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TRANSFORMERS ANIMATED SERIES / CARTOONS

Gen OneEpisode GuideProduction BibleSoundsVideosPromosWallpapersOther ResourcesBeast Wars
Coming Soon... stuff on • Beast Machines • Robots in Disguise • Transformers: Prime

Transformers Production Bible

In the late 90s, a fan (Mardhen Bravo) was given a copy of the production bible for the original Transformers show. Whilst not making copies he figured that transcribing the text was okay, which was posted in chunks to Greg Gaub's CybCon mailing list then collected by Jim Walters. Site updates there were abandoned in 2002/2003, with the rest of the material just being posted to the mailing group. Full credit is entirely to them; this page is just an effort to get the text into a convenient, easily searchable format. (Also note that there intentionally isn't any correction of typing mistakes, and that uncorrected mistakes were far, far more common back in the era of typewriters.)

The set has been seen at various conventions, so this very definitely isn't a piece of fan writing -- photocopies and originals of other materials also crop up at conventions and on eBay from time to time, such as the movie storyboards shared by Sam Jones. (The latter has hopefully depreciated the value for people xeroxing a binder of papers and then spamming forums trying to flog copies...)

A majority of the notes branch from stuff Marvel created then worked into Transformers Universe, but there are some interesting bits of information on familiar characters -- Rumble being specified as "red robot" (Frenzy is only mentioned in passing), other colourations, and Snarl's bio stating that he misses Cybertron as per the tech spec; either Don F. Glut didn't have the production material when he intro'd the Dinobots or chose to ignore it. The notes also mention 'female' Transformers were added at the request of TV networks.

It's unlikely a post-movie writer's guide exists in any state of completion, since notes would have been added as season three went on and the show got cancelled shortly after.

You might also be interested in Marvel's early preview for the comic.

001

May 10, 1984

Millions of years ago, in a galaxy many light-years from our solar system, the planet of CYBERTRON supported a life-force  of mechanical, electronic creatures--intelligent robots--which  could think and feel. As this race of robots advanced, they continued developing new technologies to increase their  intelligence and abilities to incredible levels.

002

But with greater technology came greater evils, and Cybertron fell into a warring state with two groups of robots pitted against one another in mortal combat. One was a malevolent race of robot warriors known as the DECEPTICONS. The brutal Decepticons were driven by a single, undeviating goal--total domination of the universe. This was in bitter opposition to the more benevolent race of robots known as -- the AUTOBOTS.

In a war that raged between the forces of good and evil, devastating all in its path, the planet was drained of its once-rich sources of energy. On the verge of extinction, the Autobots finally left Cybertron in search of alternate sources of power. The Decepticons followed, still intent on destroying the last remaining Autobots forces.

003

It was in the wide void of space that a battle ensued and ended with both forces crashing into a small planet now recognized as Earth. The warring ships impacted into a live volcano, ending their battle with a thunderous eruption......followed by four million years of silence.

In the latter part of the Twentieth Century, the volcano erupted, releasing the two ships melded together into a single, twisted mass upon collision and swallowed so long ago. The earth's shock waves jarred the ships from their eons-long dormancy and awakened the Autobot craft's "brain," TELETRAAN I.

Probing the planet's surface, Teletraan I discovered the planet was not a desolate one but throbbing with mechanical activity. Teletraan's self-activating systems began to rebuild the shattered robonic bodies aboard the crafts, using the mechanical forms found on this new planet as models. All necessary alterations were accomplished in such a way as to preserve the robot's true, basic natures.

The Autobots, therefore, resemble Earth's peacetime vehicles of the present day: trailer truck, Volkswagon, police car, Datsun Z, ambulance, etc. The Decepticons were reformed into Earth's deadliest weapons, aircraft, and communication devices.

004

In addition, the former inhabitants of Cybertron had the ability to TRANSFORM themselves into their previous robotic forms and back again--at will. (This power of transformation was not unknown on their planet, but these new, Earth-related forms were.)

Once again functioning and free of their ship, the Decepticons grouped in battle formation and loosed their combined firepower on the Autobots still inside the volcano. Teletraan I, although weakened and running on low power threshold, managed to raise her defensive shields and blunted, one more time, the force of the attack. The Decepticon leader revealed to his forces that their energy levels were dangerously weakened, making them unable to mount a strong offensive. His forces regrouped to search for a new power source--energy to fuel themselves and to destroy the enemy.

The Decepticons found Earth rich in the very fuel sources they so desperately needed. Unlike on Cybertron, where there no pristine resources, this planet was rich in coal and oil, oceans, a mineral- crust and a molten metal core. With Decepticon control of Earth, it would spell doom for the Autobots and all other peace-loving civilizations of the universe.

005

Soon the people of Earth learned of the evil Decepticons, and they fought valiantly to save their precious life support systems. But they could do nothing in the face of this constant alien terror. Only the Autobots--those massive robots with their ethical computer "hearts"--stood between them and certain extinction. Thus it was that the hostilities that swept Cybertron were renewed on Earth.

006

HUMANS Although only two human characters are established as series regulars, other humans should be included in the stories as "guest star" characters, and may later be repeated.
The illustration below is drawn in scale with those of the robot figures.

007

SPIKE WITWICKY is a fourteen-year-old boy who, like most boys his age, has big dreams about almost everything. Unfortunately, his lofty ambitions do not coincide with his father's more practical hopes for his son. Spike has no great interest in mechanics, and no natural inclination for learning how things work--he'd rather know WHY they work. He has an artist's heart, and he relates better with the Autobots' personalities than his father ever will. Spike has a great respect for Optimus Prime, and he shares the Autobots' intense hatred for the Decepticons because he understands their purpose and ideals more than he admires their powers and abilities.

"SPARKPLUG" WITWICKY is a middle-aged widower, and a natural born mechanic who loves to take things apart or put them back together, and can fix just about anything. A rough, rowdy guy, Sparkplug has a deep, unspoken affection for his son, but cannot understand why his boy doesn't share his interest for the practical things in life. Sparkplug sees the Autobots as ultimate machines and is amazed by their abilities. He supports them in their battle against the Decepticons, although he is just as impressed by the evil robots' technical structures. Never formally educated, Sparkplug relies on his instincts and basic mechanical know-how to survive.

008

CHIP is Spike's best friend, first introduced in Episode #2, "Roll for it." He is a computer genius who can operate almost any memory bank set in front of him, including Teletraan I. Spike is envious of his ability to alter and create new functions for computerized machines--often done with Wheeljack's help. Although his scientific talents are great, Chip is physically handicapped--paralyzed from the waist down--and must be confined to a wheelchair. This makes his especially vulnerable during Decepticon attack--although his courage shines through in any desperate situation.

CARLY, a year older than Spike, could be called Spike's girlfriend--but not to her face! First seen in MP#700-21 "The Immobilizer," Carly was always more interested in the Auotobots than in Spike (to Spike's dismay), although she appreciates his friendship. Like Chip, Carly's scientific knowledge is great--but it extends more in the chemical/electrical/mechanical areas of science than computer knowledge. Carly is almost too self-assured, and her curiosity often leads her--and Spike--into dangerous situations. Impulsive and apt to act on her own instincts, Carly often disappears from the others with a plan of her own--usually some bold, bordering-on-foolish attempt to aid her friends.

009

HEADQUARTERS
--AUTOBOTS--

The Autobots headquarters remains in their spacecraft which is partially buried inside a volcano, with access from outside at the volcano's base. (We are assuming the Autobots never left Earth after all at the end of the mini-series, due to the Decepticon attack.)

Inside the craft is Teletraan I, the mother computer of the Autobots. The Autobots need not consult too much with her--they, after all, have computer brains of their own--but Teletraan I is in charge of the headquarters, maintenance, and upkeep, as well as having an early warning system of the Decepticon attacks. Much of the story action, including damage repair work, can take place outside of the craft and volcano. Although all of the Autobots use the mother ship as headquarters, many of them are out on patrol (to advance story action as well as to limit the number of characters in each scene).

010

HEADQUARTERS
--DECEPTICONS--

The Decepticon base lies in the depths of the ocean, in a canyon deeper than the Grand Canyon. Located on a ridge at the mouth of a cavern that leads from the base of the canyon, the Decepticon headquarters has been constructed around their space cruiser which crashed into the ocean after an aerial battle with the Autobots. One section of the complex is activated to telescope up through the waters and rise above the surface of the ocean where the Decepticons gain entrance. The top of this section is a radar/video scanner, constantly revolving to allow Megatron to keep watch on his global operations.

(The "space bridge," which transports energy in the form of "energon cubes" is also located here.) Integrated within the complex are other sections , including an automated repair shop to reconstruct Decepticons injured in battle.

011

AUTOBOTS

The Autobots are living proof that humanity's fear of the "computer-turned-monster" is not necessarily the inevitable end of electronic evolution. They are "user-friendly" machines whose "humming" hearts are as warm as any being who has fought to keep the dream of freedom alive.

The Autobots seek to stop the cancerous growth of Decepticon tyranny. They are galactic good guys of sorts, determined to save the people of Earth, themselves, and the universe from Decepticon domination. The character capsulizations on the following pages are meant to serve as STARTING POINTS for developing their personalities within the stories. Due to time restrictions, the Autobots will not ALL appear in each episode; grouping of the personalities and their relationships will depend on the needs of the individual story, as well as maintaining a balance of characters in the series. The accompanying illustrations of the robots are drawn in relative scale; their trans-forms are not.

012

AUTOBOT ROLLCALL
NAME

OPTIMUS PRIME
IRONHIDE
RATCHET
TRAILBREAKER
SIDESWIPE
SUNSTREAKER
WHEELJACK
PROWL
JAZZ
HOUND
MIRAGE
BLUESTREAK
CLIFFJUMPER
HUFFER
WINDCHARGER
BRAWN
GEARS
BUMBLEBEE
* JETFIRE
ROLLER
PERSONALITY

leader
tough old guy
repairman
jokester
streetfighter
egotist
mad scientist
patient & logical
swinger
close to human
mystery man
hates war
go-getter
pessimist
impatient
macho van
complainer
little guy
scientist/explorer
ATV

TRANS-FORM

trailer truck
vanette (red)
ambulance
camper (black)
Contach II (red)
Contach (yellow)
Lancia
police car
Porsche
jeep
Ligier
Datsun Z
Porsche (small)
semi-truck (orange)
sportscar
van truck (olive drab)
pick-up truck (blue)
Volkswagon
super jet
(no transformation--part of OPTIMUS PRIME)

*JETFIRE has been changed to SKYFIRE with a new model due to legal reasons. Do not use the character unless necessary in small scenes.

013

NAME: OPTIMUS PRIME

FUNCTION: Leader

TRANS-FORM: trailer truck

ABILITIES: Largest and most powerful of all Autobots; an awesome fighting machine. Splits into three autonomous modules: OPTIMUS, the brain center...imbued with amazing strength and laser fire; ROLLER, the spy...operates up to 1200 miles away; COMBAT DECK...with artillery and communicators. Injury to one module is felt by the other two.

PROFILE: Wisdom is his main power thrust...motivated by immense kindness and compassion...personality might be likened to Abraham Lincoln. Feels his role is the protection of all life, including Earth-life. Fights unceasingly to defeat the Decepticons.

014

NAME: IRONHIDE

FUNCTION: Security

TRANS-FORM: vanette (red)

ABILITIES: Nearly invulnerable to attack, protected by a Trithyllium-steel skin. Shoots variety of liquids from supercooled nitrogen to superheated lead...Has sonar, radar, radiowave detector. Slowest, and breaks down more often than the others.

PROFILE: Oldest, toughest, most battle-tested. probably the meanest Autobot fighter. Prefers actions to words. Bodyguard to Optimus Prime; automatically in charge of guarding anything of extreme importance. Gruff but kind.

015

NAME: RATCHET

FUNCTION: Mechanical engineer

TRANS-FORM: Lancia

ABILITIES: Tool-and-die genius. Makes excellent work of laser scalpels, arc-welders, electronic microscopes, circuit sensors, fluid dispensers at his disposal. Given the right parts, he can make anything from a pin to a cruise missile and usually repair any injured Autobot.

PROFILE: Likes to party, give backtalk, but does job as well as anyone. Sometimes his readiness to have a good time intereferes with effectiveness.

016

NAME: TRAILBREAKER

FUNCTION: Defense Strategist

TRANS-FORM: Camper truck (black)

ABILITIES: Can project a nearly impenetrable invisible force-field...jams radio transmissions. Very slow.

PROFILE: Practical joker and cheerleader...makes light of anysituation, no matter how serious. Because he is the most fuel-consuming member, considers himself a liability...often asks to beleft behind. Often mopes about his handicaps, but his bravery anddefensive prowess is unquestioned.

017

NAME: SIDESWIPE

FUNCTION: Warrior

TRANS-FORM: Contach II (red)

ABILITIES: Arms act as powerful piledrivers. Flies for up to 2minutes with rocket back-pack. Fires flares visible for 18 miles.

PROFILE Nearly the equal of his twin brother, Spinout, in combat,but less cold-blooded. Relishes a fight to the finish...uses underhanded, dirty tactics when necessary. Rash actions often lead to injuries to himself...he takes them all in stride.

018

NAME: SUNSTREAKER

FUNCTION: Warrior

TRANS-FORM: Contach (yellow)

ABILITIES: Fires laster-guided ground-to-air missiles and high-energy electron impulses at 300 bursts/sec. Tough polymer-steel skin resists artillery impact.

PROFILE: The complete egoist...considers himself the most beautiful thing in the galaxies. Admires his own sleek styling, contemptuous of other Autobots -- particularly his twin Sideswipe. Not a team member...can be baited into dangerous situations, but a very calm, competent and ruthless war-machine.

019

NAME: WHEELJACK

FUNCTION: Mechanical Engineer

TRANS-FORM: Lancia

ABILITIES: Flying range of 800 miles propelled by solid-fuel rockets in arms. Shoots magnetic inducer, shrapnel-needle and gyro-inhibitor shells, among other armament, from his shoulder cannons.

PROFILE: "Mad scientist" of the Autobots forces, constantly inventing new weapons and gadgets. His own worst enemy...often injured while experimenting with new weapons.

020

NAME: PROWL

FUNCTION: Military Strategist

TRANS-FORM: Datsun Z (police car)

ABILITIES: Has most sophisticated logic center of all Autobots...can analyze and advises on complex combat situations almost instantaneously. Fires wire-guided incendiary missiles and high-corrosive acid pellets. The unexpected often scrambles his circuits.

PROFILE: Quiet, competent, loyal, endlessly patient. Will not be deterred until the task is completed, regardless of the obstacles. Strives to find reason and logic in everything. A listener, not a talker.

021

NAME: JAZZ

FUNCTION: Special Operations

TRANS-FORM: Porsche

ABILITIES: Equipped with photon rifle, flame-thrower, full-spectrum beacon, 180dB stereo speakers...creates dazzling, disorienting sound and light shows. Superb gliding ability.

PROFILE: Greatly impressed with Earth culture...always seeking to learn more. His knowledge of Earth makes him indispensable to Optimus Prime. Volunteers for most dangerous missions...cool...stylish...extremely competent. Clever, darling, but prone to be distracted.

022

NAME: HOUND

FUNCTION: Counter-Intelligence

TRANS-FORM: Ligier

ABILITIES: Employs turret gun as radar scope, also infra-red radiation collector...tracks machines as well as humans. Hologram gun projects three-dimensional grid laser-light topographical maps. Vulnerable to thermal and electro-magnetic interference.

PROFILE: Taken with the natural wonders of Earth, vastly preferring them to Cybertron. Brave, fearless loyal Autobot, but secretly desires to be human.

023

NAME: MIRAGE

FUNCTION: Counter Intelligence

TRANS-FORM: Ligier

ABILITIES: Photon-disruptor can make him invisible, or alter his physical placement or appearance. Can also project holographic images. Expert marksman with armor-piercing rocket-dart hunting rifle.

PROFILE: Enigmatic, a "mystery man." Does not share the group's enthusiasm. Others are uncertain of his dedication and are reluctant to trust him fully. Reserved...a loner...an effective fighter who prefers to penetrate enemy lines on solo missions to gather intelligence. Suspected as counter-spy.

024

NAME: BLUESTREAK

FUNCTION: Gunner

TRANS-FORM: Datsun Z

ABILITIES: Fires shell containing 4 independently targetable warheads up to 8.3 miles, and lightning-like 80,000 volt beam up to 12 miles of limited accuracy.

PROFILE: Often talks incessantly and inanely...lightens the situation for others with his gregarious manner. Despite formidable weaponry and blazing speed, he hates war. Haunted by the memory of Decepticons destroying his home city; often inhibited by his disdain for combat.

025

NAME: CLIFFJUMPER

FUNCTION: Warrior

TRANS-FORM: Porsche

ABILITIES: One of the fastest Autobots...often uses his speed to draw fire away from others. Shoots "glass gas" which makes metal as brittle as glass.

PROFILE: His motto: "Let me at 'em!" His eagerness and daring -- unequalled. Good-natured. Driven by desire for vengeance on Decepticons...but his recklessness often leads to situations too dangerous for him to handle.

026

NAME: HUFFER

FUNCTION: Construction Engineer

TRANS-FORM: orange semi-truck (no trailer)

ABILITIES: Arm sensors can test materials for strength, heat resistance, elasticity, etc. Extremely strong. Superior mathematical and geometrical abilities.

PROFILE: Grumbly, dour, pessimistic..."He looks at the world through sludge-colored windshields." Says it can't be built, then builds anyway. Not too socialble, but absolutely reliable.

027

NAME: WINDCHARGER

FUNCTION: Warrior

TRANS-FORM: sports car

ABILITIES: Fastest Autobot over short distances. Casts powerful magnetic field which can attract or repel large metal objects, and smash them at closer distances. His power uses much energy.

PROFILE: Enthusiastic but impatient...short attention span. Good in situations requiring fast, decisive action. Often burns himself out due to carelessness.

028

NAME: BRAWN

FUNCTION: Demolitions

TRANS-FORM: olive-drab van-truck

ABILITIES: Second strongest Autobot -- can lift 190,000 lbs., knock down a small building with one punch. High resistance to artillery fire. Vulnerable to attack by electromagnetic waves due to unsophisticated circuitry.

PROFILE: To him, Earth is essentially a hostile environment; and he loves it. Strong, rugged, agile -- most macho of all Autobots. Delights in challenges...contemptuous of those not as tough as himself.

029

NAME: GEARS

FUNCTION: Transport, Reconnaisance

TRANS-FORM: blue pickup truck

ABILITIES: Tremendous strength, endurance...totes heavy loads long distances. Launches up short distances, floats down on compressed air...easy target due to limited maneuverability. Can detect infra-red.

PROFILE: The complainer of the group...hates everything about Earth. A self-proclaimed misfit...finds fault in everything and everyone. Acts this way to help cheer up others as they try to cheer him.

030

NAME: BUMBLEBEE

FUNCTION: Espionage

TRANS-FORM: Volkswagon

ABILITIES: Endowed with best vision of all Autobots and most energy-efficient. The weakest Autobot, but his stealth and impulsiveness more than compensates. No weapons.

PROFILE: Over-eager, feisty, brave...and inexperienced. The smallest Autobot, he tries to prove himself by daring to go where others can't -- or won't -- often getting in over his head. The youngest...he idolizes others, especially Optimus Prime and Ironhide.

031

(Note: JETFIRE has been "transformed" into SKYFIRE -- with a different model -- due to legal reasons. Do not use this character unless necessary.)

NAME: JETFIRE

FUNCTION: AUTOBOT AIR GUARDIAN

TRANS-FORM: SUPER JET

ABILITIES: Largest and swiftest Autobot...swing-wing design in jet mode--reaches speeds of Mach 4.2 with wings back. Orbital velocity and escape of Earth's gravity (speeds to Mach 29) achieved by adding twin scramjet modules...Can fly halfway around the world in 30 minutes, carrying other Autobots. Carries 4 particle-beam cannons and heat-seeking, armor-piercing missiles. Prone to mechanical failure due to advanced technology.

PROFILE: Originally a scientist-explorer on Cybertron before the Autobot-Decepticon wars, Jetfire crashed on Earth and was buried in the Arctic ice for millions of years. (Episode #4) He believes that victory over the Decepticons will come through advancements in Autobot technology. His allegiance to the cause is matched by his devotion to scientific research, and his intellectual curiosity and dedication to all life forms keeps him on the side of the Autobots.

032

033

DECEPTICONS

The Decepticons are an evil race of technologically advanced robots. They are on Earth looking for new sources of energy to defeat the Autobots and conquer the universe. Their transformation ability is used for the purposes of disguise--to spy without detection. Unlike the Autobots, the Decepticons have the power of flight. Although they have emotions of anger, greed, envy and disgust, they prefer mechanical efficiency over human feelings, and consider human life to be inferior and unimportant.

The notes under "Autobots" referring to illustration scale and the characters' use in the series are applicable here.

034

DECEPTICON ROLLCALL

NAME                             PERSONALITY        TRANS-FORM

MEGATRON                         leader             ray gun 
STARSCREAM                       seeks power        jet plane (silver)
THUNDERCRACKER                   not convinced      " " (blue)
SKYWARP                          sneaky but dumb    " " (black)
SOUNDWAVE                        opportunist        cassette recorder
LASERBEAK (condor)               cruel coward       mini-cassette
RAVAGE (jaguar)                  night loner        " "
RUMBLE (red robot)               street punk        " "
* REFLECTOR                                         camera
SHOCKWAVE (left on Cybertron)                       ray gun

*Toy discontinued; do not use character 

035

NAME: MEGATRON

FUNCTION: LEADER

TRANS-FORM: gun

ABILITIES: Incredibly powerful and maliciously brilliant, his  intelligence equalled only by Optimus Prime's. Fires nuclear-charged Fusion Cannon. Able to interdimensionally link up with a black hole and draw from it anti-matter to exploit as awesomely destructive weapon. No known weakness; assumed to be totally impregnable.

PROFIEL: Totally lacking in compassion, no comprehesion of mercy. A malignant combination of brute strength, ruthlessness and terror. Driven to cominate Cybertron completely plus complete subjugation of all other life-forms throughout the universe he arrogantly assumes inferior...total destruction of Autobot striking forces remaining on Cybertron and all Autobots on Earth. Determined to possess all of  Earth's resources.

036

NAME: STARSCREAM

FUNCTION: Aerospace Commander

TRANS-FORM: jet fighter (silver)

ABILITIES: Fastest flyer of squad...can reach Mach 2.8, altitude of  52 miles. Shoots cluster bombs and null-ray which disrupts flow of electricity.

PROFILE: Driven by envy...seeks to replace Megatron as leader. Ruthless, cold-blooded, cruel...considers himself most sophisticated and handsome. Believes Decepticons should rely more on guile and speed rather than brute force in action against Autobots. Excels at what he does, but tendency to overrate himself.

037

NAME: THUNDERCRACKER

FUNCTION: Warrior

TRANS-FORM: jet fighter (blue)

ABILITIES: Flies at speeds up to 1500 mph...produces controlled, deafening sonic booms heard for 200 miles. Equipped with poweful drone rockets and incendiary gun.

PROFILE: Dedicated to flight...contemptuous of anything that cannot fly. Not totally convinced of Decepticons' cause, but persuaded to continue battling Autobots. Doubts about the cause sometimes impede effectiveness.

038

NAME: SKYWARP

FUNCTION: Warrior

TRANS-FORM: jet fighter (olive drab)

ABILITIES: Reaches top speed of 1500 mph. Can instantly teleport up to 2.5 miles. Carries heat-seeking missiles and variable-caliber machine gun. Sometimes crashes due to inaccurate reporting.

PROFILE: A sneak...maliciously enjoys playing cruel pranks on fellow Decepticons...relishes mounting sneak attacks on Autobots. Not the brightest...would be useless without Megatron's supervision.

039

NAME: SOUNDWAVE

FUNCTION: Communications

TRANS-FORM: large format cassette recorder

ABILITIES: Sensors detect even lowest energy transmissions...can "read minds" by monitoring electrical brain impulses. Acts as radio link...carries a concussion blaster-gun.

PROFILE: Opportunist...despised by fellow Decepticons. It is said he can hear a fly sneeze...and will use anything he monitors for blackmail to advance him in the ranks.

040

NAME: LASERBEAK

FUNCTION: Interrogation

TRANS-FORM: Mini-cassette recorder

ABILITIES: Flies at speeds up to 250 mph...uses two independently targetable laser cannons with extreme precision to get information from captives.

PROFILE: Takes pleasure in hunting his prey, preferably straggling survivors of a battle. Tendency to cowardice...will turn tail and run for safety if threatened. Can panic his systems into shutting down when faced with a shortage of ruby crystals that empower lasers.

(LASERBEAK'S twin toy, BUZZSAW, should be used occasionally.)

041

NAME: RAVAGE

FUNCTION: Saboteur

TRANSFORM: cassette

ABILITIES: Can virtually escape detection -- electro- magnetic emission shield, soundless walk, disappears in subdued light or shadow. Carries two powerful proton bombs. Light-sensitive...easily blinded.

PROFILE: A loner...a creature of the night. Craftiest Decepticon...adept at devising deadly new strategies. Aloof, but his deeds command respect.

042

NAME: RUMBLE

FUNCTION: Demolitions

TRANS-FORM: Mini-cassette

ABILITIES: Transmits immense low frequency groundwaves to create powerful earthquakes. Physical strength limited by his small stature, but ability to shatter ground makes him difficult to approach in a fight.

PROFILE: Basic street punk...small but always acting tough. Quick temper and mean disposition...follows Megatron's orders eagerly.

(NOTE: RUMBLE'S twin toy, FRENZY can serve as a replacement.)

043

NOTE: TOY DISCONTINUED: DO NOT USE CHARACTER

NAME: REFLECTOR

FUNCTION: Reconaissance

TRANS-FORM: camera

ABILITIES: Highly developed infra-red vision...enables him to record images in total darkness and through camouflage, as well as from great distances. Powerful flash explosion leaves enemy temporarily blinded and disoriented for maximum of fifteen seconds. (In his robot mode, Reflector is 3 robots that speak together and combine as they transform into one camera.)

PROFILE: Tendancy to be distracted by visual complexities...intrigued with new challenges of Earth's topography. Impressed with his own ability...spies on comrades with probable intention of blackmail.

044

NAME: SHOCKWAVE

FUNCTION: Cybertron Guard

TRANS-FORM: ray gun

ABILITIES: Detachable video scanning for remote planetary coverage. Ability to project up to five holographic self-duplicates to any Cybertron location simultaneously. Disintegrator attachment for
deadly accurate destructive power.

PROFILE: Caretaker of Cybertron...no greater ambitions. No emotions--undeviating in following Megatron's orders. Self-programmed to destroy any unidentified creature who attempts to penetrate boundaries for which he is responsible.

045

DINOBOTS

The Dinobots were created by Wheeljack in Episodes #5 and #7 as an aid to the Autobots. Their huge size and strength can help move mountains, but their limited brainpower can cause problems and limit their effectiveness. The Dinobots' personalities are similar to that of young infants, with limited speech patterns and emotional outbursts. When not called into service, they remain inside the volcano of Autobot headquarters. Like the Autobots and Decepticons, they each transform between their dinosaur and humanoid robot modes.

046

DINOBOTS

NAME        TANS-FORM        PERSONALITY

Grimlock    Tyrannosaurus    fearsome leader
Slag        Triceratops      disruptive, rash
Sludge      Brontosaurus     Shy but terrifying
Snarl       Stegosaurus      unhappy loner
Swoop       Pterodactyl      uses fear

047

NAME: GRIMLOCK

FUNCTION: DINOBOT COMMANDER

TRANS-FORM: Tyrannosaurus

ABILITIES: In dinobot mode, has great strength...jaws can break almost anything in two. Most powerful Dinobot...In robot mode, carries energo-sword and double-barrelled rocket launcher.

PROFILE: Fearsome, arrogant leader...cold, merciless, but a valiant warrior...would overthrow Optimus Prime as Autobot leader, but not intelligent enough...contempt for the weak, including humans.

048

NAME: SLAG

FUNCTION: FLAMETHROWER

TRANS-FORM: Triceratops

ABILITIES: In Dinobot mode, can shoot 3000@ C flame up to 80 feet from mouth... Enormous strength -- can shatter a brick building with his head...In robot mode, uses laser rifle.

PROFILE: Disruptive--often brawls with comrades...rash, not too bright...nasty, mean-spirited...also resents authority of Optimus Prime... often other Autobots won't help him when he's in trouble...enjoys melting his enemies.

049

NAME: SLUDGE

FUNCTION: JUNGLE WARRIOR, DEMOLITIONS

TRANS-FORM: Brontosaurus

ABILITIES: Can exert 40,000 psi with a single stomp of his foot, enough to shatter bridges and crack mountains...immense strength and endurance...adept to water-jungle environments

PROFILE: Gentle and shy, but terrifying and stoppable in battle. Slow, not too clever...often victim of his own calamities... Also resents authority of Optimus Prime...likes to make his presence known
with a stomp of his foot.

050

NAME: SNARL

FUNCTION: DESERT WARRIOR

TRANS-FORM: Stegosaurus

ABILITIES: Large golden plates on spinal assembly are solar collectors--strength increases tenfold in sunlight...Tail can shatter 20' concrete cube...armored hide resists most missiles..

PROFILE: Unhappy loner of few words and opinions...hates Dinobot form, longs to return to Cybertron...Finds joy only in battle...slow, uncooperative nature.

051

NAME: SWOOP

FUNCTION: BOMBARDIER

TRANS-FORM: Pterodactyl

ABILITIES: In flying mode, can glide up to 250 mph...under each wing he carries missile launcher (which can be used in robot mode) His specialty is swooping low to drop missiles on target.

PROFILE: Good-natured, kind personality hidden in fearsome shell of his form...Fearsome, enjoys using fear as a weapon..Enjoys swooping down on enemies and seeing them scatter.

052

INSECTICONS

The Insecticons were originally Decepticons who escaped in a small spacecraft from the main ship before in crash-landed on Earth. During the four million years that followed, the computer system of the craft developed the robots to transform from robot to mechanical insectoid forms.  Originally introduced in Episode #12, the Insecticons live in the former spacecraft in the Indonesian swamps. Although there are only three primary Insecticon characters, others of similar form (but non-speaking) join them in their mercenary march for energy sources.  They wear the Decepticon symbol and may often join up with Megatron, but ultimately are concerned with their own interests.

053

INSECTICONS

NAME         TRANS-FORM     PERSONALITY

Kickback     Grasshopper    Charming but cruel
Bombshell    Beetle         cruel sense of humor (uses to control  humans/robot) 
Shrapnel     Lamellicorn    battle cry, repeats last word (control machinery)

054

NAME:  KICKBACK

FUNCTION: ESPIONAGE

TRANS-FORM: Grasshopper

ABILITIES: In insect mode, he can use powerful legs to propel him to heights of 40 ft, distances of 1/10th mile...punch hole in 1/4" steel...in robot mode can fly 30 mph...submachine gun

PROFILE: Charming but cruelly clever...makes friends so he can influence them to do his bidding by blackmailing them...Humans particularly susceptible to this Insecticon...

055

NAME: BOMBSHELL

FUNCTION:  PSYCHOLOGICAL WARFARE

TRANS-FORM: Beetle

ABILITIES: Can turn foes into helpless accomplices by injecting cerebro-shells into their heads (robot or human) with his stinger...gives him control of their minds...head-mounted mortar throws explosive shell...

PROFILE: Cruel sense of humor...amuses himself by having his victims debase themselves once he gains control of their minds.

056

NAME: SHRAPNEL

FUNCTION: ELECTRONIC WARFARE

TRANS-FORM: Lamellicorn

ABILITIES: In insect mode, his twin antennae generates 40,000 volts of electricity...uses antennae to control almost any electrical device...in robot mode can attract lightning bolts to shoot out of hands ...grenade launcher...

PROFILE: Has piercing battle cry...repeats last word of dialogue...noise of war is music to his audio modules...

057

CONSTRUCTICONS

These six construction vehicles are Decepticons, and as such, have no explained origin  (first seen in Episode #13).  They serve as a separate support unit to build whatever is needed by Megatron for his plan of universal domination.  When necessary, the Constructicons transform and combine together to create a super-huge robot, the DEVASTATOR.

058

CONSTRUCTICONS

NAME           TRANS-FORM        PERSONALITY

Scrapper       Tractor shovel    modest, evil leader
Hook           Crane             snobbish perfectionist
Long Haul      Dump truck        unhappy--secret warrior
Bonecrusher    Bulldozer         wild destruction
Mixmaster      Concrete mixer    mad scientist
Scavenger      Power shovel      insecure
 
...all six combine together to form DEVASTATOR!

059

NAME:  SCRAPPER

FUNCTION:  CONSTRUCTION ENGINEER

TRANS-FORM: Tractor Shovel

ABILITIES:  In vehicular mode, his shovel can slice through 12" thick steel and can lift 30 tons...can fly 60 mph with levitation wing...uses laser pistol as robot...(Devastator:  right leg and part of torso)

PROFILE:  Leader of Constructicons...wizard at designing fortresses and energy plants, but modest.  Shows malevolence by incorporating defeated Autobots into his structures.

060

NAME:  HOOK

FUNCTION:  SURGICAL ENGINEER

TRANS-FORM: Truck Crane

ABILITIES:  His crane can lift 20 tons--extremely small error tolerance...Equally precise as surgeon...has rocket launcher, laser pistol...(Devastator:  shoulders & head module)

PROFILE:  Snobbish, supercilious, unpopular perfectionist...considers others crude and dim-witted...performs his job to perfection with the precision of a fine jeweler...

061

NAME:  LONG HAUL

FUNCTION:  TRANSPORT

TRANS-FORM:  Dump truck

ABILITIES:  As vehicle, can carry 90 tons for 200 miles...uses dual heat-seeking missile launcher...as robot, has laser pistol.. (Devastator:  torso module)...slow...

PROFILE:  Unhappy with his unglamorous role, but understands its importance...secretly desires to be a warrior...sensitive to teasing...can be goaded into fights in which he is overmatched.

062

NAME:  BONECRUSHER

FUNCTION:  DEMOLITIONS

TRANS-FORM:  Bulldozer

ABILITIES:  In vehicular mode, can exert a force of 800,000 psi at speed of 30 mph to knock down anything...near-invulnverable titanium-steel hide...has short-range concussion bomb launcher...as robot, carries laser pistol... (Devastator: left arm module)...often buried by buildings he destroys

PROFILES:  Rubble-strewn wasteland is his idea of a beautiful landscape. His wild ways create fear and terror...rarely leaves any building standing..   loves to show off to his comrades.

063

NAME:  MIXMASTER

FUNCTION:  MATERIALS FABRICATION

TRANS-FORM:  Concrete mixer

ABILITIES:  Uses acids and bonding agents to reduce and recombine almost anything put inside mixing drum...a chemistry lab on wheels. Has infra-red cannon, laser pistol, optical distortion projector..(Devastator:  left leg module)

PROFILE:  Nothing is safe from him...will use anything from rock to robot to make new materials...Performs job with evil, cackling glee...a little bit of "mad scientist"..

064

NAME:  SCAVENGER

FUNCTION:  MINING AND SALVAGE

TRANS-FORM:  Power Shovel

ABILITIES: In vehicular mode, his shovel has magnetic, ionic, electric and gas sensors to detect presence of uels, metals, etc. Emits sonic charges into ground to determine its composition (Devastator:  right arm module)

PROFILE:  Desperately tries to prove his worth to comrades by finding things of value (digging up hillsides, etc.) but usually brings back worthless junk. Megatron tolerates him.

065

066

TRANSFORMERS SYNOPSES

TRANSFORMERS

01 - "Transport to Oblivion"

   The Decepticons, workking with Shockwave on Cybertron, create the "space bridge" -- a device to transport energon cubes between the two planets.  When Spike and Bumblebee stumble across the river bed where the space bridge is being tested, they are captured by the Deceptcions, who intend to use the boy to guide the energon shipment through the dangerous device.  Bumblebee escapes, and ultimately leads the Autobots back to rescue Spike and destroy the shipment.

067

TRANSFORMERS SYNOPSES

02 - "Roll For It"

   Spike's friend, Chip, a handicapped computer genius, accidentally becomes involved in a battle between the Autobots and Decepticons. Having access to a secret eneregy formula the Decepticons want, the evil robots kidnap Chip from his home and try to extricate the formula from the boy's brain.  Spike and the Autobots rescue Chip, and with the handicapped boy's help, defeat the Decepticons.

03 - "Divide and Conquer"

   When Optimus Prime damages an intrinsic part during a clash with the Decepticons, some of the other Autobots--with Chip's help--take the space bridge to Cybertron. There they find a replacement part in Wheeljack's old workshop--while avoiding the attack of the Decepticons on this alien planet.  They return in time to repair Optimus and blow up the space bridge.

068

04 - "Fire in the Sky"

  The Decepticons are in the Arctic, tunneling into a huge, hollow crystal shaft found under the ice to drain heat energy from the Earth's core. This will also cause the planet to completely freeze over. While digging new tunnels, Megatron discovers Jetfire--a huge robot scientist from Cybertron, buried in the ice for millions of years. Jetfire is revived and is relunctantly initiated into the Decepticon ranks. When the Autobots go to the Arctic to confront  the Decepticons, Jetfire gets involved and learns where his true loyalties should lie. He helps defeat the Decepticons--especially his old "friend," Starscream--but is buried by an avalanche he caused to cover the crystal shaft and mining tunnels.

05 - "S.O.S. Dinobots"

  Tremors within the volcano headquarters of the Autobots expose a previously-unknown chamber containing large fossils of dinosaur bones. Wheeljack and Ratchet construct three Autobots that can transform to dinosaur modes. Meanwhile, the Decepticons, hoping to acquire a perpetual source of electrical power, take over a great waterfall system. When the Dinobots are finished, their simple brains prove faulty, and the three creatures go berserk. Optimus, considering them too dangerous, orders them shut down and sealed away froever. When the Autobots go to the falls to stop the Decepticons, they are ambushed. Wheeljack improves the Dinobots against Prime's orders, and--now substantially improved--help rescue the Autobots and drive off the Decepticons.

069

06 - "Fire on the Mountain"

   The Decepticons are in the Peruvian Andes, converting a legendary "Crystal of Power" into a devastating weapon of destruction. However, the crystal is *too* powerful, damaging the weapon's machinery and forcing the Decepticons to raid the local village for new parts. The Autobots arrive to stop them, and Jetfire tries to convince a beleaguered Thundercracker to switch loyalties and join the Autobots. He is caught and wounded by Starscream. Spike, with the help of a local native girl, goes to his rescue, and Jetfire--with a little assist from Thundercracker--turns away the Deceptcions and destroys the "Crystal of Power."

07 - "War of the Dinobots"

   Chip (formerly Dr. Lynn Hyashi in the script) uses an astronomer's telescope to track a huge meteorite headed for Earth. He and the Autobots go to a desrted part of the city where the meteorite crashes to collect fragments for study. Later, Megatron probes the minds of the Dinobots, who are guarding the meteorite, and use their weaknesses to turn their allegiance away from the Autobots. Meanwhile, the Autobots discover the fragments are explosive and when they return to the crash site to dispose of the meteorite, find the Decepticons have stolen it. The Dinobots surprisingly attack Optimus Prime, and, unable to destroy him, take him to the Decepticons who are sapping the meteorite's energy. Wheeljack creates two new Dinobots to battle the original creatures and rescue Optimus Prime, and when the Autobot leader risks his life to save one of the original creatures, all the Dinobots join together with the Autobots to defeat the Decepticons. 

070

08 - "THE ULTIMATE DOOM" - Part one: "Brainwash"

   An evil computer scientist, Dr. Arkeville, has teamed up with Megatron and the Decepticons to create an army of human slaves using Arkeville's mind-control device. Megatron schemes to bring Cybertron into Earth's orbit, using the existing space bridge technology on Cybertron. The resulting gravitational forces will cause tremendous natural disasters--earthquakes, volcanic eruptions, etc.--which the human slaves will collect into energon cubes. And the Autobots will not be able to stop the humans like they would the Decepticons! Sparkplug is one of the humans captured by the Decepticons, and he is outfitted with the mind- controlling device. He betrays the Autobots, almost causing their destruction, and Spike, his son, is tormented and confused by the mystery of his father's behavior. At the climax of Part One, Cybertron arrives near Earth, and the natural disasters begin!

09 - "THE ULTIMATE DOOM" - Part Two: "Search"

   The Autobots have their hands full, what with all the natural disasters on the planet; even the Dinobots are enlisted to help protect the land from a huge tidal wave. The Autobots learn that Sparkplug has been
taken to Cybertron in order to protect the planet from being harmed by the Autobots, and Spike begs Optimus Prime to let him go there with a few Autobots to rescue his father. After sneaking inside Decepticon Headquarters on Cybertron, they discover the plans for the mind-control device, and are discovered themselves by Sparkplug who sounds the alarm to bring the Decepticons!

071

10 - "THE ULTIMATE DOOM" - Part Three: "Revival"

   Spike and the others escape with the plans and head back to Wheeljack's workshop, where Wheeljack creates a high-frequency device to jam the circuitry of the mind-control chip. They return to rescue Sparkplug and head for home. Meanwhile, the Autobots, who have so far failed  o stop the Decepticons from collecting energon cubes and storing them in a huge starship, make one last attack. Wheeljack arrives just in time to free the human slaves from control and move them out of the way of the Autobot's attack. In the midst of battle, Megatron takes off in the starship, and the Autobots join together to blast it out of the sky. The resulting shockwaves knock Cybertron out of Earth's orbit, sending it spinning out into space. Everything returns to normal, but we later discover Megatron has survived the explosion!

11 - "Countdown to extinction" (Optional Part Four)

   Starscream escapes with Dr. Arkeville to the scientist's hidden lab in the mountains. There the insane Decepticon discovers the "PowerSource"--a highly-volatile form of ultimate energy. Megatron returns and regroups his robots to follow Starscream there, and the Autobots trail after them. Meanwhile, Starscream adds a timer to the Power Source so that it will blow up the Earth. Taking Arkeville with him so that he won't interfere , Starscream goes to Cybertron, planning to collect the resulting energy waves on his home planet. Megatron and Prime arrive at the lab. and--after battling it out over control of the Power Source--learn of Starscream's plan from Shockwave. They disconnect the timer, and Starscream --who has "transformed" Arkeville into a part-machine, must return to Earth alone to see what went wrong. Megatron and Prime join together to shoo the volatile "bomb" into space, where it explodes, knocking Starscream down to Earth--into Megatron's waiting arms!

072

12 - "A plague of Insecticons"

   In the jungles of Bali, three giant insect-like machines--Insecticons--are attacking farmlands, converting grain into fuel. Both the Autobots and the Decepticons are alarted to this new life form, and go to the scene quickly to investigate. The Autobots are surprised to learn that the Insecticons, besides being nasty creatures themsleves, can replicate quickly. Megatron meanwhile discovers the structures where the Insecticons live. It was originally part of the Decepticon spacecraft that jettisoned away just before the Autobots and Decepticons crash landed on Earth. Evidently a smiliar reconstruction phase took place, using insects as a model instead instead of cars and planes. Megatron tries to team up with the Insecticons, using them to keep the Autobots at bay while he steals energy from an oil refinery, but the Autobots intervene, and while they battle it out, the energon cubes are stolen away by the Insecticons!

13 - "The Heavy-Metal War"

   The Constructicons--a group of construction vehicles that can transform into robots--attack a top secret power plant for parts Megatron needs to construct a machine that transfer all of the Decepticons' powers into his robot form. Then Megatron challenges Optimus Prime to a one-on-one duel, the loser to leave Earth forever with his robots. Meanwhile, the evil Decepticon leader orders the Constructicons to dig into Autobot headquarters to stop Teletraan I from warning the Autobots of Megatron's scheme. While Prime loses the duel, the Dinobots are alerted by the master computer, and they battle with the Constructicons. The Autobots learn of Megatron's cheating, and when the Constructicons join together to form one huge robot, Devastator, Hound creates a huge hologram which distracts Devastator long enough for the revived Prime to fire at him. The Decepticons, etc. escape into a volcanic fissure, where they are mistakenly presumed destroyed.

073

Synopses

MP#700-16 - "AUTOBOT SPIKE"

   Spike is injured during a battle between the Autobots and Decepticons, and only a dangerous operation will save him. Wheeljack and Ratchet successfully gamble in transferring Spike's mind into the body of a new Autobot to keep it functioning while his body is in surgery. Disgusted over what has happened to him, Autobot Spike sees himself as a Franskenstein monster, and this plus the side effects of the mind-transfer process cause him to go amok. Megatron succeeds in influencing Autobot Spike to join his forces against the Autobots, whom Spike holds responsible for his condition, but it ultimately backfires. Spike returns to normal when his mind is safely transferred to his own body after the successful operation.

MP#700-17 - "CHANGING GEARS"

   The Decepticons capture Gears and remove a circuit chip from his mental control center, changing his personality and making him happily subserviant to Megatron. It also enables Megatron to activate his "Star Needle" device which taps into the sun to create an unlimited supply of pur plasma energy. Optimus Prime finds a fatal flaw in Megatron's calculations: The Star Needle will cause the sun to explode in just two hours and destroy the galaxy, but he is unable to convince Megatron of the truth. The Autobots attempt to defuse the Star Needle, but, ultimately, the success of their mission rests with Gears, who struggles to overcome the evil domination of Megatron.

MP#700-18 - "CITY OF STEEL"

   The Decepticons secretly establish an underground base in New York  City's vast subway tunnel and drainage system. Then, trapping Optimus Prime and completely dismantling the Autobot leader, the Decepticons convert the Empire State Building into their own headquarters and give the city's inhabitants an  ultimatum to meet their conditions or see their metropolis destroyed. Spike and the Autobots succeed in rescuing and restoring Optimus Prime, and, together, defeat Megatron and his Decepticons, saving the famous city.

074

Synopses

MP#700-19 - "ATTACK OF THE AUTOBOTS"

   After the Decepticons viciously contaminate the Autobots' power supply with unstable energy, the Autobots "turn evil" and attack the world's key defense centers, semingly bent on total destruction. But the Autobot rampage is directed by Megatron as a diversion that will enable him to commandeer Earth's new orbiting solar power statin, making the Decepticons invincible. Spike and Sparkplug have not been affected, of course, nor have Jazz and Brawn, who fortunately escaped the contamination because they were out on a scouting mission. Sparkplug comes up with an "antidote" that will drain the unstable energy from the systems of the Autobots, but it must be administered with great risk--and soon, before the Decepticons blast off in the solar power station.

MP#700-20 - "TRAITOR"

   Mirage is damaged during an attack against the Decepticons and the Insecticons at Megatron's new energy storage station and vows to turn the enemy forces against each other. Infiltrating Insecticon headquarters, he steals some energon cubes and leaves clues laying the blame on Megatron's forces. When he deposits the energon cubes in the Decepticon storage area, Cliffjumper spots him and reports his apparent treason to Optimus Prime. Meanwhile, Mirage's plan works, and the Insecticons move against the Decepticons to retrieve their energon cubes. During the action, Mirage is is hit by one of Bomshell's cerebro-shells. When the Autobots arrive, they find the mentally- altered Mirage fighting alongside the Insecticons, but their arrival serves only to unite the two forces once again. As the Autobots move in to destroy the storage station, they capture and restore Mirage to his former self to prove his loyalty not only to themselves, but also to Cliffjumper.

MP#700-21 - "THE IMMOBILIZER"

   As the Autobots test Wheeljack's new invention which temporarily freezes molecular motion, Ironhide spots a young girl watching them from cover. When he leaves his post to check her out, thinking she is a Decepticon spy, Megatron and his forces sneak in and overpower the Autobots, getting away with the Immobilizer. Disgusted with himself, Ironhide retires from active service. Meanwhile, Wheeljack is worried that the Decepticons might determine how to make the effects of his device permanent and, therefore, make them unstoppable. The Autobots, minus Ironhide, roll out to recover the device, but are ambushed by the Decepticons. Feeling responsible for their plight, the girl--Carly--almost succeeds in singlehandedly destroying Decepticon headquarters, but is captured herself. Ironhide not only rescues her, but also helps her rescue his fellow Autobots who have been "frozen" by the Immobilizer--and he realizes he is still needed.

075

Synopses

MP#700-22 - "THE AUTOBOT RUN"

   The Autobots agree to enter a charity auto show at Chip's request and put on a spectacular performance of races and stunts--unaware that they are being spied on by Laserbeak and Soundwave. Megatron invades the racing arena with his just-developed "Stasitron," trapping the Autobots in their vehicular modes, unable to transform back into robots. Chip races back to Autobot Headquarters with Spike to meet with some of the Autobots who remained behind. There, Chip uses his computer expertise to come up with a ray to counter the Stasitron. Subsequently, in a desperate downhill cheelchair ride, Chip the physically delivers the explosive knockout that enables the Autobots to transform and overcome the Decepticons.

MP#700-23 - "ATLANTIS, ARISE!"

   Megatron and his Decepticons discover the lost city of Atlantis on the bottom of the ocean and join with the Atlantean King Nergil in an unholy alliance to rule the earth. A small Autobot force finds that the Decepticons and the Atlanteans have joined forces--but Wheeljack is captured. As the island of Atlantis rises to the ocean's surface and heads up the Potomic to capture Washington, D.C., King Nergil uses Wheeljack as a guinea pig to develop a disorienting ray gun which subsequently paralyzes the Autobots. The Dinobots are called in to the rescue--and they not only destory the ray gun before it can be used on them , the destruction actually restores the Autobots to normal. Together, the Autobots and the Dinobots defeat their enemies and Atlantis is sunk to the bottom of the ocean.

MP#700-24 - "DAY OF THE MACHINES"

   The Decepticons alter T.O.R.Q. III, the world's most powerful computer, sending the globe into chaos as the machines of the world are brought under TORQ's control and revolt. Optimus Prime and the Autobots soon realize that machines and power stations everywhere are diverting their energies to one point--the HQ of the Decepticons. Tracing the source of the remote-control waves to TORQ, the Autobots realize that they must disconnect and reprogram the massive computer before the earth's energy resources are delivered to the Decepticons and before they are captured and controlled by TORQ itself. The Autobots attack TORQ, but find it surrounded by a barricade of  vehicles and machines sent to destroy them.

076

Synopses

MP#700-25 - "ENTER THE NIGHTBIRD"

   A demonstration ninja robot, Nightbird, is unveiled by her Japanese inventor. The presentation is interrupted by the appearance of the Decepticons, who make off with the ninja. The decepticons reset her circuits, intensifying her power tremendously, and program her to treat the Autobots as her enemy. Infiltrating Autobot headquarters, the ninja steals a valuable microchip which shuts down Teletraan I. The Autobots pursue the ninja robot into the desert and find themselves up against her ancient weapons--now converted to high-tech powers by the Decepticons. The valuable microchip is retrieved and the ninja is immobilized without harm by a jealous Starscream, and delivered safely back to her creator by the Autobots.

MP#700-26 - "A PRIME PROBLEM"

   Megatron discovers a crevice filled with rare Korlonium crystals, a great source of energy -- but one that will destroy electrical circuitry upon contact. In a ploy to trick the Autobots into deadly chasm, Megatron creates a clone of Optimus Prime when the Autobot leader is separated from his followers during the battle. Soon, Spike and the Autobots are puzzled when they receive strange and confusing orders from Optimus Prime, even a subtle change of personality -- until they find themselves faced by *two* identical Optimus Primes. A series of tests is set up to prove which is the *real* leader. The Autobots decide upon the authentic Prime when one of the two opts for rescuing Spike, who has been captured, in preference to the false leader, who encourages the Autobots to retrieve the Korlonium crystals before the chasm closes again.

MP#700-27 - "THE CORE"

   Megatron orders the Constructicons to drill to the earth's core for an important source of energy -- without regard that the planet might split in half. Wheeljack comes up with a new device to control the Constructicons and, in a daring mission, the device is implanted in the robots just before they transform into Devastator. The Autobots return with the controlled Devastator to their headquarters, unaware that a simple electronic disruptor will nullify Wheeljack's devices--controlled by Megatron. When the Autobots and Devastator attempt to stop the drilling that could destroy the earth, Megatron uses his nullifier. In a struggle for control between both forces, Devastator blows his circuits and runs amok. Megatron is forced to join Wheeljack in an attempt to regain control of Devastator--who then boldly stops the drill with only seconds to spare.

077

Synopses

MP#700-28 - "THE INSECTICON SYNDROME"

   Megatron leads the Inseticons to a "nova" power installation, planning to dismantle them after they help him conquer the plant. The Insecticons learn of his plan and using a cerebro-shell on Soundwave, making him their spy. Meanwhile, the Autobots learn that the nova fuel will have a severe reaction inside the Insecticons. They will eventually blow up -- igniting Iron Mountain, an ultra-secret government installation currently besieged by the giant bugs. Megatron's plan to get rid of the Insecticons goes awry when his Decepticons all fall prey to Shrapnel's cerebro-shells. The Autobots create a special antidote -- but it will only work if it is swallowed by the Insecticons. As Megatron transforms into his gun mode, Prime ram the antidote down the barrell and fires it into the throats of  Bombshell and Kickback. Spike manages to slip a cannister of antidote into Shrapnel's chest compartment--and the defense center is saved.

MP#700-29 - "DINOBOT ISLAND (PART ONE)

   The Dinobot's awkwardly damage some equipment at Autobot headquarters and are exiled to practicing their maneuvers on a recently-discovered "lost island" filled with prehistoric creatures. Laserbeak spots the
Dinobots on the island and reports his findings back to Megatron. Excited over the island's tremendous primal energy sources, Megatron and his Decepticons begin exploiting it. Meanwhile, a strange "time warp" appears in the middle of a metropolitan area with a huge, wooly mammoth and a barbaric warrior emerging through it, causing tremendous consternation and fear. Back on the island, the Decepticons are attacked by the Dinobots, but Megatron--using some real dinosaurs--traps the Dinobots, who are then driven off a cliff into a tar pit.

MP#700-30 - "DINOBOT ISLAND" (PART TWO)

   Barbarians astride woolly mammoths, and cowboys from the old wild west cause havoc as they suddenly appear in the middle of rush-hour traffic. Only the Autobots are able to force these visitors from the past back through the opening in a strange time warp. The phenomena has been triggered by the Decepticons' intense mining of the energies of the lost island. The Autobots rush to the island and attack the Decepticons, but it soon appears the Decepticons will triumph. That's when the Dinobots emerge unscathed from the tarpit, enlist the island's real dinosaurs in the battle and overcome the Decepticons, sending them fleeing from the island. Prime realizes then that the Dinobots have earned the right to rejoin the Autobots. As the two groups prepare to head back to headquarters, Trailbreaker surrounds the island with a forcefield that will forever protect it.

078

MP#700-31 - "THE MASTER BUILDERS"

   Optimus Prime finds Grapple's design for a huge solar tower impractical and difficult to defend, but Grapple--with Hoist's support--defiantly proceeds with the tower's construction. In a diabolical plan, Megatron uses the Constructicons as double agents by sending them to the two Autobots with the energon cubes to aid them in building the tower. Under Grapple's brilliant supervision, the huge tower is constructed. The Constructicons then transform into Devastator and quickly dispatch Grapple and Hoist, ignominiously incorporating them into the structure itself. As Meagtron is about to activate the solar tower, the Autobots learns of it and launch an attack sendind Davastator crashing into the tower, demolishing it. This breaks Devastator back into the Constructicons, who scatter and retreat along with the Decepticons. Grapple and Hoist are unearthed. Embarrassed, they have learned their lesson.

MP#700-32 - "AUTO BERSERK"

   Fighting off a Decepticon attack, Red Alert's sensory perception and hearing are seriously damaged. He is convinced by his paranoia that Inferno is scheming to replace him as Security Director, and he refuses
to explain to Optimus why he did not warn his comrades of a second attack. His paranoia intensifies as he assumes Optimus intends for him to be disassembledfor parts, and he flees in panic. Starscream manipulates Red's feeling of betrayal to make him reveal the location of a prized super-weapon. Red is shocked when he realizes he has been tricked into helping Megatron capture the Autobots and thier weapon. Red futilely attacks Starscream, but in the fight his circuits are josted back to the normal. Remorseful, he creates a diversion by blowing up the temporary Decepticon base -- trapping himself inside the burning structure. The sacrfice enables the Autobots to escape, and Inferno rushes back into the flames to rescue his comrade.

MP#700-33 - "MICROBOTS"

   At the excavation site of a Decepticon starship that crashed eons ago, the Decepticons find the "Heart of Cybertron," a special power booster still working within the stardrive. Megatron has the device installed in his chest, knowing it will make him many times more powerful. In order to disconnect the device, Perceptor's new transmat-reduction beam shrinks him, Bumblebee and Brawn to microscopic size and they secretly infiltrate Megatron's internal systems. Bombarded as impurities in a harrowing trek through Megatron's body, the microbots make their way to the power amplifier. Megatron is about to destroy Autobot headquarters as the microbots rush to disengage the power amplifier and escape from Megatron's body. After emerging successfully, Megatron is routed and Cosmos transports the device into space where it is destroyed by Perceptor's hyper-accurate light beam.

079

MP#700-34 - "MEGATRON'S MASTER PLAN - (PART ONE)

   Wealthy Shawn Berger plans to make himself a hero by setting a trap to defeat the Decepticons, knowing they will attempt to attack the city's new solar plant. The Autobots, however, upstage him by fighting off the Decepticons. Seething, Berger is easy prey for Megatron, who convinces him that it is the Autobots, not the Decepticons who threaten Earth. Later, aloft in a copter, the startled Berger actually videotapes the Autobots raiding an oilfield and blaming it on the Decepticons. Spike gets his hands on the videotape and learns the truth when he plays it, revealing the Autobots are really Decepticons in disguise. But Spike is trapped by Ravage before he can reveal the truth. Tried in court on the videotape evidence, the Autobots are banished from Earth. They blast off, unaware that Megatron has diabolically set the controls to carry them on a one-way irreversible journey to the sun!

MP#700-35 "MEGATRON'S MASTER PLAN - (PART TWO)

   Megatron and Berger watch the Decepticon monitors as the Autobot ship speeds closer to the sun -- and explodes! Megatron chortles over having sabotaged the ship; Berger is aghast. Spike plays the videotape for the mayor which proves the innocence of the Autobots, but Megatron reveals his villainy and takes over the city. Berger sadly informs Spike of the Autobots' demise, but thanks to a huge protective force bubble created by Trailbreaker, the Autobots are safe. In an unexpected act of courage, Berger attempts to defend Spike, Sparkplug and Chip from harm, and, as a result, is to be "terminated". At the last possible moment, Optimus Prime and his Autobots arrive in time and send the Decepticons fleeing. Berger says he is prepared to face the courts, but the Autobots and their human friends ask that his acts of courage be considered.

MP#700-36 "DESERTION OF THE DINOBOTS" - (PART ONE)

   The Dinobots, almost destroyed in an awesome battle with the Decepticons, decide they are tired of taking orders from the Autobots  and desert them. Shortly afterwards, all of the Transformers begin malfunctioning. It's determined that the robots' essential element, Cybertonium--which exists only on Cybertron, is rapidly dissipating. The Autobots, low on power and beginning to deteriorate, discover the Decepticons are awaiting delivery of a shipment of Cybertonium over the space bridge. The Dinobots, constructed on Earth and containing no Cybertonium, are asked to intercept the shipment. They agree, but when the Decepticons open the space bridge, the Dinobots attack, enter the space bridge and are transported to Cybertron--with no intention of returning! There is no choice but for Spike and Carly to go to Cybertron via the space bridge and bring back the Dinobots--plus a  supply of Cybertonium. Carly and Spike arrive on Cybertron, where they are fired upon by Shockwave!

080

MP#700-37 "DESERTION OF THE DINOBOTS" - (PART TWO)

   Carly and Spike escape Shockwave's blast and meet up with Swoop, who informs them that the other Dinobots were captured by the Decepticons and taken down into the mechanical planet to the Cybertonium salvage
pits. The three of them make their way down into the ruins of ancient Cybertronian civilization where, after facing a series of horrendous obstacles, they are captured by Decepticon guards. They are taken to the Cybertonium pits, where they join the other Dinobots, who have been re-programmed as slaves by their captors. Carly secretly restores them, and the Dinobots overcome the guards and make their escape to the surface just as the space bridge opens, containing a load of Cybertonium for Megatron. Shockwave attempts to stop them from entering the space bridge, but fails, and the group arrives back on Earth with enough Cybertonium to repair the Autobots.

MP#700-38 "BLASTER BLUES"

   Because of Blaster's well-intentioned transmission of a rock concert, the Autobots receive an SOS broadcast too late, and the Decepticons are able to steal the Voltronic Galaxer, a powerful communications device. Cosmos and Blaster are captured when they discover a Decepticon base on the moon, where Megatron has installed the Galaxer, and are welded into the machine to boost its signal even further. Soon, static disturbances interrupt all radio signals throughout the world, causing huge air, land and sea disasters. Megatron then demands Earth's total energy reserves in exchange for the return of the airwaves. Omega Supreme rockets to the moon, carrying Spike, Carly, Powerglide and a badly- damaged Optimus Prime, and engages in a battle with Megatron and Astrotrain. During the struggle, Blaster manages to overload the Voltronic Galaxer, clearing the airwaves on Earth...while Omega Supreme and the recovered Optimus Prime overcome the two Decepticons and send them fleeing.

MP#700-39 "A DECEPTICON RAIDER IN KING ARTHUR'S COURT"

   During a battle in England, Starscream, Ramjet, Rumble and Ravage are magically transported to the Middle Ages, followed by Spike, Hoist and Warpath. Sir Wigend, the Black Knight, enlists the Decepticons (whom he considers "armored knights with magical powers") in his struggle to overcome his enemy, Sir Aethling, the Red Knight. Starscream agrees, intending to dominate this ancient world for himself. But after losing in a jousting tournament against the Autobots, Starscream kidnaps Nimue, Sir Aethling's daughter, and demands that the Red Knight surrender his kingdom to Lord Starscream in return for his daughter's safety. A successful rescue is mounted, and Nimue and Sir Wigend fall in love, reconciling the two knights. Beorht the Wizard, whose magical time-travelling device brought Spike and the Transformers to the Sixth Century, sends them all back to the present day--where Starscream must face Megatron's wrath.

081

MP#700-40 - "THE GOLDEN LAGOON"

   Beachcomber discovers a beautiful valley with a lagoon of golden Electrum. He realizes that any robot coated with Electrum would be indestructible, and fears the lagoon and surrounding valley may become the battleground of a war with the Decepticons. Beachcomber decides to tell no one and leaves, but soon the Decepticons find the lagoon, and dive in, making themselves invulnerable. In a skirmish that follows, the Decepticons defeat the Autobots handily, conquering Omega Supreme and capturing Perceptor and Seaspray. In an effort to redeem his mistake, Beachcomber rescues the Autobots. They meet the others at the lagoon, and coat themselves with Electrum. The Decepticons attack, but their powers of invulnerability prove to be only temporary. The now-superior Autobots turn back the Decepticons, but Megatron destroys the Golden Lagoon to assure no more Electrum for either side. Beachcomber is left to witness the charred remains of the once verdant valley.

MP#700-41 - "THE GOD GAMBIT"

   On Titan, Saturn's moon, a confrontation between Jero, high priest, and Talaria, rebel leader, is interrupted when Cosmos--shot down by Astrotrain--crash lands nearby. Jero proclaims Cosmos a sky god, but  power-hungry Astrotrain proclaims himself Chief God and, with the help of the other Decepticon "gods," stockpiles Titan's powerful energy crystals. Secretly, Talaria connects a loose wire on Cosmos and finds herself communicating with Optimus Prime on Earth, who sends Omega Supreme, Perceptor, and Jazz in response. They mount an attempt to rescue Cosmos, but the Decepticons capture Talaira for sacrifice. With Omega's help, Jazz and Perceptor save Talaria, free the oppressed natives from their evil high priest, and expose the Decepticons, who flee Titan. The Titans begin building a new civilization as Cosmos is reactivated and the Autobots head for Earth.

MP#700-42 - "MAKE TRACKS"

   When Tracks is shot down in a dogfight above the city, he is found and repaired by Raoul, a street kid whose original intention was to sell the Corvette to the leaders of a hot car ring. Together, they discover the illegitimate dealers are selling the stolen cars to the Decepticons, who are converting them into generic robots, all armed with heavy-duty blasters. Soon, hundreds of these robots pour into the city, threatening the Autobots. Raoul realizes the huge computer at the conversion factory controls the robots cars. He and Tracks lead the Autobots to the plant where a battle ensues, and the computer control board is destroyed. The generic robots cease functioning, and the factory is blown sky-high. Later, as Raoul joins Sparkplug and the Autobots in reconverting the hundreds of stolen cars to be returned to their owners, he vows never to steal a car again--it's more trouble than it's worth!

082

MP#700-43 - "CHILD'S PLAY"

   As the Decepticons complete construction of a new spacebridge in the middle of a baseball stadium, the Autobots come to the rescue of the terrified spectators and players. The spacebridge is accidentally activated, and several Autobots, Decepticons and stack of energon cubes caught in the receptor are transported to an alien planet. They find themselves in the bedroom of a giant alien boy, Aron, who treats the Transformers as his toys. His parents take the robots to the Authorities, whose scientists prepare to dissect the "miniature" robots. Aron grabs the caged Autobots and runs out of the laboratory. During the pursuit, the Decepticons, left behind, make their escape. Back in Aron's bedroom, the Autobots prepare to depart for Earth on an energon powered light beam -- but the Decepticons arrive to utilize the beam themselves. Fortunately, Perceptor is able to convert Aron's toy rocket ship, and, wishing their giant friend a fond farewell, the Autobots blast off for home.

MP#700-44 - "QUEST FOR SURVIVAL"

   When Cosmos travels to a small asteroid to obtain a special "robotic insecticide" to use against the Insecticons, he is caught by a mechanical plant's gigantic tentacle that leaves a few shiny spores on his hull. He escapes, but crash-lands on Earth, where the plants--the Morphobots--quickly grow over him, filling the entire valley. The Autobots roll out to rescue Cosmos and retrieve the insecticide. Megatron, meanwhile, warns the Insecticons to stay away from the valley and goes there with his Decepticons to destroy the insecticide. But the Insecticons, still bitter over Megatron's previous double-dealings, ignore his warning, and fly to the valley to devour the plants. They are caught by the Morphobots, who feed on *robotic insects*. Only Shrapnel, Kickback and Bombshell manage to escape, retreating with the Decepticons, and the Autobots launch the plants on a spaceship to a planet where only robotic insects exist.

MP#700-45 - "THE SECRET OF OMEGA SUPREME"

   Optimus Prime discovers the Constructicons are excavating a meteorite orbiting Earth and contacts Omega Supreme for help. But Omega confesses a presonal enmity with the Constructicons, ever since the old days on Cybertron, when they betrayed his friendship to become Decepticons. Prime cautions Omega to only observe the operation, but once on the meteor, the vengeful Omega immediately attacks his enemies, wildly smashing open a huge fissure. The entire meteor breaks in two like an egg, hatching a robotic creature which flies toward Earth. Subsequently learning that the creature is preparing to attack Earth out of hunger, Prime tells Omega that only he can save Earth by luring the monster back to its food supply on the meteor. Omega, after a personal struggle, forgoes his desire for revenge against the Constructicons in order to save the Earth from destruction.

083

MP#700-46 - "THE GAMBLER"

   Escaping from an alien planet, the Autobots are captured and brainwashed by Bosch, a gambler who intends to sell the robots for units of energy. Smokescreen, who escaped the brainwashing, strikes a bargain to help Bosch win all the energy he needs on Monacus, a gambling casino/asteroid, in return for the freedom of his comrades. Using the Autobots as collateral to borrow a gambling stake from Lord Gyconi, a fight promoter on the asteroid, Smokescreen loses everything at the gambling tables. Failing an attempt to rescue the Autobots from Gyconi, who matches them against his Animaliens in his "Pit of Destruction," Smokescreen and Bosch are attacked by Ramjet and Dirge, Gyconi's accomplices. Devcon, an Autobot bounty hunter who has followed the Decepticons to Monacus, intervenes, and the Decepticons are forced to flee. The Autobots are rescued, and Bosch--now Smokescreen's friend--returns them to normal.

MP#700-47 - "KREMZEEK!"

   Megatron creates a mischievous little demon called "Kremzeek" who feeds on energy and can pop in and out of electrical devices, causing them to go haywire. Megatron drops Kremzeek at the entrance of Autobot HQ, intending to keep the Autobots busy with the little gremlin-like creature while he tests a huge energy magnet, capable of draining power from all devices in its target area. The Autobots chase Kremzeek to Tokyo, where Blaster tries trapping Kremzeek in his chest compartment, but the demon multiplies, so that there is a whole
*army* of Kremzeeks! The Autobots lure the Kremzeeks back with a huge electrical grid, but they merge to form a giant Kremzeek that threatens the city. Megatron's magnet pulls all the power from Tokyo-- including the giant Kremzeek, who overloads the device, destroying both of them. The Autobots sigh with relief--until the original
Kremzeek pops out of Blaster's cassette compartment...and the chase is on!

MP#700-48 - "SEA CHANGE"

   Responding to a call from a distant planet, the Autobots crash-land and are rescued from attack by the lalakans, who are oppressed by the evil Deceptitran, a non-sentient Decepticon computer, and his drones.  Seaspray falls for Alana, one of the females of the Tlalakan  resistance group. Following a battle with Deceptitran's droids, Alana leads the Autobots to an undersea city, the one safe place for her people. Meanwhile, Seaspray leaps into the Well of Transformation and rematerializes as a humanoid to win Alana's love. Megatron finds the city. but his attack is aborted by a call from Deceptitran. But Alana has rewired Deceptitran to attack the Decepticons, while Seaspray blows up the energon stores. The defeated Decepticons blast off, and the Tlalakans are free. Disappointed by his humanoid form, Seaspray transforms back to a robot, and Alana says that, although they  are different, she will always love him.

084

MP#700-49 - TRIPLE TAKEOVER"

   Blitzwing, Astrotrain and Starscream join forces and depose Megatron by freezing him--but Starscream is also frozen when the two triple- changers double-cross him. Blitzwing and Astrotrain compete with each other to determine who should be leader of the Decepticons. Blitzwing takes over a football stadium as his headquarters, while Astrotrain assumes control over a fleet of locomotives. And ensuing bombardment and the flooding of the city cause massive problems for the Autobots, and the Constructicons surround the stadium with a maze under Blitzwing's orders, luring and trapping some of the Autobots. Meanwhile, Megatron and Starscream escape when the flood waters burst into their vault, thawing them, and find all fo the Decepticons fighting among themselves for the leadership position. Megatron triumphs over them all, and the Autobots realize that Prime's order not to get involved was the correct thing to do.

MP#700-50 - "PRIME TARGET"

   Responding to the news of a Russian jet thought to have been downed by the Americans, several Autobots are captured by the guilty party, Lord Chumley, an eccentric big-game hunter, who wants the head of Optimus Prime for his trophy collection. Prime responds to the bait in order to save his comrades and travels to Chumley Manor, where he transverses a deadly obstacle course. Near the end of the many narrowly-overcome obstacles, Prime is caught in the stainless steel web of a giant robotic Black Widow. In an ensuing battle, Prime cleverly maneuvers the spider into sinking its fangs into its own leg, killing itself with its own poison. The obstacle course devices destroyed, Prime rescues the Autobots, and together they deliver Chumley to the Russians, saving Earth from the brink of war.

MP#700-51 - "AUTO-BOP"

   Tracks and Blaster help Raoul and his friends defeat a street gang with strange-looking members: businessmen and housewives! Indeed, even the construction workers erecting a skyscraper in the middle of the night look out-of-place! Blaster learns that Dancitron, a new club, might be behind it all, but before he can investigate, Tracks goes to the club, where, at a high-pitched blast of sound, the dancers close in on him like zombies. Raoul barges in to save Tracks and discovers the method to overcome the hypnotic sound system--which is being operated by Soundwave--and frees the hypnotized patrons. A battle of transforming cassettes and audio vibrations takes place between Blaster and Soundwave, destroying the club. Then the boys and the Autobots pursue Starscream to the skyscraper--a new headquarters being constructed by the hypnotized patrons from Dancitron. Tracks takes to the air and seeds the clouds, causing a rainstorm that frees the "workers" from the hypnotic spell--and then sends Starscream and Soundwave fleeing.

085

MP#700-52 - "THE SEARCH FOR ALPHA TRION"

   In a plot to lure Prime into a trap, Megatron informs Optimus he has captured Elita One, Prime's female counterpart and leader of a small group of female Autobots on Cybertron thought to be extinct. Prime goes to Cybertron to rescue Elita, but he, too, is captured. Elita uses her "special power" to save Prime form certain destruction by the Decepticons, but loses most of her energy as a result. Prime takes Elita to Alpha Trion, a wise old Autobot who explains that only Prime can save Elita because only his identical schematic will properly interface with hers. Aware that only his creator could know that, Prime realizes Alpha Trion's true identity. Shortly afterwards, Prime and Elita One rescue the beseiged Autobot forces who followed him to Cybertron, as well as the female Autobots, and send the Decepticons fleeing. Opting to remain on Cybertron, the females wish their Autobots counterparts a safe journey back to their Earth base.

MP#700-53 - "THE GIRL WHO LOVED POWERGLIDE"

   Astoria, a cute, daffy teenaged girl, gets a crush on Powerglide when he rescues her from a kidnap attempt by the Decepticons. Powerglide discovers she's Chairman of the Board of her father's company and a royal pain. She also proves to be a walking disaster area; machines break down around her. But only she has her late father's formula for transmitting energy over vast distances. The Decepticons finally kidnap her and take her to Megatron's sky platform. Numerous attempts to force Astoria into revealing the formula are frustrated by her
talent for disaster. Powerglide takes to the skies to search for her, but finds himself buffeted about in a deadly energy storm created by the sky platform. Astoria takes her necklace--containing the formula-- and throws it into the sky platform's machinery, shutting it down to save Powerglide, who rescues her and sends the sky platform crashing down on Decepticon headquarters.

MP#700-54 - "HOIST GOES HOLLYWOOD"

   When Hoist helps rescue the drivers of a car stunt that goes awry during the location filming of a new motion picture, the director offers him a job at the studio. Hoist, whose Autobot role is often limited to cleaning up after a battle with the Decepticons, is immediately star-struck and accepts, and helps his Autobot friends get jobs on the lot as stunt vehicles. Meanwhile, Dirge, returning from the space bridge with a mysterious cargo taken from Wheeljack's workshop on Cybertron, loses control and crash-lands on the studio backlot. Ramjet and Thrust retrieve Dirge and the Cargo, but are accidentally filmed by the movie crew. Megatron, demanding the cargo be kept secret from the Autobots, goes to the studio to steal the film. Hoist fools Megatron into thinking he has destroyed the negative, displaying his acting abilities to the director, but turns down a major role in another movie to return to his less - "glamorous" role with the Autobots.

086

MP#700-55 "THE KEY TO VECTOR SIGMA" (PART ONE)

   Frustrated by the Autobots' superiority on the roads, Megatron steals several cars and converts them into transforming robots, naming them "Stunticons." But the Stunticons cannot function properly without cybernetic personalities, so Megatron takes them to Cybertron where the omnipotent Vector Sigma, the megacomputer which gave the other Transformers life, can infuse them with the ability to think. Optimus Prime and the Autobots, joined by Alpha Trion, race Megatron to the core of Cybertron, where Vector Sigma exists. There they face Vector Sigma's guardians, the deadly Centurion robots, reprogrammed by Megatron to destroy the Autobots. They escape from the Centurians, but Megatron has already inserted the glowing circuit key that brings Vector Sigma to life and imbues the Stunticons with personalities. Soon, the Stunticons begin a reign of terror back on Earth, while on Cybertron, Prime and the Autobots are left to the Centurions!

MP#700-56 "THE KEY TO VECTOR SIGMA" (PART TWO)

   Because Megatron stole the key that activates Vector Sigma, Alpha Trion must sacrifice himself by merging with the megacomputer in order to give the Aerialbots life. But after arriving on Earth, the Aerialbots decide humans are not worth protecting and leave the Autobot ranks. Megatron accidentally discovers the secret of the key and realizes he can turn Earth into another Cybertron of solid steel, but Prime and his Autobots rush to attack Megatron's forces and stop his evil plans. Meanwhile, Silverbolt reminds Slingshot they owe their very existence to the Autobots. In a change of heart, the Aerialbots rush to aid their almost now almost-defeated comrades, but are met by the Stunticons, who combine into the titanic Menasor. The Aerialbots transform into Superion and defeat Menasor. Megatron flees through the skies with the key, pursued by Silverbolt who dramatically overcomes his fear of heights and risks his life to destroy the dangerous key.

MP#700-57 "AERIAL ASSAULT"

   Left in a Middle Eastern hanger for repairs, Slingshot and Skydive are dismantled and spirited away along with a cargo of jet fighter parts by a group of Arabs led by the evil Ali. The stolen aircraft are intended to be the beginning of a drone air force for Ali, who is allied with Megatron, and quartered in the palace of the deposed Prince Jumal. Hassan, a 12-year-old boy, befriends the dismantled Aerialbots and saves them from having their identities discovered. The other Aerialbots locate Slingshot and Skydive, now trapped in Jumal's palace, and move in to rescue their comrades. They're met by Megatron's latest weapon--a winged sphinx robot which takes to the air to deal the final blow against the Aerialbots. The Aerialbots combine into Superion, who battles the winged creature to its destruction and sends Megatron and Ali fleeing. Hassan reveals himself to be Prince Jumal in disguise, and rightfully reclaims his palace.

087

MP#700-58 "WAR DAWN"

   The Aerialbots are tricked by the Decepticons, who use Megatron's new Kronoscope to send them back to Cybertron of nine million years earlier. There the Aerialbots are befriended by young Orion Pax, who shows them the wonders of Cybertron's Golden Age. The trusting Orion is duped by the young Megatron into revealing the location of the energon storehouses, and the disasterous Cybertron Civil War begins. In an attempt to stop Megatron, Orion Pax is almost destroyed, but Alpha Trion rebuilds him the first of a new breed of Transformers-- Optimus Prime! Young Prime battles Megatron, while the Aerialbots try to help by setting off a series of explosions. Back in the present, the Autobots activates the Kronoscope, and bring the Aerialbots moments before the explosions that raze Cybertron. Eagerly questioned by the Autobots about Cybertron's past, the Aerialbots tell them to ask Optimus Prime because he knows all about it.

MP#700-59 "TRANS-EUROPE EXPRESS"

   The Autobots enter the Europa 3000, a cross-continental auto race from London to Turkey, in order to guard a secret engine from the spying Decepticons. Megatron orders the Stunticons to knock the Autobots out of the race because the finish line is too close to the site where he expects his Constructicons to dig up the lost Pearl of Jehudin. Optimus Prime is alerted that the famed pearl, an ancient Persian talisman, is, according to legend, capable of generating unbelievable amounts of energy. The Autobots win the race, speeding right past the judges to the Decepticon dig--only to arrive too late. The Decepticons have unearthed the Pearl of Jehudin to catastrophic results, creating atmospheric havoc. The world is saved when a competing race driver pusposely drives his car off a cliff to crash into Menasor's face. The destructive Pearl of Jehudin is destroyed, and the Autobots donate its gold casing--worth 20 million dollars--to charity.

MP#700-60 "COSMIC RUST"

   Investigating an abandoned Autobot base in outer space, Megatron finds a Lightning Bug icon with an incredible heat ray. But once he returns to Earth with the icon, he finds himself covered with rust. Meanwhile, Perceptor directs the Autobots as they coat the Statue of Liberty with his new invention--the Ultra Compound, a metal- protecting element. Perceptor is captured and is brought before Megatron where he diagnoses the problem as Cosmic Rust. Megatron forces Perceptor to cure him with the last of the Ultra Compound, then diabolically releases the infected Perceptor in order to infect the other Autobots. Perceptor plans to duplicate some of the compound used to coat the Statue of Liberty to cure the Autobots, but once informed, Megatron parts to destroy the statue with his heat ray. The Autobots beat them there, destroy the icon which sends them fleeing,
get the compound needed to restore themselves, and save the Statue of Liberty for posterity.

088

MP#700-61 - "30 SECONDS OVER MEGATRON"

   After losing a battle for leadership with Megatron, Starscream is dumped on a Pacific island by Laserbeak. There he discovers the rusted hulks of several World War II military vehicles. Taking the space bridge to Cybertron, he sneaks into the Decepticons' Detention Center and steals five criminal personality components stored there to install into the vehicles and complete his new, personal army--the Combaticons! But the new Decepticons need energy absorbers to remain alive, and Starscream has them them kidnap Jazz and Cliffjumper, intending to scrap their parts. Megatron's forces meet Starscream's in a major battle, where Devastator is defeated by the Combaticon's giant robot mode, Bruticus. Starscream is victorious--until Bruticus leaves. But as he flies off, the giant robot loses his remaining power, and crashes to the ground. Megatron banishes Starscream and the Combaticons from Earth forever--as the Autobots rescue their comrades.

MP#700-62 - "THE REVENGE OF BRUTICUS"

   Banished to an asteroid in deep space, the Combaticons go to Cybertron, overcome Shockwave, and convert the space bridge to send the Earth into the sun--in order to destroy Megatron. Starscream retakes control of the planet, diverting the Combaticons with holographic projections, and contacts Megatron, demanding he surrender Decepticon leadership--or he will allow the Earth to be destroyed. While the Earth moves dangerously close to the sun, the Autobots and Decepticons join forces to stop Starscream and the Combaticons. Prime and Megatron go to Cybertron, battle Bruticus, and- -with Starscream's help--gain the security code from him in order to reverse the Earth's course--with only moments to spare! Starscream is forgiven, and Bruticus is destroyed before Prime leaves for Earth. But Megatron has tricked Prime with a holographic projection, intending to reprogram Bruticus and the Combaticons as new Decepticons!

MP#700-63 - "MASQUERADE"

   The Autobots capture the Stunticons, who are collecting components for one of Megatron's devices, and disguise five of their own forces to impersonate them, intending to infiltrate Megatron's headquarters and find out what he is up to. Before leaving, Prime orders that no Autobot follow them and that strict radio silence be maintained to protect their cover. Arriving at a huge crater, the disguised Autobots see a strange, gigantic device as they deliver the components to Megatron. Meanwhile, at Autobot HQ, the Stunticons overcome their guards and escape. They arrive at the crater and combine into Menasor to prove they are the real Stunticons. As Megatron aims his new weapon at Prime and his comrades, the other Autobots arrive on the scene. With Megatron distracted, Prime is able to trigger the weapon to self destruct, and Prime is grateful the Autobots disobeyed his orders not to follow--this one time.

089

 MP#700-64 - "B.O.T"

   Swindle has left his fellow Combaticons inoperable, having sold their parts to the black market, an act that threatens to ruin Megatron's plans to blast Earth's moon out of its orbit. Swindle is ordered to retrieve the component or be destroyed. Meanwhile, three high school students are assigned to build a robot for the school science fair. >From the junkyard, they put together a working robot they name "Bot." When they attach him to what they think is a "high voltage circuit box" - actually Brawl's personality component - Bot goes on a violent rampage and storms off. The Autobots respond to a distress call from the kids, but Swindle reaches Bot first, retrieves the component, and makes his getaway. While the Autobots pursue Swindle, the kids hook up Bot's voice synthesizer and pick up Megatron's voice, learning the Decepticon's plans. During a battle between the Autobots and the Decepticons, the kids direct Bot to sacrifice himself by destroying the Decepticon laser aimed at the moon.

090

TRANSFORMERS

NEW PRODUCTS

ADDENDUM

Nineteen additional characters are introduced here (fifteen Autobots and five Decepticons). Models shown are not in comparative scale. Although Reflector should no longer be used as a character in the series, JETFIRE will be redesigned and reintroduced in the near future.

This brings the current total of TRANSFORMERS characters (depending on how you count them!) to 68.

FINAL REVISION: 2/6/85

091

NEW AUTOBOTS
NAME

Beachcomber
Blaster
Cosmos
Grapple
Hoist
Inferno
Perceptor
Powerglide
Red Alert Fire
Sea Spray
Smokscreen
Tracks
Warpath
Omega Supreme
TRANSFORM(S)

Dunebuggy
Radio
Spaceship
Construction truck
Tow Truck
Fire Truck
Microscope
Plane
Chief's car
Hovercraft
Datsun 280
Corvette
Tank
Defense Base

FUNCTION

Geologist
Communicator
Reconnaisance
Architect
Maintenance
Search and Rescue
Scientist
Warrior
Security Director
Naval defense
Diversionary Tactician
Warrior
Warrior
tank rocket/pad
 
PERSONALITY

Laid-back
Loves loud Rock 'n Roll
Lonely,playful
Artistic,moody
Strict, dedicated
Gungho, loves conflict
Brilliant but absent-minded
Show-off
Paranoid
Loves ocean
2-faced, charming but Devious
Vain
Raucous, vain
Serious, grim

092

NAME: BEACHCOMBER

FUNCTION: Geologist

TRANS-FORM: Dune Buggy

ABILITIES: Capable of traveling over very rugged terrain. Various sensors can determine chemical composition of land and find needed resources. Very agile as a robot, but susceptible to mental stress.

PROFILE: No interest in warfare; prefers long, lone trips into deserts and along coasts--the only places he feels he can escape to relax. Cool-headed, low-key, personable--what Earthlings call "laid- back." Fights when called upon despite anti-war feelings.

093

NAME: BLASTER

FUNCTION: Communications

TRANS-FORM: Radio

ABILITIES: As AM/FM stereo cassette deck, he can perform as deck plus receive radio signals of all frequencies no matter how low the power output is - Acts as Autobot communications center...can transmit up to 4,000 miles. Carries electro-scrambler gun that disrupts electrical devices.

PROFILE: Loud personality...Finds all Earth music interesting, but it's rock 'n' roll - good, hard and loud - that really sparks his circuits. In the forefront of any situation - makes his presence known.

094

NAME: COSMOS

FUNCTION: Reconnaisance & Communications

TRANS-FORM: Spaceship

ABILITIES: As spacecraft, he can achieve Earth orbit, even go to the Moon and back - with enough fuel. Can act as communications satellite...his optical sensors can see a bicycle 600 miles below. His high-powered particle beam has pinpoint accuracy. Not well-suited to function on the ground as a robot.

PROFILE: Lonely in outer space, he relieves the boredom of space travel by zig-zagging through meteor showers and scaring humans by hovering over their backyards at night.

095

NAME: GRAPPLE

FUNCTION: Architect

TRANS-FORM: Construction truck crane

ABILITIES: As a crane, he can lift up to 35 tons, positioning it with precision and grace. As robot, he uses a high-temperature arc-welder rifle. Can launch rockets from wrist sockets. Prone to breakdowns in vehicle mode.

PROFILE: On Cybertron, his buildings were considered works of art on Earth his ideas are limited by war. Takes pride in his work, depressed if it's destroyed in battle. Artistic sensitivity makes him moody.

096

NAME: HOIST

FUNCTION: Maintenance

TRANS-FORM: Towtruck

ABILITIES: As a towtruck, he can haul 400,000 lbs. In robot mode, he is very strong...launches heat-seeking missiles from wrist sockets. Full spectrum sensor behind his head determines an objects composition, desity, strength, energy properties. Slow, has high fuel consumption.

PROFILE: "No exceptions!" is his motto...all Autobots must submit to his maintenance schedule. Jovial, enjoys his job and is good at it; will find any problem, from engine overhaul to smallest leaky gasket.

097

NAME: INFERNO

FUNCTION: Search & Rescue

TRANS-FORM: Fire truck

ABILITIES: Can do anything an Earth fire truck can in auto mode. Great strength...ceramic-plated armor skin can take up to 8000 C. Extinguisher rifle shoots flame-suppressing foam, energy-damping beam to counter other beams. Shoots short-range missiles from forearms in robot mode.

PROFILE: The hotter things get, the better he likes it - not only fires, but battle, too. Often distracted from his job to engage in combat. Doesn't follow orders too well.

098

NAME: PERCEPTOR

FUNCTION: Scientist

TRANS-FORM: Microscope

ABILITIES: Extremely smart. Scientific specialties are metallurgy, molecular chemistry, electrical engineering. As microscope, can magnify up to a million times. Lens barrel converts to powerful light cannon (can shoot objects 2,000 miles away). Also carries concussion rifle in robot mode.

PROFILE: Unquenchable thirst for knowledge - seeks it to exclusion of all else. Main role is to study how best the Autobots can adapt to Earth. Absent-minded. Often has problems with his lenses - a weakness.

099

NAME: POWERGLIDE

FUNCTION: Warrior

TRANS-FORM: Plane

ABILITIES: Cruises at 500 mph...can increase power output and speed to 3200 mph for short periods. Excellent maneuverability as plane; little strength as robot. Carries small concussion bombs...shoots short range, high - temperature thermal beam from his of his nose module - both as jet and robot.

PROFILE: A show-off...proud that he's one of the few Autobots that can fly. He delights in displaying his dazzling aerial virtuosity; just wants appreciation from friends and foes alike. Tends to get into more trouble than he can handle.

100

NAME: RED ALERT

FUNCTION: Security Director

TRANS-FORM: Fire Chief's car

ABILITIES: Can trigger and electronic alarm on each of the other Autobots. His sensory perception is extraordinary. Fast in vehicular mode. Carries a 25-mile range rocket launcher and particle beam rifle.

PROFILE: Paranoia makes him good at his job. Nothing escapes his  notice, no matter how small. Expects trouble when sensors activated. Edgy...unpopular with comrades, but appreciated. Prone to rash judgments.

101

NAME: SEASPRAY

FUNCTION: Naval Defense

TRANS-FORM: Hovercraft

ABILITIES: Capable of speeds up to 120 knots with 4000-mile range. Equipped with various sonar and radar devices as well as underwater and surface-to-air laser cannons. Wheels allow limited travel on land. In robot mode, he uses laser cannons which he shoots through his hands. Not too strong or mobile as robot.

PROFILE: Displays a zest for naval battle unmatched by fellow Autobots. Loves the ocean and its creatures...unhappy when he returns to land and reverts to robot mode.  

102

NAME: SMOKESCREEN

FUNCTION: Diversionary Tactician

TRANS-FORM: Datsun 280 ZX Turbo

ABILITIES: In auto mode, he emits thick, black smoke from tailpipe that gravitates toward metal (such as Decepticons). As robot, he shoots missiles which wreak havoc on enemy aircraft and guidance systems...electro-disruptor rifle shorts out electrical targets.

PROFILE: Considered the most devious yet most trusted of Autobots. Usually has ulterior motives in everything. Job is to lead the enemy astray. Sneaky, but charming and affable...roots out the deepest concerns of comrades at Prime's request.

103

NAME: TRACKS

FUNCTION: Warrior

TRANS-FORM: Corvette Stingray

ABILITIES: In auto mode, he goes 280 mph - uses wings under rear fenders for sub-sonic flight. Launcher fires heat-seeking missiles, and has a black beam gun to shoot black light beams to temporarily blind enemies.

PROFILE: He is called a "lousy Earth-lover" by some fellow Autobots because he prefers his sleek auto form to his robot mode. Thinks they're jealous of his good looks, and prefers to be in car mode whenever possible.

104

NAME: WARPATH

FUNCTION: Warrior

TRANS-FORM: Tank

ABILITIES: Can go over 30 mph over the roughest terrain, and can hit a target 1.5 miles away with a shell. Shoots various types of shells, including: explosive, thermal, acid, cryogenic and sonic. Great strength, but helpless if upended in vehicle mode.

FUNCTION: Thinks he's more impressive than his comrades do. He likes to show off his sharpshooting skills. Boisterous, loud-mouthed, raucous sense of humor. Vain - upset by even the smallest scratch to his gun barrel.

105

NAME: OMEGA SUPREME

FUNCTION: DEFENSE BASE

TRANS-FORM: Defense Base

ABILITIES: In robot mode he possesses enormous strength and firepower...larger than all other robots--including DEVASTATOR...one blow can shatter a mountainside...laser cannon on head...Transforms to laser cannon tank and rocket/launching pad.

PROFILE: his courage is as great as his size; he knows he is the last line of defense for the Autobots...serious, grim...speaks slowly with few words...booming voice...

106

NEW DECEPTICONS

NAME

Dirge
Ramjet
Thrust
Blitzwing
Astrotrain
TRANS-FORM

Blue Plane
Red Plane
White Plane
Tank/Plane
Space shuttle/Train
FUNCTION

Warrior
Warrior
Warrior
Ground/Air Commando
Transport
PERSONALITY

Mournful, silent, creepy
Hardheaded, loner
Loud-mouthed coward
Cruel, belligerent
Creates confusion

107

NAME: DIRGE

FUNCTION: Warrior

TRANS-FORM: Dark blue plane with gold wings

ABILITIES: In jet mode, the sound of his engines causes petrifying fear in those who hear them - a real effect, based on his combination of frequencies. He carries two concussion missiles - uses fear to conquer enemies.

PROFILE: His silent, mournful manner even puts off his fellow Decepticons. Needs to fee in control of a situation, or else he withers under fear, too, and is useless.

108

NAME: RAMJET

FUNCTION: Warrior

TRANS-FORM: White plane with red wings

ABILITIES: His nose module can withstand impact with three-foot thick concrete at 1500 mph. Flies as fast as Mach 2.8, carries cluster bomb launchers, laser rifles. Too many crashes can injure internal mechanics. Very durable.

PROFILE: Mid-air collisions are his specialty, and he enjoys them so much that is makes little difference if his target is an opponent or not. These one-sided jousts make him a terror without equal in the skies.

109

NAME: THRUST

FUNCTION: Warrior

TRANS-FORM: Maroon plane

ABILITIES: Sudden, powerful accelerations can shake apart nearby buildings. Flies at Mach 2.5, can double speed in twenty seconds for up to two minutes. Carries four air-to-air missiles and two automatic missile launchers.

PROFILE: He rattles the very air with the roar of his jets, believing half the battle is won if opponent is "psyched out" by his mere arrival, so he makes no attempt to be sneaky. Pompous, loud-mouthed braggart, not too brave.

110

NAME: BLITZWING

FUNCTION: Ground and Air Commando

TRANS-FORMS: Tank/Plane (TRIPLE-CHANGER)

ABILITIES: Flies at Mach 2.7, range of 1500 miles, has heat-seeking missiles as jet. As tank, has track mounted cannon. As robot, has electron-scimitar and gyro blaster rifle. Can transform very rapidly, sometimes stuck in mid-transform...

PROFILE: Cruel sense of humor, loud-mouthed, belligerent and brash. Not very subtle - likes to fly at target as jet and transforms in mid- air to tank before collision.

111

NAME: ASTROTRAIN

FUNCTION: Military Transport

TRANS-FORMS: Space Shuttle/Train (TRIPLE-CHANGER)

ABILITIES: As space shuttle, he can launch weapons, satellites, and carry cargo into orbit. Can travel from Earth to moon and back but not much more (fuel supply limited). As train, can reach 400 mph. As robot, he has great strength, carries powerful ionic displacer rifle, sirupting molecular bonds in metal alloys with its beam.

PROFILE: Creating confusion is his specialty. Thrives on foes' panic and fear. Favorite ploy is to lure foes into train tunnel, then exiting in shuttle mode.

112

TRANSFORMERS DAILY SERIES

FEATURED CHARACTERS

This is a list of episodes which will feature or "star" the new TRANSFORMERS toys. They will not be necessarily be produced in this order. A show starring one of the new characters can (and should) include one or more of the other new characters.

31     Insecticons
33     Constructicons
36     Shockwave
37     Triple Changers (Blitzwing and Astrotrain)
38     Triple Changers
41     Perceptor
44     Blaster (also feature Soundwave)
47     New Decepticon Planes (also feature Powerglide)
50     Hoist (tow truck)
51     Smokescreen
52     Tracks
54     Beachcomber
55     Sea Spray
56     Warpath
57     Omega Supreme (also feature Devastator)
58     Omega Supreme

(Ten episodes have been removed from the previous listing to be reserved for future new TRANSFORMERS products!)

113

TRANSFORMERS DAILY SERIES

FEATURED CHARACTERS

This is a list of episodes which will feature or "star" the new Transformers toys. They will not necessarily be produced in this order. A show starring one of the new characters can (and should) include one or more of the other new characters.
      (Some are already used -- those that are marked off.)

SHOW#     CHARACTER

27        Dinobots (Grimlock, Sludge, Slag, Snarl, Swoop)
28        Dinobots
29        Dinobots
30        Insecticons (Shrapnel, Kickback, Bombshell)
31        Insecticons
32        Insecticons
33        Constructicons (Scrapper, Hook, Longhaul, Bone Crusher, Mixmaster, Scavenger)
34        Constructicons
35        Constructicons ***Also feature Grapple (Construction Truck)
36        Shockwave
37        Triple Changers (Blitzwing and Astrotrain)
38        Triple Changers
39        Triple Changers
40        Perceptor (Microscope)
41        Perceptor
42        Perceptor
43        Blastbox (Radio)
44        Blastbox
45        Blastbox   ***Also feature Soundwave
46        New Decepticon Planes (Dirge, Ramjet, and Thrust)

114

47 New Decepticon Planes
48 New Decepticon Planes ** Also feature Powerglide (plane)
49 Inferno (Fire Truck) and Red Alert (Fire Chief's Car)
50 Hoist (Tow Truck)
51 Smokescreen (Datsun 280)
52 Tracks (Corvette)
53 Cosmos (Spaceship)
54 Beachcomber (Dunebuggy)
55 Sea Spray (Hovercraft)
56 Warpath (Tank)
57 Fortress Maximus (Autobot Defense center which transforms into gigantic Robot)
58 Fortress Maximus
59 Fortress Maximus ***Also feature Devastator
60 TO BE DETERMINED
61 TO BE DETERMINED
62 TO BE DETERMINED
63 TO BE DETERMINED
64 TO BE DETERMINED
65 TO BE DETERMINED

115

THE TRANSFORMERS

NEW CHARACTERS

from the

1986 PRODUCT LINE

(for episodes MP#700-55 thru 64)

Eighteen new Transformer characters are introduced here, comprising three groups of five characters each that combine to form three huge robots (a la Devastator). Two of the groups are Decepticons, and one group are Autobots, bringing the total number of characters in the series to: 86.

6/18/85
6/27/85
7/25/85
FINAL REVISION: 8/9/85

116

1986 TRANSFORMERS PRODUCT

I. AERIALBOTS (Autobot plane group)

FIREFLIGHT - F4 Phantom Jet
SKYDIVE - F16 Jet Fighter
SLINGSHOT - Falcon V.T.O.L.
AIR RAID - F15 Jet fighter
SILVERBOLT - Concorde Airliner (becomes body of robot)

...all five combine together to form SUPERION!

II. STUNTICONS (Decepticon car group)
DEAD END - Porche
BREAKDOWN - Contach
WILDRIDER - Ferrari
DRAG STRIP - Formula 1
MOTORMASTER - truck semi w/ trailer (becomes body of robot)

...all five combine together to form MENASOR!

III. COMBATICONS (Decepticon military group)
Brawl (No name) - Tank
SWINDLE - Jeep
Blast Off (No name) - Space Shuttle
VORTEX - Helicopter
ONSLAUGHT - Missile Trailer (becomes body of robot)

...all five combine together to form BRUTICUS!

117

AUTOBOT

AERIALBOTS

NAME          TRANSFORM            PERSONALITY

Fireflight    F4 Phantom Jet       childlike wonder, hazard
Skydive       F16 Jet Fighter      student
Slingshot     Falcon V.T.O.L.      insecure braggart
Air Raid      F15 Jet Fighter      fearless, loves fun
Silverbolt    Concorde Airliner    acrophobic leader

All five combine to transform into... SUPERION! 

118

NAME: Fireflight

FUNCTION: Reconnaisance

TRANS-FORM: F4 Phantom Jet

ABILITIES: In robot mode, uses a photon displacer gun that distorts appearance of objects for up to five minutes. In jet mode, shoots laser missiles...

PROFILE: Definite hazard in skies...mesmerized by spectacular views and doesn't pay attention to where he's going..childlike sense of wonder...sudden jerks, jolts, hairpin turns, rapid velocity changes..danger to himself

119

NAME: Skydive

FUNCTION: Air Warfare Strategist

TRANS-FORM: F16 Jet Fighter

ABILITIES: Possibly the most skilled flyer of all Transformers. Can duplicate any flight pattern by sight...in robot mode uses Mega-gun, whose beam crumbles objects to dust...also laser missiles. (right arm of Superion)

PROFILE: Would rather read about jet fighters than be one...Fascinated by science of aerial warfare..reluctant, doesn't realize how smart he is...a student who should be a professor. Prone to mid-air stalls.

120

NAME: Slingshot

FUNTION: Ground Troops Support

TRANS-FORM: Falcon V.T.O.L.

ABILITIES: vertical take-off and landing craft...most maneuverable, but slowest of the Aerialbots...best sharpshooter with twin mortar cannons as jet, neutron rifle as robot.

PROFILE: Unpopular...incessant braggart, takes credits for exploits of other Aerialbots...Prime is supportive since he's hard working and loyal, but secretly lacks self-confidence due to his slowness and poor range of fire. Usually needs more maintenance than others.

121

NAME: Air Raid

FUNCTION: Warrior

TRANS-FORM: F15 Jet fighter

ABILITIES: flies at Mach 2.5, range of 1500 miles...carries air-to-air heat-seeking missiles, torque rifle with force beam. (right leg module of Superion)

PROFILE: Tactically, most fearless Autobot...loves surprises, just wants to have fun. Prefers streaking into a cluster of Decepticons to shooting at long range. Tends to get in over his head.

122

NAME: Silverbolt

FUNCTION: Aerialbot Commander

TRANS-FORM: Concorde Airliner

ABILITIES: In jet mode, speed of Mach 1.9, range 4500 miles...carries electrostatic battery that releases electric bolt (up to 150,000 volts) through his nose cone..Uses electrostatic discharger rifle in robot mode.

PROFILE: Scared of heights. Brave, grimly determined warrior, but struggles to maintain that image in order to hide phobia. Selected by Prime to command so that he'd be too busy worrying about others to worry about himself.

123

NAME: Superion

FUNCTION: Air Warrior

TRANS-FORM: the five Aerialbots

ABILITIES: Flies at 800 mph, range of 5800 miles. Can demolish battleship with one blow. Uses stress fracture cannon to overload natural fracture lines...creates earthquakes.

PROFILE: A fierce and frightful fighting machine. One primary purpose: to destroy the Decepticons. Cold, aloof, not talkative. Difficult for him to adapt
to new situations...primitive mental functions. Not innovative.

124

DECEPTICON

STUNTICONS

NAME           TRANS-FORM               PERSONALITY

Dead End       Porche                   sullen, fatalistic, vain
Breakdown      Contach                  nervous, self-conscious
Wildrider      Ferrari                  crazy driver
Drag Strip     Formula 1                nasty, underhanded, gloats
Motormaster    truck semi w/ trailer    cold, cruel brute

All five combine to transform into... MENASOR! 

125

NAME: Dead End

FUNCTION: Warrior

TRANS-FORM: Porsche

ABILITIES: In auto mode, goes to 220 mph...Has radar scan that covers twenty mile radius...In robot mode, has compressor air gun that shoots a 40,000 psi blast of air.

PROFILE: Sullen, fatalistic, sees little reason to continue Transformers War...Vain -- spends more time keeping himself shiney than comrades...Difficult to motivate, but a good battle helps lift his spirits.

126

NAME: Breakdown

FUNCTION: Scout

TRANS-FORM: Countach

ABILITIES: In car mode, his engine emits vibration that causes mechanical failures in other vehicles...can speed to 200 mph...uses concussion cannon in robot mode (for similar breakdown results in other vehicles)

PROFILES: Extreme self-consciousness...thinks everyone is staring at him--even other cars and stoplights...finds heavy traffic nerve-wracking...would prefer to be human so he'd fit in better...prone to leaky fuel pump.

127

NAME: Wildrider

FUNCTION: Terrorist

TRANS-FORM: Ferrari

ABILITIES: In car mode, up to 250 mph, with amazing maneuverability..In robot mode, his scattershot gun sprays laser beams over wide areas (could demolish 5-story building in two minutes)...Prone to tire blow-outs.

PROFILE: Reckless driver, screaming and laughing...exults in the accidents he causes...some comrades think it's an act, others know he's really as nuts as he appears...Fears quiet, makes him nervous and hampers his effectiveness.

128

NAME: Drag Strip

FUNCTION: Warrior

TRANS-FORM: Formula 1 car

ABILITIES: In car mode, he has a "plasma-energy blaster"...Carries a gravity-enhancing "gravito-gun." Prone to overheating...

PROFILE: Nasty, underhanded--loves to gloat over his victories. Would rather be scrapped than lose. Megatron would sooner melt him than talk to him, but knows he's even worse company for the Autobots.

129

NAME: Motormaster

FUNCTION: Stunticon leader

TRANS-FORM: truck semi with trailer

ABILITIES: Can survive a collision with anyone, except Optimus Prime. Reaches a top speed of 140 mph and can shatter a 20-foot thick concrete block. Uses a 400 mph, wind-producing cyclone gun.

PROFILE: No one on the road is colder and crueler. Shows no mercy to human drivers who happen to be on the highway. Seeks to destroy Prime so he can be
"King of the Road."

130

NAME: Menasor

FUNCTION: Super Warrior

TRANS-FORM: The 5 Stunticons (trailer truck as body)

ABILITIES: Tremendous strength, his punch has the force of 140 tons. Impervious to most artillery. Uses Motormaster's cyclone gun and carries an ionizer sword with a 50,000 volt charge.

PROFILE: A clanking, crushing terror that destroys all his his path--the ultimate Decepticon weapon if he wasn't so confused by the opposing thoughts of
the five Stunticons who comprise him. (Motormaster loathed by other four).

131

DECEPTICON

COMBATICONS

NAME         TRANS-FORM         PERSONALITY

Brawl        Tank               loud, bad temper
Swindle      Jeep street        hustler
Blast Off    Space Shuttle      aristocratic, aloof
Vortex       Helicopter         crazy spinner
Onslaught    Missile Trailer    perfectionist, planner

All five combine to transform into... BRUTICUS! 

132

NAME: BRAWL

FUNCTION: Ground assualt

TRANS-FORM: Tank

ABILITIES: Enormously strong, resistant to most conventional artillary...As tank, goes 45 mph, range 600 miles...Turret-mounted gun shoots 200 lbs. TNT-equivalent shells; twin sonic cannon shoots ear-splitting bursts of stereo sound energy... as robot has 10-Megawatt electron gun.

PROFILE: Extremely loud, irritates all nearby. Hair trigger temper, blusteringly belligerent...savage fury, nothing calms his anger.

133

NAME: Swindle

FUNCTION: Munitions expert

TRANS-FORM: Jeep

ABILITIES: Uses a scatter blaster that sprays explosive pellets; and a gyro-gun that disturbs the balance centers of other Transformers, hampering their movement. Prone to overturning; unprotected dashboard vulnerable.

PROFILE: Easy-going and food-natured, but within him beats the fuel pump of the most greed-driven street hustler. Thrives on wheeling and dealing--works for his own personal advancement. A one-robot "black market."

134

NAME: BLAST OFF

FUNCTION: Space Warrior

TRANS-FORM: Space Shuttle

ABILITIES: Flies at 26,000 mph, stays in orbit for eight months. Shoots powerful x-ray laser from nose cone--can hit target 12,000 miles away. In robor mode, uses ionic blaster that disrupts electrical flow.

PROFILE: Aristocratic, aloof -- feels literally and figuratively above the other Transformers as he soars through outer space. Disguises long-distance lonliness; cruelly efficient as raining destruction on earth below.

135

NAME: Vortex

FUNCTION: Interrogation

TRANS-FORM: Helicopter

ABILITIES: As copter, goes to 300 mph, range 1200 miles. Whirls rotor blades to create 200-300 mph wind funnels. As robot, uses semi-automatic glue gun that shoots capsules of high-adhesive liquid...

PROFILE: Takes an evil, cackling delight in trapping Autobots inside him and taking them dizzying, death-defying flights to scare info out of them--then drops them.

136

NAME: Onslaught

FUNCTION: Combaticon commander

TRANS-FORM: Missile Trailer

ABILITIES: As missile trailer, launches photon missiles (6500 mile range) --each equivalent to 3000 tons of TNT. As robot, uses powerful sonic stun gun. Accuracy of missiles hampered by electromagnetic interference.

PROFILE: An aloof planner -- prefers devising sinister schemes to combat, but is a relentless, furious fighter when stirred to action (usually when plans don't unfold as expected) -- Seeks perfection in battle strategy.

137

NAME: Bruticus

FUNCTION: Warrior

TRANS-FORM: the 5 Combaticons

ABILITIES: Incredibly strong...can pulverize a suspension bridge with one 14,000 psi punch. Uses Onslaught's powerful sonic stun-gun. Armor impervious to most artillery.

PROFILE: A model soldier...performs his tasks cooly, efficiently, unquestioningly. Knows how to follow orders, but lacks initiative. Liable to stand around, looking confused if not given instructions. Slow and not very agile.

138

THE TRANSFORMERS

NEW CHARACTERS

from the

1986 PRODUCT LINE

(for episodes MP#700-55 thru 64)

ADDENDUM - THE PROTECTOBOTS

Although the enclosed product information arrived too late to be incorporated into the final premises of the series, Hasbro and Griffin/Bacal would appreciate it if they could be inserted into existing story development. The Protectobots (formerly known as the Rescue Group Vehicles) have no known origin at this time. This brings the final total of potential TRANSFORMERS characters in the series to: 92.

8/14/85

139

AUTOBOT

PROTECTOBOTS

NAME          TRANS-FORM           PERSONALITY

Groove        Patrol Bike          Happy pacifist
Blades        Police Helicopter    Basic street-fighter
Streetwise    Patrol Car           Clever adaptor
First Aid     Ambulance            Compassionate, cautious
Hotspot       Fire Engine          Inspiring, non-stop

All Five vehicles combine to transform into... DEFENSOR! 

140

NAME: Groove

FUNCTION: Scout

TRANS-FORM: Police Motorcycle (Patrol Bike)

ABILITIES: In bike mode, his speed is 140 mph, extremely maneuverable...Uses twin "vaporators" which shoot mists of oxidizing, freezing and corrosive liquids; photon pistol that shoots lightbursts thaqt blind enemies.

PROFILE: Relaxed, easy going, happy wherever he is. Pacifist -- difficult for him to accept his role as part of the Protectobot team...Reluctant to fight back as he seeks non-violent response.

141

NAME: Blades

FUNCTION: Air Support

TRANS-FORM: Police Helicopter

ABILITIES: Carries twin rock launchers that fire armor-piercing "smart" rockets
(seek targets based on encoded computer images) ...Photon pistol blinds enemies with light bursts

PROFILE: Basic street-fighter -- prefers using his rotor assembly for slashing Decepticons than flying. Considers long-range air attacks unsporting, cowardly. Prefers hand-to-hand combat.

142

NAME: Streetwise

FUNCTION: Interceptor

TRANS-FORM: Patrol Car

ABILITIES: 180 mph with range of 400 miles. Trunk-mounted, double barrelled air compressor cannon can knock jet out of the sky...Photon pistol in robot mode.

PROFILE: nothing escapes his notice...amazing capactiy to adapt to and understand his environment... Clever an determined, nothing detershim from seeking his prey--except an empty fuel tank.

143

NAME: First Aid

FUNCTION: Doctor

TRANS-FORM: Ambulance

ABILITIES: Carries dual-barrelled decrystallizer cannon which weakens metal by disrupting crystalline structure, shattering it. Robot mode carries photon pistol. Each fist has narrow laser beam for surgical welding.

PROFILE: Compassionate, hates seeing anything in pain...Been known to fix a broken street lamp or ordinary car. Overly cautious--keeps injured Autobots in repair bay longer than necessary. Quiet and hard-working.

144

NAME: Hotspot

FUNCTION: Protectobot Leader

TRANS-FORM: Fire Engine

ABILITIES: Hose line can shoot streams of high-pressure water (and other non-corrosive liquids like oil and alcohol) 1200 feet. Incredible strength. Fireball cannon shoots flames up to five miles... Heat-shielding armor.

PROFILE: Likes to be where the action is. Charismatic, inspiring, others have difficulty keep up with his non-stop pace. Believes in being maximally operational every moment of one's life.

145

NAME: Defensor

FUNCTION: Defensive Operations

TRANS-FORM: the five Rescue Group vehicles

ABILITIES: Tremendous strength (what else is new?) Impervious to most artillery... CAn surround simself and 50-ft circle around him with protective force field (but uses much energy) ..Fireball cannon ..

PROFILE: Emotionally attached to humans -- views them like his own children. Will expend last drop of fuel to help them. Seeks human friendship, but humans fear his hulking, mechanical form. Suffers occasional mental lapses.

146

MARVEL PRODUCTIONS LTD.

INTERNAL CORRESPONDENCE

TO *Margaret Loesch and Lee Gunther* DATE *April 30, 1984*

FROM *Dick Robbins and Bryce Malek* SUBJECT *TRANSFORMERS*

The following comments represent development work done on the TRANSFORMERS syndicated series. Since the basis of the series and the three half-hour specials is an existing toy line, much of the series conception seems pre-determined. Distinct, individual series concepts were difficult to create, and many of our suggestions relate to one common situation:

The basic action of the series is the battle between "good" and "bad" machines, with the good machines, the Autobots, seemingly more human and earth oriented than their nemesis, the Decepticons. (In the specials, the Autobots work *with* the Earth's governments to get the energy resources they need to revitalize their home planet, while the Decepticons attempt to steal what they need by force.)

The basic struggle of power is over *energy* - the life blood of the TRANSFORMERS. Their home planet, Cybertron, a world consisting totally of machines, is battleworn and energy-scarce. Earth becomes a valuable prize because of its plentiful energy resources . The Decepticons plunder the earth as sort of "space pirates," stealing the energy they need for their long-range goal of universal domination. The Autobots need energy to battle and thwart the evil Decepticons, but are willing to work with the Earthlings in friendship.

MPL 25 A CADENCE COMPANY

147

Page 2.
TRANSFORMERS
April 30, 1984

*SERIES LOCALE*

Everyone seems to agree that the totally-mechanized world of Cybertron has a unique look and should be strongly considered for use in the series. At one time, we considered having the action of the series set totally on Cybertron, with the battle of the Autobots and Decepticons taking place on their own planet (sort of a dramatic JETSONS).

But the fact that Hasbro's toy robots transform into *Earth*-related objects (distinctive automotive and aircraft styles) seems to demand that Earth's civilization remain part of the action and background. The Autobots want more than freedom of their planet and the defeat of the Decepticons. They want to create a partnership with the Earth and its inhabitants. Several of the Autobot personalities (particularly Jazzz) are *very* Earth-oriented, and would seem (ironically) "out of place" if the series were set totally on the alien planet.

We feel that a combination of cybertron and Earth locales would be most desirable for the series, with concurrent action taking place on both planet to provide a larger arena for an extended series.

Since Cybertron has been established as being in another, distant galaxy, we considered some different methods of bridging the gap, so that plot lines can interconnect between locales without the hassle of a "six-month space trip" in conventional rocket transport systems:

148

Page 3.
TRANSFORMERS
April 30, 1984

1) The Autobots and/or Decepticons alter the mechanics of cybertron to make it less of a planet and more of a spacecraft (i.e. the "Deathstar of STAR WARS), and bring it into Earth's orbit, opposite the sun. Transport between locales would still be rocket-oriented (appealing to boy viewers) but the distance is shortened (maybe a half-hour space trip?!)

--or--

2) The Cybertrons create a "space bridge," perhaps using the Teletraan screen or some other molecular-transport device, as sort of a magical doorway between the two worlds. Using this method, Decepticons, who might have control of the device on Cybertron could strike anywhere on Earth (or anywhere in the universe, for that matter) at a moment's notice. Autobots could slip through (drive through?!) the "doorway" to return to Cybertron and foil the evil robots' plans.

Although the specials do not aid in setting this up, it seems natural for the Decepticons to use Cybertron as their headquarters. There is no humanity or organic growth on Cybertron -- only the cold, metallic machinery of its landscape -- and the idea of Autobots as rebels on their own planet (as presented in the beginning sequence of the specials) is very appealing. We suggest the Autobots have their headquarters on Earth, perhaps as some kind of underground garage beneath a mountain. Autobots, however, will usually be on patrol in their four-wheeled forms, on the lookout for Decepticons.

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*ROBOT CHARACTERS*

The robot charactrs as presented in the specials need sharper definitions of their personalities and powers, but are basically fine and can adapt to most any conceptual variation. Although Hasbro undoubtedly expects to use all of their product characters in the series, certain personalities will inevitably emerge as "leading players" who will carry the main action, whil others will remain "supporting characters." While a "starting line-up" of leading characters will have to be determined, it seems desirable to keep these decisions flexible, in order for the best mix of characters to emerge naturally. We suggest using the characters in the network presentation (with the exception of the female robots, which were added for the network) as a starting point.

*HUMAN CHARACTERS*

This is the area in which we have the most freedom to create new characters and situations. Realizing that our eightenn Autobots (count 'em -- 18) and numerous Decepticons are the stars and central action figures of the show, we strongly suggest limiting the number of humans as regular characters in the series to one or two.

We suggest the main character be a fifteen-year-old boy modeled after SPIKE in the specials and /or EDDIE FAIRCHILD in the network presentation. This is the character with whom the audience will identify. There are several variations of this which would alter the series' approach:

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1) The boy has been orphaned by the evil Decepticons and makes the Autobots his new family. Optimus Prime is his father figure, and little Bumblebee is like a brother. The Autobots, in turn, treat the boy like an integral part of their group, always remembering he is not a machine but a living organism. He is their introduction to humans. This situation gives the boy even stronger motivation for siding with the Autobots and getting revenge on the robots who took away his family.

2) If we wish to use SPIKE as the boy character, we might continue using his father, SPARKPLUG. Perhaps father and son might be continually separated, the Decepticons having captured the father and are using his knowledge of Earth to further their nefarious goals, as well as keeping Spike and the Autobots at bay by using Sparkplug as a hostage. A good brainwashing or a few replaced circuits embedded in the brain might even get him on their side, causing great emotional conflict for our leading human character. (This may be a bit too reminiscent of the Luke Skywalker/Darth Vador relationship, but it makes for powerful drama and could be considered as a separate story idea for a "mini-series" like those in G.I. JOE.)

3) If we include an older brother figure (a la MATT CONROY in the network presentation) we might make the younger boy more dependent on the Autobots, perhaps even giving him a handicap. For example, if the boy is partially paralyzed, he might depend on the Autobots for transportation, using jetpacks for getting around outside of the vehicles. The boy's handicap would not be emphasized -- but could help the writers create more perilous situations, as well as strengthening the relationship between the boy and the machines.

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And it certainly would be something different in an animated series.

4) We strongly considered giving the boy an animal companion for interaction with the robots and to add comecy relief. We also debated the possibility of including a younger sister or other regular female character. We rejected both notions because we felt they were unnecessary complications that were overly familiar with viewers.

*OVERVIEW*

The Decepticons, based on the planet Cybertron, aim for universal domination by their own machine-like form, which they consider to be the most efficient and desirable means of existence. In order to achieve this goal, they commute between their headquarters and the planet Earth, from which they get their energy sources and spare machinery parts to replicate themselves. Humans are of little consequence to them -- people make lousy robots and reluctant slaves -- but they need to be controlled and subjugated. The Decepticon takeover of the Earth, as described in the network presentation, is just beginning. The evil robots use their transformation powers as disguises to inflitrate and conquer human society, as well as to steal the planet's resources and battle the Autobots.

The Autobot are "user-friendly" machines who realize the value of working with the Earthlings for their mutual benefit. They protect the people of this planet from the Decepticons. In exchange, the Autobots learn about compassion, bravery, and other values of humanity. Only Optimus Prime truly understands the value of

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working with the young boy who is our major character. The other Autobots respect this; they somehow know that Autobots do not exist on energized power cells alone -- there is a greater purpose for all life forms than mere mechanical efficiency.

*STORIES*

Although the three half-hour specials are considered to be an introduction to the series, any changes in the presentation will have to be introduced--at least in the main titles--and some are possibilities for stories:

The introduction of the "space bridge" which lets Decepticons from Cybertron transverse the galaxies to earth in seconds could be the basis of a story where the Autobots return to their home planet through this previously-unknown device and try to thwart the Decepticons' plans.

The separation of the boy and his father--or family--and the meeting of the Autobots and our central character under trying circumstances could be dramatized.

Other story possibilities include:

*** The President of the United States is kidnapped in a copy of Air Force One--which turns out to be a Decepticon in disguise. The evil machines take him to Cybertron, where he must be rescued by the Autobots before an important meeting of the Heads of State on Earth.

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*** The Decepticons substitute recording tapes with subliminal messages encoded in the background for those played on earth's radio stations, in order to affect the local populace. Jazzz's love for earth music causes him to become strangly affected to this "new sound," and his strange behavior almost ruins the Autobots' current defense plans.

*** The Decepticons sneak into a top secret government laboratory (*another* government, of course) to steal some specimens of microscopic organisms which are hazardous to all animal life forms. The Autobots must save our infected human hero and stop the Decepticons before this new germ warfare spreads accross the planet.

*** When Optimus Prime damages an intrinsic piece of machinery during a battle, our human hero must lead the other Autobots to Cybertron, where a replacement part can be found. When the Decepticons learn of their adversaries' plight, they hasten out to stop the Autobots by causing a rainstorm--previously unknown on the mechanical planet. Once the Autobots begin to malfunction, only the boy alone can save Optimus and turn the tide against the enemy.

*** Optimus Prime lead a rescue mission in response to a call for help from an Autobot squad lost in the dangerous lower depths of Cybertron--only to find they have become the victims of deadly Decepticon ruse. Prime, however, knows the Cybertron underworld better even than the Decepticons, and ultimately leads them into their own trap.

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We realize these are only springboards (and can serve to supplement the usable story ideas in the network presentation). Further story development depends on the direction of the series concept. In any case, we fell *action* should be emphasized over *plot* -- especially avoiding any complicated story line -- to ensure the success of this series with its intended viewers.
 
 
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