group of military fugitives who had been dodging the Military Police while simultaneously helping people for over a decade, and researching the matter, he suspected their innocence. He managed to contact Hannibal, and though Hawk did not have the pull to get them proven innocent, he arranged for them to fake their deaths and for the MP pursuit to be called off. The fugitives became the new backbone for the Renegades in return for the opportunity to help people without the fear of MPs breathing down their necks. Hannibal, named for the famous Carthaginian general, is renowned for his nonlinear thinking and daring plans. It is mostly due to his genius that he and his comrades evaded capture for so long. In addition, Hannibal is master of disguise, and often delights in confronting his enemies while in disguise, with them having no clue that it is Hannibal that is standing right in front of them. While screening potential clients back when he was a fugitive, he would have them encounter him two or three times, and they wouldn't realize that he was the same person each time. "It's easy to tell when Hannibal has come up with a plan he thinks will work. He gets this big, self-satisfied grin on his face, with his cigar clenched firmly between his teeth, that all his team-members have come to know well. Once he has his plan, he is almost fanatical in seeing it carried out, and no matter how crazy his plan seems, his men carry it out with the same fanaticism. Why? Because Hannibal's plans ALWAYS manage to 'come together' in the end." Code Name: ATTITUDE Renegade Driver File Name: Classified SN: Classified Primary Military Specialty: Infantry Secondary Military Specialty: Transport, Armorer Place of Birth: Classified Pay Grade: E-6 Attitude grew up in a poor district of a major city, raised by his single mother. He had to become tough, but more than just tough, he became the baddest, meanest, most intimidating individual around. He excelled at having a bad attitude all the time. He joined the Army as soon as he was able, and served in southeast Asia, where he discovered his fear of flying. With Hannibal and Face, he was convicted of military crimes that they did not commit and spent the next decade as fugitives. "Attitude isn't such a bad guy once you get to know him. You'll still get the full force of that attitude - even Hannibal still gets that - but his soft points eventually peep through for the world to see. If you're suicidal, you could even say that he's a big softie on the inside. For example, his preferred drink is milk, he's respectful of his mother, he allows himself to be 'tricked' into drinking drugged milk when the Renegades need to fly someplace, and he has the most wonderful smile - when he chooses to use it. But the best thing about being his friend is, you know he's on _your_ side!" Code Name: FACE Renegade Con Man File Name: Classified SN: Classified Primary Military Specialty: Acquisitions Secondary Military Specialty: Intelligence Place of Birth: Classified Pay Grade: E-5 Even the best funded of military organizations are not as well supplied as they might wish. The Renegades are not the best funded of military organizations. There is only so much money one can put into 'Pentagon Pest Control' without raising suspicion. Besides, it would be more difficult for the government to deny knowledge of their activities if they were equipped with the latest and most expensive in U.S. military hardware. Face's job is to get the equipment that the Renegades need, and to get it as cheaply and in as good a condition as possible. He has contacts throughout the country and even internationally. Being in charge of acquisitions also places Face in the "enviable" position of being the Renegades' bookkeeper. "Face is a pretty boy - that's how he got his name. He does not seem to be the type who would enter military service voluntarily. He probably had ambitions to be an actor, lawyer, or some other profession where his looks and charm could be used to the their best effect - and where the maximum amount of money could be earned for the minimum amount of work - but was caught by the draft. The fact that he couldn't avoid the draft probably indicates that he doesn't come from a family of wealth as he tries to pretend he does. He moved from southeast Asia to running from the Military Police to being a Renegade. Now the military is his life, and he does have a job where his looks and charm can be used to their best effect. One out of two isn't bad." Code Name: MADMAN Renegade Pilot File Name: Classified SN: Classified Primary Military Specialty: Helicopter Pilot Secondary Military Specialty: Fixed Wing Pilot Place of Birth: Classified Pay Grade: E-5 Madman was a friend of Hannibal, Attitude (sort-of) and Face in southeast Asia, but for some reason, possibly because of his insanity, he was not convicted with his three friends. Nonetheless, he aided them throughout their decade of running. He went from one mental institution to another, being broken out every couple of months when his friends had a "job." His skewed mental facilities never impaired his ability to fly a helicopter or fire a gun, and his creative thinking has helped save the team a few times. Now he moves from one mental institution to another, being broken out whenever the Renegades have a mission. "Madman's problem seems to be an 'insanity of insanities.' He has these predetermined images of how crazy people act, and he moves from one derangement to another, trying to fit the stereotype. One week he will be having philosophical conversations with the sock puppet on his hand, the next he'll have taken on the personality of an old TV western hero. This may tend to give an image of 'pretending' to be insane, which may be why Attitude has an even lower tolerance than his normal for Madman's eccentricities. Mostly, Madman seems to suffer from a form Of Quixote syndrome, where everything around him is pumped up to larger-than-life proportions, and he views himself and his friends as gallivanting heroes. Considering their actions since southeast Asia, he may not be all that insane after all." Origin: If any G.I.Joe collector doesn't know the A-Team, he should be... well...he should make himself familiar with them. (I'm not much of one for strong statements). Note: A-Team and possibly Hannibal and Face are probably still trademarks of somebody or other, and their presentation here is in no means a challenge to that trademark, ladadadeda, etc, etc. Face already had a codename. B.A. did too once you spelled it out. The show said B.A. stood for Bad-Attitude. I personally think that the way would really stand for something else, but that probably would not be appropriate for somebody else's web-page. Anyway, Bad-Attitude doesn't roll off the tongue easily, so I shortened it. Madman was just a simple change, and I decided to have Hannibal be his code name instead of his real name because it worked, I couldn't think of anything else, and do you know anybody named Hannibal? Code Name: SABRETOOTH Tiger Fly Pilot File Name: Dechene, Willard SN: 469-84-1687 Primary Military Specialty: Tiger Fly Pilot Secondary Military Specialty: Intelligence Birthplace: Rapid City, South Dakota Grade: E-4 Sabretooth has been flying prop-jets and helicopters since he was 17 years old. Naturally, when he enlisted in the Army, he immediately put in for helicopter training. Sabretooth served with the 7th Airmobile Assault Unit when it put down an uprising on a small Caribbean nation! His greatest achievement was when he launched a bold and highly successful counterattack against an entire enemy brigade! At the end of his tour, Sabretooth attended Flight School for advanced training and now leads the Tiger Force aerial reconnaissance unit! "I sure thought we were history that day! The enemy was everywhere and we were running out of ammo - fast! Then, before anybody knew what was what, Sabretooth hopped into the Apache and took off to launch his own counterattack! The man was crazy, but if it wasn't for his courage, I wouldn't be telling this story today!" Origin: Okay, okay, I didn't write this card at all. This is the Tiger Force Recondo card with the names changed. The original Recondo was the first G.I.Joe I ever got, and when I saw that Tiger Force card, I was pissed. They completely reinvented him! There was no mention of ever having been a jungle trooper - yet he still had a jungle trooper's name. I was already considering writing a Tiger Force Wild Bill card to make him the Tiger Fly Pilot and possibly doing something for a replacement Tiger Force Recondo card. Then I saw Sabre Tooth in Thomas Wheeler's custom figures, and was considering what kind of role he would have had, when I realized he could be the Tiger Fly Pilot. Now I believe its possible that Sabretooth (no space, because if Hasbro were going to sue, Sabretooth would be least of anybody's concerns) was originally going to be the Tiger Fly Pilot, that the card was written for him, and that when he was canceled, they moved Recondo over to take his place. I might still do a Tiger Force Recondo card if I find out what Tiger Force's purpose was. Frostbite's card says something about the Sahara desert.... ========================================================================== REVIEWS OF GI JOE VIDEO GAMES -by Matt Roberts There were four video games created for various systems that featured the G.I.Joe team in its battle against Cobra. Epyx created a game for various personal computers in 1984, Taxan and Capcom produced two G.I.Joe games in 1991 and 1992 for the Nintendo Entertainment System (NES), and Konami made a coin-operated arcade game in 1992. While some of them may be primitive by today's standards of computer gaming, they were good for their time and were made even better by the fact that they featured everybody's favorite team, the G.I.Joes. The plot lines in each game aren't great; they were created with the intent of being action-packed rather than narrative. The earliest game titled "G.I.Joe" was made only for the Apple II series and the Commodore 64/128 computers and was released in 1984. I've never played the C64 version, but from the screen shots I'd say it's better than the Apple II version. The Apple version had a limited range of colors and sounds (even for that era), and while the C64 often produced graphics that were primitive, they matched the action figures pretty closely. The theme song from the cartoon of that time period ("He'll fight for freedom wherever there's trouble...") was used in the title screen (without the words). This first game featured sixteen Joes and eight Cobras. Duke, Scarlett, Recondo, Torpedo, Snake Eyes, Roadblock, Spirit, Zap, Gung-Ho, Snow Job, Blowtorch, Stalker, Ace, Wild Bill, Steeler, and Clutch were available for the Joe team, and were pitted against Destro, the Baroness, Zartan, Firefly, Cobra Commander, Storm Shadow, Major Bludd, and Scrap- Iron. Zartan was really cool; he would take on the appearance and weapons of one of the Joes (even yourself) to fight you. There were actually two different types of games in this one. Each one was chosen by dots that appeared on a world map, and were represented by either a circle or a cross in a certain country of the world. The first type was a one-on-one battle between a Joe and a Cobra which took place in a particular geographical location: a desert, an arctic tundra, a city, or inside a Cobra base. The Joe and Cobra would run around a single screen and shoot at each other. Weapons needed time to reload. Different things (which looked like Pac-Rats or FANGs or Sky Hawks) would attack both players. Each character had a different type of shooting weapon: a machine gun, grenades, arrows, missiles, etc. Some would reload faster, others slower. The bigger weapons were generally slower, and the characters that carried them moved more slowly, too. The second type of game was a vehicle to vehicle combat. This featured the Skystriker, the Vamp Mk. II, the MOBAT, and the Dragonfly, all flown by their respective pilots/drivers. HISS tanks, anti-aircraft missile launchers, and radar units were positioned on a 4-way scrolling field viewed from the top-down (the enemies were in the same place every time), and the pilot/driver could crash or would die if they got hit by so much as a single bullet or missile (flying too close to the ground or running into enemy vehicles would kill you, too). The one on one was operated by a "best 2 out of 3" rule: whoever won twice captured the opponent. After the battle a picture of Cobra Headquarters or G.I.Joe HQ would appear, and Cobra would either gloat (Cobra HQ picture) or say "Curse you, G.I.Joe! You have beaten us this time, but we are not finished yet! Cobra shall strike back!" (G.I.Joe HQ picture) Prison bars would be placed over the characters picture if you/they lost. This game didn't have an end; once Cobra or G.I.Joe was down to one or two players, another would get free to fight again. Overall, this game was a fair game. There were glitches in the programming (i.e. - I can't ever seem to win with the MOBAT - even when I defeat all the tanks; if a Pac Rat or something other than myself kills the enemy, sometimes the game would freeze up, etc.) The ability to choose between vehicle and hand-to-hand combat was intriguing, and increased playability. Even though the game is antiquated, it's still somewhat fun to putter around in the Joe vehicles or take pot-shots at the Cobra high command. The next G.I.Joe game was simply titled "G.I.Joe" and was produced by Taxan in early 1991. G.I.Joe featured Blizzard, Capt. Grid-Iron, Duke (1984 version), Rock & Roll (1989 v.), and Snake Eyes (1989 v.). One of these characters heads up each different mission as commander; you choose two other soldiers to join your team for that mission. General Hawk (in his 1991 uniform) gives orders to the team between missions, and you even get to use him as the commander for the final mission. These characters seem to have chosen for their specialty in a certain geographical area as well as their popularity. The team progresses through six missions, each taking place in a different part of the world: the Amazon, Antarctica, New York City, The Black Hills, and the Sahara. The final mission is one huge base: Cobra Headquarters. This game doesn't give you as much control as its successor; the missions progress consecutively until you face off with Cobra Commander. Each mission is divided into three "levels": the first is your journey to reach a Cobra base, the second is your attempt to place bombs at selected locations in the base (and escape before they blow up), and the third level is your escape from Cobra territory. On the third level you face off with a strong Cobra character, usually one of the leaders. Overlord and his Dictator, Voltar, Destro, and Cobra Commander himself try to stop you. You are allowed grenades, guns, and some sort of hand-to-hand combat for weaponry. Guns can be powered-up, and hand-to-hand differs from character to character (Snake-Eyes even has some sort of "ninja magic": his sword emits a type of energy). You can also grab some Cobra vehicles to help you maneuver: the Interrogator, Pogo, and Buzz Boar show up in the game. All sorts of vipers block your path, from the general stock to the more specialized (like Rock, Laser, or the Cobra-La Royal Guard). G.I.Joe: The Atlantis Factor was produced by Capcom and was released in late '91 or early '92. Capcom made some improvements on Taxan's engine: you could now choose which route you took to reach Cobra Commander (now revived by some Atlantean power discovered by his cronies), the selection of which members to take along with you on each board is totally yours, each member is given a unique skill to make them ideal for certain terrains, and you've got a small arsenal of cool weapons. Different areas were set up on the map, and you could choose where you wanted to go and which areas you wanted to defeat as Stalker gave you descriptions over the radio. All of the characters were taken from the 1992 series (except Snake- Eyes, who is in his '91 uniform, and Spirit, who seems to be in his Slaughter's Marauders outfit). General Hawk (talking uniform without his oversized backpack), Wet-Suit, Storm Shadow, Duke, Snake-Eyes, and Roadblock are your characters of choice - but to gain access to each of the characters, you have to defeat certain boards and meet up with them. You start out with only General Hawk and a pea-shooter machine gun. As you progress, you get Wet-Suit (who is the only one able to submerge in water), Storm Shadow (who's got that funky "ninja magic" which doesn't require ammo and can perform some cool ninja moves), Duke (who can shoot up & down with guns), Snake-Eyes (pretty much the same as SS, but can jump higher & is stronger with his guns), and Roadblock (an all-around tough guy who can crawl underneath things). Gung-Ho, Spirit, and Big-Bear can also be called in with the radio to give you supplies and heal you, and Stalker is back at the base coordinating things. Weapons acquired later in the game include a laser gun, a wave-energy gun, and a rocket launcher. Each character has to gain proficiency in these weapons ("power them up") to produce some awesome firepower. The enemies are more exciting in this game: Overkill, Cesspool, Firefly, Major Bludd, Destro, and CC himself come at you as you conquer bases. You can't control Cobra vehicles like last time, but that's not missed as much because Cobra throws more troops than vehicles at you (although Mambas, Pogos, Buzz Boars, Jet Sleds, etc. are thrown in occasionally). The colors in the game aren't as good as in the original; they're more generalized (i.e. - a lot of enemies are bluish or reddish in outline) and aren't as true to the way that the figures were painted. The artwork in the game wasn't as excellent as the first one when it came to the characters, but the scenery isn't bad and the obstacles are challenging. The action is great, too - it's just plain fun to see Snakes whip out his sword and charge at some Cobras or to get Roadblock to launch a missile salvo at Destro. The last game was produced by Konami in 1992 and was not released for any home entertainment system - it only appeared in arcades across the country. This game had awesome graphics that were clearly based on the later cartoon series. The explosions were big, the sound effects could be loud (depending on how the internal controls were set), and the characters were well-colored and animated. The "camera" in the game was placed directly behind the Joe that you selected as he/she ran forward towards their goal (they never turned). A cross-hairs could be moved with the joystick to aim at oncoming Cobra troops and vehicles, and the weapons were limited to a machine gun and a rocket launcher. Movement was pretty much reduced to side-to-side motion; you were always running forward and couldn't jump to avoid enemy bullets/missiles. Duke (1992 version), Roadblock (can't tell if he's '92 or '86, but it looks like '92 with his '84 gun), Scarlett (1982-83 version!), and Snake Eyes ('91 version) were the Joes selected to move into enemy lines. There doesn't seem to be any difference between characters; they all move at the same rate and shoot the same types of weapons. Only one or two other Joes make appearances in the cartoon-like sequences between missions: someone who looks like Red Star is pointing to the four main characters in the beginning (kind of commanding them to go defeat Cobra), and Scoop is shown capturing footage of Cobra's base in the jungle. A whole slough of Cobras show up in the game, and all of them look like they did in the later cartoon series. A whole mess of vipers is thrown at you: some look like the '82-83 soldiers, '89 Alley Vipers, '89 Annihilators, '90 Laser Vipers, '91 Incinerators, '91 Bat IIs, and a few other unidentifiable troops show up as the grunts thrown at you. HISS II tanks, Hurricanes, Condors, FANG II 'coptors, Razorbacks, and a couple other vehicles dash at you, shooting missiles and huge gun blasts. There are only three missions in this game; the first is separated into three parts, the second into two, and the third just has one. After each part a boss shows up to give you a hard time. In the first one, you have to defeat Cobra because they've taken over major cities around the world and are spreading chaos. G.I.Joe heads to the jungle for the second mission to destroy a Terror-Drome sort of base. In the third and final one, they launch a gigantic flying aircraft carrier (reminiscent of the one seen in the earlier cartoon from the 80s) that is supposedly aiming missiles at various countries (this thing was so big that HISS II tanks were driving around on top of it...). The first mission takes place in an oil field/air base. Tomax & Xamot are the first bosses - they drive two tanks and switch back and forth between tank and helicopter modes. Metal Head faces you next and fires a sort of sidewinder missile at you several times until you blast him. Then the Baroness shows up driving this "Heavy Bomber," which is this vehicle that Cobra is supposedly using to take over the major cities. She gets the axe, and you go on to the second mission. After a short jog through the jungle, Major Bludd takes you on outside the base with his jetpack. After he's dead, the base launches these wicked fireballs right you while an infinite number of hurricanes try to gun you down. Inside the base, a tunnel leads to an underground lake where Destro tries to take you on with a bunch of Undertow troops, Cobra Pirahnas, and a Hammerhead. The giant Cobra aircraft carrier rises out of the lake (an impressive display) after Destro bites the dust. Cobra Commander is on the aircraft carrier. He's difficult to beat, but after that the game ends and starts over again. The game uses the vehicles and troops effectively in game play. While the plot line is quite contrived, it still looks impressive to see Cobra's massive vehicles flying through the air (and crashing to the earth). The graphics and sounds could rival some of today's shoot 'em ups. All of the Joes shout "Yo Joe!" (even Snakes - ?), and the Cobras sometimes yell "COBRA!!!" as they run at you. Blowing up everything (and I mean EVERYTHING) in sight with one of the Joes is quite entertaining, even if it sometimes gets hard on the trigger-finger. My personal pet peeve was the way that they mixed Cobra's forces with the Iron Grenadiers (although I guess the television show did that, too). I would recommend these games to anyone that has an affinity for classic video games. If you're looking for the eye-popping, super-sonic carnage type, you probably won't find the best action here. These games are made fun in part by the action, but primarily because they give control over America's favorite Joe team as they fight Cobra. A word should be put in on the availability of the games: The original one can be obtained on the web through Apple II or C64 emulators and disk-images, I believe. NES has emulators, but they're recent enough to make it illegal to download the ROMs of the Joe games unless you own the cartridges. These can be obtained from stores like Funcoland, also on the web. The console game may be rare (some of the consoles may have been stripped down and used for other games), and buying a single arcade console game usually costs over $200. I don't believe Epyx is around anymore, and I know that Taxan is gone. Capcom and Konami are still alive and kicking. They should have sites on the web with contact information. I personally think it would be a great idea to see a 3D action game made today involving the G.I.Joe team - one which offered a "behind the character" view so that the uniforms could be viewed. Playing the older video games made me wish that some of the other favorites (like Falcon, Lady Jaye, and Flint) could get in on the action. It would be great if they could add character and mission packs to it (obviously a PC type of game there) so that everyone could get their hands on their favorite Joe as he (or she) takes on Cobra. Seeing the real American heroes in action again would be fun (provided there isn't excessive blood & gore - G.I.Joe is a toy, after all) for older collectors like ourselves and for a younger generation of Joe fans. -Some information for this article was gleaned from Nintendo Power magazine volumes #22 and #33. ========================================================================== OTHER 3 3/4" ACTION FIGURES The much anticipated release of the Bronze Bombers warranted its own article in this issue of the Newsletter. Lanard Toys will continue to push their Corps! basic military and S.T.A.R. Force action figure lines in 1998. Lanard has some new product planned including Animal Patrol which features Corps! military figures with animal companions. The animal companions look very well done. Animal Patrol has already been spotted at Beatties in the UK. These figures are not known to have been released in the US to date. Lanard also plans a set of four Mounted Patrol figures. Featured are Canadian Mounty, Cowboy, native-American Indian, and Policeman. The Indian and Cowboy appear to be new figures, while Mounty and Policeman are repaints of other Corps! figures. All four figures come with an equipped horse that the figure can ride. For the first time, Lanard will make available in the U.S. their second assortment of S.T.A.R. Force figures which are repaints of their previously released Bio-Wing Battle Squadron assortment. This second assortment has been spotted at Von's Supermarkets and will probably appear elsewhere throughout 1998. Parties interested in Lanard's 3 3/4" military action figures should keep abreast of the latest at the Corps! Collector's Guide & Information Center ========================================================================== SUBSCRIPTION INFORMATION Currently all subscriptions, unsubscriptions, and e-mail address changes are being handled manually. If you require one of the above simply send a message to the editor at requesting such. Did you miss an issue or did your issue get trashed? Just let the editor know and we'll correct the situation immediately! Don't forget - all back issues are archived on the Newsletter web page .