Interviews

Mark & Rebecca Taylor on the origins of He-Man

Interview by Adam McCombs

Mark Taylor is the designer behind so many beloved icons in the He-Man universe: He-Man, Skeletor, Man-At-Arms, Teela, Stratos, Beast Man, Mer-Man, Zodac, Castle Grayskull, Battle Cat, Man-E-Faces, Ram Man, and even an early version of Prince Adam. Mark and his wife Rebecca were gracious enough to answer some of my questions about the origins of these characters, and the process of bringing them to life.

Battle Ram: Thank you both so much for agreeing to answer my questions. I recently interviewed Ted Mayer and Rudy Obrero. It’s a thrill and an honor to also be able to interview you now!

Mark: Adam, thank you for your interest, both Ted and Rudy are my friends as well as excellent designers.  It was a pleasure to work with them on He-Man.  I do not call the brand MOTU because that was just a Mattel marketing and management concept. “Masters of the Universe” also helped them separate it from a potential lawsuit with the Conan property owners.  It also was part of their effort to remove the concept from the original creator and inventor, me.

BR: You were originally hired by Mattel to work on packaging. How did you come to be the designer for He-Man?

Mark: At the age of eleven I was a compulsive reader and drawer, I love story telling and adventure, influenced by Hal Foster’s beautiful strip and Burroughs and Howard’s books. I started telling my own heroic story.

I went to Art Center, Cal State and worked for the US Navy (Combat Illustrator). Then through a friend I found out there was an opening at Mattel in Visual Development group.  They were a very talented “bullpen” who were responsible for the appearance of the product which included packaging but also the products’ labels, color, details and early engineering drawings.  This was a perfect fit for me, and I was promptly assigned to work on Barbie product, which was a honor because Barbie has always been Mattel’s cash cow.

Mark Taylor in his early Mattel days. Image courtesy of Ted Mayer
“Death of Mark Taylor From Night Visitation.” Artwork by Colin Bailey, January 23, 1981. Given to Mark when he was working on his “dark project” (He-Man). Image courtesy of Rebecca Salari Taylor.

BR: He-Man and Skeletor seem very primordial and archetypal to me.  He-Man is the embodiment of life and vitality; Skeletor is the embodiment of death and decay. When you were designing these characters, was any of that running through your head?

Mark: He-Man’s original name was Torak, Hero of Prehistory. He was the defender of the weak and righteous and foe of bullies and villains.  This powerful hero needed a worthy adversary who embodied evil and sorcery on every level.

Torak, by Mark Taylor. Image source: The Power and the Honor Foundation.

Skeletor was influenced by many literary sources but visually by a carnival scare ride with a skeleton like figure that dropped down and rattled (turned out to be a real mummified outlaw); also a lot of Mexican Day of the Dead art and sculpting. Skeletor had to be powerful in his own right and believe completely in his cause as much as Torak (He-Man). [Editor’s note: the outlaw in question was the corpse of Elmer McCurdy, which was displayed at Pike Amusement Park.]

The battle was set, a righteous hero mounted on a giant Battle Cat verses a nefarious villain imbued with mystical evil powers.  The clash of arms could be heard to the ends of the earth.

The Sunbird Legacy cover art by Earl Norem

BR:  So He-Man originated with your Torak character, which I believe you had been working on since the 1950s. Did Skeletor originate from that same time?

Mark: Absolutely. Skeletor evolved simultaneously with Torak, it had to be this way.  They were the yin and yang,  the reason for being, opposites to battle forever.

BR: As far as I can tell, Stratos was originally supposed to be an evil warrior (correct me if I’m wrong!), but then he was released as a heroic warrior. Were there any other characters who ended up switching sides?

Mark: Yes many, the early figures that switched sides were, Beast Man, Teela, Stratos, Man-E-Faces and Ram Man. It was a money thing, we had to release the figures, vehicles, playsets and accessories in waves to pay for the tooling and advertising.  Mattel did not really believe in the line until after Castle Grayskull was a big hit. Then it was just a matter of corporate greed as to how much we could jam down the public’s throat. I left to work on TMNT.

BR: Can you talk about your working relationship with Ted Mayer on the Masters of the Universe toy line?

Mark: Ted is an industrial designer, I am a designer/illustrator. I sketched out the line but needed help with the vehicles.  I requested Ted and he did a great job. It was important that the figure controlling the vehicle be very visual, we didn’t have a movie to explain and promote our product like Star Wars did.

Battle Ram concept by Ted Mayer

BR: How did you come to hire Rudy Obrero to do paintings for the packaging artwork? Can you speak a little bit about your experience working with him?

Mark: He was the only guy who could paint like Frank Frazetta, he was great to work with.  Always came back with more and better than I expected.  He would do great stuff from very little reference material. We were turning out stuff like crazy fast.  It was like we were joined at the imagination.

Battle Cat box art, by Rudy Obrero

BR: Mattel took quite a risk in producing your designs that were not based on any previous intellectual property. It was a risk that obviously paid off. Do you think toy companies today are more hesitant to take those kinds of risks?

Mark: Mattel took no chances at first. Ray Wagner, President of Mattel at that time, laid his reputation on the line and went against everyone else to give Masters a lift off.  We were forced to do illegal child testing early on (another lame boys toy was supposed to be tested, but the Preliminary guys weren’t ready). We snuck in thanks to Angie DiMicco.  I was there with He-Man, Teela,  Beast Man, Battle Cat and Skeletor. The kids tried to steal the prototypes after the testing. We had a hit.

BR:  A lot of characters went through color changes as they went through development (either to themselves or their costumes or both). Examples include Beast Man, Mer-Man, Teela and Ram Man. What was driving those changes?

Mark: Sorry to admit it, but cost.  Later when the brand was making billions no one cared but in the beginning engineering pinched every penny, especially in paint masks.  Also there was a conscious effort to avoid anything that resembled Star Wars or Conan in any way.

BR: Mer-Man went through quite a few changes from B-sheet to final toy. What was behind the changes to his design, particularly the changes to his face?

Mark: Mer-Man tested the lowest. Tony Guerrero the great sculptor and I chased the negative child test comments until we finally realized the marketeers were just messing with us and then we went with what we had.  Mer-Man was the weakest but people who like him really like him (I based him on Bernie Wrightson’s Swamp Thing).

Swamp Thing, by Bernie Wrightson

BR: There is a character you designed who fans refer to now as Demo-Man. Do you see him as an early incarnation of Skeletor or Beast Man?

Mark: No, he was a separate concept that I was too busy to exploit, I was working until the sun came up and the Mattel building was empty. I was pretty much running on fumes.  I would have loved to take him further but like so many concepts corporate profit came first.

Demo-Man, by Mark Taylor

BR:  You designed the armor and helmet for Battle Cat as a way to reuse the Big Jim tiger. Can you talk a little bit about that design? The helmet design is quite striking, like some mythical beast.

Mark: I had used the Cat on the Tarzan line, I liked the sculpt but the 5.30″ He Man figures wouldn’t ride on him and I wanted him to ride on a huge cat.  Nobody messes with a guy riding a huge armored cat!  I had seen a guy ride a regular tiger in the circus and wow!

The head armor came from my childhood sketches and had to be engineered for costs and molding ease or the marketeers would lose it (thanks Ted).

Battle Cat, by Mark Taylor

BR:  The colors green and orange seem to be pretty prominent on those early toys (Battle Cat, Man-At-Arms, Wind Raider). Is there a story behind that color scheme?

Mark: Not just a story but a lot of work and fighting, those colors were not very common in action toys. They pop but looked somewhat alien. I definitely did not want Battle Cat to look like a real tiger, he was much more that but they sold out on him in the animation and later toys after I left.  He or He-Man were NEVER supposed to be silly in my imagination.

He-Man and Battle Cat box art by Rudy Obrero


BR:  Did you have an origin story in mind when you designed Man-E-Faces? How about Ram Man?

Mark: Yes, but no one was interested, they wanted to ship it out immediately to animators and movie producers, you know “professionals”.  I designed him to have a different and interesting feature besides a twist waist. All the answers to my original story are in clues in Castle Grayskull, where they should be like a puzzle.

BR: Teela and the Sorceress/Goddess (the one with the snake armor) were originally separate characters. Whose decision was it to combine them into a single action figure? How did you feel about that? Did you intend the sorceress character to be a hero or a villain?

Mark: She was actually supposed to be a changeling but the comic book guys had a hard time with that. Also, the head of girls toys wanted to rip her off for Princess of Power (because now the line was very hot!). She was intended to be like a spy and play both sides with some magic but the “professionals” felt that was too complex (I guess they don’t get Game of Thrones either).

BR: In the first couple of years of the toyline, all of the vehicles seem to be geared toward the good guys. Why was that?

Mark: Don’t forget Skeletor used MAGIC but He-Man never did. Skeletor could animate anything and go anywhere.  In my mind that was one of the main differences between the main characters and their followers.

BR: The late Tony Guerrero sculpted a lot of the early He-Man figures. Can you talk a little bit about what it was like to work with him?

Mark: Tony was a great artist and a really nice man and it was my honor to work with him. I also worked on another project, TMNT with a nice and super talented guy named Scott Hensey. Working with both of these sculptors allowed me to break custom by adding a step to the development process. On the He-Man line we did a looks like beauty sculpt, non articulated from my “B” sheet (design sketch) for testing and sales and until we got the first shots from China.  This was Tony’s idea and without this extra step,  the confidence in this “weird” concept wouldn’t have happened.  I repeated this process with the Turtles.

Early He-Man sculpture by Tony Guerrero. Image source: The Power and the Honor Foundation

BR: These toys were a surprise, runaway success. What is it about He-Man that made it so successful, do you think?

Mark: Everybody pushes us little guys around, we secretly want to strike back at all the bullies.  We need to feel like we can make things better and are willing to fight to do it.  With He-Man we have the power!  We have a chance.  I feel that the  basic concept of courage cannot be taught, it can only be shown.

Image source: James Sawyer

BR: What did you envision for Zodac when you designed him? What were his abilities and where did he fit in to the MOTU universe?

Mark: Zodac was all about flying. He was the air wing. I was influenced by Flash Gordon and the flying Vikings.

BR: Castle Grayskull is probably the greatest playset ever made, and I understand that you sculpted most of it yourself? What was that process like? What does Castle Grayskull mean to you?

Mark: Yes I did because Tony was busy with the figures and the other sculptors kept making it too architectural.  I wanted it to the castle to be organic, coming to life to tell its story.  I made a wood armature and sculpted it in green clay. Ted helped with the plaster mold and vacuum forming, Rebecca did the labels. Marketing (now everyone wants in on the game) wanted it to retail for twenty nine dollars.  The imaginative user applied labels themselves to offset the lack of interior walls.  Toys R Us sold all they could get fifty dollars which was quite a mark up.


BR: Rebecca, I understand you worked on the stickers and cardboard inserts used in Castle Grayskull. The style ranges from regal to almost psychedelic. What did you have in mind when you were working on that project?

Rebecca: The only chance Mark had to tell the story was with the castle. He always said, “all the answers are in Castle Grayskull”, which is quite a different direction that it eventually went. Once the president of Mattel Ray Wagner chose to go with it, everything moved at such a high velocity because he wanted it and no one else understood it.

Mark asked me to combine classic icons along with futuristic ones because he was going against Star Wars and after all it was a ” warrior-type” premise that had to somehow be more than Conan, Tarzan etc.

Mark had sketches in ancient sketchbooks which I took and redesigned stickers from. I did the designing, drawing, inking and coloring, that includes labels for vehicles as well as directed by and revised by Mark. Just like every label job, I was given areas that I had to fit. Because everything was going so fast, sometimes those areas would change shape and would have to be redrawn on the fly in those cases Mark was redrawing my stuff because he was hands on with the castle. Because we’ve worked together for decades, we speak in brain waves.

I think the reason they are perceived as “psychedelic” is because Mark said, “We’re already going somewhere no one else has so don’t render the labels in the normal hard edged graphic way. I used Dr. Martin’s Dyes and let the colors run and wash into the line art. I think it went through because it was so fast and still no one really “got it”.

It wasn’t until after it looked like it might be “big” did people start making decisions to get connected to the project or shall I say get their “scent” on it if you know what I mean. The innovation on those labels happened because Mark was approving and controlling this project and I knew what he wanted. I’ve done many labels for other toy companies and no one has ever asked me for “something really different” and yet these were a big hit.

I was always disappointed that the Mylar printed moat that surrounded the castle was costed out.

Printed Mark Taylor moat reproduction from the Power & Honor Foundation

BR: Was Errol McCarthy responsible for creating the cross sell artwork on the back of the packaging (below)?

Mark: In the beginning it was someone else and then Errol came in.

BR: MOTU differs a bit from traditional sword and sorcery in that it includes laser guns and flying vehicles. What was behind the inclusion of science fiction with barbarian elements?

Mark: I never wanted it to be a traditional. If I was still working on it I probably would have added zombies, aliens and time travel.  Why not?

BR:  Often in the process from b-sheet to prototype to finished toy, there are a lot design changes. Which finished toy were you most pleased with? Which one do you feel didn’t live up to its potential?

Mark: Castle Grayskull was the best and most innovative, Mer-Man left me a little unsatisfied.

BR: In a nutshell, what is your vision for Eternia? What kind of place is it?

Mark: Eternia is a stupid name to me (not my name). I imagined that world be like a nightmare that you can modify as you go.  ALWAYS about hope.

BR:  In public appearances you often talk about Joseph Campbell and the hero’s journey. What has been your personal hero’s journey?

Mark: My wife Rebecca epitomizes attaining a fulfilling goal, she is my Nirvana.  My life is filled with beauty and love, I wish everyone could be as lucky as I.

BR: Are you both still actively involved in creating artwork? What kinds of projects are you passionate about now?

Mark: I am writing a the original prequel to He-Man based on the original Torak.  Also an autobiography about my life in the toy biz. I am fascinated by computer 3D design but it is very non-intuitive for me.  I still love to read and watch movies, I wish I had the resources to make one.

Rebecca: I work on digital art because it is so easy to create my style of graphic art which is strongly based on shapes and color. It is so exciting to me to be able to have such a magnificent palette and to be able to experiment with unlimited color combinations with a couple of keystrokes.

Many thanks to Mark and Rebecca for patiently answering all of my questions. Hopefully we can look forward to a book or two from Mark in the future!

Additional interviews and appearances by Mark and Rebecca:

https://www.youtube.com/watch?v=mYYnq_NfQGM

10 Things We Learned From Mark Taylor, the Designer of He-Man

Q&A with Mark Taylor – Zetaboards

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Heroic Vehicles

Point Dread & Talon Fighter (1983)

Written by Adam McCombs

Name: Point Dread & Talon Fighter
Faction: Heroic Warriors
Approximate US release date: August 4, 1983

Point Dread and the Talon Fighter somehow completely slipped off my radar as a kid. I probably saw it represented in cross sell art form at some point in my childhood, but I don’t think it ever made an impression. And that’s a shame because it’s one of the coolest items ever produced for the Masters of the Universe toyline. It’s certainly one of my favorites now.

Design & Development

Point Dread and the Talon fighter was a rather unique item, in that it combined a small playset with a vehicle as well as a story book with record.

The commercial (above) shows a prototype that seems to have less overspray on both the vehicle and the playset than the mass produced toys did. The cross sell art seems based on that prototype:

Point Dread & Talon Fighter cross sell art

From my interview with Mattel designer Ted Mayer, I learned that the idea for the Talon Fighter originated with a sketch for the Eternia playset. There are a couple of those in existence, and both seem to feature a flying vehicle that bears some resemblance to the final Talon Fighter design, although the aircraft in the second image also resembles the Blasterhawk. The second image is dated February 5, 1985, so it would not have been a source used for the Talon Fighter. I would guess that the first image (called Mount Eternia) dates from some time in 1982.

Mount Eternia, image courtesy of Ted Mayer
Mount Eternia’s flying vehicle – closer view

There is also some rough similarity to the 1983 Big Jim Space Spy Vehicle (hat tip to Jukka for pointing this out), which also featured the radar dish on the top, a handle in the back, stubby wings, and a similar (but not identical) overall profile:

Point Dread seems to have been conceived early on as the home of Skeletor and his Evil Warriors. From the Filmation Series Guide:

Source: He-Man.org

“Point Dread is a craggy peak emerging from the Eternian Ocean. It is an extinct volcano with a tunnel leading down to a fantastic ruined, Atlantis-like city hidden beneath the ocean floor. Inside Point Dread, Skeletor keeps all the treasure he has plundered from a thousand worlds. There are also mines and construction sites waiting for the slaves Skeletor plans to take once he has seized control of Eternia.

“But the heart of Point Dread is the great council chamber where Skeletor summons the sinister Masters of the Universe. Here Skeletor sits on a raised platform above the round table where are gathered the likes of…”

Notice that at the evil warriors are referred to as the “sinister Masters of the Universe”.

The same guide describes Talon Fighter as an agile air vehicle that only He-Man can control, and says that it is frequently perched atop Castle Grayskull. The top of what we would refer to as the Point Dread playset is also shown – perhaps at the time the rocky base for the Talon fighter was not yet named. It may have taken on the name of Point Dread after Skeletor’s home base was identified as Snake Mountain.

Image courtesy of Jukka Issakainen

The 1985 UK Annual again describes Point Dread as the lair of Skeletor (images courtesy of Jukka Issakainen):

Production Toy

Let’s take a look at the actual toy and its packaging and accessories:

Roomy cockpit holds two figures
Gizmo not normally included!
Perched majestically atop Castle Grayskull!

The Talon Fighter seems to be based on something like a hawk or an eagle. It has a rather wide body, stubby, downturned wings, and curved talon feet. There is room for two figures inside the roomy cockpit, and it features a handle on the back for easy zooming around the house.

Point Dread (tag line: frontier outpost) is a simple two-piece shell with a window and rather small stairs leading upward on the top piece. The top piece can clip to the tallest turret on Castle Grayskull. Inside the lower half is a cardboard control panel.

The box art is rather magnificent, in my opinion. The artist (possibly William Garland) seems to have been trying to imitate the style of Rudy Obrero. The artwork features Skeletor, Tri-Klops and Mer-Man launching an assault on Point Dread. He-Man and Teela are inside the Talon Fighter, and Man-At-Arms seems ready to take on the villains from the ground while his friends attack them from the air.

Comic Books

The comic book included with the playset is one of my very favorites. It’s two stories in one book – The Power of Point Dread and Danger at Castle Grayskull. The artwork is by the incomparable Alfredo Alcala, and features some fun and colorful stories that introduce us to not only PDTF, but new characters like Man-E-Faces, Trap Jaw and Tri-Klops. Zodac has a rather prominent role to play in the first story, which is a nice touch.

A record was included with the book, to help young readers read along with the story:

You can ready both stories in their entirety here and here.

Confusingly, there was a mini comic produced with essentially the same title – The Power of… Point Dread. The plot of the story is entirely different, however. It was penciled by Mark Texeira and includes some pretty exciting combat scenes:

While it’s true Point Dread was at one point intended to be the home of Skeletor and his minions, the Masters of the Universe Bible,  written at the end of 1982, portrayed Point Dread as it was in the mini comics released the next year:

TALON FIGHTER – this winged flying vehicle carries two passengers and is able to execute death-defying aerial acrobatics. Equipped with a special bombpack under its belly, He Man can call the fighter when it’s needed. Its resting place is atop a far peak called PT. DREAD which materializes whenever the Talon Fighter comes to rest. Only He Man has the physical fortitude and strength of will to control it. The flying machine goes out of control unless He-Man’s in command.

Animation

Point Dread never made an appearance in the Filmation cartoon, and the Talon Fighter was used quite rarely.

Image source: Wiki Grayskull

Model Kit

There was also a kit version of the Talon Fighter produced by Monogram (which was owned by Mattel at the time). It had a much more bird-like design than the toy, and a simpler yellow and red color scheme. It also has a canon mounted on top of the cockpit, rather than the radar design of the toy version. Monogram also produced versions of the Attak Trak and Roton. The Monogram Attak Trak is based off of a concept version of the Attak Trak, so I wonder if the same isn’t true of the Monogram Talon Fighter.

Artwork by Larry Elmore
This ad appeared in Boys’ Life, September 1983

The above design, but with toy-accurate colors, shows up in Dangerous Games, published by Golden Books:

There was also an illustration of the Monogram Talon Fighter kit that was apparently created for advertising purposes (images via Plaid Stallions). In this version the vehicle has a gold-colored body and green cockpit windows:

Image source: Dwayne Pinkney

Artwork

R. L. Allen featured the Talon Fighter in a couple of his illustrations, which are some of my favorites:

Illustration by R.L. Allen
Illustration by R.L. Allen

Talon Fighter in Action

Øyvind Meisfjord has kindly shared some images and a video of the Talon Fighter in action:

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Evil Warriors

Trap Jaw: Evil & armed for combat (1983)

Written by Adam McCombs

Name: Trap Jaw
Faction: Evil Warriors
Approximate US release date: August 28, 1983

Trap Jaw was kind of the holy grail of MOTU figures among my friends growing up, and it’s easy to see why. With his three weapons attachments (storable on his WWF-style belt), articulated jaw, loop for repelling and vivid and liberally applied colors, Trap Jaw was truly a deluxe figure.

Sadly, I never owned old Metal Mouth as a kid, but I have a very clear memory of playing with my friend’s figure. The first thing I did was make Trap Jaw get to work on chewing up every weapon in sight.

Om nom nom…

In a May 21, 1982 concept drawing by Mattel designer Colin Bailey, we see the first iteration of Trap Jaw’s design. Called “X-Man” at the time (it’s easy to figure out why that name was dropped), the design featured the articulated jaw, a pulley on the top of the helmet, a fully articulated robot arm with four attachments (claw, iron fist, grapnel and hand) and accessory belt, and a rifle that  could be held in the robotic hand. X-Man had a hairy chest and a human-looking left arm. He also would have used the same legs as He-Man.

Image: Dark Horse/The Art of He-Man

The articulated jaw concept was apparently recycled from an unproduced 1982 Big Jim concept, Iron Jaw. It also recalled the villain “Jaws” from the James Bond film Moonraker, crossed with a pirate.

Image Source: PlanetEternia

Update: Luis Villagomez recently shared some Man-E-Faces proof card images (below) with me. Man-E-Faces was the first figure released in 1983, so his proof card is quite early material. For the Trap Jaw cross sell art, he is listed under the name Iron Jaw! Many thanks to Louis for sharing this!

Aside from the Iron Jaw thing, also note that Ram-Man’s name is hyphenated here – that would be dropped later on.

This early concept appeared in full color in the mini comic, The Menace of Trap Jaw, which came packaged with the figure. From the comic, it’s evident that Trap Jaw was originally intended to have pale green skin and maroon trunks, boots and helmet. His arm is a bit squared off compared to Colin Bailey’s concept drawing, and his belt features a ram’s skull rather than a human skull and cross bones, but otherwise the design is identical.

Artwork by Mark Texeira

As we see in the prototype shown below, Trap Jaw’s colors were significantly altered later in his design process. While he retained his green face, the rest of his skin was changed to a rich blue color, and his attachments and accessories were changed to either black, maroon or green. In this prototype he has been given He-Man’s left arm, painted blue. He also sports Man-E-Faces’ legs. The boots are painted black, with green accents (the feet are somewhat smaller than the final design, however).  His belt features rivets around the edges, but it’s unclear from the image if there is a design in the center.

Image source: He-man.org

The cross sell artwork seems to be based on this prototype design. In the cross sell art there is no design the center of Trap Jaw’s belt, so I would guess this was absent from the prototype:

Strangely, on the backs of some mini comics, Trap Jaw was shown without his jaw and without the black chest overlay. He also has the skull and crossbones design missing from the earlier cross sell art:

Interestingly, Trap Jaw showed up in precisely this condition in the 1983 Consumers Catalog (below). I wonder if that error lead to the error in the above version of the cross sell artwork.

Image source: Dinosaur Dracula

The final figure is slightly different from the prototype. Trap Jaw’s belt features a skull and cross bones in the center area, but lacks the rivets of the prototype. Also, rather than reusing He-Man’s left arm, the final figure utilizes a modified version of Man-E-Faces’ left arm, with some changes made to the design of the shoulder, forearm, and back of the hand.

In the afore-mentioned mini comic, Trap Jaw is portrayed as a ruthless criminal. Accidentally brought to Eternia by Skeletor, Trap Jaw manages to harness the power of Grayskull, and can only be taken down by the combined forces of Skeletor and He-Man.

In the Filmation cartoon, Trap Jaw is a bumbling and almost lovable henchman of Skeletor. Dubbed “the wizard of weapons”, he is also the mechanic and engineer of Snake Mountain.

In the series guide, Trap Jaw is colored more or less like his toy counterpart. He has the organic left arm of the prototype version, and he seems to have some embellishments to his armor and claw attachment:

Source: He-Man.org

However, in the actual cartoon the chosen design was a simplified version of the prototype version of Trap Jaw. One obvious difference from the prototype version is that his boots and mechanical arm are colored the same maroon color as his helmet and jaw. I would guess the change was made to make the lines of his weapons and boots more visible, without the need for shading.

Model sheet courtesy of Jukka Issakainen
Image by Jukka Issakainen

In the MOTU Bible (penned by Michael Halperin), Trap Jaw’s back story is similar to his mini comic origins:

TRAP JAW – part human, part robot, he’s a fearsome criminal stranded on Infinita and fallen under the command of Skeletor. Trap Jaw has a removable artificial arm which can be replaced by a laser blaster, hook sword or other devices of evil. Sometimes he isn’t fast enough to make the change and then He Man or his friends get the better of the vicious criminal. His jaw is a hideous steel trap which can chew through almost anything and he’s totally evil and villainous.

In the Golden Books-published Caverns of Fear, Trap Jaw has gray skin and a unique boots. He isn’t given much characterization here, and only pops into the story to briefly hold Teela hostage:

Trap Jaw appears in the 1983 comic, Danger at Castle Grayskull, illustrated by Alfredo Alcala. In the story, He-Man and friends have been locked in the castle’s dungeon. He-Man throws some water at Trap Jaw, rusting his jaw shut.

Images via Vaults of Grayskull

Trap Jaw also gets his jaw punched in in the 1984 minicomic, Masks of Power, also illustrated by Alfredo Alcala:

Images via the Dark Horse minicomics collection

Trap Jaw doesn’t make many appearances in box art, but he does appear in the background of this Bashasaurus illustration, along with Clawful:

Artwork by William George

Trap Jaw remains one of the most beloved characters of the MOTU mythos. Part pirate, part Bond villain and part barbarian cyborg, Trap Jaw is truly greater than the sum of his bionic parts.

Artwork by Errol McCarthy. Image courtesy of Jukka Issakainen.

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Technical Drawings & Patents

Masters of the Universe patent illustrations

By Adam McCombs

Over the years Mattel filed for patents on a number of Masters of the Universe-related ideas. The language employed is rather difficult to get through, but the illustrations are a lot of fun. I’ve collected some of them here. Special thanks to Manic Man for locating several of these patents, including Blast Attak, Rotar/Twistoid and Gyrattacker! Update: I’ve uploaded each set of patent illustrations as Imgur posts, and am now linking those images offsite.

Included illustrations:

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