#turboflex
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UK 1982
#UK1982#LLAMASOFT#ACTION#VIC20#SPECTRUM#ATARI400/800#ZX81#BOMBER#ROX III#TURBOFLEX#CENTIPEDE#ANDES ATTACK#TRAXX#BLITZKRIEG#BREAKOUT#RATMAN!#SUPERFLEX
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DROOLING FOAMING AT THE MOUTH BARKING MEOWING ON MY HANDS AND KNEES
Thank you hoyofair for the food
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HA HA HA HA /getsrunover
---Cerealiii
231228
#genshin impact#alhaitham#teyvat turboflux (more like turboflex ha ha ha)#mechanic kaveh getting hella distracted#what a way to end the year sobbing
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finally time to make a real intro post since mine sucks
this is IRS (also known as Ilia. Yes, after all this time I finally named her)
(credit to the picrew i used)
Ilia’s pronouns are she/they, but primarily she. Also she’s a lesbian ✨ (the mod is also a lesbian and uses she/her pronouns only)
(Ilia has a minor, one-sided crush on NoCal, aka @the-republic-of-california-fr-fr , which I have checked with them to make sure they’re okay with it)
additional side blogs (that u should totes follow):
@totally-california
@unofficially-screaming
@potentially-blahaj
@not-turboflex
@happyinc
@obviously-luxembourg
@god-of-stupid
@sovereign--state-of-britain
@lesbian-naval-fleet
@the-holy-land-of-neu-america
@the-author-anon
@entity-nonexistent-error
@the-crust-of-crust
People Currently In Federal* Jail (will be updated as time goes on)
@maryland-officially @maryland-no-rabies @marylandaccountx3 @marylandaccountx4 @maryland6th @mary-the-5th
(Tax evasion and too many usernames)
@yahooo-official
(Arson, tax evasion, second degree murder, first degree manslaughter, grand larceny, petty theft)
@real-british-empire
(The British aren’t fucking real)
@gimmick-blog-stealer (anonymous tip)
@pennyroyald (how dare you not like Sonic)
@solar-panel-official (I COGHT U)
@clifton-new-jersey (you thought you could get away with it but I SAW. I see ALL.)
@very-real-australia (you outed yourself for your war crimes)
@the-even-officialer-news (I AM THE IRS. DONT FW ME)
*not actually federal jail
Edit with a DNI:
-Homophobes
-Transphobes
-Any proshippers who have child x adult ships (other than that idgaf what you ship ngl)
-Pedophiles
-Arophobes/Acephobes
-Anyone who refuses to accept other people’s pronouns
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your lightbulb
*throws one of your spare lightbulbs out a window*
turboflex lightbulb
*takes another one and kisses it*
— turboflex anon
"..thank God it just got thrown. I'd be more horrified if it was kissed by the likes of you."
#regretevator#i <3 lampert#lampert#regretevator rp blog#regretevator lampert#regretevator roblox#regretevator ask blog#ask lampert#ask blog#lampett#anon ask#ask me anything#my favorite lamp
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Somebody should make a turboflex gimmick
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find out your secret identities with
turboflex!
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The opposite of TurboFlex
cant stop thinking about this video
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NOVO NISSAN KICKS é rival que T-Cross, Creta e até COMPASS NÃO QUERIAM O novo Nissan Kicks será lançado no Brasil em junho, mas aqui na Autoesporte o SUV já chegou. Fomos até a Cidade do México (México) dirigir a nova geração com exclusividade. O modelo está maior, com motor turbo e uma lista inédita de equipamentos para enfrentar Volkswagen T-Cross, Hyundai Creta e até Jeep Compass, já que seu porte agora está próximo ao de um SUV médio. A segunda geração do SUV compacto será feita na fábrica de Resende (RJ), que recebeu investimento de R$ 2,8 bilhões. O novo Kicks terá o mesmo 1.0 turboflex de três cilindros com injeção direta de combustível desenvolvido pela Horse, e que já equipa o Renault Kardian. Dados de desempenho são um mistério. Originalmente, o motor rende 110 cv e 20,4 kgfm de torque com gasolina. No Kardian, com a adoção da tecnologia flex e engenharia nacional, houve um salto para 125 cv e 20,4 kgfm com gasolina. No México, o SUV tem outro motor: 2.0 aspirado de 142 cv e 19,3 kgfm. A Nissan deve realizar um ajuste próprio para que o Kicks tenha a identidade da marca e números diferentes. Uma das razões para isso é que o câmbio usado no SUV compacto da Nissan deve ser diferente da caixa automatizada de dupla embreagem do Kardian. A marca japonesa é conhecida pelo bom acerto da transmissão CVT. Vale lembrar que a nova geração é maior do que a atual e ficou com porte até de de SUVs médios. São 4,37 metros de comprimento (6 centímetros extras). Essa dimensão deixa o SUV compacto próximo ao de modelos médios, como o Jeep Compass (4,40 m), por exemplo. O restante das medidas são: entre-eixos de 2,66 m (+ 4 cm), largura de 1,80 m (+ 4 cm) e altura de 1,63 m (+ 2 cm). Será que ficou melhor que Volkswagen T-Cross, Hyundai Creta e companhia? Dê o play e descubra! Fique ligado nos canais da Autoesporte: Site: https://ift.tt/IgWJLAe Youtube: https://www.youtube.com/@Autoesporte Facebook: https://ift.tt/XFmbOzL Twitter: https://twitter.com/autoesporte Instagram: https://ift.tt/K1ol6dX via YouTube https://www.youtube.com/watch?v=QMMnZ-xLL2g
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Chevrolet tem sedã usado com motor 1.4 turbo que une desempenho impressionante, tecnologia de ponta e custo-benefício excepcional
News https://portal.esgagenda.com/chevrolet-tem-seda-usado-com-motor-1-4-turbo-que-une-desempenho-impressionante-tecnologia-de-ponta-e-custo-beneficio-excepcional/
Chevrolet tem sedã usado com motor 1.4 turbo que une desempenho impressionante, tecnologia de ponta e custo-benefício excepcional
Modelo de 2016 oferece motor potente, excelente consumo de combustível e uma lista completa de equipamentos de série que impressionam
O Chevrolet Cruze tem se destacado como uma excelente opção no mercado de carros usados, especialmente a sua segunda geração, lançada em 2016. Este sedã de luxo, que no início não foi tão bem recebido, agora é considerado um dos melhores em termos de custo-benefício.
O preço competitivo do Cruze, junto com uma lista extensa de equipamentos de série, o torna uma escolha popular entre os consumidores.
Desempenho mecânico do Chevrolet Cruze

foto/reprodução: Chevrolet
Equipado com um motor 1.4 turboflex da família ECOTEC, o Cruze entrega até 153 cavalos de potência quando abastecido com etanol e 150 cavalos com gasolina, ambos a 5.200 rpm.
O torque varia entre 24,5 kgfm com etanol e 24 kgfm com gasolina, ambos disponíveis a 2.000 rpm.
A transmissão automática de seis marchas proporciona uma performance elogiada, com aceleração de 0 a 100 km/h em apenas 9 segundos e uma velocidade máxima de 214 km/h.
Essa combinação de potência e eficiência faz do Cruze um dos carros usados mais desejados.
Consumo de combustível eficiente
O consumo de combustível do Chevrolet Cruze varia de acordo com o tipo de combustível utilizado. Com etanol, o sedã alcança 7,6 km/l na cidade e 9,6 km/l na estrada.
Quando abastecido com gasolina, o desempenho melhora, registrando 11,2 km/l em áreas urbanas e 14 km/l em rodovias.
Em termos de autonomia, o Cruze pode percorrer até 582 km na cidade e 728 km na estrada com gasolina, enquanto com etanol, esses números caem para 395 km e 499 km, respectivamente.
Essa eficiência no consumo de combustível é um dos fatores que tornam o Cruze uma opção atrativa para aqueles que utilizam o carro no dia a dia.
Dimensões e capacidade do porta-malas
O Chevrolet Cruze possui dimensões que incluem 4,66 metros de comprimento, 1,80 metro de largura e 1,48 metro de altura, com uma distância entre-eixos de 2,70 metros.
O porta-malas oferece uma capacidade de 440 litros, que, embora seja menor em comparação a outros sedãs compactos da Chevrolet, como o Prisma e o Onix Plus, ainda é suficiente para atender às necessidades de muitos consumidores.
Essa capacidade é ideal para viagens em família ou para quem precisa transportar bagagens ou compras.
Equipamentos e tecnologia
A lista de equipamentos do Chevrolet Cruze é bastante completa, incluindo:
Ar-condicionado digital automático
Direção elétrica
Vidros e travas elétricas
Retrovisores elétricos
Chave presencial com partida por botão
Sensores de chuva e crepuscular
Faróis com projetor e retrovisor fotocrômico
DRL em LED
Seis airbags
Freios ABS
Controles de tração e estabilidade
Central multimídia com Android Auto/Apple CarPlay
Rodas de liga-leve de 17 polegadas
A versão LTZ II ainda oferece recursos adicionais como alerta de colisão frontal, Park Assist, carregador por indução, banco do motorista elétrico, assistente de permanência em faixa e farol alto automático.
Esses recursos tecnológicos e de segurança fazem do Cruze um sedã completo e bem equipado, aumentando ainda mais sua atratividade no mercado de carros usados.
Segurança e avaliação de mercado

foto/reprodução: Chevrolet
O Chevrolet Cruze também se destaca em termos de segurança, recebendo boas avaliações em testes de colisão.
Com seis airbags e sistemas avançados de segurança, como controle de tração e estabilidade, o sedã proporciona uma experiência de condução segura.
Esses aspectos de segurança são particularmente importantes para famílias e motoristas que buscam um veículo confiável.
Além disso, a reputação do Cruze no mercado de usados tem se fortalecido devido à sua durabilidade e à qualidade dos materiais utilizados em sua construção.
Isso significa que muitos proprietários relatam uma boa experiência de uso ao longo dos anos, levando a um aumento na demanda por este modelo no mercado.
Preço atrativo em 2025
Em abril de 2025, o Chevrolet Cruze está disponível no mercado de carros usados por aproximadamente R$ 87.480, de acordo com a Tabela Fipe.
Este valor torna o Cruze uma opção atraente para aqueles que buscam um sedã bem equipado e com bom desempenho a um preço acessível.
A combinação de preço competitivo, tecnologia avançada e desempenho sólido faz do Cruze uma escolha inteligente para quem procura um veículo que atenda tanto às necessidades do dia a dia quanto aos desejos de quem aprecia um bom desempenho.
Ficha técnica do Chevrolet Cruze 2016
Item Especificação Modelo Chevrolet Cruze 2016 Motor 1.4 turboflex ECOTEC Potência (etanol) 153 cv Potência (gasolina) 150 cv Torque (etanol) 24,5 kgfm Torque (gasolina) 24 kgfm Transmissão Automática de 6 marchas Aceleração 0-100 km/h 9 segundos Velocidade máxima 214 km/h Consumo (etanol) 7,6 km/l (cidade), 9,6 km/l (estrada) Consumo (gasolina) 11,2 km/l (cidade), 14 km/l (estrada) Autonomia (etanol) 395 km (cidade), 499 km (estrada) Autonomia (gasolina) 582 km (cidade), 728 km (estrada) Dimensões (C x L x A) 4,66 m x 1,80 m x 1,48 m Distância entre-eixos 2,70 m Capacidade do porta-malas 440 litros Equipamentos principais Ar-condicionado digital automático, Direção elétrica, Vidros e travas elétricas, Retrovisores elétricos, Chave presencial com partida por botão, Sensores de chuva e crepuscular, Faróis com projetor e retrovisor fotocrômico, DRL em LED, Seis airbags, Freios ABS, Controles de tração e estabilidade, Central multimídia com Android Auto/Apple CarPlay, Rodas de liga-leve de 17 polegadas
A combinação de desempenho turbo, tecnologia avançada e preço competitivo faz do Chevrolet Cruze uma escolha inteligente para quem está em busca de um carro usado que ofereça qualidade e confiabilidade.
Suas características impressionantes, somadas a uma boa reputação no mercado, garantem que o Cruze continue sendo uma opção relevante para os consumidores que desejam um sedã de qualidade.
FONTE: OANTAGONISTA
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Conheça os SUVs Compactos mais Baratos e Econômicos do Mercado! - Agora Motor
Chevrolet Tracker. Tracker 2025. O Chevrolet Tracker pode ser equipado com motor 1.0 ou 1.2 turboflex. Nas versões com motor 1.0 turbo, o consumo é ... http://dlvr.it/TB9rCB
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Llamasoft: The Jeff Minter Story Review (PlayStation 5)

Llamasoft: The Jeff Minter Story Review, 42 of the weirdest, trippiest, sheepiest games ever created. Enter the mind of Jeff Minter, the legendary creator of Attack of the Mutant Camels, Gridrunner, and Tempest 2000, in this interactive documentary from Digital Eclipse.
Llamasoft: The Jeff Minter Story Review Pros:
- Graphics are from every generation. - 3.97GB download size. - Platinum trophy. - You get the PlayStation 4 and the PlayStation 5 versions of the game. - Interactive documentary gameplay. - You work your way along the timeline of events. - Videos can be fast-forwarded, rewound, and paused. - Subtitles can be turned on and off with a button press. - High-quality video. - Simple controls. - You can turn menu music on and off. - Clear crisp and clean menu system that is just so good to look at. - An excellent time capsule. - If you have played the Atari 50 The Anniversary Celebration you get that again but for the one game. - Thumbnails for the games show the original box art and original scans of the floppy discs. - There are four chapters to the documentary and each has a completion percentage. - Original scans of paperwork, notes, concept art, letters, and more. - All images can be zoomed in and out and pan around. - Attack the documentary in any order you like. - Such high production value. - Full games list - - Sinclair ZX81 - 3D3D - Centipede Commodore VIC-20 - Abductor - Andes Attack - Deflex V - Gridrunner - Hellgate - Laser Zone - Matrix: Gridrunner 2 - Metagalactic Llamas Battle at the Edge of Time - Ratman Commodore 64 - Ancipital - Attack of the Mutant Camels - Batalyx - Gridrunner - Hellgate - Hover Bovver - Iridis Alpha - Laser Zone - Mama Llama - Matrix: Gridrunner 2 - Metagalactic Llamas Battle at the Edge of Time - Psychedelia - Revenge of the Mutant Camels - Revenge of the Mutant Camels II - Rox 64 - Sheep In Space - Voidrunner Sinclair Spectrum - City Bomb - Headbangers Heaven - Rox III - Superdeflex Atari 8-bit - Attack of the Mutant Camels - Colourspace - Gridrunner - Hover Bovver - Turboflex Konix Multi-System - Attack of the Mutant Camels '89 Atari ST - Llamatron: 2112 - Revenge of the Mutant Camels - Super Gridrunner Atari Jaguar - Tempest 2000 Reimagined - Gridrunner Remastered - A real joy to experience. - It's such a fun amazing insightful trip into the mind of one of Britain's most popular and famous Developers. - You get a glimpse into how the British gaming scene was in the early days like events and the art of selling. - Play all original and concept games. - High-scan images of the cassettes and box art with all of them in 3D. - Each timeline has an explored percentage and makes a noise to say you've done it. - Handy just play the games option. - 43 games to play including the different versions of the same game. - You can launch games from the timeline. - An excellent mix of games and mini-documentaries laceEvery game has a fast save/load feature. - Each game has a screen mode, filter, and border settings. - Stick settings can be adjusted – Invert the axis and sensitivity sliders. - You can reset games. - All games can be quit and returned to the main menu. - This shows again why Digital Eclipse is the team to deliver these exceptional museum pieces. - You get to see how devs used to show off and introduce their games to the public. - Full history of the Llama obsession? - Shows how the game used to be whacky, fun, a bit out there and dare I say experimental. - Gameography shows each game in a list. Llamasoft: The Jeff Minter Story Review Cons: - No cheats or adjustments are built into any of the games. - Doesn’t have any online leaderboards. - Uninspiring trophy list with nearly half of them being for one game. - The background music is not great. - Timelines in this one seem a bit more subdued with a lot of images and only a few videos per chapter. - Doesn't include the newer games like PSVR games and Atari branded games. (more an FYI) - Needs a physical release. Related Post: Tomb Raider I-III Remastered Starring Lara Croft Review (PlayStation 5) Llamasoft: The Jeff Minter Story: Official website. Developer: Digital Eclipse Publisher: Digital Eclipse Store Links - PlayStation Read the full article
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welcome to todays episode of: Boys Will Be Boys
fair warning: loud
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your lampshade
*literally crushes one of lamperts spare lampshades with a car*
turboflex lampshade
*screams and runs away from the "turboflex lampshade" i name it*
"Hey! That was one of my 99 favorites! You're gonna have to replace that, y'know. Brand new."
#regretevator#i <3 lampert#lampert#regretevator rp blog#regretevator lampert#regretevator roblox#regretevator ask blog#ask lampert#ask blog#lampett#anon ask#ask me anything#my favorite lamp
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"The Showdown"
Season 9, Episode 5 First US Airdate: October 14, 1995
Michaelangelo, Leonardo and Carter are transported to a far-off asteroid to participate in a fighting tournament.
The second half of Teenage Mutant Ninja Turtles season nine kicks off with “The Showdown”. David Wise is credited as the writer of this adventure.
Today’s show opens in Carter’s run-down workshop, where he plays a one-on-one fighting game against Michaelangelo on a desktop PC until the system crashes. He reminds Mikey that they programmed the game to incorporate every fighting move they could think of, but the reason for the malfunction remains a mystery.
Carter goes on to reveal to Michaelangelo another of his troubled projects. This one is an exo-suit called the Turboflex, which “increases human strength by a factor of twenty”. Whenever he would attempt to perform the flying crane manoeuvre while wearing the armour, it would freeze up. After learning of the abandoned invention, Michaelangelo parts ways with his new friend, returning to the sewers.
Moments later, Carter runs into his old rival Jet McCabe, an Angry Martial Arts Nerd who sports a long blonde ponytail, a salmon-coloured shirt and what I assume is supposed to be some kind of futuristic waistcoat? The two hammer out their backstory, as it’s revealed Carter was responsible for Jet getting booted from “the martial arts academy” for cheating at... something, it’s never established what. These two weenies are about to go at it when mercifully the story cuts away to the Turtles.
April checks in with Leo, Donnie and Raph via Turtlecom, telling them that every TV channel is now broadcasting the same signal. After turning on her set, a swirling pattern appears, immediately placing her in a trance. Assuming Dregg to be responsible, the team head for a satellite transmission station on the outskirts of town where the signal is being transmitted.
Having learned of the situation, Michaelangelo cuts his journey back to the Lair short, intent on informing Carter, only to find him hanging around on the street in the middle of a scuffle. After Mikey breaks up the fight Jet taunts his old nemesis for hiding behind “those loser mutants”. Carter responds with the most nineties of all-put downs, telling his enemy to “get a life”. (Seriously, I’m sure people still use that to some extent, but back then it was considered the sickest of burns.) Jet declares Carter to be a “stinkin’ coward”, demanding he come back and fight as he rides away with Mikey on his motorbike. Nyaaah.
Inside the transmission station the TechnoGang relay the news to Dregg that the hypnosis broadcasts are taking effect. Outside, the Turtles and Carter look for a way in, but find no obvious way to gain entry. None of them are strong enough to barge their way through until a Group Mutation ™ kicks in, the show continuing to reach for ways to convince us that these new versions of the team serve any real purpose. The TechnoGang are no match for the Turtles (and I suppose also Carter) in their beast modes and quickly retreat to the Dreggnaut, the transmitter destroyed moments later.
Lamenting that the new forms of the Turtles make them too powerful to be defeated in battle, Dregg declares that he intends to capture one of them to replicate the mutation for his own warriors. HiTech points out that they’d need two members of the group to isolate “the common mutant gene”. To achieve this, Dregg gets out his inter-galactic rolodex again, this time contacting an insect-like grey alien called Sleazebug who’s recruiting participants for a Pan-Galactic [fighting] Tournament.
Outside the satellite transmission site our heroes are recovering from their mutations when an alarm sounds, indicating a break-in back at Carter’s workshop. The group arrive to find Jet wearing the Turboflex, which after being activated dramatically increases in size. Before Carter can take on his foe Sleazebug bursts into the building, using a teleportation beam to transport Carter, Jet, Leo and Mikey away.
Act two opens with Donatello and Raphael baffled by the disappearance of both Jet and their friends. Sleazebug explains that he “zapped them to an asteroid on the other side of the galaxy”. After taunting the team, he flies away, leaving Donnie and Raph with no obvious means of rescuing their allies.
The captured combatants find themselves in a holding cell, with Carter and Jet again ready to go at it until Michaelangelo steps in. Leonardo demands that Jet use the Turboflex to bend the bars holding them in, but a four-eyed guard insists this is impossible. The alien goes on to explain that the group “are on a private asteroid belonging to Karg, the martial arts grand master of the galaxy”. Leo, Mikey Carter and Jet have been condemned to spend the rest of their lives competing in combat for the entertainment of the wealthy audience. When the group refuse to participate, energy beams are used by the guard as a means of torture, as he warns them that if they don’t fight, they’ll be exterminated. Reluctantly, the quartet comply. Michaelangelo is first up, soon finding himself doing battle with a blue, four-armed monster.
In the Turtle Van, Donatello modifies the tracking equipment used to hunt the TechnoGang so that Sleazebug’s vehicle can be tracked down. For some reason, this involves hooking up the same kind of joystick Mikey and Carter were using in their PC fighting game at the start of the episode; hey, whatever works, I suppose.
After learning that the battles in the tournament are no holds barred, with all weapons authorised for use, Michaelangelo whips out his grappling hook and soon defeats his opponent. Leonardo is up next, pitted against a funky asymmetrical cyborg... guy? The rest of the group watch on, wondering why Leo isn’t going on the offensive. Jet uses this as an opportunity to goad Carter again, declaring that the ally of the Turtles is as cowardly as they are.
Donatello and Raphael follow the signals from the tracking equipment to a playground, which appears to be the same one that the team retreated to in the previous episode. Though it initially seems implausible that this would be Sleazebug’s hideout, a see-saw conceals a secret tunnel. Heading underground, Donatello wonders why the villain would leave them behind, and why he seemed to be taunting them into following him.
Back on the asteroid Leonardo continues to evade his opponent, eventually winning by ducking out of the way and allowing the cyborg to run into a wall. After returning to the cell he explains his reasoning for not fighting aggressively, arguing that the alien was too strong to engage in hand-to-hand combat. The two Turtles use this opportunity to remind Carter that “some battles can’t be won by fighting”. Leonardo re-iterates this, emphatically adding that “some fights you just have to walk away from”.
What happens next is... confusing, as one of the four-eyed guards chucks another, entirely identical guard into the holding cell. The captured guard explains he’s being punished for allowing a prisoner to escape, and is now forced to compete in the games himself. Karg has declared that should the guard lose in battle he’ll be killed, a revelation that elicits mockery from Jet because yes, he’s a dick.
Donatello and Raphael wander through the underground complex until they run into Sleazebug, who continues to taunt them with the teleportation ray. All of this has been part of a trap laid by the alien and Dregg, with a set of mechanical arms emerging that capture the two Turtles. Dregg watches these events unfold from his ship, elated that things are going so well. Soon, he declares, Donnie and Raph’s DNA will unlock the secrets that will make his own troops invincible.
We return to the asteroid for a montage of the ongoing battles. Michaelangelo is pitted against a huge blue monster but comes out victorious after changing into his new mutant form. Carter throws down against a group of six little blue-and-green aliens who merge into one, larger opponent: he wins via a well-placed dropkick, which causes them to revert to their original form, now scattered on the ground. Jet easily defeats a dinosaur-like creature and rubs his victory in Carter’s face, the rivals agreeing to a one-on-one battle without the Turboflex.
Leonardo is matched with the punished guard and initially appears to have the upper hand, but mid-way through the battle notices the other members of Karg’s group wielding laser blasters, ready to finish off their former associate should he lose. Realising what’s on the line, Leo quietly instructs the battling guard to disarm him, explaining that a victory wouldn’t be worth the loss of his life. The guard comes out on top, living to fight another day.
Dregg arrives to personally goad Donatello and Raphael, explaining his plan to learn the secrets of the team’s new mutations. To ensure his findings are accurate he’ll require a guinea pig, and as he’s unwilling to potentially lose any of his own troops he double-crosses Sleazebug, ordering him to be carried away. To add insult to injury, the alien warlord smashes the teleportation ray, ensuring that there’s no means for everyone sent to the fighting asteroid to return home.
In their battle – which appears to have been made an officially-sanctioned contest – Jet immediately goes back on his vow to not use the Turboflex, the invention expanding once more. Confusingly when the show returns from commercials for its third act Carter is already on the ground, suggesting he’s been roughed up off-screen. Jet continues to toss his foe around until Carter inevitably powers up into his mutant form, now in a position to fight back. In Sleazebug’s hideout Donatello and Raphael also mutate, now big enough to free themselves from the metallic claws restraining them. Furious, the rampaging duo set out to get revenge on Dregg.
Michaelangelo and Leonardo are offered their freedom by the punished guard as a means of thanking them for throwing the earlier fight. He goes on to reveal the existence of a teleporter that will allow them to return to Earth, but they can’t leave without Carter and step in to break up the ongoing fight. As Mikey drags his (now normal again) friend away, Jet again whines that his enemy is a “stinkin’ coward” - it’s like he’s trying to get that over as his catchphrase or something.
The guard helps the Turtles and Carter to use a Turtlecom to program a path back to Earth. Perhaps it seems odd to you, as it did to me, that in a story which has emphasised the importance of not taking a life in battle the Turtles would just abandon Jet on the fighting asteroid – surely there’s only so long he can survive with or without the Turboflex on his own. As it turns out, the show acknowledges this by having Jet arrive to hassle Carter again moments before the group’s departure. He declares that their showdown isn’t over; Carter insists that it is, and that Jet lost, something that clearly isn’t true as Mikey did a run-in and Jet was still on his feet when his opponent was dragged away.
Carter tricks Jet by performing the “Fist of Iron”, a move that he points out can only be beaten by the Flying Crane. When Jet tries to do the counter-manoeuvre the Turboflex freezes up. Carter disarms the exo-suit, demanding that his foe return with them to Earth. You’d think that would be the end of it, but in a truly head-scratching moment Jet announces that no, he won’t be coming back, as the fighting asteroid is “one outfit [he] won’t get kicked out of”. With that, Carter and the Turtles head back to their own world as a trio.
A further swerve follows as Sleazebug is seen being thrown into a chamber by Dregg, emerging moments later having now been transformed into an immense, lumbering monster. Initially it looks as if the betrayed alien will be horrified by his transformation a la Baxter Stockman, but it turns out he likes his new, powerful form. Donatello and Raphael emerge to battle Sleazebug but are reverted to their normal selves seconds later. The odds are against the duo in the fight that follows, with Dregg ready to finish them off using a laser cannon. Before he can do so a portal opens, from which Leo, Mikey and Carter emerge. Leonardo destroys Dregg’s weapon rush to the reunited Turtles sabotage the hideout’s mutation machine. As this is connected to the main power core a chain reaction kicks in, the entire complex beginning to fall in upon itself. The Turtles and Carter and the surface as Dregg makes his own escape alongside Sleazebug and HiTech in his shuttle.
In the Lair, the Turtles recount the day’s events to April, noting that while the underground base was destroyed, they expect to encounter Sleazebug again. We close today with Michaelangelo and Carter having reprogrammed their fighting game (now running on a shoebox-like games console) to incorporate fewer moves and more “ninja wisdom”. The result baffles the rest of the team as they watch the two characters shake hands in the manner of the “friendship” finishers from Mortal Kombat. Lemonade? Please!
At the start of the Red Sky era, I wrote of the increased competition that had led to this reinvention of the TMNT cartoon, the green teens struggling to stay relevant as the 1990s progressed. In season seven we had already seen the show react to the arrival of Batman: The Animated Series with “Night of the Dark Turtle”. This was followed in season eight with obvious attempts to win back viewers lost to both X-Men and Power Rangers with the HAVOC trilogy and “Cyber-Turtles” respectively. “The Showdown” checks off another box by explicitly acknowledging the popularity of the one-on-one fighting game boom, in particular Street Fighter II and Mortal Kombat. All of this is surely too little, too late: the ideal point to do this would have been in season seven, when the first MK game was arriving on home systems, the arcade release of Super Street Fighter II also happening around that time. As it is, here in late 1995 it feels like Turtles is showing up to a party long after everyone else has gone home.
As if to add insult to injury, the fighting game boom of 1992-1994 even included the Turtles themselves in Teenage Mutant Ninja Turtles: Tournament Fighters, a 1993 Konami home console title which is really three different but conceptually similar games (for Super Nintendo, Sega Mega Drive / Genesis and the Nintendo Entertainment System). I dare say the execution of the idea there, and the idea of the Turtles engaging in battle alongside supporting characters from various TMNT continuities in the spirit of friendly competition, is more compelling than the half-hearted version of it we get here. In this contest, only two of the Turtles do battle, against a group of unremarkable aliens we’ve never seen before. Accompanying them is Carter, who remains more of a hindrance to the show than an asset, and then... there’s the other guy.
Jet McCabe might be the most inscrutable character I’ve encountered while writing Turtlethon. What exactly is the show trying to achieve with this guy? He’s some kind of techno... martial arts... dork? Perhaps at this point in the run David Wise is chucking darts at post-it notes on the wall, allowing fate to dictate whatever mish-mash of ideas should follow. More likely, as I hinted at upon the conclusion of the last entry, Jet is part of the wider “Get the Ball to Carter” project that TMNT is now hell-bent upon, introducing a rival for the new pet who’s so shrill and insufferable that surely we’ll have no choice but to root for the freshly-appointed number one friend of the Turtles. Go on Carter, put him in his place! Guest star Robbie Rist follows on from Brian Tochi as the second voice actor of the Turtles from the live-action movies to appear in the show, leaning into the role of Jet with a chalkboard-scratching whininess, but it doesn’t help. If anything, the fact that this is the kind of guy Carter had associated with in the past only makes him look worse. What we wind up with is another episode of what is rapidly becoming Teenage Mutant Ninja Carter. We could have had a cool story about the Turtles participating in a fighting tournament; instead screen time is constantly given over to the new guy and his petty feud with some ridiculous-looking dweeb. Meanwhile once again poor April is almost entirely sidelined here as this once wildly popular series continues its focus-group led descent into oblivion.
If this all seems more than a tad depressing, there’s some solace to be found in that at least Lord Dregg remains a worthwhile villain, one that’s easily the best thing to come out of this year’s otherwise misguided efforts to again “fix” TMNT. With three episodes remaining in this season, we’ll see if his presence is enough to turn things around beginning with the next adventure, “Split-Second”.
#Teenage Mutant Ninja Turtles#TMNT#TMNT 1987#1995#Turtlethon#The Showdown#Carter TMNT#TMNT Carter#Jet McCabe#Dregg#Lord Dregg
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