Vehicle Reviews
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2/22/04 so I fixed it to find later it cot on fire! So my E-EC
is alot beter.


Neat noises!
Mom of 2 loves this Choo-Choo!

But when the day is done and bedtime is near, what do we do about the little cars scattered all over the family room floor? Enter the Hot Wheels Car Carry Case! This case is molded in hard blue plastic, making it very sturdy and durable. My son has stood on it, dropped it on the floor, and dragged it to his grandparent's houses many a time and it hasn't broke, cracked, or split. It also boasts a large, wide, easy-grip handle on the top, making it easy for my son to grasp and carry it. The case itself holds 48 cars (which are not included--the case is sold separately). The compartments inside are large enough to hold one standard Hot Wheels car, along with trucks and ambulances. The compartments also easily accommodate the larger cars from the Hot Turnerz series, and can hold two of the smaller cars from The Fast and the Furious set. However, as other reviewers have stated, this case will not hold such vehicles as limousines, semi-trucks, monster trucks, or any of the cars from the Fatbax series.
I love these cases because they hold all of my son's cars in one convenient place and stack up neatly in the corner, making clean-up quick and easy. My son's cars do not get scratched, bent, or cracked from being in the case itself--those deformities come from the fact my son plays very hard with his cars every day. The lid opens and snaps shut easily; I have honestly not had any problems with the hinges cracking or breaking, or the case opening on a whim and spilling out cars. Finally, while the recommended age for this product is ages 5 and up, I have not had any problems with my son putting Hot Wheels in his mouth or electrical sockets (probably because he respects cars too much!).
Overall, I highly, highly recommend this case to all little Hot Wheels lovers, collectors, and enthusists everywhere!
Hot Wheel Car Case
Used price: $16.94
Buy one from zShops for: $69.99
Assuming the role of interplanetary gun-for-hire Valdemar, you find yourself in the middle of a great mystery involving warring empires, mysterious "allies," and a chase after a mysterious superspaceship known as the Red Sun. As Valdemar completes missions, he earns money that can be used to upgrade weaponry needed for each increasingly difficult mission. Red Sun serves up an impressive array of weapons, including lasers, missiles, shields, and other countermeasures. Acquire enough cash and you will want to upgrade to a better (read: faster, sturdier, more expensive) spaceship in which to carry on the fine fight. Red Sun's sense of variety and customization ultimately makes this title one of the better space-combat games available on any platform.
As with the other Colony Wars games, impressive in-game movies help advance the story line. Still, we found these interstitial segments to be way too short to be truly effective. Also, while space jocks will love the spectacular explosions that enemy crafts leave behind during their demise, we found that many enemies are too easy to beat (which makes those explosions just a bit less impressive). It's hard to get too excited about a hollow victory. Perhaps the simplicity is due to complaints that its predecessor Colony Wars Vengeance was too hard (which indeed it was). We couldn't help feeling that many enemies were flying their fighters with their eyes closed.
Red Sun really doesn't add new gameplay elements that haven't already been seen in the first two games, but then again why fix what's not broken? Still, some innovation would've been nice. Despite the flaws, Red Sun is still a class production that pushes the (rapidly) aging PSX hardware as few other titles do. This game is worthy of your time and credits. Even if you missed the first two chapters, Red Sun's ease of gameplay during the initial levels makes this the most accessible title of the series. No doubt about it, even if you think the best space dogfights took place a long time ago in a galaxy far, far away, you shouldn't miss Episode 3 of the Colony Wars series. Colony Wars veterans and newbies alike will find that Red Sun, despite some issues, could make even Luke Skywalker green with envy. --Mark Brooks
Pros:
- Beautiful graphics, sounds, and music deliver the feel of a Hollywood space opera
- Wide variety of ships and weapons to purchase and sell when needed
- Appealing to both fans of the Colony Wars games and those new to space combat
- Many enemies not very aggressive until late into the game
- Cut scenes are very brief
- No real revolutions in gameplay

Part Three of the Trilogy
Very Good Game
Second only to Colony WarsThe mission tree aspect of the first two games is gone, which means that the critical Engram missions must be completed. If you'll remember, though, all except one ending in Vengeance were basically losses, so the difference isn't that great.
CW: Red Sun really gives the player an idea of what it's like being a mercenary. Your only concern is cash for upgrading your ship and equipment. Thus, rival factions offer impersonal contracts for jobs that need to be done, which is why you'll often find yourself eliminating certain units in one mission and then protecting similar ones in the next.
I enjoy not only the freedom to willingly upgrade my craft, but also to customize the weapons on it. Many of the weapons offered are veterans of CW and CW: Vengeance; others are newcomers, like the Gauss Gun, which penetrates shields and directly damages enemy hulls.
In response to complaints, the cutscenes are NOT too short. Only Vengeance did a poor job of moving the story along; CW and Red Sun have outstanding narrations and fairly lengthy CGI movies. In fact, Red Sun has the longest opening scene in the series. For those who don't understand why the League and the Navy are still fighting, you obviously didn't read the back of the jewel case. There it states that the Vengeance Wars are raging (as in Colony Wars: Vengeance) and it is explained in the intro that the final battle (obviously before Kron is ousted) is about to begin. Red Sun does not pick up after Vengeance but somewhere near the end.
Finally, it's interesting to see a different perspective of the conflicts between the League and the Navy. Valdemar knows little about the war and is informed during a dream that something much more critical is about to transpire. Wary that mankind actually does not depend on the outcome of the war, Valdemar embarks on a journey in search of a greater scheme. I enjoy his final remark, "I quit my job. It was time to go to work."

List price: $249.99 (that's 40% off!)

The Megatech Merlin is far from being quite all it should be, yet is also by far the closest I have found to being the best choice for people in my situation. It IS complete (only 8 AA batteries required for the transmitter, all else is in the box), and it IS remarkably durable and tolerant of uncontrolled flights into terrain and other objects (read, Crashes). It is made of carbon fiber rods (light weight but strong like metal) and rugged molded foam panels. The parts that do break are inexpensive, readily available from Megatech, and replace in minutes.
I have learned that to have good results with this plane, the learner must fly only when the air is so calm that leaves on trees (including those at the tree tops) cannot be seen moving, and a wet finger barely registers a cool side from air motion. Once skilled, the learner can fly in a bit more breeze. Flying in other conditions, the plane becomes an unteathered kite and floats away to an inevitable crash.
I take off from a parking lot next to a football field or other grassy area, with just enough throttle to get airborne, and put it into a gentle curve with a shallow climb (don't forget to give a but more up elevator when turning, or the nose will drop). After gaining altitude by spiraling up over the field, I shut off the engine and glide it down in various patterns, circles, squares, figure eights, etc, then land gently on the grass. If I botch the landing, the grass prevents even the motor, prop shaft and prop (the most likely parts to be damaged) from getting dinged. Flying this way, I get about an hour's flying per battery charge. It's good to buy an extra battery, to charge while flying with the other one.
Faults? The plastic fittings where the carbon fiber rods join together are not as rugged as they should be. Epoxy glue has come into use to salvage these areas. If the prop shaft bends, it can jam the ball bearings and make the shaft hard to replace (hack saw the shaft off at the front bearing, file the end stub, and tap the rest out of the bearing)...Megatech says this never happens to anyone else, but I do not believe them. The tiny plastic fittings where the control wires attach to the rudder and elevator are pretty easily damaged if you try to adjust them, and I just replaced them with better ones (aluminum) from the RC hobby shop; no more problems. Finally, the horizontal stabilizer (part of the tail) keeps cracking due to the way they attach it; a few hard landings or one crash and it's done for. I bought a small stack of them, and just keep changing them as required. Luckily they are inexpensive. Otherwise, this is a good product, and you CAN learn to fly it on your own.


BEST GIFT FROM GRANDMA - THANK YOU


The same engine wash is part of the local toy store's set, which obviously gets tons of wear. It is holding up very well, and is clearly a favorite of the children who sample it at the store.
I would highly recommend this piece to any Thomas enthusiast age 3 and up. I can imagine it may be challenging for a younger toddler to operate it, but it isn't intended for that age anyway.


When there is tension on the pull-string (leash), it plays a two-second clip of train noise over and over. It's not very loud, though, since the speaker is on the underside of the train and is aimed straight at the carpet.
The cars wiggle front-to-back, not side-to-side, and the cars are wide, so it doesn't tip over easily. Even when it does tip over, the cars are big and square, so the little guy can fix them on his own.
Even his five-year-old brother loves this one. It's a hit!
It's Cute, But LOUD
- 13 missions of gameplay
- Appealing strategic complexity
- Configure Tiny Tank's guns and mini-tanks
- Listen to Tank radio for clues to unlock higher levels
- Defeat Mutank and save the human race
List price: $19.99 (that's 50% off!)
Used price: $9.47
Buy one from zShops for: $33.33

Tiny Tank Blows --This game is like Mister Mosquito for the Playstation 2. True, the game has its faults, but the funny and excellent gameplay outweighs its minor faults.
My last hope: Please, please revive Tiny Tank for the Playstation 2!
Funny Exteremly Funny
Absolutely Deserves a Sequel Game!!!

Now we are back in sinc with a remarkably realistic replica wagon. I think most kids will just love having a Barbie sized
match available for their Mom's car!
And as to those who lack the co-ordination to get the dolls into the car.. I didn't have any problem with it at all and I have arthritus and lack the manual dexterity I had as a kid but I had no difficulty with it. Only thing I would change about the car is the color.. My own Volvo is a very attractive and very Barbie lipstick red!
BUT GETTING THE DOLLS IN AND OUT IS A REAL CHORE. MATTEL DOESN'T MAKE THE SAME KIND OF BEND KNEES ON THE DOLLS LIKE THEY DID WHEN I WAS A CHILD, AND THE DOLLS JUST DON'T GO IN AND COME OUT VERY EASILY. NONE OF THE "DOORS" ACTUALLY OPEN, EXCEPT FOR THE BACK HATCH. VERY FRUSTATING FOR A CHILD. THE BABY SEAT WAS NEAT THOUGH...PLAYED LULLABY MUSIC TO SOOTHE THE BABY. IT WAS ALSO HARD TO RYAN AND BABY IN AND OUT OF THEIR CAR SEATS......MATTEL SHOULD TRY AGAIN ON THE FAMILYMOBILE.