Game Corner [Sci-Fanuary]: Mighty Morphin Power Rangers: Rita’s Rewind (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 10 December 2024
Developer: Digital Eclipse
Metacritic Scores: 70/ 6.3

Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

Quick Facts:
Cobbled together from the Japanese tokusatsu series Gosei Sentai Dairanger (1993 to 1994) and Ninja Sentai Kakuranger (1994 to 1995), Mighty Morphin Power Rangers (1993 to 1996) was a cultural phenomenon back in the day whose violence outraged parents. After years of Power Rangers videogames of varying quality, Digital Eclipse produced this throwback title that was inspired by classic arcade titles and stood as another effort to honour the legacy of the franchise.

Gameplay and Power-Ups:
Mighty Morphin Power Rangers: Rita’s Rewind is a 2D, arcade-style beat-‘em-up that takes more than a few inspirations, graphically and mechanically, from Teenage Mutant Ninja Turtles: Shredder’s Revenge (Tribute Games, 2022), to the point where I thought they were developed by the same people, and a similar 2D throwback brawler, Mighty Morphin Power Rangers: Mega Battle (Bamtang Games, 2017). Inspired by Mighty Morphin Power Rangers: Once & Always (Haskell, 2023), the game sees a robotic version of Rita Repulsa travel to the past to team up with her younger self and use her future knowledge to destroy the Power Rangers. Initially, players pick from one of the five brightly coloured Power Rangers and battle across multiple stages split into “Episodes”, encountering many recognisable enemies from the show. While all the Power Rangers control the same, some start with higher attack power and lower defence, some charge their special meter faster, and others deal less damage but are more durable. Defeating enemies and smashing stuff earns you points and Power Coins, which are tallied up at the end of each stage and used to upgrade stats, meaning the only thing that separates the Power Rangers by the end are their Dinozords and the weapons they bust out during combos (Zack Taylor/The Black Ranger, for example, briefly freezes enemies with his Power Axe). Gameplay couldn’t be simpler, with players attacking with X, jumping (and double jumping) with A, and dashing by double tapping the directional pad or control stick. Pressing X in mid-air executes either a flying kick or downward attack, pressing it while dashing unleashes a dash attack, and you throw enemies if you attack up close. Pressing up and X does a rising attack and pressing X and Y executes a power attack that drains your health if it lands. You can also press B to dodge attacks, which helpfully renders you invulnerable.

Team up with friends to wade through hoards of enemies as the colourful Power Rangers.

Attacking enemies builds your super meter, allowing you to perform a screen clearing attack with Y once it’s full that sess your Power Ranger call upon an airstrike from their Dinozord. You replenish health by collecting junk food found in crates and such and can temporarily boost your attack power and speed by collecting lightning power-ups. You can also use environmental hazards to damage or defeat enemies, smashing explosive barrels, hitting girders, tossing them into pits and graves and such (though these hurt you, too). While most of the gameplay is classic, mindless beat-‘em-up action, with you going from left to right or riding an elevator filled with waves of enemies, the loop is broken up in some stages. You’ll ride a rollercoaster in both 2D and from a third-person perspective, blasting Putties from the sky and destroying their projectiles, and race down highways on their Battle Cycles. These sections see you holding X to blast vehicles, jumping with A, dodging with B, and unleashing a super attack with Y. You can ride up ramps for additional power-ups, such as health, a shield, and limited, more powerful shots. These mechanics are mirrored in the Dinozard sections, which see you bounding through canyons (or flying over them with Kimberly Hart/The Pink Ranger) blasting enemies, projectiles, and structures. You can grab a faster double shot and some homing missiles to help you out, but these auto-running sections can be somewhat clunky, especially when you must hop over water or gaps or to platforms. While most enemies are optional in these sections, it’s recommended you clear out rocks and mechs to make life easier. You’re also forced to tackle Rita’s giant, arachnid diggers and destroy the generators powering her dig sites. You must also chase Rita’s enlarged minions and tackle them in awkward first-person battles that took me a while to get the hang of. These see you dodging projectiles and thundering towards your target, only for them to leap out of the way or dash in for a strike that can be difficult to avoid if you’re not paying attention.

Though the action is satisfying and varied, the Megazord sections can be clunky.

Initially, there are three difficulty levels in Rita’s Rewind, with harder difficulties limiting your continues. I played on “Easy”, which gives you three lives and unlimited continues, though you must replay the entire stage from the start if you exhaust all your lives (however, any collectibles are saved). As if Rita’s nigh-inexhaustible Putty Patrol isn’t bad enough, you must dodge boulders, pits, falls off rooftops, and bombs tossed by Putties. Putties also toss “Time Disruptors” that rewind time if not destroyed, respawning enemies, and Rita and her minions also deploy similar devices to screw up level layouts for the Dinozords and Battle Cycles. At one point in the carnival, bombs drop before the Ferris wheel, invincible Putties charge across the football field in the “Park” stage, and brainwashed Tommy Oliver/The Green Ranger’s Dragonzord rains missiles and fires a massive laser from the background as you traverse the Angel Grove rooftops. Between stages (or by pressing Y from the map screen), you can visit the juice bar at the Angel Grove Youth Centre to chat with non-playable characters (NPCs), switch characters, and check out the mementoes you’ve found or play some arcade games (once you find their parts). These are simple distractions that mirror the likes of Mortal Kombat’s (Midway, 1992) “Test Your Might” sections and Spy Hunter (Bally Midway, 1983). Each stage has secrets and challenges you to finish it without dying and to achieve an S-rank for extra points and occasionally hides a “guest star” to rescue. Generally, Rita’s Rewind isn’t very challenging (on “Easy” mode, at least), though I did find the Dinozard sections and boss battles aggravating. They’re a strange mishmash of autorunners and rail shooters, meaning I often took damage or fell into water trying to blast stuff that was just out of reach. It also took me a while to figure out the Megazord fights, eventually having better luck by mashing A and X to pound the giant bosses and dodging when their eyes glow. Luckily, there’s no way to fail these battles as you have infinite health, but your Power Sword charge meter will deplete as you take damage, meaning the fight continues until you master the dodging and attacking.

Presentation:
Rita’s Rewind is absolutely top-notch in its visuals, which have the same chunky, well animated and colourful sprite work as Shredder’s Revenge. Each stage begins with the Power Rangers in their civilian forms and transforming before the action starts, each Power Ranger has an idle taunt (and a manual one, activated by pressing Y when your super meter isn’t full), and voice clips pepper the action. Cutscenes are brought to life using the in-game sprites, larger portraits, and dialogue boxes, with Zordon and Alpha 5 often alerting you of incoming threats and the story largely retells a condensed version of the first twenty-one episodes of the original series. The game starts with the five Power Rangers receiving their powers and defending Angel Grove from Rita’s forces and retells their first encounters with Goldar and their battles against the Green Ranger, before they head to the Moon to confront Robo Rita and safeguard the timeline. The game is filled with rocking tunes to punctuate the non-stop action, including an awesome rendition of the iconic Power Rangers theme for the Megazord battles and a remix of Farkas “Bulk” Bulkmeier and Eugene “Skull” Skullovitch’s slapstick theme. There are some fun little Easter Eggs peppered throughout each level, such as graffiti, Putties sitting in the bleachers or messing about at the carnival, four turtles wandering in toxic waste, and laundry being aired on the rooftops. The juice bar changes as you progress and rescue NPCs and even gets attacked during Episode 4, Punk Putties headbang to blaring boomboxes, and long-time fans should get a kick out of seeing the original series’ locations brought to life in colourful 16-bit. While the game performs incredibly well, offering non-stop beat-‘em-up action from start to finish, I was forced to do a soft reset when I got stuck on the environment during a transition on the subway train.

A visually impressive and action-packed arcade throwback that does the franchise proud.

The game opens with an animated sequence and an unwinnable battle against Robo Rita’s forces in her grandiose citadel in a retelling of Once & Always that shows what might’ve happened if Robo Rita had succeeded in her plot. You then fight through the desert-like canyons outside of Zordon’s headquarters, passing cactus plants, tumbleweeds, train tracks, and falling boulders before reaching downtown Angel Grove. Putties emerge from garages, spray paint walls and storage containers, and hop from trucks. While fighting across the rooftops, you’ll pass by air conditioning units, billboards, and birds, cross gaps with wooden planks and smashing apart rooftop dining areas. This section is made more dangerous on your second visit thanks to the Dragonzord lurking in the background, while your second visit to downtown Angel Grove sees you head to the subway to battle through a speeding train, which makes regular stops to pick up new enemies and forces you to hop to each carriage to progress. You visit an industrial waste site where the sky is clogged with pollution, toxic waste is strewn all over, and enemies hop from overhead pipes and gantries. The carnival stage was probably the most visually impressive, featuring various attractions and rides in the background, such as shooting ranges and such, before featuring a high-octane autoshooter on a speeding roller coaster and transitioning to a foggy graveyard to battle Bones. Sadly, the Battle Cycle and Dinozord sections are very visually repetitive, taking place on speeding highways and in the same canyons, with Rita’s facilities being identical in each Dinozard section. Things are made a little more interesting when you’re chasing down the Dragonzord as you must blast past the drones blocking the blast doors and confront the Green Ranger and his mech on the beach (and partially in the sea). Rita’s palace may be somewhat simplistic in its gothic atmosphere, but the Earth (and space) looms in the background and the final boss arena gradually explodes and changes as you fight.

Enemies and Bosses:
Naturally, Rita’s army is mostly the Putty Patrol, bizarre, clay-like humanoids who come in various colours. The regular grey Putties are little threat, throwing punches and grabbing you if you get too close, but they can toss boulders, tyres, crates, and Time Disrupters. Their ochre-toned variants whip out time bombs, the cyan ones charge across the screen with blade arms, and the black Putties are much tougher, busting out combos and air attacks not unlike your own. Putties also race along the highways trying to ram you in cars, Punk Putties dance near boomboxes, and Clown Putties ride giant, inflatable balls. There’s also a bigger, tankier Putty who takes a lot of hits and performs a dashing grab, shaking and slamming you if they grab you, and a wrestling variant that looks strangely familiar. The Putties are often joined by Tengu Warriors, bird men who flutter above and try to slam onto you or fire their razor-sharp feathers in a spread. I had trouble hitting them in mid-air so found it easier to dodge their downward attack and fly in with a dash attack. A whole bunch of drones and aircraft appear in the Dinozord sections, with larger craft scooping up crystals and large, spider-like diggers tearing up the landscape. These cause earthquakes and fire a green laser from their central core, which you must destroy to progress. Similarly, you must avoid the indestructible laser drones guarding the generators powering Rita’s mines and awkwardly strafe left or right to target power nodes on the generators. Crabby Cabbie also appears in one of the Battle Cycle sections, requiring you to use the boost pads to chase him down and destroy him while dodging the landmines he litters across the road.

Classic series antagonists show up as surprisingly formidable boss battles.

Long-time Power Rangers fans will surely recognise many of the bosses, three of which are fought in enlarged forms. Naturally, Goldar is first, attacking on the streets with sword swipes, fireballs, and a flaming ground attack later echoed by Chunky Chicken. Goldar’s enlarged form sets the standard for these encounters, with you first chasing after him in your Dinozord, blasting him and hopping over shockwaves or dodging projectiles before battling him in the Megazord. No matter which enlarged enemy you fight, these battles are always the same: you must dodge left or right to avoid their projectiles and dash attack (sometimes dodging to the opposite side when their eyes glow), landing blows when up close, charging in with your rocket punch, and finishing them off with the Power Sword by mashing buttons. The Dragonzord fight mixes things up by forcing you to blast the Green Ranger as he teleports about rocks in the water, which eventually lowers the Dragonzord’s shield so you can attack. Chunky Chicken first attacks on the ground, using portals to attack with his giant scissors, before teaming up with Turkey Jerk, who tosses bombs. They also perform team attacks where Chunky Chicken restricts your controls by flapping his wings and Turkey Jerk either rapidly dashes between portals or spins around firing his laser. Big Eye first appears during the rollercoaster section, spitting smaller eyes that you must blast from the sky, before racing away through the canyons, spewing eyes across the ground, raining them from above, and firing lasers. The skeletal warrior Bones is a surprisingly formidable opponent fought three times in the cemetery and losing more of his body as you progress. At first, he echoes Goldar with an energy wave attack from his sword, then he spews flames, produces duplicates to confuse you, and finally flies across the screen as a line of skulls, flittering about as a disembodied skull that can be difficult to hit.

The Green Ranger and Robo Rita represent some of the tougher, more interesting battles.

Madame Woe was also a bit of a challenge as she freezes you with her icy breath to leave you vulnerable, ensnare you with her hair to electrocute you, and retreats to the background to fill the arena with rushing water. After avoiding the Dragonzord’s attacks, you battle the Green Ranger on the rooftops of Angel Grove, with him mirroring your attacks, throwing up a green shield to become immune to damage, and using his Dragon Dagger to call in support from his mech lurking in the background. Rita’s citadel is a gauntlet on its own as it’s full of every regular enemy you’ve fought so far and few restorative items, meaning you can be in a bad spot when you confront Robo Rita in a repeat of the opening battle. This sees her spawning a slew of Putties using the two generators on either side of the arena. These must be destroyed to bring Robo Rita into the fray, though she poses a significant threat as she blasts you away with red lightning from her sceptre if you get close and protects herself with a shield. You must reflect the flaming projectiles she fires back at her, which I found extremely finicky as the timing has to be just right. It doesn’t help that she sometimes fakes you out, or that she unleashes an energy burst before retreating. Her fireballs increase in speed as you deal damage and are thrown in an arc once her machine is destroyed, though this makes them easier to hit. She sporadically raises and lowers her shield, floats about, and spawns chunky Putties in this final phase, though I found she was easier here than in the first two phases.

Additional Features:
There are thirty-one Achievements up for grabs in Rita’s Rewind, with Achievements being awarded every time you defeat a boss and/or clear an Episode. You’ll get another Achievement for playing as every Power Ranger at least once, juggling an enemy ten times, and landing a 25, 50, and 75 hits combo. Tossing an enemy into an open grave or into a falling boulder nets you two more, earning a high score on each of the arcade games grants you another, and you’ll also get Achievements for beating “Hard” and the unlockable “Headache” mode. Each stage has secrets to find, usually by smashing parts of the environment, represented by mementoes and special guest stars. Finding them earns you additional Achievements and adds new NPCs to the juice bar, as does completing every goal for every stage (meaning you must finish every level without dying once to get all the Achievements). You’ll unlock the Green Ranger after clearing the game but, sadly, there’s no White Ranger or other skins available here. You can enable various filters and play online, though there are no Achievements tied to co-op play, and can freely replay any stage after clearing the game (though you’ll need to start a new save file to change the game’s difficulty) and tackle a time trial-esque mode.

Final Thoughts:
I was a pretty big Power Rangers fan back in the day, so I’m always interested when new videogames come out based on the franchise, especially when they’re arcade-style beat-‘em-ups like this. Mighty Morphin Power Rangers: Rita’s Rewind is a great companion to Shredder’s Revenge, echoing the art style and combat mechanics of that game and being as fitting a tribute to the franchise. While much of it is derivative of Shredder’s Revenge and Mighty Morphin Power Rangers: Mega Battle, Rita’s Rewind is still a great brawler for fans of the genre and the franchise, offering fast-paced, action-packed levels that lovingly recreate the look, feel, and cheesy spirit of the original series. While it’s a shame there’s not much to differentiate the Power Rangers beyond their different looks, voices, weapons, and Dinozords, the basic gameplay is very satisfying and it’s extremely fun to tear through Rita’s minions. I appreciated the effort made to mix things up with the Battle Cycle and Dinozord sections, though these were a bit clunky and not as enjoyable as I’d hoped. This is doubly true of the Megazord sections, which were frustrating and tiresome to get through and sadly lacked variety, with every embiggened foe being fought in essentially the same way. I liked the implementation of the Green Ranger, though I felt the game had an anti-climactic ending, despite how difficult I found Robo Rita to be, largely because you never fight regular Rita. It would’ve been nice to see the optional goals have some variety, and to include some unlockable skins and for the story to do a little more with its time travel plot, but Rita’s Rewind is a very enjoyable throwback brawler. The game’s fairly long, with a decent level of challenge and a nice sense of progression, nicely reflecting and paying homage to the original series while giving fans of arcade brawlers a decent amount to sink their teeth into.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Mighty Morphin Power Rangers: Rita’s Rewind? Are you a fan of arcade-style throwbacks such as this? Which of the Power Rangers was your favourite to play as and did you enjoy the Dinozord sections? Were you happy with the bosses utilised here and did you also find the Megazord fights tedious? Did you ever beat “Headache” difficulty? Which incarnation of the Power Rangers is your favourite and how are you celebrated sci-fi this month? Tell me all about your experiences with the Power Rangers in the comments and donate to my Ko-Fi if you want to see more Power Rangers content on the site.

Movie Night [Sci-Fanuary]: Mighty Morphin Power Rangers: The Movie


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 30 June 1995
Director: Bryan Spicer
Distributor: 20th Century Fox

Budget: $15 million (reportedly)
Box Office: $66.4 million
Rotten Tomatoes Scores: 30% / 57%

Quick Facts:
Despite attracting controversy, Mighty Morphin Power Rangers (1993 to 1995) was a cultural phenomenon that spawned videogames, toys, and this largely maligned feature-film. Rather than repurposing footage from Kyōryū Sentai Zyuranger (1992 to 1993) like the television series, the movie included brand-new costumes for the heroes and a theatrical new villain.

The Review:
Mighty Morphin Power Rangers: The Movie not only has a mouthful of a title but is technically separate from the ridiculously popular show. While it clearly takes place between the show’s second and third seasons, with the line-up placing Rocky DeSantos as the Red Ranger (Steve Cardenas), Adam Park as the Black Ranger (Johnny Yong Bosch), Aisha Campbell as the Yellow Ranger (Karan Ashley), and fan favourite Tommy Oliver/The White Ranger (Jason David Frank) as the fearless leader, the movie was almost instantly rendered non-canon when the third season retold some of it. Still, I always viewed it as a big-budget expansion of the show, with the awesome new, far more armoured suits and the redesigned command centre simply a big-screen glow-up for what we saw on TV. Angel Grove has been protected by the Power Rangers for some time but the six heroic teenagers are just as giving to the community in their civilian guises as they partake in a charity skydive to raise money for the local observatory, ostensibly to aid researching Ryan’s Comet, which is passing by soon. Billy Cranston/The Blue Ranger (David Yost) and Kimberly Hart/The Pink Ranger (Amy Jo Johnson) join their friends, alongside bungling bullies Farkas “Bulk” Bulkmeier (Paul Schrier) and Eugene “Skull” Skullovitch (Jason Narvy), in completing the dive, amazing youngster Fred Kelman (Jamie Croft) and his strangely unnamed firefighter father (Peter Mochrie), who particularly praise Tommy for his efforts. While roller skating around the city, the titular teens pass by a construction site right as Bulk and Skull land off course, though they miss when the workers unearth a mysterious, ancient egg.

When Ivan Ooze endangers Zordon, the Power rangers must journey to restore their powers.

This doesn’t escape the attention of the Power Rangers’ mentor and father-figure, Zordon (Nicholas Bell/ Robert L. Manahan), who immediately orders his robotic assistant, Alpha 5 (Peta-Marie Rixon/Richard Wood), to bring in the Power Rangers to warn them. The egg also attracts the malevolent Rita Repulsa (Julia Cortez/ Barbara Goodson) and her equally malicious lover, Lord Zedd (Mark Ginther/Robert Axelrod), who teleport in to unleash Ivan Ooze (Paul Freeman), a sorcerer so powerful that even Zordon fears his wrath. Sealed away eons ago for his wicked ways, Ivan immediately sets to work avenging himself on his captor, promising Rita and Zedd that he will destroy Zordon’s entire legacy as recompense. Since Ivan is an accomplished shapeshifter, Zordon’s champions are caught off-guard when they arrive at the construction site and end up battling Ivan’s Oozemen (voiced by Neil Kaplan). Initially, the teenagers battle the Oozemen in their base forms, giving us a taste of how far these youngster’s martial arts and choreography has improved over the show. Indeed, I had trouble spotting when or even if the actors were subbed out for stunt workers, which helped the fights to be more tactile and believable even with all the physics defying, cartoonish nonsense. Eventually, the teenagers morph into their amazing big screen suits, which sport some new gadgets to inspire a wave of new toys. Although the Power Rangers triumph over the Oozemen, Ivan infiltrates the command centre, disables Alpha 5, and leaves Zordon close to death, robbing the Power Rangers of their suits, their powers, and their Thunderzords. After somehow trekking to the command centre, the depowered Power Rangers are horrified by the state of their mentor and jump at the chance to save Zordon and regain their powers, regardless of the risk, by braving a seemingly one-way trip to Phaedos, where a legendary “Great Power” sleeps (though none have ever survived the quest to obtain it).

Despite the looming, personal threat, there’s little chance for character progression or emotional arcs.

Although the Power Rangers are largely interchangeable, given few chances to showcase even their admittedly one-dimensional personalities (there’s no chance for Billy to be smart and scientific, for example), Tommy stands out thanks to his undeniable charisma. I was impressed by the performances here, however, as the actors are much more comfortable and confident by this point, though there’s still plenty of over-the-top deliveries and exaggerated gestures to mimic the Japanese actors. The movie gives the actors more of the spotlight since they (and/or their stunt doubles) are fully carrying the plot and action rather than recycling Japanese footage, which again helps everything flow much better. While all six are shaken by Zordon’s condition and eager to help, Kimberly is particularly rattled and the group are very aware that time is against them. When wandering around Phaedos, the teens are aided by Dulcea (Gabrielle Fitzpatrick), a formidable warrior and ally of Zordon’s who saves them from Ivan’s Tengu Warriors and partially empowers them with an animal spirit, granting them new (and sadly quite disappointing) colour-coded ninja outfits. While the others are emboldened by this, Adam is disheartened that he’s been lumbered with the frog, though embraces his animal spirt after a pep talk and kiss from Dulcea. While the six quest to fully unlock their “Ninjetti” powers, Angel Grove is splintered by Ivan’s mind-controlling ooze, which infects Fred’s dad and the other adults and turns them into mindless slaves to produce more ooze and dig up Ivan’s Ecto-Morphicons. While the other kids enjoy having the run of the city, Fred urges them (and Bulk and Skull) to help their parents after spying on Ivan’s operation and learning that he’s ordered the adults to march to the construction site and “leap to their doom”.

The theatrical Ivan Ooze steals every scene with his over the time, pantomime-worthy performance.

Rather than offering a non-stop, action-packed, big screen Power Rangers adventure, the movie strips them of their powers and forces them to undergo a journey to replenish their power source. They face a ticking clock to accomplish this thanks to Zordon’s health rapidly deteriorating and Ivan’s plot to unearth his machines and destroy the world but have little in the way of individual character arcs. There is no dissension amongst the Power Rangers and they never argue about anything; they remain steadfast in their determination to stay optimistic and save their mentor. This means characters like Rocky and Aisha largely fade into the background as neither have the same emotional reaction to Zordon’s fate as Kimberly, question their abilities like Adam, or have Tommy’s charisma. In fact, there’s more in-fighting between the villains as Ivan, after leaving Zordon near death, barges into Rita’s Moon base and traps her and Lord Zedd in a snow globe, forcing their minions, Mordant (Jean Paul Bell/Martin G. Metcalf) and Goldar (Kerry Casey/Kerrigan Mahan), to join him. There’s little for these two to do except spout one-liners and bow to Ivan’s whims, and it’s a shame to see Rita and Zedd usurped so easily as they look great here. While Ivan looks ridiculous and is often joined by some horrendous visual effects, Paul Freeman is absolutely hamming it up, cackling maniacally, chewing the scenery, and delivering a performance so over-the-top that would make any seasoned pantomime veteran blush! Rather than exuding power, authority, or terror, Ivan is a theatrical and flamboyant villain who delights in playing dress up and bending others to his will, relishing the chance to avenge himself and fully confident in his ability to do so, to the point of arrogance.

As great as the new suits are, they’re sadly side-lined for awful ninja outfits and atrocious CGI Zords.

While I love the big-screen paint job given to the Power Rangers’ suits, they’re sadly absent for a big chunk of the film as the team is depowered by Ivan’s attack. The suits are far more detailed and layered, sporting armour, headlights, special visors, and other nifty gadgets for the big screen. When morphed, the team bust out all the crazy, colourful attacks from the show, defying gravity and physics and relying on teamwork to triumph. However, there’s a distinct lack of explosive sparks thanks to Ivan’s goons being made of sludgy ooze and it takes all movie for us to get a kaiju-sized battle (though this benefits the pacing, to be fair). When on Phaedos, the team are attacked by the Tengu Warriors, bird-like monsters that flap about in unconvincing suits but are at least being whisked along by wires and such. Unfortunately, the Ninjetti are a massive downgrade and little more than coloured gi that turn them into rainbow ninjas. While they’re encouraged to receive new spirit animals, the team are still lacking their full power and must battle past rock warriors that are just as visually disappointing as the Tengu Warriors since they flop and flail about the obvious sets and are crushed by polystyrene boulders, chopped in half with dodgy CGI, and dissolved in a nearby stream. Once the guardians are vanquished, the team reach the Great Power and are fully restored, ditching the awful ninja outfits for their armoured suits and fully unlocking their Ninjetti powers. Beyond providing them with new Zords, though, this largely amounts to them spouting the word “Ninjetti” every time they launch an attack or do anything and is clearly an excuse to sell new toys to kids. Still, it’s a great moment to see them back in their suits, even if the sultry Dulcea is unable to aid them since she would face the same rapid decline as Zordon if she left Phaedos.

A knee to the crotch ends the butt-ugly CGI finale and allows our heroes to revive their mentor.

Although he looks ridiculous, Ivan is a significant threat as he easily disables Zordon, destroys the command centre, and usurps Rita and Zedd, allowing him to force Angel Grove’s adults into unearthing his Ecto-Morphicons. While Fred, Bulk, Skull, and the other kids desperately race to intercept the adults, barely surviving when the Ecto-Morphicons endanger their monorail and Fred commandeering a fire hose to push the zombie-like crowd back, the newly empowered Power Rangers swoop in to battle the Ecto-Morphicons in their all-new Ninjazords. Unfortunately, while the film had been doing a great job of upgrading the show’s practical suits and “Suitmation” aesthetic, it completely drops the ball for the finale by rendering the Ecto-Morphicons and Ninjazords as fully CGI creations (save for some sparse model shots and scenes of the Power Rangers in their cockpits). This was an absolutely atrocious decision as the CGI looks terrible, with the giant machines resembling bad videogame graphics and lose all sense of weight, reality, and appeal since they’re too shiny and too cartoony. It’s a real shame as the finale could’ve been a fun, kaiju-style battle between the mechs but it instead looks embarrassing and laughable. Although the Ninjazords destroy Scorpitron, Ivan bonds with Hornitor and reforms it into a gigantic, unconvincing CGI version of himself. Overwhelmed, the Power Rangers desperately form the Ninja Mega Falconzord but find themselves outmatched by Mecha-Ivan’s pure power. Luckily, the Blue Ranger remembers Ryan’s Comet and suggests luring Mecha-Ivan into the comet’s path. This forces the Ninja Mega Falconzord to get uncomfortably close to the maniacal sorcerer and the Yellow Ranger to amusingly smash a big, red emergency button to deliver a knee to Ivan’s balls and send him hurtling towards the comet, with both being destroyed on impact. Ivan’s death releases his hold on the adults, but the Power Rangers are distraught to find the Zordon has perished. Luckily, Dulcea taught them to overcome any obstacle with their sheer willpower, so they join hands and summon the Great Power to restore Zordon, and the command centre. In the aftermath, Angel Grove rejoices, and Rita and Zedd quickly reclaim their throne from the ambitious Goldar, determined to continue their own plans for conquest.

Final Thoughts:
I swear I remember seeing Mighty Morphin Power Rangers: The Movie in the cinema back in the day, but I have no record of that so I must be thinking of when we rented or recorded it on VHS. The Power Rangers were the hottest thing when I was a kid and I was well into it, especially for the show’s first two seasons. After that, and this film, I dropped off and rarely paid much attention beyond videogames and specials and such, but this movie stuck with me despite that. Many of Ivan’s more bombastic lines are very memorable thanks to Paul Freeman’s absolutely glorious performance. The guy is hamming up being under all that make-up and it’s a delight every time he’s onscreen, even when Ivan’s doing wacky shit like whipping up ooze for the adults. Considering how cringey the show could be, I was very impressed by the lead performers, who delivered their lines much more convincingly and had more opportunity to showcase their physicality in the fight scenes since the movie doesn’t recycle any Japanese footage. As great as the new suits look, though, it’s a shame the characters aren’t given more chances to shine individually or as a team. They have a quest and they complete it there’s little character progression or emotional depth beyond them mourning Zordon. Like, why not have Kimberly descend into despair about Zordon to bring her and Tommy closer or have Rocky lash out in anger due to the emotions. I guess that would be too heavy for kids to handle so the film opts for a surface level depiction of this and focuses more on sending a message about believing in yourself. Sadly, Mighty Morphin Power Rangers: The Movie lacks the same punch as the show since it opts for ugly-ass CGI mechs for the finale, completely losing the Suitmation spirit of the show to try and be bigger and better. This alone is enough to cost the film a star, in my opinion, as the ending completely falls flat because of this god-awful, cartoonish CGI. Otherwise, this is a fairly harmless kids’ adventure that does a great job of bringing the TV show to the big screen, even if it’s not doing much more with the formula and is clearly trying to sell new toys to impressionable kids.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you enjoy Mighty Morphin Power Rangers: The Movie as a kid? How do you think it holds up today and what did you think of the CGI Zords? Were you also a fan of the new, armoured costumes and disappointed by the ninja look? Do you agree that Paul Freeman stole the shole or did you find him a little too over the top? Which of the Power Rangers movies and incarnations is your favourite? Let me know your thoughts on Mighty Morphin Power Rangers: The Movie down and donate to my Ko-Fi to fund more Power Rangers content.

Screen Time [Sci-Fanuary]: Mighty Morphin Power Rangers: Re-Ignition: “Day of the Dumpster” (S1:E1)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Series 1, Episode 1: “Day of the Dumpster”

Director: Adrian Carr

Air Date: 2 January 2010
Original Air Date: 28 August 1993

Network: ABC Kids
Original Network: Fox Kids

Quick Facts:
While in Japan, Haim Saban came across the popular Choudenshi Bioman (1984 to 1985) and partnered with  Shuki Levy to produce an American adaptation. When this failed to attract interest, Saban took a gamble by recontextualising footage from Kyōryū Sentai Zyuranger (1992 to 1993) that paid off when the pilot episode was a hit with test audiences. Mighty Morphin Power Rangers was a cultural phenomenon at the time, despite some controversy, that spawned numerous spin-offs, movies, and merchandise, and the original series was digitally remastered in 2010.

The Review:
I’d recommend sitting down with a sugary snack to watch the classic, if ridiculously cheesy, Mighty Morphin Power Rangers as “Day of the Dumpster” moves at a mile a minute! Interestingly, unlike many first or pilot episodes I’ve watched, “Day of the Dumpster” includes the full show intro, which recaps the basic plot and therefore makes the episode largely redundant as it simply expands this premise into a half hour-ish episode. “Day of the Dumpster” begins with a couple of badly dubbed astronauts (Unknown) landing on the Moon, which strangely has a day and night cycle, normal gravity, and looks suspiciously like a quarry. Rather than questioning these aspects, the astronauts investigate a massive “space dumpster” buried in the ground and, abandoning thoughts of quarantine or procedure, eagerly pop off the lid. They’re suitably horrified when they unwittingly release Baboo (Hideaki Kusaka/Dave Mallow), Finster (Takako Iiboshi/Robert Axelrod), Goldar (Takashi Sakamoto/Kazutoshi Yokoyama/Kerrigan Mahan), Squatt (Minoru Watanabe/Michael Sorich) and their malevolent leader, Empress Rita Repulsa (Machiko Soga/Barbara Goodson) from ten thousand years of imprisonment! To celebrate, Rita quickly builds (offscreen) an elaborate palace on the now darkened Moon, where she badgers Finster to whip up a fresh batch of her disposable minions, the Putty Patrol, to begin her plans to conquer Earth. These opening scenes alone are enough to make any parent cringe as the dubbing is atrocious, and the characters are delightfully pantomime-like in their over-the-top theatrics. Rita’s “Suitmation” buddies flail like fish out of water and any scenes with them move at a blistering pace, as they didn’t have the right coverage and angles.

When the evil Rita Repulsa escapes, the wise Zordon recruits five teenagers to combat her.

Meanwhile, the cool hip teenagers of Angel Grove, California are hanging out at the Ernie’s (Richard Genelle) Gym and Juice Bar at the youth center, where expert martial artist Jason Lee Scott (Austin St. John) teaches karate, Kimberly Hart (Amy Jo Johnson) practises gymnastics, and Trini Kwan (Thuy Trang) works on her kata. Although Jason’s had great success with Zack Taylor (Walter Emanuel Jones), who incorporates breakdancing into his fighting style in a version of capoeira (because, y’know…he’s Black, so of course he has to have some style!), bookworm Billy Cranston (David Yost) struggles with the basics despite memorising the principals. It doesn’t help that loud-mouthed braggarts Farkas “Bulk” Bulkmeier (Paul Schrier) and Eugene “Skull” Skullovitch (Jason Narvy) give Billy a hard time, make lewd passes at Kimberly and Trini, and challenge Jason’s authority. Of course, the bungling duo are humiliated each time but Billy struggles with his confidence throughout the episode. These five teenagers find their lives changed forever when they’re suddenly teleported to a command centre atop a nearby mountain range and introduced to Zordon (David Fielding), an “interdimensional being” who ordered his robotic assistant, Alpha 5 (Romy J. Sharf/Richard Steven Horvitz), to bring him five “teenagers with attitude” to combat Rita. While the five seemed perfectly amiable characters in the youth center, Zack suddenly develops a smart mouth with Zordon and Kimberly partially transforms into a stereotypical airhead, with both being sceptical of Zordon’s plea for them to assume incredible power through their Power Morphers, which promise superhuman abilities modelled after dinosaurs. Although Jason is intrigued by the offer, he reluctantly follows the others when they reject Zordon’s warnings of Rita’s threat, though Zordon allows them to leave with their Power Morphers as he clearly sees something special in them.

The colourful Power Rangers send Goldar packing in their first outing and vow to protect the Earth.

Even the most incredulous of the five are convinced of Rita’s threat when Putty Patrollers (Unknown) suddenly teleport in and attack, easily overwhelming even the experienced Jason and pushing the five to transform into the colourful Power Rangers. Rather than testing their mettle against Rita’s minions, the Power Rangers are immediately returned to Angel Grove as Rita sent Goldar to attack the city. This leads to another sequence that had concerned parents clutching their pearls as our five heroes fight Goldar and his Putty Patrollers on the rooftops, throwing punches, flips, kicks, and judo tosses. The transformation apparently quashes any concerns about inexperience the teenagers had, seeing Jason immediately assume the role of confident leader as the Red Ranger and Billy gain fighting prowess as the Blue Ranger. Similarly, the five immediately fight as a well-oiled unit, despite it never being hinted that they’ve fought together before, prompting Rita to hurl her magic wand to Earth and enlarge Goldar to kaiju size! Thanks to Zordon’s crash course on their abilities, the Power Rangers summon their Dinozords and combine them into the mighty Megazord, a clunky Suitmation mech that screams “toyetic”! Interestingly, the Power Rangers falter when controlling the Megazord, barely striking the embiggened Goldar, who slashes with his sword and has their cockpit exploding in a shower of sparks. After stunning Goldar with a couple of blows, the Power Rangers call forth the Power Sword, which sends Goldar scurrying back to Rita’s Moon base, where she chastises him for his failure. Despite barely surviving the encounter, Zordon commends his champions, allaying any lingering concerns they have, and they agree to continue defending the Earth as the Power Rangers.

Final Thoughts:
Although I diligently watched Mighty Morphin Power Rangers as a kid, had some of the toys, and even once fought a friend who suggested VR Troopers (1994 to 1996) was superior, it’s been years since I watched it and I can’t remember if I ever watched this first episode. As I said, it’s not really necessary as everything is told through the intro, which a generation of kids no doubt committed to memory thanks to the catchy and memorable song. Despite knowing the show was cobbled together from Japanese shows, it’s ridiculously cringe and a fever dream of editing, outlandish performances, and explosive action. It’s funny seeing our five heroes sporting their Power Ranger colours before they get their powers, and watching them perform at the juice bar, and I wonder if it might’ve been better if the leads had just been regular kids with no interest or experience in martial arts who then gain incredibly fighting powers from their transformation. The five leads are surprisingly good in their roles, despite the material, their inexperience, and the immense and unfair pressure placed upon them. Amy Jo Johnson remains a heartthrob to this day and showcases some impressive gymnastics, while Austin St. John and Walter Emanuel Jones equally impress with their martial arts prowess and fight choreography. I remember thinking the Red Ranger bland and boring, but he’s surprisingly charismatic here, carrying himself with a quiet confidence and showcasing an inherent desire to protect others by being the only one to take Zordon’s offer seriously.

A delightfully bonkers show that relies on fast-paced action and colourful, toyetic characters,

I was surprised at how long it takes for the five to become the Power Rangers and for the Suitmation action to kick-in. “Day of the Dumpster” sets a trend for the show by focusing on the human characters, depicting their friendship, unique (if one-dimensional) characteristics, and giving a taste of the teenage drama they deal with (primarily goofy bullies Bulk and Skull). These concerns are superseded by their responsibilities as the Power Rangers, a role specifically designed to teach kids not to use their power or abilities for personal gain and to fight in self-defence rather than picking fights for the sake of it. While the outdated slang and humour cuts like a knife these days and Alpha 5 will always be one of the most annoying characters, the suits and kaiju sequences more than make up for it. Although the Dinozords don’t feature much here, I loved the visual of clunky plastic mechs rising from volcanoes and forming the Megazord, a ridiculous and yet immediately iconic mech than stumbles about bashing the equally laughable Goldar for an otherwise enjoyable kaiju fight that sends sparks flying. It’s easy to see why kids were so enthralled by Mighty Morphin Power Rangers and parents were so concerned. The five leads are colourful, lively characters who flip about and strike dramatic poses while fighting mindless goons, which immediately captured the imagination of youngsters and had parents unreasonably worried about the violence. The villains are just ridiculous enough to be comical and yet are still depicted as a formidable threat, especially when enlarged, that emphasise the importance of teamwork and self-belief, values that are still at the core of the Power Rangers concept. I enjoyed revisiting “Day of the Dumpster”, as cringey as a lot of it is, and it was fun being transported back to a simpler time when colourful, theatrical superheroes like these where all the rage.

My Rating:

Rating: 3 out of 5.

Pretty Good

Were you a fan of Mighty Morphin Power Rangers back in the day? Which Power Ranger was your favourite? Would you jump at the chance to have such power? Do you think the show has aged well or do you find the awful dubbing and cringey moments off-putting? Which incarnation of the Power Rangers is your favourite? What are some of your favourite sci-fi-orientated TV shows? Feel free to share your memories of Mighty Morphin Power Rangers in the comments, check out my other sci-fi content on the site, and donate to my Ko-Fi if you want to see more Power Rangers content.

Mini Game Corner: Mighty Morphin Power Rangers (Mega Drive)

MMPRLogo

Released: 1994
Developer: Banpresto/Nova
Also Available For: Super Nintendo Entertainment System, Game Boy, Game Gear, and Mega CD

The Background:
If you were a kid back in the early nineties, right after you finished up being obsessed with what we in the UK know as Teenage Mutant Hero Turtles (1987 to 1996), and before Pokémon (1997 to present) took my generation by storm, you were all about Mighty Morphin Power Rangers (1993 to 1996). Cobbled together from stock footage from the Japanese tokusatsu series Gosei Sentai Dairanger (1993 to 1994) and Ninja Sentai Kakuranger (1994 to 1995), Power Rangers focused on five teens “with attitude” (despite the fact they were a bunch of geeky do-gooders who couldn’t break a rule if they were held at gunpoint) imbued with superhuman powers and abilities. Harnessing the power of the dinosaurs, they could transform into martial arts superheroes and conjure giant mechs to battle against the forces of evil. To say Power Rangers was a cultural phenomenon would be an understatement; parents were outraged at the glorification of violence but we headed out in our droves to buy every bit of Power Rangers merchandise we could, from t-shirts to action figures. Given its dominion over the playground and the airwaves, you know that this also meant the franchise received its own multi-platform videogame that I’m sure hapless kids everywhere begged their parents to buy for them.

The Review:
Mighty Morphin Power Rangers is a simple 2D fighting game; you can choose to battle head-to-head with a friend or take on the game’s Scenario Mode, where you’ll battle one of Rita’s minions in a format that will be more than familiar to anyone who has played a Street Fighter (Capcom, 1987 to present) videogame. However, Street Fighter II: The World Warrior (ibid, 1991) this is not; first of all, you’re (unsurprisingly) limited to only six playable characters (the titular Power Rangers). Each plays largely the same and the variations come only in their special attacks and weapons; the Red Ranger wields a sword but the Black Ranger has an axe, for example. After you face, and defeat, the evil Green Ranger (in my opinion, the greatest Power Ranger of all time), he becomes a playable character as well. There’s one main difference between playing as the Green Ranger compared to the other Rangers, though, and that’s in the game’s other battle mode. Once you defeat Rita’s monster, she’ll make it grow (as she is wont to do…) and the Rangers summon the Megazord to battle it. The Green Ranger, however, summons the Dragonzord but it basically amounts to the same thing: smash the buttons until you whittle away the enemy’s health bar and win.

MMPRFinal
The game’s literally over in less than an hour. It’s sad.

If you’re looking for depth…well, there isn’t any. Power Rangers the game has about as much depth and variety as Power Rangers the television show. I literally sat there, mashing buttons and hardly even trying, and never lost a single round. When I fought the Green Ranger as the Black Ranger, I did one whirlwind attack with Zack’s blade and won without Tommy landing a single hit! The game is also pathetically short; you always battle the monster on the same stage for the first fight but, once you’ve battled all five of Rita’s minions, the game is over and you’ve pretty much done everything Power Rangers has to offer in less than an hour. Unless you suck at videogames, but I’d wager even if that is the case you could beat Power Rangers without a great deal of difficulty.

MMPRGreen
Once you go Green you never go back…


Graphically, there’s not much to write home about; the sprites themselves are colourful and large and surprisingly detailed but not very animated. The backgrounds are even worse, being largely barren and devoid of life or character, and severely lacking in variety. It’s pretty much the same story for the game’s sound, too; there’s a noticeably bad rendition of the iconic Power Rangers theme and some shitty voice samples but the in-game sounds are muted and dull. Characters grunt and yelp a bit and Zords thud about but it all sounds so half-assed and a far cry from the loud, impactful sounds the Mega Drive is capable of producing. There are some nice cutscenes between battles that tell the story and evoke the same spirit as the television show but they don’t really contain much in the way of animation, meaning the game is outclassed by even some Master System titles in that regard.

MMPREnemies
Get used to seeing this same stage over and over…

As I mentioned above, the game has only five enemies to battle against. Sure, you face each one in two different types of battle but, if you’ve ever seen Power Rangers, you’ll know that doesn’t really mean much as the monster’s second form is literally just a bigger version of its first form. Goldar makes an appearance (he was the only monster I actually recognised…) but there’s no Putty Patrol to wade through and no Lord Zedd as the game is only pulling its inspiration from the first series of the show. Similarly, there aren’t any beyond the different weapons and abilities of the Power Rangers. The only thing to unlock here is the Green Ranger, which is the second battle and, once you have him, you’ll never pick another character because Tommy is the best character. Finally, you can battle against a friend but, honestly, I can’t see why you’d even bother.

MMPRSummary

The Summary:
Mighty Morphin Power Rangers may have been a cultural phenomenon but this videogame outing is a dreadful experience; the controls are sluggish, the battles are ridiculously easy, and the game is just boring from start to finish. I wouldn’t even recommend this to die-hard Power Rangers fans as there are far better Power Rangers videogames available; the game’s counterpart on the SNES, for example, or the one based on the movie. Either way, just don’t even give this the light of day and stick to playing Street Fighter II because the only thing “mighty” about this game is how bad it is.

My Rating:

Rating: 1 out of 5.

Terrible

Did you watch Power Rangers when it first aired? Who was your favourite Ranger and why was it the Green/White Ranger? Do you think I was too harsh on the Mega Drive videogame, or have a favourite Power Rangers videogame? Let me know in the comments.