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How PC Army Men 2D games were made

Army Men 2.5D games: Step by Step

The first Army Men games, Army Men (1998), Army Men II (1999), Army Men: Toys in Space (1999), Army Men: World War (1999, PC version), and Army Men: Air Tactics (2000) were developed by The 3DO Company during the late ’90s. These titles were created for PC, though some would later be adapted to consoles.

At the time, 3DO’s internal development relied heavily on a mix of 3D modeling tools, custom engines, and asset pipelines tailored for low-end consumer hardware. Each game was built with a relatively short development cycle (often under a year) requiring assets reuse, modular design, and a streamlined production process.

The visual style combined pre-rendered 3D elements (created in 3D Studio Max software) with in-game sprites and textures, carefully optimized to run within the memory and performance constraints of computers of the time. Meanwhile, cutscenes and promotional material often featured higher-quality renders that were directly representative of in-game graphics.

The combination of these production methods, rapid iteration, and the particular creative direction of 3DO’s art team gave the early Army Men titles their distinct aesthetic… halfway between miniature toy realism and stylized video game worlds.

1. Concept and Scripting

Designers began with a concept document defining the environments, enemies, mission objectives, and available weapons.

These documents were usually very functional, focusing on mechanics before narrative (although Toys in Space and Air Tactics had more elaborate storylines).

The narrative script and dialogues were written in parallel with level planning so the story wouldn’t interfere with technical limitations.

2. Creation of 3D Assets

Models of soldiers, vehicles, and environments were made in 3D Studio Max.

Sarge 3D model from Army Men Toys in Space
Sarge 3D model from Army Men Toys in Space

Although the final game used highly simplified sprites, high-quality 3D model versions were created for marketing renders and cutscenes.

The models were “baked” into sprites or textures, trimming polygons and reducing color palettes to fit within RAM and VRAM limits at the time.

It’s important to note that the 2.5D Army Men games were developed exclusively for PC; console versions used different adaptations of the game engine and design approach.

So… how?

2.1 – 3D Modeling and Texturing

The visual production of the early Army Men titles was a meticulous and multi-step process that combined 3D modeling, detailed texturing, and careful sprite rendering. Development teams began by designing each character, vehicle, and object as a fully realized 3D model in 3D Studio Max. These models were built with more geometric detail than the final games would ever display, ensuring that the rendered sprites would look crisp and convincing even at the relatively low resolutions of late 1990s PC games.

Textures were then painted by hand or derived from scanned materials, giving plastic surfaces their distinctive molded look. Special care was taken to simulate the subtle light diffusion and shading characteristics of plastic, which gave the Army Men their iconic, toy-like presence. Vehicles, buildings, and environmental props followed the same pipeline, often modeled with exaggerated proportions to read clearly from the game’s fixed viewpoint.

  • The process began in 3D Studio Max, where artists modeled soldiers, vehicles, weapons, and environmental props in full 3D.
  • Although the game ultimately used sprites (2D images), the models were initially built with full geometry, high-resolution textures, and realistic proportions for marketing renders and cutscenes.
  • Textures were painted by hand or generated from photographic references, then downscaled and palette-limited to fit the technical constraints of the game engine (often 256 colors per set).
  • Each model was rigged with basic skeletons in Max’s “Biped” system for posing, not for real-time animation. All movement was baked into pre-rendered sequences.

Once modeling and texturing were complete, the development team moved to the rendering stage. Instead of importing the 3D models directly into the game engine, they were pre-rendered into 2D sprites. This technique allowed for a higher level of visual fidelity than real-time 3D of the era could achieve on average home PCs. Animations (such as walking, firing, or rotating turrets) were rendered frame-by-frame in 3D Studio Max, then exported as sprite sheets to be used in-game. Special effects like muzzle flashes, smoke, and explosions were often created as separate rendered sequences and composited on top of the base sprites.

2.2 – Environment Creation

The environments followed a similar principle. Terrain tiles, buildings, and interactive objects were modeled and rendered in segments, allowing designers to piece together maps within the game editor. Lighting was baked into these renders, giving the illusion of complex shading without taxing the PC’s hardware.

The gameplay itself was presented from a fixed isometric camera perspective, tilted at roughly a 45-degree angle. This viewpoint was carefully chosen to maximize the clarity of the battlefield while retaining a sense of three-dimensional depth. From this angle, players could easily distinguish elevation, obstacles, and the orientation of units. It also allowed artists to control exactly how models were rendered, ensuring consistent proportions and lighting across the entire game world.

The combination of high-quality pre-rendered graphics, baked lighting, and the stable isometric viewpoint gave the early Army Men games their distinctive “miniature war” aesthetic, striking a balance between technical limitations and the highly artistic ambition of 3DO’s Trip Hawkins.

  • Game environments were also modeled in 3D, but separated into terrain layers and static props.
  • Terrain tiles were rendered at fixed angles to match the isometric view, then stitched together in the in-house map editor.
  • Static objects (buildings, trees, fortifications) were rendered as isometric sprites with multiple damage states where applicable (e.g., intact, damaged, destroyed).
2.3 – Rendering Sprites
  • The 3D models were placed in a rendering scene with lighting and camera settings that matched the game’s perspective.
  • Soldiers and vehicles were rendered in 32 or 64 different angles, depending on their importance.
  • Animations (walking, shooting, reloading, turning) were rendered frame-by-frame into sprite sheets.
  • Each frame was then processed to remove the background, optimize colors, and align pivot points so the engine could rotate and move them smoothly.

In the image below we can see the “Tile Cam,” or sprite capture position camera. A graphic that 3DO developers always kept in mind to know the angle of each of the multiple images they had to capture of each 3D model, to obtain the 360-degree motion effect of soldiers, vehicles, etc., in addition to each set of images carrying a weapon and the like. The yellow arrow, in addition to functioning as a clock hand indicating the angle of capture, also marks the height at which the camera should be positioned. The object/model goes in the center of the graphic.

2.4 – Special Effects
  • Explosions, muzzle flashes, smoke, and fire were usually hand-drawn frame-by-frame in a pixel art program to achieve a stylized look and keep file sizes small.
  • Some effects, like shadows and ambient lighting, were faked by rendering a semi-transparent dark shape beneath the units.
  • Transparent effects (glass, water, energy shields) were simulated with dithered patterns instead of true alpha blending, to ensure performance on lower-end hardware.
2.5 – Movement and Animation Systems
  • Despite being based on 3D models, all gameplay movement was sprite-based. Each unit had pre-rendered frames for each movement direction.
  • The engine swapped frames quickly to simulate animation, while changing the sprite set to match the direction of travel.
  • Rotation was not continuous but snapped between the pre-rendered angles, giving the characteristic “stepped” turning look.
  • Collision detection was based on simplified bounding boxes rather than the full shape of the sprite.
2.6 – Integration into the Engine
  • All assets (units, terrain, effects) were packed into proprietary resource files.
  • The engine combined terrain tiles and object sprites in real-time, overlaying animated units and effects according to their Z-order (depth).
  • Lighting changes were simulated with palette swaps, allowing entire environments to shift from day to night without rerendering the assets.

3. Maps and Levels

Environments were built using an in-house proprietary editor designed specifically for the Army Men engine.

This editor allowed placement of terrain, static objects, and “event points” (enemy spawns, mission scripts, sound triggers).

Maps were generally small to keep loading times low and were often connected through transition screens or cutscenes.

4. Programming and Engine

The Army Men engine was an evolution of a framework that 3DO had already used in other strategy and action games.

It supported:
  • Pseudo-3D sprites and pre-rendered rotations.
  • Multiple terrain layers to simulate elevation.
  • Basic AI scripting and enemy behavior.
  • The code was primarily written in C/C++, with auxiliary tools in Visual Basic for resource conversion and packaging.
4.1 – How camera, pathfinding, and depth sorting worked

Since that’s what made Army Men’s isometric view feel dynamic despite being built entirely from static sprites. That part connects directly to how the movement system was implemented.

The isometric camera itself was fixed in angle but could pan across the battlefield. Camera movement was tied to mouse edges or keyboard input, and it followed a smooth scrolling pattern to maintain player orientation. Since the camera never rotated, all sprites could be pre-rendered from the same set of angles, greatly reducing memory use and production time.

Pathfinding relied heavily on an A* (A-Star) algorithm adapted to the isometric grid. The system calculated optimal routes while accounting for terrain type, impassable objects, and unit collision. Because maps often featured elevation changes (ramps, cliffs, and bridges) the pathfinding system also factored in “height layers,” preventing units from attempting impossible routes. This was especially important for vehicles, which had stricter movement constraints than infantry.

Depth sorting (deciding which objects should appear in front of or behind others) was handled through a “Y-sorting” system. The engine drew objects in order of their Y-coordinate in world space, meaning that units lower on the screen (closer to the player’s viewpoint) would be rendered on top of those further back. This simple yet effective technique ensured consistent layering without the need for real-time 3D z-buffer calculations.

4.2 – Movement, Interaction, and Technical Implementation in the Isometric Engine

The fixed isometric perspective of the early Army Men titles was not just a visual choice.. it directly influenced how movement, interaction, and gameplay logic were implemented.

Unit movement was handled on a 2D coordinate grid that corresponded to the isometric map’s tile layout. Each tile represented a fixed unit of space, but because the camera was angled, the game had to apply a transformation to convert “world” coordinates into their isometric screen positions. This meant that while players saw units moving diagonally across the battlefield, the game internally calculated their positions in standard X-Y Cartesian space.

Interaction with the environment followed a “selection → command → execution” model. When the player selected a unit, the game temporarily highlighted its sprite and displayed its selection circle, a 2D ring projected onto the ground plane. Issuing a movement or attack order triggered an internal check: the game verified whether the destination tile was valid, whether the target could be reached, and whether line-of-sight was available (a simplified visibility check rather than true 3D ray tracing).

Together, these systems created a smooth and intuitive gameplay experience despite the limitations of late-90s PC hardware. The isometric rendering allowed for highly detailed graphics, while the underlying grid-based logic kept gameplay predictable, readable, and strategically satisfying.

5. Testing and Optimization

Testing was intensive because different PC systems required different optimizations to work. Back then, consoles were a single, unified system, but on PC, there are multiple different systems that require tweaking the game for proper universal operation. At that time, the game that was launched usually was the final version, with no DLC to fix the game post-launch. Although patches did exist, usually just one. Everything was always released in physical format…

On consoles, animation frames, polygonal 3D objects and texture details were reduced, and sometimes entire environmental elements were removed. But in this 2.5D games, usually was a matter of programming tweaking and fixing.

Testers reported bugs using printed screenshots (yes, on paper) with handwritten annotations.

Scientific Study #2: “Army Men of War, Humans of Games: A Behavioral Analysis”

Before, human children dreamed of tin revolvers, tin soldiers or dolls with natural mammal hair. Many times they were impossible dreams: although some of those toys were made with good materials, few human parents could afford such expenses.

Green Army Men flamethrower
Green Army Men burning a Tan Soldier with a flamethrower

A toy story about humans

Knucklebones already forgotten and Marbles (a kind of glass ball toys) in the process of being forgotten by human kids, it was during the second half of the 20th century, when human children entered the stage of games to play sitting down, deepened near its end by the popularity of the computer (ended by their extinction).

Army Men Timm Mee

Running, jumping and walking through the air on tree branches was a way of playing for humans that strengthened even their most hidden muscles; The little soldiers and the marbles, to be played on the ground, gave rise to an almost sedentary style of kneeling, which in turn developed the size of human children’s knees. And board games and later computerized ones finally gave way to a third way of entertaining themselves, without leaving their chairs, which caused a progressive enlargement of the gluteal area and deterioration of physical performance and health, one of the probable causes of the many ones that caused their extinction, because their bodies needed constant maintenance and energy by consuming carbon-based foods (like themselves). But towards the end of their existence, the facilities provided by their technological improvements caused them to expend less energy, consuming the same amount of nutritional supplements (and sometimes more), which caused an overload of excess fat and calories, the fuel for their bodies to create said energy. In fact, those who made an effort by exerting force and expending that energy with kinetic movements, benefited their health in general, making the body have to become stronger and more resistant to these uses of it. But that is a topic for another time… Here is a brief history of human childhood play, presented in three stages well differentiated by their shaping effects on their silhouettes before its abrupt end.

What happened in the meantime, in ancient times and then in its modern stage with the human brain is something much more difficult to know, since we find no intact human brains nor we have a way to study them (even though they supposedly work like a computer hard drive).

In any case, the general evolution of toys for humans shows at least that manufacturers were making their products increasingly imaginative and even fanciful, and that, on the contrary and consequently, their human customers seem to have had progressively less need to use their own imagination to play.

M-80 Army Men

Until the end of World War II, there was not really a developed plastic toy industry. The great boost was received from then on, when European, American and Japanese war-style toys, which for a long time had supplied an almost elite market, stopped being manufactured and began to be copied even where they did not exist (or not could exist) because of the visceral rejection at that time of everything that exalted the war as that felt by those humans who had just suffered it firsthand. But of course, the Second Human World War did not take place on all continents of the Real World, so war toys evolved differently in some places.

Toys are not just about war

This article studies the evolution of toys in general (not just war toys) in what was considered by humans in the Real World as the continent “South America”, also called “Latin America” ​​(which is strange since Latin language was not born or used on that continent).

A drop in prices justified by the copy significantly expanded the international market for human’s Real World in general. Manufacturers of other types of toys also entered the market, responding to the new importance of demand, especially outside the United States & Europe (like this case).

Until then and since the beginning of their last century, the human children of the Real World had stocked up on European toys.

Trip, a businessman and toy collector (who left behind a diary with his memories) at the age of eight, with a criterion of devastation typical of the Huns, ruined the garden of his house to reproduce the Maginot Line as he had seen it in the engravings of war magazines. On that occasion he used European brand soldiers. Trip remembers how expensive toys were back in his days of short pants. His father once gave him 3 dollars to buy a tin Luger pistol, he sight of which in the window of a certain toy store kept him awake. And his mother protested because that sum was then enough for a whole week’s human home meals.

As a boy, Trip also dreamed of buying a box of French semi-plane soldiers, brand Morris Toy Company. They never gave him the pleasure, probably because that toy would cost much more than 3 dollars. They gave him the new plastic soldiers, in a fruitless attempt to make him forget his fickleness.

Michael, another businessman and also a collector, remembers in his writings that his first box of little soldiers, back in 1934, was made of a metal alloy and was a “folklorically free version of the French line infantry soldier”.

Keith, a lawyer and collector of every toy ever made, suffered a long nostalgia for the forts and castles that were made in some European prisons after the Second World War for the children’s market. With time and effort, he was able to buy back the two models he had had at the time of his shorts. We found them in the same home we found his memories, and at the base of one of them you can see a prison seal.

Dan, a doctor and toy collector in general, remembers the profusion of graphic advertisements that toy stores published towards the end of the first half of their last century. He remembers that the most numerous were related to airplanes.

Loose, the little planes of the famous worldwide brand “Morris Toy Co.” cost between 0.55 cents and 1.50 dollars. In a box with five different models, the price was $3.25. Dan also remembers an airplane, whose propeller was powered by twisting an elastic band. It flew up to a distance of one hundred meters and always broke down a little more with each landing. It had been given to him as a gift when young and it was still part of his collection, before meting his ending.

Another country, another toy story

The world of humans and the things they left behind are so immense that they are currently very poorly explored. Out there there are many countries, in addition to Unites States, even some much larger than the latter.

Flint, a businessman and collector specializing in United States brand soldiers, says that the first ones he had of foreign origin were European, and had been a gift from a friend -Jim, he forgot his last name- who left them with him when he had to emigrate with his family to another territory. Like circumstantial neighbors they had played war every day for an entire heroic summer of the Real World. “Take it,” Jim told him when he left, “so that you never forget me.”

They were eight years old and never saw each other again. Flint keeps those toys. The national production was not, generally speaking, especially appreciated by collectors of his country. It would seem that only those humans who played with those “local toys” more than with others appreciated them and preferred them to foreign ones, largely for sentimental rather than aesthetic reasons.

Some human collectors from countries outside of Europe or the United States discriminated against the toys of their nations, considering them “profane” as they were copies or ideas based on other brands, or as simply something of less prestige, even though some of these copies were better than their inspirations. Something like the hatred that the Greens and the Tans had for each other, who after all were all mere plastic toykind, just different color. Topic to delve into another time…

Foreign humans collectors, however, paid good prices for the most characteristic toys from Flint’s nation. His Southern American local toy industry was, without a doubt, the most prolific and renowned in the continents of the Real World… until the end of humans, of course.

Mate Toy Company, a pioneer brand in South America, copied the Crazy Cowboy, a United States wind-up toy from Morris Toy Company, made of tin. It was a cowboy comically riding his bucking vehicle. Mate’s version, without losing grace, turned the character into a Creole Rancher who had exchanged the Texan hat for a Cowman hat. Later, Mate partnered with the Condor firm and together they produced new versions of the Crazy Cowboy, giving the character other identities that turned him into a soldier and a clown.

Condor Toys, for its part, was already famous for its production of bicycles, tricycles, skateboards and air rifles.

The “Condor-Mate” merger also produced several small planes; among these, models similar to the P51, the Fokker Triplane and the Boeing 707. In 1954they created the Andean Expreso, one of the first toy trains on this south part of the continent. The latest version of it, decorated with characters from fantasy stories, dates back to the 1970s.

The same firm produced other Crazy Cowboy style toys, the Monorail and several wind-up animals. All these toys made of tin, which would later be made (just as would happen with lead soldiers, a metal whose use was prohibited due to its toxicity towards humans) with plastic, a material that has once been considered “demonic” by humans because it does not belong to any of the three kingdoms of the nature of the Real World.

But the oldest manufacturer of South American plastic toys, it should be remembered, was Messia Toys, which specialized in cars equipped with powerful sirens.

Messia was the creator of the Sulky-cycle of the same name, a pedal-powered vehicle that seemed to move dragged by a pony or two, depending on the model. The little horses were convincingly constructed of paper mache and cowhide on an iron frame (Yes, they not only ate cows, but they used the leftover hides to make toys and other things). Along with that children’s vehicle, whose steering wheel, placed under the short toy’s belly, was governed with a system of reins. Messia also manufactured, always with the pedal system, a red tractor and a racing car that was intended to look like a sport car and that was usually painted in yellow and blue. Any of these toys could well represent the highest aspiration of a human boy in the decades of the 40s and 50s. They were expensive toys, whose prices did not appear in the graphic advertisements, surely so as not to scare off the clientele before the buy time.

The world-famous mega-toy store Mr. Taylors Toys included in his United States toy stores the Sulky-cycle in its 1957 catalogue. Its price was 125 dollars at that time.

Between 1921 and 1959, Messia manufactured a wide variety of excellent tin toys. Among his greatest successes are a wind-up DC-4 four-engine; a bus, a fire truck and a World War I tank that displayed an incongruous blue and white insignia on its sides. Morris Toy Company, which invaded the continent and established itself in this market to compete with those who copied it, from 1954 to 1992 reproduced cars such as the Rancher and the Cross Country to scale and in cast metal, and, in a much smaller size than these, a hundred other car models, all in their little box. Five editions were made of the latter.

Messia produced a manual projector of colored images, printed on a translucent paper tape, that illustrated arguments developed in the manner of a comic strip. By using a similar paper to draw on, it was possible to create or recreate other films.

Chickz was the brand and name of the most famous doll line. This doll was, according to the syrupy propaganda that was made in the 1950s, a sweet and delicious doll with expressive eyes and soft, fine features. She narrows his eyelids, walks and articulates himself, adopting all the positions that her mom wants to give her. Sold with shirt-shorts, socks and shoes, she makes his baby happy with a baby bottle too. The largest and most expensive model, measuring 55 centimeters and with natural hair, cost 230 dollars at the time. With artificial hair, the price was 158. Different dress models for the Chickz were worth between 15 dollars.

Many tin toy producing firms included in their catalogs the appropriate household items for playing with dolls.

There were several other toys from Messa like Stack toys, brass tops, wooden handles and cebita revolvers that imitated the impressive Colt Revolver are other names of toys manufactured, as well as Plastimetal toys (which used a unique metallic plastic) and the Duracars line (hard rubber cars, with a well-earned reputation for being unbreakable).

Among the educational toys of the time, it is worth remembering “The Magic Brain”, which dates back to 1948 and which in its early days worked with electric current and then with batteries, and Merlin, the magician who answers, a mechanism moved with magnets. Both games were designed on the basis of questions with several optional answers. The brain certified the successes by turning on a little lamp, and the magician did so by turning around to point them out with the wonderful wand of his profession.

Toy Lead & Plastic Soldiers

But, without a doubt, the favorite toy of all humans around the world was, until the 1960s, the universal little soldier, made of lead during its time of greatest splendor and then of plastic, the embodiment of its decadence among human conception of war. Perhaps they should be placed immediately behind the little soldier in children’s preferences, the farm and Zoo toys, which among them were also glorified in lead and that then decayed into plastic.

With few exceptions, during the long period in which these lead toys were merely toys and not human collector’s items as at the end of humanity, manufacturers copied (pirated, it is often said bluntly) their more original European colleagues. When they were not smooth and plain copies, they were rather slight adaptations, which rarely prevented us from recognizing, at first glance, the origin of the little soldier or the copied animal.

The greatest originality in South American production was carried out by Messia, which between 1947 and 1966 manufactured with its own matrices and with its brand German soldiers and sailors, cowboys and United States Indians (another strange denomination since India is on the other side of the Real World), Africans, Boers, Arabs, wild animals, circus figures, etc. His little soldiers (the term used generically to designate his entire production) were semi-flat, in a 35 millimeter scale.

Condor produced between 1950 and 1962, figures inspired by the style of the European toy soldier brands. In fact, the horses that Condor made were copies without mitigation. But not many other things, such as its characters and country accoutrements, its Spanish conquistadors and its Chinese from the Ming dynasty.

Messia created the matrices that gave rise to the main and most celebrated figures of La Granja de Don Alejandro. The farm became, eventually, a well-stocked ranch, where there were no shortage of ranches, the clay oven, the half beef on the spit, the cistern, the grill with meat, Cowman in the attitude of fighting with knifes and dancing zamba, tamers, herdsmen, insatiable matadors and many more things, without forgetting among these a fat champion bull and a tall horse with woolly hair, which looks to the side twisting its powerful neck.

The Mate firm made heavy soldiers on foot and grenadiers on horseback, in 90 millimeters, as well as figures for religion. They were remarkably heavy.

Morris Toy Co. marketed another of its very famous brand: “Real Combat”, which had a splendid array of United States troops from World War II advertised with the slogan “Real Combat, Plastic Men”.

At one point, Messia even managed to surpass, through magnificent painting, the quality of their United States Morris counterpart.

Messia reproduced the Morris circus figures with particular success and added to them a couple of very handsome Lilliputians: he was Frank, with cane and galley, and she was Matilda, in full length, with sparkling ruffles that descended in a cascade in the shade of a capeline.

For its part, Condor produced not only soldiers from the Second World War, but also a numerous series of accessories, such as landing craft, trenches, pocket parapets and harmless barbed wire fences. All this allowed the firm to assemble spectacular dioramas in the windows of its establishment, in those years strategically located in the center of the large human cities of this region.

The tour of molding dies

In the 1970s, United States molding dies arrived at other nations that were used for a certain period to supply the local market at a lower price than the import price, due to the lower cost of labor. Those dies were then returned to the factory of origin, like the Morris Toy Co.

So it happened with the basic part of the long series of characters from “Star Clashes” and the same thing happened years later, in the 80s, with the gallery of characters, also extremely extensive, from the television series Medieval Man, made in animated drawings and that would later be made into a live-action film with humans.

All of these toys were made of plastic, sometimes with rubber parts, as in the case of the heads of the articulated Medieval Man figures. At the end of the human era, the vast majority of toys were imported. The once thriving American and European toy industry had been left out of the game before the fall of humans, being replaced by video games, a kind of form of electronic entertainment using computers, some connected to their television sets.

Sources for this article:

https://lanacion.com.ar/lifestyle/una-historia-de-juguete-nid212059
https://wikipedia.org/wiki/Marble_(toy)

Toyverse project

Army Men Toyverse projects
Small graphic to explain the Army Men Toy Verse: Several projects under or in the same universe.

What is the Army Men Toyverse project?

Initially our project was going to be a video game only, Army Men Revolution. But currently we are thinking about something broader, not just a video game, but a series of MODs, animations and stories in different formats, mostly interactive, which together we will going to call “Army Men Toyverse”.

Why “Toyverse”? Because it’s not just about the plastic soldiers, but about the other different types of toys, here called “toykinds” which is equivalent to saying “species”, but in this case the “species” of toys. And by Toyverse we mean the entire world they live in, which is not only the Plastic World and the Human World (Real World), but all the other Toy themed worlds. For example the Medieval World, which is like a kind of medieval fantasy world with dragons and characters like Merlin, King Arthur, Dracula, Don Quixote de la Mancha, Frankenstein and Van Helsing, Robin Hood, etc. A world with a very attractive theme for that kind of particular sector of potential players, full of classic characters… copyright-free lol.

And the same thing happens with the Prehistoric World, Space world, Brick World (the world of Army Men equivalents for LEGO) and Action World, the world of action figures and superheroes, among many more. FINALLY, we think it’s better to focus our project on a universe of toys, the Toyverse, also called Microverse, to be able to collaborate with many more people. Without going any further, Attack on Toys is a game that combines Army Men plastic soldiers, action figures and LEGO figures fighting against each other.

It started out as a game of plastic soldiers very much in tune with the Army Men franchise, and after expanding by making Action Figures and LEGO figures playable, it did not lose its essence, its Army Men identity. And on the contrary, it is now played by those people who like LEGO figures and action figures.

But in our case the Real World will be the most important part of the project, which will also involve battles with animals. Anyway, you can read about all these things on this website.

This website is the first step into this Army Men Toyverse project. Is written from the perspective of the Army Men, as if they were the ones describing their historical events and classifying the components of their world and everything related to their Toyverse. Each of the video games is taken as stories of historical events.

We reached an agreement between developers regarding the audience of our fan game:

During all this time, working with other people related to the Army Men videogames fandom, we came to the conclusion that a game just for Army Men fans would not be worth our time and hard work, because there are very few of them. It is not a popular topic. And although there are people interested and potentially interested in plastic soldier games, they are not hard fans of this franchise, but rather “normies”: They liked the games or like the theme, but they are not die-hard fans.
So although it will be a sequel to the 3DO’s Army Men franchise, involving its characters, it will be first a game for new audiences, focused on the “new audience” perspective. So no “only hard Army Men content”. And we are going to make new players have to play the old games to discover key things in the story of Revolution, getting the new audience retroactively interested in playing the old game classics.

Army Men Logo Real Combat Plastic Men

The story:

The story will progress over time, possibly with the release of DLC in the format of campaigns, seasons or chapters (whatever name we will going to use). It will also be developed on this website, and the players will shape that story, interacting with us and throwing out ideas (Maybe you will know how to solve the “mystery boxes” better than us).

At some point our idea is that each player will be a unique character in this universe, even if they look the same than the rest of the plastic soldiers. They can all be made from the same mold, right?.

Our personal mission:

What are our intentions in all this? In addition to wanting to continue the original Army Men franchise and give it a better closure than that bittersweet ending it had in Army Men: Sarge’s War and Army Men: Major Malfunction, we want to use this story to reflect some current issues that are really important for us. Because, why make a hollow game or story with nothing to say or communicate?
Among some of our intentions are to raise more empathy for the environment & fauna of our planet and other humanity planetary issues in general. For the youngest or the smallest kids, the simple intention of teaching new and interesting things. For this reason we will going to introduce certain things like animals into the game and the ability to collect data about our world. Anyway, stuff like that.

The game universe:

Army Men Classic Logo

Everything will take place in a universe we called “Toyverse” that has clearly existed for a long time for us (the spectators) with past events, old known characters, known places, etc. But not that long. Something like the first Star Wars movie, which was implied to be set in a large universe that had already existed for a long time, in a story that have a long time background (from original movies to the time of the prequels).
The main universe will be the Real World (Big World) and you can travel to all types of worlds via Portals. Our idea is to dedicate ourselves to the worlds that people most want us to develop. So it will depend on the interest of the players where the game goes. That does not mean that the Plastic World will be left aside. But at least initially, if no one is interested on it, it will be the last thing to be developed further.

These Army Men (plastic soldiers) come from a world different from ours, as the introduction of Army Men: Sarge’s Heroes says “A world exists quite different from our own (…)” and for them our world, the Giant World which they now call “Real World” is an equivalent for us to what would be another planet. And the same regarding with other worlds to which they can travel via the mysterious Portals.
And what would we do, humans, if we went to other planets?: Study them. For this reason, the Army Men study these strange and new worlds (from their perspective), collecting data and trying to solve the mysteries of their existence, since the Plastic World already suspects that their world of origin is the Other World, the Giant World, which they now call “Real World” because they think it’s the real world they come from (all clues point to it). Who created the Army Men? Who put those mysterious Portals?, with what intention?

But at the same time, it’s been a while since the Army Men plastic soldiers are studying these other worlds, and they have already made the mistake of interfering and changing them. We can quote Plastro and all the chaos that broke out when he arrived to the Real World. The same with Brigitte Bleu, who conquered and commanded with her fatal charm several other worlds (or at least they both tried).
But beyond these 2 known examples, in the time between that and Revolution, other events happened, which, like the Plastro and Bleu examples, always brought Plastic World to the brink of extinction. Therefore, in addition to studying the Real World, the Army Men alliance has created rules not to interfere and do not change these worlds, as much as possible, and even restore the natural order in them. For this reason, some missions for players will range from preserving a giant tree intact, to rescuing and healing an injured animal (even defending it to the death).

To finish with this point, what about humans? Well, nobody knows for sure. Everything indicates that this was their world and their species are no longer here, or at least there are not as many as before. This is a really big world, so that’s hard to check. There are reports of sightings, but none can be truly verified.
Gathering the information they left behind, theories suggest that they self-destructed. That is why the alliance of nations created the rules that apply to the exploration and respect for the preservation of other worlds, as well as their own. Balance will make natural progression harmony reign. The imbalance will cause some worlds to disappear, including the Plastic World.
There are other theories, based on the ideas left by humans, that say that everything is a computer simulation or that it is a parallel world. But these are not taken into consideration by the Alliance’s science division.

But to make this a reality, we need you…

Making the Microverse, Part 3: Shades of Plastic

Tone, hue, or tonality: the degree to which the visual color stimulus can be described.

Shades of Violet Army Men

The Army Men armies in our project, especially in canon and in Army Men Revolution, will have different shades within their own ranks, just like plastic soldiers in the real world.

Photos courtesy of Caenen Meltesen
https://instagram.com/caenenmeltesen

Over the years, the different generations of Army Men have changed in hue. From the Olive Green in Army Men 1, to the English Green in Army Men 2, to the Apple Green in Army Men: Sarge’s Heroes. Even in Army Men: Sarge’s Heroes 2 on Playstation 2 we could see plastic soldiers of different shades within the Tan. So it will be a thing in our project.

PS2 Sarge’s Heroes 2 Tan Soldiers diferente shades of Tan (light ocher and egg yellow)
Shades of Tan
Shades of Tan Army Men Plastic Soldiers

And maybe some soldier has a hue that is between two worlds… between Blue and Violet, Red and Orange, or Green and Tan…

Shades of Pink
Shades of Pink-Purple Army Men

Making the Microverse, Part 2: Animal Warriors

To make an incredible video game sometimes you need to do a lot of research

A Pigeon Fighting – Conceptual Video for Army Men Revolution
A pigeon fighting a plastic soldier sounds ridiculous, until you see it with your own eyes…

High speed. Precision. A weight of 250 Gr (9 ounces or 0.6 pounds). After watching this video, you don’t have to use much of your imagination to know that a pigeon would be a fierce warrior against a 2 inches lightweight Plastic Soldier.

Newton’s second law of motion states that F = ma, or net force is equal to mass times acceleration. A larger net force acting on an object causes a larger acceleration, and objects with larger mass require more force to accelerate. Therefore, the weight added to the high speed would be a tremendous force hitting a plastic soldier.

But of course, the resistance of the plastic would cause the soldier to simply fly away. The same with his beak (experienced directly with my finger in the video) bites a little hard for a human, and can even damage living tissue. But for a plastic soldier it would only cause some deep scratches or marks.

Animal combat investigation

A Cockroach can run at such high speed that it could appear to you so suddenly that it would surely cause you a jump scare, even if you hear his crackling sounds. But, even with its large size compared to a Cockroach, you would never hear a Cat until it is too late.

Like each of the Bravo Company Commandos or the members of Team Assault, each animal has a set of characteristics that makes it part of a diverse variety of formidable opponents. Anyway, this is the limit of our imagination and theoretical knowledge. Which is why we had to go out and look for real information.

The dove that could not live naturally…

When it comes to translating reality into the digital realm, such as animating a pigeon and providing the NPC with, although incredible, realistic characteristics, we have to go outside and look for these components of the Real World and observe them carefully, always thinking from the perspective of a plastic soldier.

On this occasion we were lucky enough to meet a healthy, 100% functional pigeon, which was domesticated by people who then abandoned it in a bird shelter. The first time we saw her, she allowed herself to be petted and stayed quite still, which allowed us to take photographs and measure her to make the 3D model. She had just arrived at the shelter where she was disconnected from all human relationships, staying to live alone with other pigeons, away from humans who only go to the shelter to leave them food and change their water supply. When we returned, months later, her taming level had already begun to disappear. It was at that moment that we took this video.

What is the problem with domesticating a wild animal? The problem is that it makes them useless when it comes to living in their wild environments. A domesticated bird will surely die because of its ignorance, lack of knowledge or because of its “brainwashing”. She will not know how to look for food and will be eaten by a predator or hit by a vehicle, deaths from which she will not flee because she will not even know what they mean. She will not run from a human because she will not known it’s dangerous… dying by slingshot.

Now she was not as comfortable with humans and although she did not escape with the terror of a normal pigeon, she no longer liked being petted, which indicates that her treatment to live in the wild was going well.

She had already chosen a partner, a Messenger (or Racing) Pigeon that was also abandoned, bigger, adult and more beautiful than her, whose wing fracture left him on the ground, never to be able to fly at a height that would allow him to have a normal wild life. With her he had already had 2 chicks, which when they became adults, the caregivers took them out of the shelter to release them and never see them again.

Maybe this story was too long, and away from what we were talking about, right?. Well, I went extended on purpose to prove my next point…

And it’s like that that by accident…

…nothing happened to the pigeon. She is still undergoing treatment with a possible early release. But anyway, all this that we learned accidently and unexpectedly led us not only to realize the real possibilities of a plastic soldier fighting a pigeon, but also the stories that an uninformed person does not even imagine are behind an animal which is considered a “rodent of the air”. Bapulated, ignored, despised and mass murdered, she also tells us (unintentionally) about human nature and his lack of responsibility with the other life forms that make his ecosystem. The difficulties animals must go through to survive, which we do not see, are worthy of admiration.

We humans tend to downplay everything that is small, but on the other hand we are fascinated and concerned about animals such as cats, dogs, lions, elephants, etc. Larger animals that we consider exotic because they are rare and we are not surrounded by them all the time. Therefore, from the Army Men plastic soldier’s perspective, a simple pigeon would be considered an impressive and exotic animal, from a world very different from their own: uncommon. On the other hand, the pigeon would ignore it due to its smaller size, not considering it a threat like if they were insects (unless the Army Men shoot her). It is for all these reasons that we assumed that they would protect a pigeon as much as we would protect an elephant.

Therefore, not only did we learn to admire an animal that we had never even thought of before, but it also opened the doors to an immensity of narrative possibilities for our story. That’s why the title “Animal Warriors” doesn’t just have the simple meaning you thought before reading all this.

If you are interested in the text, you could take a look at the Army Men Alliance rules for exploration and non-interference in other worlds.

Sources for this article:

www.khanacademy.org newton second law of motion

How the Green Nation was created?

The few remaining Yellow leaders found by the Blues, at that time greatly diminished by suffering the worst of the Gray attacks on their practically conquered continent, reached an agreement that changed the course of history: Create the Greens.

The remaining Blue forces that managed to escape from their nation, fighting from the outside, were a great force that had been fighting in this way for a long time. But unable to replenish themselves, they were lacking important resources. They were the ones who found more than half of the Yellow plastic reserves abandoned (approximately 2/3), along with the hopeless Yellow leaders and 15% of the remaining Yellow armed forces. Those who found the rest were the Reds.

The Blues and Yellows somehow and for some reason that is difficult to explain reached a secret agreement: Create the Greens. The plan was basically to create a new hybrid army in a secret location, remote and unlikely to be found. The place would be some remote and of little use location, so that neither the Grays nor the Reds would go there by accident and find them. Their hope was that the Reds, the most powerful force resisting the Grays, would keep them busy long enough for this new army to grow without hesitation.

The Blues and Yellows’ prediction was correct: The Reds found the rest of the Yellow plastic reserves and created the Orange Army, diluting the Red with the Yellow to obtain a greater number of fighters. This made even the Reds twist the fight and just before being conquered they pushed the Grays, exhausted by the large size of the Red territory and by maintaining a war on so many fronts, the Reds taking a position on the offensive, although slow.

This situation gave the Greens enough time to grow, to the detriment of the Yellows consciously melting themselves, becoming extinct, and the Blues sacrificing most of their remaining resources, barely making it, taking shelter and hiding, to survive the end of the war. This is how they learned to be the best spies, only performing this task to minimize the use of their surviving soldiers, but achieving great and useful strategic achievements: information.

Thus, with a few years and without interference, the Greens were created en masse, to enter the war by surprise, twist the balance of the conflict and thus win the war. No one would suspect its existence until it was too late.

For this reason the Greens were never a conquering nation, and were never aggressive against the Blues, except for the mercenary species who worked on their own for the Tan in the Tannic-Green war. And it is also for this reason that the Greens always helped the Blues without any type of condition.

Mirror Worlds: Different worlds or the same worlds but during different times?

Plastic World’s Dawn Land is an almost exact copy, a mirror, of a place of the same name, but in the Prehistoric World, or vice versa. Upon entering this place from the respective portal, the user arrive at an almost identical place, as if it were the same place, but with the original statues like new in the Prehistoric World and with the statues old, rusty and broken in the Plastic World, like if years passed.

This raises the question: Are the other worlds a version of the Plastic World, but from another time?, or in this case are they simply imitations of the same places?. Or are they like those tables of human modelers who made miniatures of their world? Is the Toyverse then a product of human modeling? Well, in some way, maybe…

Explorers have said that by taking this reference point, and heading to known places at certain coordinates from there, you can find ancient versions of the well known Plastic World locations, as if an Army Men base or city had never existed there. But this enters, for now, into the realm of mere speculation.

Army Men Timeline for the Army Men Toyverse

1939

The Great World War started

Army Men World War Grey Army

In this RW stardard time detonated the first and for today only Great Army Men World War, know like the Grey World War. It was a sudden large-scale coordinated attack on all known nations of that time: the Blues, the Yellows and the Reds, perpetuated by the first great nation: The Gray Nation.

Aug
1941

Army Men: Medal of Honor: Allied Assault

Grey Army Men

Who was Col. Grimm before we knew him as such? Why does he have the nickname "Happy"? Was he once a private, or was he molded that way from the start? These stories tell of his adventures from the time he was just a soldier...

Aug
1943

The Tan betray the Yellow

Plastro from Army Men

The Tan took over the Yellow Nation, putting 85% of the Yellow Army in the Thermopiles passage, attacking them in mass. 1/4 of the Yellow Army escaped through the narrow passage, saving a few, but meanwhile the secret allies of the Tan, the Greys, were waiting on the other side, finishing the Yellow forces there. However, this entire joint mane...

Aug
1944

The Greens emerged

Green Plastic Soldier

The Green Army, created by the Blue and the last Yellow survivors, entered the War after spending years building their forces in secret, attacking from the opposite side of the Red Front of the Plastica Continent.

Jun
1965

The Great World War ended

In the image can be depicted a battleground fill with Army Men pieces

The Red with the Orange forces they created and the recently emerged nation, the Green, that entered the war suddenly and without having previously revealed its existence, they pressed from several fronts with their entire armies, suffocating the Grays faster. At the same time the Tan betray the Greys, cementing their fall at this conflict. Afte...

Aug
1975

World War

Sarge leading his troops during G-Day

Carefully guided troops through a deadly barrage of enemy fire covering 5 different terrains. Only the best military minds prevailed in that blazing battle of ground based infantry. Tons of weapons were at disposal, blasting away with howitzers & Tanks, shredded plastic with .50 caliber twin machine guns, or quietly speared the enemy with razor-...

May
1986

Land Sea Air

Army Men World War Land Sea Air

The Tan attack again. Plastic blood, sweat and plastic, on the ground, at sea and in the sky!. Three theaters of war: Land, Sea and Air!. The Tan enemy was mobilizing for invasion. All the Green forces at disposal: helicopters, battleships, bombers, tanks, the whole nine yards. It was total war for the Plastic World all over again. The most comp...

Sep
1991

Final Front

Army Men World War Land Sea Air Wallpaper

The Tan once again waged war with the Green Nation, so the Green retaliated by attacking the Tan capital. When they discovered that the Tan had created weapons of mass destruction, they declared a full-scale war against the Tan and deployed their forces worldwide to destroy the revived Tan Army and its new weapons.

Aug
1994

The World War ended

Army Men Team Assault Ending 16

The world war had already ended some time ago, with a clear defeat for the Tan... but it officially ended with the events of Team Assault, where the Green Army prevented the Tan's last desperate attempt to wipe out the Greens using a Super Weapon.

Aug
1998

The first Uberdevice

Colonel Grimm and Sarge from Army Men

This was the first known mission of Sarge. He is tasked with destroying the device before it can detonate

Jan

The turning point Army Men conflict (Army Men Episode 1)

Sarge about to enter the First Portal

In this conflict, which seemed to be one more among its main protagonists, the Tans and the Greens, followed by secondary actors, the Grays and the Blues, a discovery was made that changed everything forever: The Portals, some doors in that then interpreted as “supernatural” that would take the Army Men where no plastic soldier had gone before

Jan
1999

Conflicts begin in the Giant World (Army Men Episode 2)

Army Men 2

Once Sarge does go back, he and his squad started an adventure that constantly juggle back and forth between the Plastic World and the Real World, completing objectives to halt General Plastro’s schemes, and the schemes of a treacherous former Tan Army Major: Mylar.

Mar

Aliens, everywhere

Wallpaper Sarge & Tina Tomorrow

Once again the Tan Commander Plastro is out to defeat Green Sarge, only this time he has enlisted the help of an Alien Army of bug-eyed extraterrestrials. To combat this new menace, Sarge has teamed up with Tina Tomorrow and her Galactic Army of Space Troopers. It’s up to Sarge to defend both, the Plastic World and Real World from Plastro and ...

Aug

Helicopters taking over

Chopper vs Dr Madd Unnatural Bug

This events were another back and forth between the Plastic World and the Real World, but this time the Green Army helicopters took front. The most important events were the monsters created by Dr. Madd: plastic hybrids and beings from the Real World, such as Insects, armed with weapons fighting the Green air force.

Sep

Sarge’s Hawk & his Heroes

Sarges Heroes

The starting point of a new era for the Army Men. The Tan Army is invading the Green Nation, obtaining weapons of mass destruction from the Real World. Sarge Hawk, the protagonist, discovers portals leading from the Plastic World to the Real World and to prevent the destruction of the Green Nation, Sarge must destroy the portals and stop Plastro.

Oct

Helicopters in their peak

Air Attack Concept Art MechaSaur

This events took combat to the skies with the vaunted Green Army Air Cavalry. The main protagonist of this story is an all-new hero, a pilot named Captain William Blade that leaded a new campaign continuing the epic battles between the Green and Tan plastic soldiers. They fought in the air and on the ground to rescue POWs, extract wounded allies...

Nov
2000

Green choppers new nemesis

Air Attack 2

Blade, copilots and the other pilots, plus Sarge and Vikki, once again take to the skies with an onslaught. Plastro has enlisted Tan Air Ace Baron Von Beige to trap Captain William Blade and destroy the Green Nation, with the help of the Blues.

Sep

Plastro returns from the Big World

Bravo Company Commandos

Sarge’s Heroes 2 starts where its predecessor left off. The capture of Field Marshal Tannenburg will end the war, since Plastro has disappeared, becoming a victim of plastrification in the Real World. Brigitte Bleu, a spy, has developed a serum that reverses plastrification to bring back Plastro. Sarge Hawk’s job, and sometimes Vikki, is to ...

Sep
2001

Classified operation (Omega Soldier revelation)

Omega Soldier from Army Men: Green Rogue

████ ██ ███████ █ ██ █████. ██ ███ ████ ██ █ ██████ █ ██ █████. ██ ███████ █ ██ ███ ██ ███ ███ █ ███ █ █████ █ ██ █████. ██ █████ ███ ███ ██...

Mar

Advance!

General Plastro

Is up to Sarge Hawk and reporter Vikki Grimm to thwart Plastro’s plans for conquest. Previous attempts to discover Plastro’s plans were thwarted. Riff was captured and Scorch disappeared. The Tan Army planned to dominate the world using Alien technology. Not just the Green Nation, but this would affect both the Plastic World and the Real W...

Jun

Portal Runner

Game Pro Portal Runner

Believing she is following a lead on a story that could be her big break, ace investigative reporter Vikki G. is actually falling into a diabolical trap set by her nemesis, the beautiful Blue superspy Brigitte Bleu, who discovered new worlds and controlled them.

Sep
2002

Mobile factories and full strategic maps

King Plurtz 1
2004
2006

Army Men: Red Retaliation

Army Men Real World War

The Real World War begins. Hawk and Sarge comes back to active service, thanks to Omega Soldier.

Apr

No more Tans, but Toys!

Major Malfunction

Army Men Major Malfunction events (Army Men Episode 12). There are no more Tans, so the evil Major Malfunction assembles an army of toys to take over a single house, to capture scientist Foreyes and built once and for all the definite super weapon: THE DEATH MAKER. He kills Sarge and Sgt. Hawk the process.

Apr

Army Men: Toys in Space 2

Army Men Real World War

The Real World War ended, but a new Alien War takes the Army Men to the Space World

Jul
2010
2017

Army Men Strike

Army Men Strike Sarge Johnny

More than a decade later, new heroes, new villains and new toys still fighting the TOY WARS conflicts. The Toyverse continues its path years after Sarge, Sgt. Hawk and Vikki Grimm. Murphy, Victoria, Iron Will and the other new Green heroes of the Strike Team must defend their nations at all costs with new allies: Action Figures and other toys.

Mar
2020

Army Men Defense

Army Men Strike Murphy

The adventure of Murphy, Victoria and company evolves in a new warfare: The heyday of the defensive towers

Apr
2022

Army Men Warfare

Army Men Warfare Murphy

The battlefield diversifies and becomes a fusion of different types of warfare. Murphy, Victoria and company adapt and evolve.

Jan

Scientific Study #1: “Cockroaches and Mutant Variants: A Comparative Analysis”

In this groundbreaking study, we explore the fascinating world of cockroaches and their mutant counterparts. Dr. Madd’s genetic tinkering has unleashed a perilous threat, endangering both Plastic World and the human realm. Our research sheds light on their behavior, adaptations, and potential consequences.

Introduction

Cockroaches, resilient survivors of Earth’s evolutionary history, have adapted to diverse environments. However, the emergence of mutant cockroaches —engineered by Dr. Madd— poses unprecedented challenges. These genetically altered creatures exhibit enhanced traits, threatening the delicate balance of ecosystems.

Methods
  1. Field Observations:
    ◦ Disguised as ordinary plastic figurines, we infiltrated urban areas, laboratories, and abandoned buildings.
    ◦ Documented the behavior of regular cockroaches and their mutant counterparts.
    ◦ Noted differences in movement, aggression, and feeding patterns.
  2. Laboratory Experiments:
    ◦ Collaborated with Dr. Madd’s captured lab notes (retrieved during a daring mission).
    ◦ Analyzed genetic modifications in mutant cockroaches.
    ◦ Investigated their resistance to common insecticides.
Results

Our findings reveal stark contrasts between regular cockroaches and the mutant variants:

  1. Regular Cockroaches:
    ◦ Nocturnal scavengers: Hide in crevices, forage for food at night.
    ◦ Resilient: Survive extreme conditions, including nuclear fallout.
    ◦ Limited threat: Annoying pests but rarely dangerous to Army Men.
  2. Mutant Cockroaches:
    ◦ Enhanced Aggression: Attack other insects, including regular cockroaches.
    ◦ Speed and Strength: Swift movements, can change direction as if breaking the laws of physics, capable of scaling walls.
    ◦ Resistance to Bullets: Dr. Madd’s modifications grant partial immunity to common weapons, like plastic weapons. Their armor is very resilient, but no so much to metal weapons and explosions.
    ◦ Resistance to Fire: Do not resist explosions, but fire. Common Flamethrower do not work on them.
    ◦ Resistance to Toxins: Dr. Madd’s modifications grant immunity to common insecticides.
Discussion

The mutant cockroaches pose a dual threat:

  1. Plastic World: Their invasion disrupts ecosystems, endangering miniature habitats. If M.C. can’t eat lifeforms, they will eventually start eating plastic, from trees to Army Men.
  2. Real World: Dr. Madd’s creations could escape containment, wreaking havoc on other worlds. During the reign of humans, common cockroaches spread throughout their world, reaching every corner of it. It is statistically probable that the mutants will somehow manage to reach other worlds.
Conclusion

As plastic Army Men, we must collaborate with scientists to contain this menace. Our shared survival depends on understanding these resilient creatures and countering Dr. Madd’s reckless experiments.