A review by stephen_arvidson
Teenage Mutant Ninja Turtles Adventures, Volume 6 by Dean Clarrain, Ryan Brown

4.0

Over the course of the first twenty issues of Archie’s Teenage Mutant Ninja Turtles Adventures, the bodacious terrapins have encountered a number of fellow anthropomorphs that would eventually form their own dynamic faction. Conceived at a time when superhero team spin-offs were all the rage, the Mighty Mutanimals is the culmination of everything the Adventures series has been building toward since it began writing for itself back in Issue #5. As allies to the Turtles, the Mutanimals were a group of eco-terrorists who cudgeled legal whaling operations and only incidentally spared humanity from Armageddon, an indirect result of battling pollution, deforestation, and ozone depletion. While the TMNT quartet has remained a close-knit family from the get-go, the Mighty Mutanimals, conversely, is an assemblage of preexisting characters a la The Avengers that would’ve proven lackluster as solo acts. Volume 6 of the IDW trades collects Issues #21-22 of TMNTA and the concurrent three-issue mini-series of Mighty Mutanimals that was released in the summer of ’91.

In the first of five tales, “Space Junk Face Funk Cyber Punk Thief”, an incensed woodsman is unwittingly transformed into a cyborg after being struck by a broken USSR satellite that fell from orbit, bringing with it a nonlethal radioactive canister. Calling himself Vid Vicious, this pathetic Sex Pistols reject kidnaps April O’Neil in a misguided effort to deliver a soapbox message about mankind's calamitous impact on the ailing environment. Shredder makes an unexpected return, having somehow escaped incarceration following Issue #13. When you think about it, though, with such woefully lame villains as Captain Mossback (Issue #17) and Vid Vicious, it’s a wonder the Turtles weren’t secretly pining for a comeback gig by their chrome-plated arch-nemesis. Poorly conceived villain aside, this plodding story is further marred by a gratuitous cliffhanger. Byron Vaughns’ artwork is more zany and exaggerated than Ken Mitchroney’s; at times, it’s immoderately simplistic, particularly in wide shots. And yet, to Vaughns’ credit, there’s an undeniable energy in his animated style that somehow manages to serve the story, though just barely.

“Rat Trap” picks up where the previous issue left off, as the Shredder makes his escape with a floppy disc containing Donatello and Vid Vicious (don’t ask). The remaining team members are forced to follow the proverbial bread crumbs to an Acme Traps factory where Shredder has constructed an elaborate maze to ensnare the heroes. Alas, that’s the sort of harebrained scheme the cartoon-series Shredder would’ve concocted. Good thing Krang is no longer around to berate Saki on this overall embarrassing display. Shredder thankfully proves himself a more capable foe in later issues. On the plus side, Raphael returns from his adventures in the newly launched Mighty Mutanimals series, single-handedly dispatching the Shredder in overtly convenient fashion. Issue #22 comes courtesy of Gene Colan's proficient pencils. The legendary Daredevil artist employs his patented high-caffeine panel angles and chirascuro lighting to give each page a vibrant, cinematic flow. Occasional anatomy quirks notwithstanding, Colan’s art exudes a certain compositional grace and rhythm; his approach to the Turtles is more serious and realistic compared to Ken Mitchroney’s whimsical style.

We come now to the three-part miniseries of The Mighty Mutanimals. Resuming where TMNTA #19 ended, a meteor has crashed on the Amazonian beach near Man Ray, Jagwar, and Dreadmon. The achondrite suddenly cracks open unleashing a swarm of alien larvae—Queen Maligna’s hellish spawn. Meanwhile, Raphael and Mondo Gecko have stowed away on Scul and Bean’s spaceship after the Turtles and Splinter are rescued from Null’s fiendish clutches, thanks to some fleet-footed vermin. Elsewhere, the ruthless Maligna orders the executions of Stump and Sling for running interference during “The Final Conflict”—but hold the phone; it’s Leatherhead, Wingnut, and Screwloose to the rescue! United, the Mutanimals are able to withstand Maligna’s initial onslaught, but it’s only a matter of time before the Queen herself arrives on Earth. In the midst of battling an alien armada, Jagwar and Dreadmon treat us to their origin stories, and the dangling plotline involving the former’s mislaid mother has potential for a compelling story-arc in future MM tales. Despite its hasty resolution, this miniseries largely surpasses expectations. Deftly paced and featuring scores of action sprinkled with moments of genuine comic relief, this trio of issues maintains the tradition of the best TMNT stories. Artist Ken Mitchroney presents his usual quality offerings throughout this three-parter, though the ink-work in the middle story is a little rough around the edges. Raphael proves an effective guest star, not only for his quick sarcasm and willingness to throw a punch, but his presence serves twofold in keeping the series tied to the TMNT universe and reigning in readers who might otherwise take a pass on The Mighty Mutanimals. Kid Terra, who ultimately saves the day (in an altogether contrived manner), merits much acclaim for his character's tremendous evolution, one that's bookended by a bittersweet denouement that sees Terra imploring forgiveness from an immutable Man Ray. The book’s penultimate page depicts the victors engaging in blissful celebration as Kid Terra stands quietly alone in the background. There’s no question the Eastwoodian gunslinger will continue to seek atonement for his past sins.