Wednesday, January 29, 2025

Ideal 4779-5 Zeroid Commander Action Set

Ideal 4779-5 Zeroid Commander Action Set Box Front

With the success of the 1968 Zeroids release, in 1969 Ideal chose to offer up a new Zeroid, Zogg the Commander-in-Chief of all the Zeroids, in a new Zeroid Commander Action Set. The set would include Zogg, who differed from the first three Zeroids, with the ability to power various accessories using battery power. The set also included the Solar Cycle (which was also offered in the new 1969 Zeroid Action Set) the Sonic Alarm, and the Sensor Station. The colorful box differed somewhat from the more colorful box shown in the Ideal 1969 Catalog (link below).

From the Ideal Toy Corporation 1969 "Toys - Games - Dolls - Play Sets" Catalog Page 30:

Zeroid Zogg the Commander-in-Chief

ZOGG, with awesome power, is the Commander-In-Chief of all Zeriods! He dominates the terrain of Planet Zero in his new rolling Solar Cycle. He can also propel himself to the Sensor Station or Sonic Alarm where, with his unique Dyno-Arms he, and only he, can activate the Space Scanner, Radar Antenna, Hypno-Scope and Audible Alert. Turn a switch and Zogg lights up like a computer complex.
(Available in set #4779-5)

 

SONIC ALARM Whenever danger threatens and a warning signal must be given, Commander Zogg can be directed to this sparkling structure. He rolls up on the platform with his Dyno-Arms extended forward and touches the contact plates of the Sonic Alarm. Power from Zogg's batteries flow thru his Dyno-Arms, energizing the Alarm which emits a loud, insistent sound. An interrupter-button is provided for coded signalling. Only Zogg can activate the Sonic Alarm.
(Available in set #4779-5)

SENSOR STATION The eyes and ears of the Zeroid Complex! The ever-watchful Commander Zogg rolls up on the Sensor Station platform with his energy-supplying Dyno-Arms extended. When he touches the contact plates on the Scope, the long-range Radar and Power Antenna rotate, searching the horizon 360°, while the whirling symbol in the Hypno-Scope spins its data to the attentive Zogg. Only Commander Zogg can activate the Sensor Station.
(Available in set #4779-5)

SOLAR CYCLE Any "turned on" Zeroid can make this galactic go-cart roll over "moon dust and crater bumps" with ease. It's a terrestrial treadmill that transforms the track power and weight of a Zeroid into rolling energy of its own, while imparting a curious pendulum-like action to the Zeroid.
(Available in sets #4779-5)


 

All content, including images and editorial, is Copyright ©1999-2025 John Eaton and/or contributors unless otherwise stated. If there are any comments or objections, please contact John Eaton.


Zeroid Zogg the Commander-in-Chief

Zeroid Zogg the Commander-in-Chief

Zeroid Zogg the Commander-in-Chief

The Zeroid Zogg was of quite an unusual design, somewhat different from the Zeroid Patent submitted for the first three. Instead of having interchangeable arms, the ends of each arm had an electrode (shaped like a "-" and a "+"). When placed in specific equipment recepticals, the electrodes would transfer power from the two AA Batteries to the Sonic Alarm and Sensor Station accessories, unique to this set. Zogg was also under power with the same configuration as other Zeroids with a CU-24 motor driving the tread axle. The robot would also light up (he was a bit shorter than the other Zeroids and less humanoid in shape).

Zeroid Zogg the Commander-in-Chief Front
Zeroid Zogg the Commander-in-Chief Lights On
Zeroid Zogg the Commander-in-Chief Back

Zeroid Zogg the Commander-in-Chief Bottom

Zeroid Zogg the Commander-in-Chief Instructions

All content, including images and editorial, is Copyright ©1999-2025 John Eaton and/or contributors unless otherwise stated. If there are any comments or objections, please contact John Eaton.


Tuesday, January 28, 2025

Ideal Toy Corporation 1970 "Toys - Games - Dolls - Play Sets" Catalog

Ideal Toy Corporation 1970 "Toys - Games - Dolls - Play Sets" Catalog Front Cover
For 1970 Ideal published this catalog in a horizontal "landscape" format - my copy has a ring binding, from past experience it may have been offered in both a ring binding and a stapled binding version.

S.T.A.R. Team

Page 18 introduces the S.T.A.R. Team wearable space accessories including various equipment to cosplay space exploration. This is relevant as the trademark will be reused with adapted Zeroid toys in 1977.

Ideal Toy Corporation 1970 "Toys - Games - Dolls - Play Sets" Catalog Page 18
Ideal Toy Corporation 1970 "Toys - Games - Dolls - Play Sets" Catalog Page 19

Page 19 Transcript: 

3000-7 S.T.A.R. TEAM™ HELMET w/HEAD PHONE
This is far and away the most thrilling piece of headgear ever available to America's space-minded kids. The junior astronaut looks thru his break-resistant plastic dome to a world washed in an amber-gold light and reports his findings into a Head Phone. The efficient looking molded collar has vents to receive the simulated "life-support" supply tubes. Finned louvres add authority to this dramatic piece of plastic spacewear.
Pack: 6/12 doz. Weight: 16 1⁄2 lbs.

3002-3 S.T.A.R. TEAM™ REMOTE GRIPPER DEVICE (RGD)
A mechanical arm for junior astronauts who have to play it safe when handling "lunar" material. Equipped with a long shaft and two sets of jaws, the Remote Gripper Device can scoop up lunar dust or grip large pieces of space matter. A manual control is located within the protective diaphragm and a simple squeeze on concealed trigger operates the jaw. (The Remote Gripper is equally effective snagging a sneaker under the bed!)
Pack: 1 doz. Weight: 24 1⁄2 lbs.

3004-9 S.T.A.R. TEAM™ IONIZATION NEBULIZER
The "decontamination" of an area or person is simulated with this Ionization Nebulizer - a development of our S.T.A.R. TEAM Safety Systems. When the trigger is squeezed, this out-of-this-world piece of space hardware emits a micro-fine mist that Control Center (mother) won't object to. Junior spacemen will enjoy "deradiating" and "neutralizing" each other. Constructed of sturdy, break-resistant plastic, S.T.A.R. TEAM Member Patch included.
Pack: 1 doz. Weight: 19 lbs.

3001-5 S.T.A.R. TEAM™ EQUIPMENT BELT An adjustable, plastic utility belt loaded with equipment essential to every junior astronaut. When first landing on a strange planet, our explorer can use his Scanner Scope and survey the landscape thru its rotating geometric grid. With the information gained, he can then communicate with other members of the Star Team, using his Signal Communicator, a shuttered device that aims and flashes a colored panel to the receiver.

Before leaving the scene, our spaceman can use his AGT Tool to chip off and grip a sample piece of space matter. Now, if he's hungry, he can draw sustenance from his Life Support System, two supply reservoirs for mini drinks, complete with plastic tubes designed to "feed" our hero without requiring that he remove his Star Team Space Helmet. It's the perfect belt for that asteroid belt and beyond. Finally, his belt buckle has a secret compartment for special orders, cookies, etc.
Pack: 6/12 doz. Weight: 13 lbs.

3003-1 S.T.A.R. TEAM™ SPACE BOOTS
A junior astronaut, walking on these adjustable, molded plastic, air cushion boots knows the sensation of taking those famous "giant steps forward" on the surface of the moon. The boots are equipped with slip-on bindings and laces that fit all. Large lugged soles afford traction and leave dramatic foot prints in the sand. At each step a rush of air escapes through a vent at the heel of each boot.
Pack: 1 doz. Weight: 31 1⁄2 lbs.

Zeroids

The Zeroid robots pick up on page 24 and continue for four pages. We're introduced to the ZEM-XXI Explorer Module and the Alien Intruder. Ideal also expands the Zeroid product offering by repackaging various accessories into separate boxes, gives us both a Zeroid with Solar Cycle combination and a Zogg with a new Laser Beam accessory, and offers Zeroids on blister packs.

Ideal Toy Corporation 1970 "Toys - Games - Dolls - Play Sets" Catalog Page 24

Page 24 Transcript:

4776-1 ASST. ZEROID
Contains 1 dozen Zeroids of 3 styles assorted of the realistically simulated visitors from the Planet Zero. Each Zeroid can grab, pinch, claw, carry, attract, throw, push, pull, haul and magnetize using his two sets of hands included. Each package becomes a play-work accessory for these incredible workers of the future, with a Reversing Ramp. Zeroids powerful battery-powered motors require two "AA" type batteries (not included).
Pack: 1 deal Weight: 17 lbs.

ZEROIDS IN BLISTER PACK
Our three basic Zeroids in new, blister packages. Each packed with a Laser Bomb and an extra pair of utility hands that can throw, pull, push, and haul. Battery-operated Zeroids can move forward or backward on their treads. 2 "AA" size batteries required,
4596-3 Zerak in Blister
4597-1 Zobor in Blister
4662-3 Zintar in Blister
Pack each: 6/12 doz. Weight: 4 lbs 

4599-7 Assorted Zeroids in Blister
Pack: 1 doz. Weight: 7 lbs.

4763-9 ZOGG w/LASER BEAM
Zogg, the number one motorized Zeroid of them all is now available with his own special weapon - the Laser Beam! The 6 1⁄2 (sic, probably inches), battery-operated Commander-In-Chief of all Zeroids has power in his Dyno Grid Arms which energizes the Laser Beam making it light up and blink. Zogg himself lights up when switched on and he can move forward and backward. Battery operated. Uses 2 size "AA" batteries (not included).
Pack: 6/12 doz. Weight: 10 lbs.

Ideal Toy Corporation 1970 "Toys - Games - Dolls - Play Sets" Catalog Page 25
Ideal Toy Corporation 1970 "Toys - Games - Dolls - Play Sets" Catalog Page 26
Ideal Toy Corporation 1970 "Toys - Games - Dolls - Play Sets" Catalog Page 27

Page 27 Transcript:

4764-7 ZEROID W/SOLAR CYCLE
An extra-terrestial (sic), circular tread-mill, 9" in diameter, that converts the track power of the included Zeroid into a rolling energy of its own. As the Solar Cycle rolls, the Zeroid within sways in a curious pendulum motion. Throw the Zeroid switch to 'reverse' and the Solar Cycle changes its direction. Extra Zeriod hands, Laser Bomb and Reversing Ramp. Operates on 2 "AA" size batteries, (not included).
Pack: 6/12 doz. Weight: 10 lbs.

4649-0 MISSILE DEFENSE PAD
Heavy weaponry designed to demonstrate the retaliatory capabilities of the peace-loving Zeroids. When the need arises, any Zeriod moving up the pad ramp will automatically trigger the sequential firing of 3 harmless spring-loaded rockets, and then with a flick of the switch he will back off the ramp. Missiles may also be launched manually and selectively. The 17" long. Zeroid not included (sic, appears two truncated sentences were merged).
Pack: 6/12 doz. Weight:5 1⁄2 lbs.

4648-2 SENSOR STATION
The eyes and ears of the Zeroid Complex! Manually operated crank-wheel rotates the Power and Long Range Radar antenna 360° while a whirling symbol in the Hypno-Scope spins its data to any Zeroid on Sentry duty. Futuristically designed, precision-molded, plastic structure with realistic control-console detail. No Zeroid installation can be considered safe without this ever-alert warning system. Measures 11" high and 10" wide.
Pack: 6/12 doz. Weight: 6 lbs.

4659-9 ALIEN INVADER
He may look somewhat mean and menacing but he's really an amazing mass of mirth provoking mechanics. Using 4 cams, included, our Alien Invader will Search a zig-zag course, or walk post Sentry-fashion, or Patrol the area in a square pattern...or...it will Self-Destruct as follows: First, right arm falls of-then left arm leaves then his head blows clean off - and now Alien Invader falls on his back like a lump as his motor turns off!
Pack: 6/12 doz. Weight: 9 lbs.

4608-6 ZEM XXI
This is exactly what happens when the switch is thrown on the amazing Zeroid Exploratory Module: First, an eerie beeping sound is heard...alerting all, of the arrival of an outer-space visitor. Then, slowly the ship's transparent plastic canopy turns...while it lowers its landing pads, establishing itself on terra firma. When the canopy reaches the open position - an unloading ramp lowers into position - and any Zeroid happening to be inside ZEM XXI is automatically triggered to exit down the ramp. It's an eye-popping, out-of-this-world sight for sure! ZEM XXI is 13" in diameter and 9" high. The interior is appointed with a realistic-looking flight control console. The Zeroid Exploratory Module is mechanically operated - no batteries required. Closing the plastic canopy cocks the operating mechanism in preparation for the next exploratory trip. (Zeroid not included.)
Pack: 6/12 doz. Weight: 24 1⁄2 lbs.

 

All content, including images and editorial, is Copyright ©1999-2025 John Eaton and/or contributors unless otherwise stated. If there are any comments or objections, please contact John Eaton.

Monday, January 27, 2025

Ideal 2039-6 S.T.A.R. Team Battling Spaceships Game

Ideal S.T.A.R. Team Battling Spaceships Game Cover

This game is basically a rehash of Ideal's 2340-8 "Battling Tops" game issued in 1969, where each side tries to knock out the other side's tops as mock battles. This progresses around the "galaxy" (the edges of the board like Monopoly). Whomever reaches the end first wins. "The action game where you move around the board and battle in the Space Arena for control of the Universe"

Ideal S.T.A.R. Team Battling Spaceships Game Contents


All content, including images and editorial, is Copyright ©1999-2025 John Eaton and/or contributors unless otherwise stated. If there are any comments or objections, please contact John Eaton.

Marvel Comics Ideal S.T.A.R. Team Comic Book Insert

Marvel Comics Ideal S.T.A.R. Team Comic Book Insert Front Cover

This 6 5/8" x 5" comic could be found as an insert to 4601-1 Star Hawk. The comic is full-color printed on comic/pulp stock and features ads for other Ideal toys in the inside and back cover (Total Control Racing and the Star Team Battling Spaceships game in the guts; Electroman and Zogg, another odd reuse of a original Zeroids character name, on the back cover). 

Penciled by Dave Cockrum, inks by Mike Esposito and colors by Marie Severin the book has quite the comic book legacy. Here's the introduction from the inside cover:

JOURNEY TO THE FUTURE
It is the year 3000. For the first time, Earth's solar system faces invasion! From out of the mysterious Black Nebula which swirles in the intersteller vastness beyond Pluto have come the Knight of Darkness and his Shadow Warriors to establish a foothold amid the outer planets of the solar system.

Here, they have been held at bay but the Knight's drive fro conquest is unending. To keep him in check requires I.

And this dangerous vigil is the job of Earth's Star Team Scouts, such as Zem-21 and his two Zeroid companions, the heroic crew of the saucer-ship Star Hawk! 

Marvel Comics Ideal S.T.A.R. Team Comic Book Insert Back Cover

Note that I "borrowed" these images from MyComicShop.com until I can find my copy and take new photos.


All content, including images and editorial, is Copyright ©1999-2025 John Eaton and/or contributors unless otherwise stated. If there are any comments or objections, please contact John Eaton.

Ideal 4606-0 S.T.A.R. Team Kent and his Cosmic Cruiser

Ideal 4606-0 S.T.A.R. Team Kent and his Cosmic Cruiser Box Front

In 1978 Ideal released Kent and his Cosmic Cruiser to the S.T.A.R. Team crew so they invited Kent to the party. The Cosmic Cruiser is a repurposed Evel Knievel Canyon Skycycle. The figure is a repurposed J.J. Armes with a different head (an improvement over the bad hair and snarky grin of the Armes figure), a red jumpsuit and helmet.

Complete with:

    Kent - A 9" Fully dressed, poseable figure
    Cosmic Cruiser - The rolling spacecraft with Outer Space Styling

Explore the world of Star Team with Kent and his Cosmic Cruiser 

Ideal 4606-0 S.T.A.R. Team Kent and his Cosmic Cruiser Box Back

Kent Close Up
Cosmic Cruiser
Kent in his Cosmic Cruiser

All content, including images and editorial, is Copyright ©1999-2025 John Eaton and/or contributors unless otherwise stated. If there are any comments or objections, please contact John Eaton.

Ideal 4603-7 S.T.A.R. Team Knight of Darkness

4603-7 S.T.A.R. Team Knight of Darkness Box Front
Like blue Zeroid and Zem-21, the Knight of Darkeness was sold in a window box with a flap extending to the left in 1977 during the initial release of the Ideal toyline. The villain from the S.T.A.R. Team line, the Knight of Darkness was basically Ideal's version of Darth Vader, on a Captain Action body molded in black plastic. Due to the interchangability of body parts, many Captain Action collectors used to seek this figure to replace broken or missing Captain Action pieces (no longer needed due to the more modern day re-releases). Because of this, the Knight of Darkness is the most expensive toy of the Star Team line. "The fearsome enemy of Zeroid and ZEM-21. The Knight of Darkness is a fully poseable figure and comes dressed in a special uniform and boots. Over 11" tall."

Sorry about the crappy image - I originally used my scanner to capture the box front graphics and the figure's box was longer then my scanner bed.


All content, including images and editorial, is Copyright ©1999-2025 John Eaton and/or contributors unless otherwise stated. If there are any comments or objections, please contact John Eaton.