Name: Bionatops Faction: Heroic Warriors Approximate US release date: April 4, 1987
Bionatops was a figure I don’t recall encountering as a kid. I did see a Tyrantisaurus Rex at a friend’s house, but he was the only Powers of Grayskull dinosaur I saw during childhood. He’s a nice-looking figure, if very limited in articulation, and one that sought to capture the growing popularity of dinosaur toys in the late 1980s.
Design & Development
The concept for a triceratops-like toy in the MOTU line has a relatively long history, beginning with an Ed Watts concept dating to December 8, 1983. The Watts concept looks a bit like a styracosaurus, in that it only has one forward facing horn and a spikey frill. In the image below, it is being ridden by Skeletor and Trap Jaw, and features a metal face plate and mechanical details around its armor:
Watts illustrated another variation on this theme, this time featuring guns attached to two forward-facing horns coming out of the frill. This version features mechanical enhancements to the legs, and is being ridden by Dragon Blaster Skeletor on the horns rather than the back. It dates to September 4, 1985.
Mark Jones illustrated a similar concept dinosaur, this time with guns coming directly out of the two forward facing horns. Skeletor rides a saddle on its back. It also dates to September 4, 1985.
Finally, on January 15, 1986, David Wolfram did a final rendering of the dinosaur concept, called at the time, simply, Triceratops. It is similar in many ways to the 1985 Watts concept, although the gun has been modified and the beast is now allied with the heroic warriors. He-Man is shown riding in front of the frill.
In my interview with Martin Arriola, he had some additional information regarding the sculpting of Bionatops:
On the boys’ side, [engineering] was all done inside, and you had to go through politics. Now everything goes to vendor. You had to get saddled with people who were not so talented. Like Bionatops. This guy, Hal Faulkner had a bitchin sculpt, but the engineer started smoothing out the mold and getting rid of musculature. Smoothing it all out. My manager said he was fixing it, but it looked like a piggy bank. He also worked on middle tower for Eternia. There was only so much you could do.
You can see the finalized design in the cross sell artwork for Bionatops:
The toy was advertised, along with the other two dinosaurs, in the 1987 Mattel catalog (image via Nathalie NHT):
Figure & Packaging
Bionatops’ packaging featured the Powers of Grayskull logo and design style:
The artwork on the front of the packaging was done by Warren Hile, who also did the box art for Turbodactyl and Tyrantisaurus Rex:
The back of the packaging features some backstory on the Powers of Grayskull line and about Bionatops. I’ll reproduce all of the text here:
BIONATOPS
PROFILE: Heroic Bionic Dinosaur
WEAPON: Rotatable weapons mount onto horns!
ORIGIN: Related to the Triceratops dinosaur of pre-historic earth – natural enemy to Tyrannosaurus Rex.
Travel back in time through a secret time portal-and discover the ORIGIN of THE POWERS OF GRAYSKULL! Learn how He-Man became so strong! And explore the magical world of Preternia – home of HE-RO, the Most Powerful WIZARD in the Universe!
Monstrous dinosaurs and fierce giants – both good and evil – struggle violently for control of this strange & hostile land!
The dinosaurs in the time of HE-RO – Tyrantisaurus Rex, Bionatops and Turbodactyl – each posess a fantastic mechanical power.
Can HE-RO master all the good magic of the Ancient Wizards and protect future Eternia from forever falling into the claws of evil?
Look for He-Ro and the Powers of Grayskull coming your way in 1987!
Make jaw open… it chomps down! Rotate weapons on both sides!
Fit Weapons Rack onto horns, then “Lasers” on pegs!
The heroic BIONATOPS, with his massive bony head, carries warriors into battle – armors with a rotating laser weapons arsenal that mounts on its horns!
Like Battle Cat, Panthor, Stridor and Night Stalker before him, Bionatops lacks leg articulation. He is able to open and close his jaw, but otherwise he’s basically a statue. Images below come from some old eBay auctions, as I don’t own one myself:
It’s typical for the toy to have broken horns and missing guns. That combined with the low production numbers in 1987 make it expensive to acquire on the secondary market.
Bionatops appears in the 1987 style guide, with a bit more background on the four-legged dinosaur. He is described as He-Ro’s mount, although He-RO is usually associated with Turbodactyl.
NAME: Bionatops
GROUP AFFILIATION: Heroic Animals, Powers of Grayskull Segment
ROLE: Heroic dinosaur mount of He-Ro
POWER: Carries He-Ro or one of his wizards into battle; chews up defenses with its jaws; uses its horns to knock enemies out of the way.
Image via Grayskull Museum
Comic Appearances
Bionatops was featured on the cover of The Powers of Grayskull: The Legend Begins. The comic was intended to introduce the new Powers of Grayskull line, and was the first in a three part story. However only part one was released, and the entire MOTU line was cancelled due to flagging sales.
In the story, He-Man and Sorceress travel back in time to Preternia, initially to teach He-Man about Eternia’s past. But when Skeletor follows them back in time and teams up with King Hiss to destroy the Elders, He-Man is allowed to intervene. He is given a disguise and the Sorceress conjures up Bionatops for him to ride into battle (images come from the Dark Horse minicomics collection).
Images: Dark Horse/Jukka Issakainen
In Journey To Preternia, in the 1987 Spring issue of MOTU Magazine, Skeletor and He-Man accidentally travel through a time portal, and end up allying with Tyrantisaurus and Bionatops, respectively.
Image via He-Man.org
Bionatops appears very briefly in the 1987 UK comic story, A Rip In Time. There are actually two of them, and they feature guns popping out of their chests:
Other Appearances
Bionatops is featured on the cover of the 1988 Winter issue of He-Man and the Masters of the Magazine in an illustration by Earl Norem:
He appears in another piece of Norem artwork used in an inside page of the Spring 1987 issue of MOTU Magazine.
Scan of the original Norem artwork, as featured on the Heritage Auctions website.
He appears also in the background of the cover of the Spring 1987 issue, again illustrated by Earl Norem.
Bionatops is featured front and center in William George’s Preternia painting:
Image courtesy of Jukka Issakainen
Bionatops appears in some Errol McCarthy artwork done for a line of T-Shirts. This version features the golden guns as depicted in David Wolfram’s concept art:
Bionatops appeared in ads around the world as well:
Image source: Grayskull Museum
Bionatops in Action
Øyvind Meisfjord has kindly shared the following video and action shots of Bionatops and He-Man!
Thank you to the following individuals who are current Patreon supporters!
Ben M.
Eric H.
Jon E.
Matthias K.
Max I.
MotuOriginsCork
Orion W.
Øyvind M.
Philip O.
Robert B.
That Clyde Guy
Want to support the blog? Consider becoming a Patreon supporter. You’ll also gain access to exclusive content and early access to posts on the blog. Thank you!
The MOTU Living Archive at Orko’s Keep
Also, if you have good scans of vintage MOTU books, comics, magazines and other print material, please consider sharing them with my buddy Ben Massa. Ben is building an archive of vintage MOTU material that he will share with fans, comparable to the old He-Man.org archives, but with higher resolution material. Learn more at this link.
After I (Adam McCombs) interviewed retired Mattel designer David Wolfram a few weeks ago, he graciously agreed to answer some fan questions. Many thanks to David and to all the readers who submitted questions!
Blaine H.: I have a general question for Mr. Wolfram. If he can give us any details or secrets in the Eternia Playset. Like why did Mattel produce such a large playset at the end of the line when interest was waning. Also does he remember any parts or ideas that were scrapped during production? Why did they use such brittle plastic for the original tracks that break all the time? I have the repro tracks, but sometimes my support arms pop off the towers when the tram is traveling on them and it falls off. No toy is perfect I guess.
David Wolfram: Eternia was already well in the works, so I guess they decided to go ahead with it. It was actually produced in very low numbers, so I am pretty sure that Mattel lost a bundle on it; mostly because of the huge tooling bill, but also because of the extensive D&D (design and development) on it. One of the best engineers, Mike McKittrick, was the engineer on it. He was also the engineer that made Spydor work. Regarding the brittle plastic, all plastic will break down with age, which might account for some of your issues. I’m also guessing the vehicle ended up being heavier than originally planned for as well, after having to pass drop tests, etc.
Eternia playset
John A: [David] mentioned that he worked on the movie toys. Could you ask him sometime if he worked on any movie toys beyond Blade, Saurod and Gwildor? I know they went and took photos of Karg in costume. Would be nice to know what else was planned with the movie.
DW: Thanks, the only other movie toy that I can recall was a child-size role play Cosmic Key. I can’t remember if it was actually produced, or not. Martin Arriola worked on it. My recollections are very vague, but I think it had some electronics in it.
Unproduced Cosmic Key role play toy, from Mattel’s 1987 dealer catalog. Image source: Orange Slime.
Mark L: Awesome read. A great insight into the thought & design process. How proud you must feel to see your design on the shelves as a toy! I’d just like to thank David for his amazing creativity that led to awesome toys. I am truly inspired.
DW: Thanks, glad you enjoyed it. It’s a funny thing, but at least for me, there was so much time as a designer between when the toy is out of your hands, and when it finally hits the shelves, that it feels like ancient history. I do remember on the T-Rex and Bionatops that by the time they hit the shelves they were at Pick & Save (a discount store), priced at less than the original “A” price. I think I bought four T-Rex’s and gave three of them away to my family. The fourth I sold a few years ago on eBay in a slightly damaged package, when I was trying to make some room in my garage and storage areas, for over $900. Made me wish in retrospect that I had bought all that I could find!
When I left Mattel, I had a pile of toys in boxes that was at least six feet tall, six feet wide, and eight feet long. The need for space in my garage quickly overtook my sentimentality, except for a few rare exceptions.
Bionatops, Tyrantisaurus Rex, Turbodactyl
Dejan D: What was inspiration for Clamp Champ?
DW: I think that there were calls for a little more diversity in Eternia. As I mentioned in the interview, the concepts on the four re-themed figures had already been sold in before I started working on them, but that would be a logical conclusion. On the girl’s side they had done black Barbies, and other dolls for years. I don’t remember the background story very well, but I seem to recall he was some kind of guard or soldier.
Clamp Champ cross sell art. Image courtesy of Axel Giménez.
Want to support the blog? Consider becoming a Patreon supporter. You’ll also gain access to exclusive content and early access to posts on the blog. Thank you!
David Wolfram with his dog Charlie and Tyrantisaurus Rex.
Interview by Adam McCombs
My interview with David Wolfram started off with some comments he made on my post about Battle Blade Skeletor. Our conversation continued from there by email, and turned into quite a fascinating interview.
David Wolfram: In the studio today, I took a break and stumbled on your blog. Nice to see that people are still interested in this stuff! Yes, I did design Battle Blade [Skeletor]. In fact I may have a copy of the original sketch. I don’t want to get too involved with this post, but the skull armor was something that came out of brainstorms for new MOTU segments. One one my proposals was mutant space pirates, with many of them wearing variants of skull armor. Once we started working on the new line, I adopted that for the Skeletors that I designed. The hair on BB was supposed to be a lot gnarlier, but we had to work with someone from the Barbie group, who couldn’t give me what I was looking for- they only did pretty. If you have any other burning questions, fire away!
Battle Blade Skeletor figure, 1992
Battle Ram: Thank you for clarifying some points. I’d love to hear more about the mutant space pirates, and I’d also love to see your original sketch for the character if you can find it. In fact, I’ve interviewed several other designers/artists from Mattel (Ted Mayer, Mark Taylor, Martin Arriola, Rudy Obrero) and it would be an honor to feature you on the blog as well. Also curious what you had in mind for [Battle Blade Skeletor’s] hair!
I’d be especially interested in background information on everything you worked on both for the 1989 He-Man line and your work on the original Masters line.
DW: By the way, I happened to stumble on your blog while taking a break from getting materials ready for a painting class that I am teaching beginning this Monday. Occasionally I google myself to see which images of my art come up, and I saw the Skeletor images, and got into reading your blog. Since I was mentioned specifically, and that it was pretty current, I thought that I would weigh in. I find it interesting after all these years that it is still being discussed.
Here is my concept drawing for Tyrantisaurus Rex. It originally started out as a heroic vehicle, but marketing begrudgingly made the decision that it would be better suited for Skeletor.
Tyrantisaurus Rex concept art, by David Wolfram. November 21, 1985Tyrantisaurus Rex figure, 1987
DW: Here is a concept sketch for [Laser Light] Skeletor. I also came across a color sketch of [Battle Blade] Skeletor, done from my original sketch, but computer colored much afterward. Sadly, a lot of the original art and prototypes, which we were encouraged to archive, were destroyed when we moved from the original Hawthorne location, to the new headquarters in El Segundo. So much great history was lost, along with much of my best work.
Bio-Mechazoid Skeletor design, by David Wolfram. Eventually this became Laser Light Skeletor.Battle Blade Skeletor concept art, by David Wolfram.
BR: What’s the story behind Laser Light Skeletor and Laser Power He-Man? Skeletor especially is radically different from previous versions, covered with wires and implants, with a very different and creepy face. What was inspiring that look?
DW: While MOTU was tanking domestically, it was still going strong internationally, which was a year behind in the product cycle. This was done to have something new for that market. LISA (the light transmitting plastic) was a fairly new “shiny toy” for the designers at the time, so that was the hook for that segment. I think Martin did the final He-Man design. I frankly don’t remember for what purpose I did that awful He-Man illustration for, but I’m sure that it was after the fact (and most likely rushed), and I’m sorry that it has survived.
I did the design for Skeletor. My working name was Bio-Mechazoid Skeletor, and it was inspired by influences like Giger, and the Gibson novel, Neuromancer. Sadly, like many of our products of the time, engineering dictated what we had to design around, and in this case it was a huge battery box. Try as we might to design around it, it made the torso oversized, so to compensate, we had to give the legs a little more bend, leading to our new working name: “Take a Dump Skeletor”.
Laser Light Skeletor, released in Europe in 1988.
DW: The skull armor [for Battle Blade Skeletor] was something that came out of brainstorms of new MOTU segments. One one my proposals was mutant space pirates, with many of them wearing variants of skull armor. Once we started working on the new line, I adopted that for the Skeletors that I designed. The hair on BB was supposed to be a lot gnarlier, but we had to work with someone from the Barbie group, who couldn’t give me what I was looking for- they only did pretty.
BR: How did you come to work on the original Masters of the Universe line at Mattel?
DW: I was in my last term at Art Center College of Design, and had a fairly light schedule, so I checked into freelance opportunities offered through the job placement department at AC (I can’t remember exactly what they were called), and saw an opportunity to work on a project for Mattel.
I went to Mattel, and met with Martin Arriola to discuss the project, which happened to be a dinosaur project for MOTU. Coincidentally, at my drawing board I had a small black and white TV, and as I was working on my school projects, I would always watch the afternoon MOTU cartoons, so I knew the property, plus I had a lifelong interest in dinosaurs, so I jumped at the opportunity. I worked on this project on a freelance basis until graduation, then I started working in-house at Mattel as a temp, which is the back door way that many people end up working there.
Transformation sequence from the original He-Man and the Masters of the Universe cartoon.
DW: Shortly thereafter, I was hired full time. I ended up staying for 22 years, and worked on four different He-Man lines while I was there. Martin and I were not the prototypical Mattel designers, coming from an illustration, not product design background, which ended up being a nice niche in dealing with characters, and storyline-driven products.
Early on, Martin told me all that I needed to know about product design is understanding how parts come out of a tool, which ended up being true for the most part.
BR: Correct me if I’m wrong. From the original MOTU line, you designed Laser Power He-Man, Laser Light Skeletor, Mosquitor and Tyrantisaurus Rex. Is that right? What am I leaving out?
DW: To set the record straight, I worked as the primary designer on Tyrantisaurus, Bionatops, Snake Face, Ninjor, King Randor, Scare Glow, Clamp Champ, and Laser Light Skeletor. I also was the designer on Gigantosaur, which actually went through three different iterations. Additionally, I worked on bits and pieces of other items, like designing the weapon for the heroic giant [Tytus], the revised drawing and weapon for Mosquitor (that you credited me for). I did a little bit on Eternia (but I can’t remember what), the movie characters, etc.
King Randor figure, 1987
BR: I’ve been trying to put together a list of all the “New Adventures” toys that you designed or contributed to. Here’s what I’ve put together so far: 1989 Skeletor, Disks of Doom Skeletor, Battle Blade Skeletor, Doomcopter, Optikk, Hoove, Sagitar, Nordor. I’ve heard you did most of the other evil characters.
DW: I guess you can add Slush Head (my name Kalamarri), Quakke, the guy with the whip [Flogg], Lizorr, Butthead (from a Mark Taylor concept), Staghorn (From a Dave McElroy concept), and I’m sure a few more. The evil characters were always the most fun to design.
Slush Head on European card (called Kalamarr for foreign markets)
BR: Laser Light Skeletor seems to have been the predecessor to the 1989 “New Adventures” Skeletor design – many of the details are quite similar, albeit with a differently colored costume, plus a helmet. Can you talk about that evolution?
DW: Laser light Skeletor and the corresponding He-Man were both done for the international markets. The domestic MOTU line was essentially dead after the 1986 (or maybe 1987, it is hard to remember precisely). Pre-Toy Fair, which was a Mattel-only event held in August in Scottsdale for many years. I remember the marketing person saying that no domestic buyers even wanted to go in the gallery.
However, the international markets were a couple of years behind in their product cycle, so they wanted a few pieces of new news. It just so happens that one of the new MOTU segments we had been looking at was a “Power Crystal” segment with crystals “powering” vehicles, interacting with playsets, etc. The He-man and Skeletor were borrowed from that segment.
You will see a copy of one of my concept drawings, for Bio-Mechazoid Skeletor, where I started to use the mutated bio mechanical detail. I don’t know why, but it looks like the staff was drawn by Martin Arriola, and added.
The first Skeletor of the New Adventures was designed by Mark Dicamillo, who had just become the group manager, replacing Roger Sweet, after a particularly acrimonious meeting. Mark adopted the styling from Laser Light, since it really hadn’t been seen in the US, and everybody seemed to like it.
1989 “New Adventures” Skeletor figure
BR: Regarding the first version of New Adventures Skeletor, there was some concept art (drawn by you) included in the Dark Horse Art of He-Man book. I assume then that Mark DiCamillo put a slight redesign together based on your Laser Light design, and then you drew up a final version?
DW: Always interesting to see something I’ve done, and completely forgot about! I would say your thoughts are pretty much what happened. We probably needed to have a consistent look to the presentation boards.
Final New Adventures Skeletor drawing. Image source: The Art of He-Man
BR: You mentioned that Battle Blade Skeletor’s armor came from your proposed sub-line of mutant space pirates, I assume that Disks of Doom Skeletor comes from the same pool of designs. Can you talk about that figure? I love the “glowing” eyes feature on that one.
DW: That was one of my favorite figures in that line. Mattel was very gun-shy (no pun intended) about using projectiles. By using the discs, we got around all the safety concerns. I also liked that a child could cock the figure, and then launch the disc using the trigger. It also gave me the opportunity to use the styling that I had been playing around with, and as a twofer I also got the LISA glowing eyes.
BR: Regarding Scare Glow, I’ve always thought that was a pretty ingenious concept, despite the fact that it reused mostly existing parts. Did any concept art survive for that? What inspired you there?
DW: Early on in my Mattel career , I was given the task to do four figures using minimal new tooling. They were Scareglow Skeletor, King Randor, Ninjor, and Clamp Champ. The four characters had already been conceived of and the the concepts sold in, so all I had to do was to make it happen.
Part of that was going through the tooling banks to find parts to add to the appearance of the figures. I did get new tooling for Clamp Champ’s weapon, and for four heads. Hal Faulkner, one of our good outside sculpting vendors, sculpted the heads.
Ninjor was a dead ringer for Lee Van Cleef, who had done some karate or kung fu based show around that time, so we had to change that.
DW: Scare Glow was the first Skeletor without a molded hood, and the paint scheme was pretty easy to figure out. It had a fair amount of luminescence, so I was pretty happy with it, and I got to learn how to work with soft goods for the first time. There is an adage in the toy industry, that “once you add glow-in-the dark, it’s a pretty good clue that the line is dead”, and it pretty much was.
Scare Glow, 1987
BR: When you mentioned Scare Glow, you referred to him as Scare Glow Skeletor. Was he considered a Skeletor variant, then? There has been some debate among fans about that for many years.
DW: As I mentioned before, the concept was pre-sold, I just executed. In my mind, It was never actually Skeletor, but some ghostly construct that used his likeness, and as I recall on the back of the package or somewhere else, that was supported.
[Note: in the 1987 Style Guide it says: Skeletor conjured up this spirit in his own image to frighten travelers on the pathways of Eternia. Scare Glow is invisible during the daylight, but glows at night.]
DW: About Skeletor: As I previously stated, I was a student at Art Center (1982-85) before I started working at Mattel. Sometime early on, one of my fellow students brought in a Skeletor figure, and I thought it was brilliantly conceived. I had read at one point about Jungian symbology, and the skull motif is used commonly, as in warnings for poisons etc., to connote death or danger, something even a small child could imagine as the ultimate manifestation of evil. I think right about that time I started watching the show while at home working on my projects, which definitely helped me hit the ground running at Mattel.
Skeletor, 1982. Designed by Mark Taylor.
DW: Here are a few sketches of some of my New Adventures characters. Unfortunately, as I may have mentioned before, all my finished presentation boards have been lost. As designers, we were encouraged to send all of our finished drawings and prototypes, etc off to our archives dept, with the provision that we could always retrieve art as needed. As we were getting ready to make the move over to El Segundo, we got word that all of the items in the Archives were going to be disposed of. Despite protests from all the designers , that is exactly what happened, and no one retrieved anything. What a treasure trove that was! I’m happy that I still have some things from that period to share, but it sadly it isn’t the fancy stuff.
BR: For Lizorr (a.k.a. Lizard Warrior), you wrote on the concept drawing that he would have color changing skin. I assume the idea was to use similar material that was used in some of the GI Joe figures like Zartan, that would change with exposure to light or heat? The actual figure didn’t have that. Was it cut for cost reasons?
DW: That was an early prelim sketch. Cost probably knocked that thought out real soon.
DW: Tharkus [Sagitar] was designed to be an equine homage to ERB’s Barsoomian Tharks, but unfortunately the sculptor assigned was primarily a preschool sculptor, and after some bad engineering moves it sort of moved down a different path than I envisioned.
DW: Even though I didn’t design it, here is a picture of a Darius figure. He was supposed to swing a big battle mace. It worked great in preliminary models, which used metal gears, but once the gears were molded in ABS plastic they would bind up and freeze. No amount of coaxing from engineering could change that, so even though it was fully tooled up, the toy was dropped.
Darius prototype, designed by Martin Arriola. Image courtesy of David Wolfram.
DW: Oddly enough, one original that I did hang onto, probably since it wasn’t product-related, was the drawing I did defining the New Adventures world. Mark Dicamillo and I sat down for a few hours brainstorming, and then I drew this up, which was sent to the writers and animators for the show.
Tri-Solar System illustration by David Wolfram
[Note: the above image was also referenced in several New Adventures minicomics, such as The New Adventure (below), illustrated by Errol McCarthy.]
DW: I also came across another Skeletor image that apparently never went anywhere:
Unused Skeletor concept by David Wolfram.
DW: Also included: the only MOTU mutant space pirate sketch that I have, as well as a later one that showed the skull-themed pirate armor that ended up in Disks of Doom Skeletor.
Unused Space Pirate concept by David Wolfram. Note that much of the leg designs here were eventually used for Optikk, while the upper body and helmet were used on Disks of Doom Skeletor.
BR: Doomcopter is a fascinating vehicle. I assume the Giger influence is at play there again? It seems like the line started off with some very typical “Star Trek” type vehicles (like the Shuttle Pod, Starship Eternia, etc), but then the next vehicles were much wilder (for example. Doomcopter and Battle Bird). Was there a conscious effort to shift the tone?
DW: Lots of Giger influence there. I have this one partial sketch. As you can see on both this product as well as Nordor, the skull motif is an an important design element. I really didn’t do a lot of vehicles. I did an early sketch of a walking tank like vehicle which ended up becoming Terrorclaw and the Shuttle Pod. The vehicles ended up being designed by three different people: Dave McElroy, Steve Fouke, and Miller Johnson. Oh, and the Starship was designed by Terry Choi.
BR: Optikk is, I think, probably most people’s favorite figure from the New Adventures of He-Man line. Can you talk a bit about your process with him? He’s a very sharp looking design, head to toe in dark metallic brass color, and that creepy giant eye peering out from the suit.
DW: It was always one of my favorites. He was originally something that I did for a MOTU theme testing board, and he made it into the first wave of evil New Adventures figures.
As designers, we had been asking for quite a while for some nice molded metallics, and we finally got them. I know I used a lot of that dark bronze and copper over the next few years. We actually had a fairly limited palette to work from based on the Munsell color system, and unfortunately many of the colors were too ‘pretty’ for my design ethic, so I ended up using the same colors over and over again. To get any new colors into the system took forever, and took an act of congress. Later, as we started working on more licensed properties where we had to used specific colors from a style guide, that system was abandoned.
DW: In the early sketch of Optikk, the thought was that his eye would be removable and go into the forks of the staff. We were looking at making the eye like the compasses that went on car dashboards at that time, but I imagine that approach ended up being too expensive, so we went with the simpler execution. The eye tampo design was the same one that I had designed and used on “Boglins”, another Mattel creature line from that time.
BR: I had no idea Optikk’s eye design came from Boglins! What other lines did you work on at Mattel, that weren’t He-Man related?
DW: Over my Mattel career I worked on most action figure and boys’ entertainment lines. I was a designer for 11 years, and then I managed the Boy’s entertainment design group for another eleven. One of my favorite early lines was “Skateboard Gang”, it was a cute skateboard themed line based on a Hot Wheels XV racer chassis. You could rev them up and the flywheel would let you do all kind of tricks. Often I was called in to give ‘personality’ to lines that needed a boost, like “Food Fighters”.
David Wolfram design portfolio, including the Skateboard Gang
DW: Boglins, Captain Power, Computer Warriors, Mad Scientist, and “Hook” were all lines I worked on at the old Hawthorne Location. When we moved to El Segundo, I worked on Last Action Hero, The Flintstones, Street Sharks, and Judge Dredd among others. Sadly, upper management at Mattel at that time had our group chase lame ideas from the outside that ultimately didn’t go anywhere. We had a two year stretch where our group didn’t generate any product that went to market. … [And] how could I forget Max Steel? Not so big here, but HUGE in Latin America.
Captain Power poster. Image source: He-Man.org, from Fall 1988 Masters of the Universe Magazine.
DW: We got some good licenses with Disney/Pixar, Nickelodeon, and Warner Brothers, which led to Toy Story, Hercules, Atlantis, Spongebob, Batman, Superman, Justice League Unlimited, and others. One of my all time favorite Mattel lines was the “Rockem Sockem Robots” Construction line. The name never fit but the toys and the construction system were great. Unfortunately, without any entertainment, the line only sold when it was highly advertised, and was eventually dropped. We also had great success with Yugioh. We set a Mattel record for getting toys to Market in five months. Our Duel Disc Launcher was Mattel’s Toy of the Year in 2005
By the way, we also worked on the 2002 He-Man reboot. It was great having the Horsemen on board for the project. For a number of years, I managed what they worked on for Mattel. I read your interview with Martin, and I also wasn’t a fan of that quasi-anime look that we had to go with, but in a big corporation we were only foot soldiers.
DW: I’m going to go on record that I think one of the main reasons the line failed was that Marketing ignored what made MOTU successful: it was having so many diverse characters, and keeping He-Man and Skeletor in relatively short supply, so kids would have to keep on going back to the store to get the “popular” figures. Their idea was to make He-Man “Batman” and have multiple variations of He-Man, and also to have the assortments heavily weighted with He-Man. That strategy did not work, and the retailer’s shelves quickly got clogged up with He-Man figures, and once retailers can’t move product, your line is in trouble. I had a number of not so pleasant conversations with the director of marketing, to no avail.
DW: In addition to a very busy and intense product cycle, we did some major pitches which were fun because we didn’t have to worry about cost or production issues, and we could be very creative. Among the more memorable were Star Wars (we did the presentation at Skywalker Ranch!), Cars, and Harry Potter (my big contribution was creating a five foot tall Hogwarts that was made of three separate playsets).
A lot of the best products I worked on over the years never made it to market, but that is just the nature of the business. Every product line conjures up a million anecdotal memories, which are fun to think about, but I have no interest in writing a book.
BR: You mentioned earlier that you worked on four different He-Man lines at Mattel. So that would be the original line, New Adventures, [200x], and then what else?
DW: You left out the 2000 MOTU retro relaunch. We had a big plexiglass showcase in our area that we brought over from the old Hawthorne offices full of most of the MOTU line. Unfortunately, we had a big skylight over our area, and many of the figures after being exposed to sunlight every day started to deteriorate, mostly due to the plasticizer leaching out of the PVC. All the original MOTU tools had long been destroyed, so I had to find mint figures on eBay that we could tear apart and cast to make new tools to recreate the original MOTU figures. The only change we made was to put a little ridge on the bottom of the feet so collectors would know that they were recreations. I was really pleased how well they came out, and the fact that they did well was the impetus to start working on a new line.
BR: The 2000 Commemorative line was great. I remember walking into Toys”R”Us and my jaw hitting the floor when I saw all the He-Man figures. I hadn’t really thought about He-Man since the 80s. Of course I walked out of there with a five-pack. Quite a few different figures were sold in that line, although noticeably missing some key characters like Ram Man, Man-E-Faces, Orko, etc. I assume Mattel wanted to focus on figures that had a lot of shared tooling? Were there Commemorative figures that were planned but never released?
DW: No. We carefully plotted out where we could maximize on the shared tooling. The production runs were low, and Mattel’s tooling was expensive, so we didn’t have the luxury of doing characters that didn’t share tooling like Ram Man or Orko. It wasn’t intended as a big moneymaker, but at the same time, it is hard to justify doing anything from a corporate standpoint that doesn’t contribute something to the bottom line. The whole line was designed as a one off, including the five and ten packs, with no thought of any subsequent waves. In retrospect, the only other figure that I wish we had, and could have done, was Battle Cat and Panthor. [Note: Battle Cat and Panthor were actually released in gift sets with He-Man and Skeletor, respectively.]
BR: There seem to have been several different artists who did the artwork on the front and back of the figure, vehicle and playset packaging for New Adventures. Do you happen to remember who they were?
DW: That is one area that I can’t help you with. I had my favorites, like Bill George, and I know a friend, Errol McCarthy did some of the backs, but for me, the package was what it was, and hopefully displayed the product as well as possible. I did have run-ins with packaging people from time to time, where I thought the overall look of the packaging didn’t represent what we were trying to do with the product, but not on any of the He-Man lines.
BR: After 22 years at Mattel, what came next for you? I see on your website that you currently do a lot of fine art, focusing on outdoor subjects. Who are your influences, artistically?
DW: After getting ‘whacked’ along with a number of other senior Mattel people in a major management change, I started doing fine art. I was only two years away from when I planned to retire, and really didn’t have the need or desire to go back to work. The very first time I went painting plein air (on location) was with Martin Arriola. I work mostly in oils and pastels. My website is mostly landscapes, by design for ‘branding’ reasons, however I do other more experimental art as well.
I am on the executive board of a number of art organizations, and have a studio in an art co-op in Old Torrance which I helped found, where I also teach. Art keeps me pretty busy, and it is a great excuse to travel. For this year and next I am leading painting workshops in France.
As far as my influences are concerned, I have many: Kim Lordier is probably my favorite pastellist, but I have taken workshops with, and become friends with many of the top artists in the country. This weekend I am doing an Advanced Mentoring workshop with Richard McKinley, another of my favorites. In fact, he was the one who suggested I do the France workshop.
BR: Hoove’s early concept art was included in the Dark Horse book. In this version he actually has metallic hooves, and a very different color scheme compared to the final toy, which was all in copper and bronze (and no hooves). What’s the story behind the changes? Did it have to do with the color limitations you mentioned earlier?
DW: Wow! you’ve got me there!!! I guess I have forgotten over the years. I can tell it is Hoove, because there is a gun mounted on the leg that would kick up, but other than that I can’t remember why the look changed. And yes, the molded copper and bronze were among my go-to evil colors.
BR: You mentioned you did the revised drawing for Mosquitor – did someone else take a first crack at designing it then? Also, who designed Laser Power He-Man?
DW: I think Pat Dunn did the first Mosquitor design, and I’m pretty sure that Martin Arriola would have done the [Laser Power] He-Man, maybe with some influence from Dave McElroy.
Revised Mosquitor design, drawing by David Wolfram. Image source: The Art of He-ManLaser Power He-Man, 1988
BR: How did Mattel decide on what themes to go for in a given year? For instance, in 1987 Mattel did the three dinosaur figures, of which you designed Tyrantisaurus Rex. Were dinosaurs particularly popular that year? How much of it was market research and how much of it was guess work, is I guess what I’m asking.
DW: I came to the party relatively late, so I don’t have a lot of insight into how the Pre-Eternia theme came about. I think that Marketing and the powers that be at Mattel were hoping for new entertainment to support that theme that didn’t happen. There were also a couple of characters that didn’t come out, which made the Grayskull theme even more of an outlier. They were He-ro and Eldor. John Hollis worked on both of those. Eldor had a book, based on a simple magic trick prop. I ended up working on real holographs of the dinosaurs and Pre-Eternia that went inside the book. FYI, I also designed Bionatops.
BR: I’ve heard that [Gigantisaur] has something of a storied history. Were you the main designer on that? That one showed up in the 1987 Mattel Catalog, but of course was never released. Could you share some of the background on that?
DW: Yes, I was the designer on the many iterations. When it was first shown to me, there was a beautiful, but totally unrealistic painting by Ed Watts, and a white prototype model that was submitted by a well known outside toy invention company.
Turbosaurus, by Ed Watts. This would eventually evolve into Gigantisaur. Image source: The Art of He-Man/The Power and the Honor Foundation. July 13, 1984
DW: My first boards (especially the side view) show the reality of what I had to work with. One of the big visual issues is that the feet had to be huge to extend past the center of gravity. Ed’s (a great guy by the way, who went way too soon, and not in a way I would want to go) drawing hinted at this voluminous interior, when in fact, because of the cockpit, could only hold one figure.
Turbosaurus revision by David Wolfram. Image courtesy of DW. November 27, 1985
DW: There was also a figure that was supposed to hide in the tail section, but in the model it looked like the dinosaur was taking a dump! There were lots of meetings when marketing and management were forced to confront the reality of this turkey-like bastardization rather than the seductive drawing. I was given the go ahead to take some of the elements of the old model, and another provision was that it had to swallow a figure.
I did a lot of work with foam and clay to work out a better proportioned creature, and the engineer that I worked with, Ben Guerrero (Tony the sculptor’s brother) came up with the idea of marrying the tail with the part of the body with the rear legs to create a tripod which eliminated the need for gigantic feet to let it stand up. It not only stood up, it shot up, because Ben used a very strong spring. Of course, after all that it went to pre-Toy fair, where the line was for all intents and purposes dead domestically.
Turbosaurus revision by David Wolfram. December 16, 1985.Turbosaurus revision by David Wolfram. December 18, 1985.Gigantisaur final concept art, November 5, 1986Gigantisaur prototype in the 1987 Mattel dealer catalog. Image source: Nathalie NHT
DW: As I was thinking about Ed Watts, I flashed on a fundraiser idea my design group had to help raise money to help with his medical expenses. As you probably know, the Four Horsemen sculpted their figures very large – at least 12″ tall. I had them cast up six figures. I remember He-Man, Skeletor, Trap Jaw, for sure, and I’m pretty sure there was a Mer-Man, too. I’m pretty sure we had six all together. Each member of the group, including myself took a figure, created a base, and did a tricked-out version of that character. The figures were then auctioned off to fans (I’m not sure if it was through eBay, or if it was done some other way). Anyway, we ended up making something like $15,000 to give to Ed’s family. We also had a little internal competition, and my cadaverous Trap Jaw won. Stupidly, we didn’t take good pictures of them, but I think at the time we used he-man.org to promote them. If you ever come across any of those pics I’d love to see them.
BR: You talked before about figures like King Randor, Scare Glow, Clamp Champ and Ninjor, for which you were given very minimal new tooling to work with, for the most part just new heads. But, you also did Snake Face (great drawing, by the way), which is of course all new tooling except for the staff he came with. It seems like for some figures they would go all out on new tooling, and others they would provide very little new tooling – kind of feast or famine. Why was that?
DW: I guess they were still trying to make some money, partly by not spending as much on tooling, but still having new characters to launch to keep the trade happy. Outside of the movie figures, Snake Face (or Medusa man) was one of the last-newly tooled MOTU figures. Again, the preliminary concept sketch showed all these gnarly fully sculpted snakes coming out from everywhere, when the reality forced on me from engineering was they had to use nylon that couldn’t be detailed.
BR: David, thanks once again for the fascinating information and wonderful artwork. I really appreciate you taking so much time to share this with me!
DW: This has been fun, and has dredged up a lot of old memories.
Many thanks to David for taking so much of his time to answer my questions and share his art.
Want to support the blog? Consider becoming a Patreon supporter. You’ll also gain access to exclusive content and early access to posts on the blog. Thank you!
One of the best things about getting new He-Man toys as a kid was the box art. The toys were of course amazing and fun, but personally I spent almost as much time staring at the boxes as playing with the toys. I remember being pretty heartbroken when my mother made me throw away my Castle Grayskull and Battle Ram boxes. She saw them as clutter, but for me they were almost stories in and of themselves. You could see whole adventures unfolding in a single painted scene.
Unfortunately, good photographs or scans of the original art are not available for every piece. If you happen to have a nicer images than I do (higher resolution, better composition, etc), please do feel free to share, and I’ll make an update! For pictures of the packaging itself, a neutral (white or black) background is preferred. High resolution scans of the artwork, where it appears without logos, would be ideal. Bottom line – if you have better images than I do, please share them!
One final note: I’m defining box art as the front-facing painted artwork that appeared on boxed Masters of the Universe toys. The illustrations on blister card packaging, then, are outside the scope of this series.
Part Six: 1987
Name: Beam-Blaster & Artilleray Year: 1987 Artist: William George Description: In a shadowy desert scene, He-Man uses the Beam-Blaster to “blast” Hordak from his position on the Artilleray vehicle.
Name: Bionatops Year: 1987 Artist: Warren Hile Description: He-Man charges into battle atop the mighty Bionatops.
Name: Cliff Climber Power Gear Year: 1987 Artist: William George Description: Man-At-Arms scales a rocky cliff face with the Roto-Drill attachment at the ready; He-Man uses the Cliff Climber’s chest crawler feature to zoom down the mountain as Skeletor loses his footing. An enormous moon illuminates a range of pointed rock formations in the background.
Name: Gyrattacker (unproduced) Year: 1987 Artist: William George Description: Rotar launches the attack module (piloted by He-Man) at Twistoid. He-Man zooms off into the crater-filled desert landscape.
Image source: Pixel Dan
Name: Scubattack Power Gear Year: 1987 Artist: William George Description: Skeletor explores the murky depths of an Eternian ocean using the Scubattack. In a separate scene, Faker and Clamp Champ, both equipped with Scubattacks, engage in underwater combat as a vicious-looking eel looks on.
Name: Tower Tools Power Gear Year: 1987 Artist: William George Description: He-Man scales castle walls using Power Tools, as Prince Adam and Clamp Champ battle Ninjor far below. Sy-Klone and Terror Claws Skeletor battle on upper levels of the castle using Tower Tools circular saw attachments.
Name: Turbodactyl Year: 1987 Artist: Warren Hile Description: Turbodactyl, guided be He-Ro (unproduced), catches King Hiss in his claws. Several other Turbodactyls soar above a rocky cliff face.
Name: Tyrantisaurus Rex Year: 1987 Artist: Warren Hile Description: King Hiss launches a Dyna-Drone from the mighty Tyrantisaurus Rex.
Want to support the blog? Consider becoming a Patreon supporter. You’ll also gain access to exclusive content and early access to posts on the blog. Thank you!