Wednesday, May 27, 2026

Transformers Age of the Primes Powerglide review

The Year Two Minibots finally get completed after we just did the Year One characters in that size class (and even then, we get new versions of Bumblebee and Cliffjumper once more). We first began with Kingdom Warpath as a regular retail figure before the foolish decision of making Legacy Cosmos a retail exclusive happened, and things were back to normal with Evolution Beachcomber until we got a gap for the Season 2 mini gang prior to Retro Seaspray. And now that Age of the Primes is getting closer to its sunset, Powerglide will take the spotlight after waiting so long for him to exist. For those unfamiliar with him, he is a bit of a bad boy and is known to say "And aawwaaayyy we goooo~!" before having a crush on a human whose leg he can never hump like ROTF Wheelie could (but at least he wasn't a victim of Kiss Players). He's had some CHUG figures with an Ultra Class I want to get for how badass it is as well as a Combiner Wars figure that is smaller for Geewun scale reasons yet can work as a gun for Superion. Let's see if Powerglide is either as solid as Wheelie or as poor as Windcharger.


Here we have Powerglide in his A-10 Thunderbolt fighter plane mode with some license-avoiding tweaks to keep him a bit genericized. The proportions aren't super deformed like on the old toy but they are a bit closer to the cartoon depending on how well drawn the altmode was. It looks like what it's supposed to, and while the deco is minimal, I with the silver wasn't super thin on the red plastic given how prominent it is throughout him. The cockpit looks fine but the turbines on the back almost have the base red plastic bleed through while the Autobot insignia could stand out better with white borders. One interesting aspect about the altmode is the faux rubsign on the back. He is the only character to get this treatment unless we count the Galvatron II repaint, and with the line just now giving some acknowledgement to a more mainline release for Generations, it seems weird but I guess something had to do with breaking up the deco. Also, no, it doesn't reveal his shield because of the transformation.


The weapon can store on top, but so can the mask as the ridge on top let's the mask slide on top of it. It's almost like it's trying to be the Happy Toyz Truck from Maximum Overdrive, the one with the Green Goblin face on the front, but not as effectively.


For an altmode scale comparison, the closest he would naturally scale with someone in this scale would probably be Cosmos. He might fit well with Warpath, but Seaspray will be so-so while Beachcomber looks goofy next to everyone for scale. Then again, G1 scale makes as much sense as The Last Knight or the entire concept of Autobot Megatron.


Transformation is a bit involved than what I expected, mostly with the panel that ends up on his back to keep the wings in place. The legs also end up becoming a bit more compact with the turbines hinging downwards after the vertical tailfins become feet for the robot mode. The arms now have the fists fold out to make the front section a little less awkward, but the elbow joints make no sense; bending them backwards doesn't affect the mushroom joint, but trying to bend them forwards for a deeper range results in them getting stuck and the forearms popping off the joint. One cool thing I like is that the head's face panel can rotate 180 to reveal the face while the point on the nosecone tabs it in place securely. The robot mode is generally good, especially given what to expect for the engineers going for the whole Mini-Masterpiece route. We got the wings sandwiching onto the torso, the rear makes up the legs, and the color layout is present as one would expect. However, we have the robot mode facing forward a without having anything rotate like on the old toy, which is fine since the rubsign halves would be distracting like the slit of blue and yellow on his crotch (what is that implying, HasTak???). I appreciate that there is a bit of red to make the forearms a bit less bland, but if there was one issue I'd have with the robot mode, it would be the look of the feet. Kudos for trying to use them from parts of the altmode creatively, but they look flimsy and a bit underdone compared to the rest of him. That aside, he still works well as far as the design goes.


Head sculpt is about what I'd expect, but the eyes appear a bit oversized than they should be, almost like what happened with the Classics Deluxe Optimus Prime. Hopefully the Reprolabels set I got for dirt cheap will fix that, and he same goes for a long overdue Windcharger upgrade set. Articulation consists of a slight ball joint, swivel shoulders, outward arm movement, bicep rotation, and elbows that almost bend 90 degrees if not for the ridge that stops it in place before it bends much deeper while getting stuck (already talked about the joint popping off). The waist rotates, the hips are universal, the thighs rotate, knees bend, and the ankles rotate as well as pivot. His gun may look similar to other generic Autobot guns but is new for him. Sadly, he lost a second gun that was included on a sample copy for a Hasbro China display.


The mask goes over the face once you rotate it away, and you can recreate the time he was pretending to be some kind of alien monster from the episode Hoist in Hollywood. No, it is not compatible with the other robots that wore the mask. The other episode Easter egg comes in the form of a heart hidden underneath the chest panel, and while it's a cool tribute to The Girl Who Loved Powerglide, the heart does blend in a little too much with the rest of the inner workings. Maybe it if was darker while the heart remained the same, it could work better.


For a robot mode size comparison, here he is alongside the other figures from the same Year 2 lineup. For some reason, he is shorter than everyone else, even the stumpy ass Cosmos. And with the price hike striking the line once again, that is extremely unexcusable. Honestly, I get that Powerglide is a fan favorite and all, and while I like his design and transformation for the most part, the elbow issues as well as the height hit him more than any other Minibot we got in the past. While he is cool, he ends up feeling more like another gap filler; people would defend him by bringing up two easter eggs that justify picking him up at full price, but two Sunbow nods, a 5 out of 5 it does not make.


Final ranking: ⭐⭐⭐ and a half out of ⭐⭐⭐⭐⭐

Tuesday, May 26, 2026

McFarlane DC Multiverse Mongul vs Superman review

After Superman died, four other heroes each went after the mantle as either a successor or claiming to be the real Man of Steel. While Superboy, Eradicator, Cyborg Superman, and Steel each had separate priorities that would all intertwine as they mostly clash with each other, the real Kal-El would eventually return back in black with a recovery suit that slowly helps regenerate his powers while utilizing rocket boots and guns if need be. Meanwhile, Mongul II stands out from his Pre-Crisis counterpart as the ruler of Warworld, and during the busy ass 90s-era of DC stories, he would destroy Coast City and establish his rivalry with not just Superman but also the Green Lantern known as Hal Jordan. He would later be an ally with the likes of Hank Henshaw, who also had beef with the two heroes I just mentioned. I'd rather let you all read the comics instead, so let's instead review these two!


Here we have Superman in hand, seen here with a Punisher-like design thanks to the bullet harness, mullet, and dark color scheme. Hell, if he had the silver boots (which would be better as we'll get to), that would have been a step closer to resembling Frank Castle. Yeah, Twitter normies, I bet those jokes on Batfleck being compared to the Punisher come off being weird with this revelation, huh? As for the figure, it is a reuse of the Earth-2 Superman body, which makes sense and should be the standard for general comic Supes. However, we don't have any new parts for the trunks nor the boots; the former shouldn't have the belt, and the latter could have easily been painted silver to make the leftover tooling work fine. I'll give McFarlane credit and say they sculpted the sheath for the knife that doesn't even come off (and that sounds like a problem already), but we have the parts for legs without boot tops or a belt buckle, so why not opt for those unless they're undersized next to this figure? Also, while McFarlane figures are easy to disassemble, I haven't gotten around to removing the harness on his chest so I can appreciate the logo. Don't get me wrong, the figure is fine if a bit standard for the line, and the black suit looks cool with the harness, but the tooling could have been more effective without the leftover costume details that made sense on his old suit.


His head sculpt is the same from the Page Punchers version of the character, though slightly better painted and just as fitting for the costume we have here. My favorite part has to be the blue shading, as it helps compete the look of mullet Superman. I still want to get the Mullet Superman head from the Return of Superman body, the same one reusing the TDKR version, but he is pricy as hell. Much like the body as a whole, articulation is the same as well as coming with the alternate splayed open hands we've seen before. They do appear to have the muscular veins present so these should have been resculpted to be proper gloves unless they are super tight on him.


The guns are the biggest highlight of the set, and the sculptwork on them is pretty good for the most part. Would love to see some ports to allow some blast effects as Supes shoots bad guys (which would probably trigger the LARPers who only know of Superman from Redditors and shitty video essays saying he should be wholesome), but the paintwork is at least reminiscent of the comic shading in a way.


For a few comparisons, I have the Snyder Cut black suit version to show how much changed between the two, even if Cavill still had no issues with his powers once he regenerated in the sun. The differences with the Cavill version still coming with the cape and not coming with the silver cufflinks may not be comic accurate, but I am still forgiving of it since the suit was already great (especially the richer blue on BvS compared to MOS) and it makes me think of the equally sexy black suit for Spider-Man 3. The comic figure we have here is not to be confused with the Sonar Suit we got earlier; that is a post-Crisis version that operated in secret throughout the New 52 universe for the storyline Superman: Lois and Clark (not to be confused with Lois & Clark: The Adventures of Superman starring Dean Cain or the CW show Superman & Lois).


As for Mongul, this figure is a repaint of the Mega-Fig we got a few years back, only in a more classic color scheme of hot pink and silver. While a wash is applied to help accentuate this larger figure, it does present a problem on the upper arms; they're still textured and veiny like bare skin despite having them covered by sleeves! I don't know if it's supposed to be that tight in his body, but wouldn't it make sense to smoothen the details of his arms?! On the bright side, those are still his arms rather than belong to a different character, but I am reminded of how Hasbro reused the arms of Hulkling for one of the Wrecking Crew members (Bulldozer specifically) and would have accentuated the details of bare skin on the arms if a wash was applied. It doesn't ruin the figure 100% like the errors on the first Hush Batman or the everything in New 52 Superman, but it makes me wish they spent a little extra on more than just the paint since it looks cool on him.


His head sculpt is similar to the original release of the character, and the paintwork might be even better with the wash applied in his skin to go with the maniacal grin showing his rotting teeth and his soulless dark eyes. Being a part of Warworld does that to a motherfucker. His articulation is slightly different from the normal figures, including a ball joint with the neck system burrowed within the torso, shoulder rotation, outward arm movement, rotation at the elbow, single jointed elbows, wrist rotation, inward hinges for said wrists, a single ball joint for the torso, standard McFarlane hips with slightly worse range with his thicker diaper piece, decent thigh rotation, double jointed knees, and ankles that barely pivot and hinge yet have very tight toe-ticulation. He comes with no accessories but he previously came in his modern colors individually. I would almost prefer this one if it weren't for the solid green forearm guards. 


Here we have Mongul next to a regular Superman as well as Green Lantern, which almost makes sense given the two share a rivalry with the Lord of Warworld himself. Makes me want to get a few more villains for the GLC since Supes has enough of the main faces for his Rogues Gallery.


Overall, as much as this set does some things good, Ink know there is room for improvement. Mainly for the specific costume details on Superman and not having the arms textured on Mongul. If those had been fixed, all I would complain about is the lack of blast effect potential for the guns and no alternate hands still included with a Mega-Fig. A set like this goes for around $80, and I paid around $65, but at this rate maybe I should be happy the license transfer means I won't have to give a fuck about what Mattel does since I'll be one step closer from retiring full time collecting.


Final ranking: ⭐⭐⭐ and a half out of ⭐⭐⭐⭐⭐

Monday, May 25, 2026

Blokees vs Yolopark - Who Made The Better Tarn?

While this isn't the first time I reviewed anything involving Tarn, aka the leader of the Decepticon Justice Division, aka the best thing IDW ever contributed to Transformers lore, this is the first time we're getting what today's versus review is dubbed the Clash of the Kits! We technically did this when I covered the Yolopark AMK Mini versions of DOTM Optimus and Megatron next to their Blokees counterparts, and now we have a very appropriate character to focus on for the mask-wearing loyalist. I have to once again ask if there is ever a release window between releases, even if there was an AMK release before these; how competitive the licensees are meant to be is beyond me, especially with how similar they're slowly starting to be, if not for the occasional vehicle focus on Blokees and the Pros, including diecast. While prior reviews have mostly revolved around accuracy or which figure offers better value for money for a specific size class, we've got a special case where these two are going to be compared, like 5POA's reviews, minus any focus on packaging because both are similar yet equally good, if a bit Engrishy. Let's see which company does our Division leader some real Decepticon Justice!


Here we have Blokees Tarn in-hand, who took me about an hour to assemble. This is mainly due to the several sprue trees holding all of the pieces that make him and Nickel up, which means checking the codes associated with each piece (i.e. B3-8) on top of how small said pieces can be. Thankfully, the instructions were generally clear on how to assemble him, even if they could be a bit sharper in picture quality (though it's not like Hasbro instructions are any better). That being said, it's totally worth it when you complete him given how chunky and hefty he turned out. The figure feels just as complex to build as the movie characters from the AMK PRO line but with a design between their aesthetics and the vanilla G1 crew. I adore just how you can adjust parts of the chest armor or the back pieces to either make him easier to pose or add a bit of life to his design, given this is a robot with shifting parts we're talking about (though don't bring up his cog). I already owned the Legacy Evolution figure (and its retool for United), and while I adored it, I'll admit it doesn't do him much justice when it comes to capturing the brutish bulk associated with this design. Even the few clear plastic bits add an extra bit of life in this design, which almost makes me wonder if it's possible to add small LED bits to make them glow like his eyes. One of my favorite parts of building the figure has to be the pistons near the ankles, because I always like seeing a bit of pseudo "Mech Alive" in my robots to have them feel a little more lifelike than what most Transformers toys usually have; just that kind of engineering feels so satisfying when it's similar to the elbow pistons on MP-01 Optimus Prime or the gears moving in ROTF Starscream whenever he tursn his head. One minor oddity is that the silver spikes on the shins are centered with the golden knee pads, though it's nothing to cry over.


As for the Yolopark version, assembling him took around 15-20 minutes (and that includes Nickel), and it's due to most of the figure already having some pieces put together while Yolopark prioritized a die-cast frame that requires less building for the customer. Aside from that, the first thing you'll notice is that the body is slightly more stylized in proportions, coming across as leaner than the Blokees version without being as thin as the Hasbro toy. This is especially noticeable for the legs, where the shins are not only more segmented than his counterpart (and likely more accurate) but are also more prominent than the thighs. The waist appears to be narrower here than on the Action Edition, though AMK Pro appears to have the same bulk for the upper body. We don't use much of the clear plastic, as some of those areas on the Yolopark figure are instead painted on. Finally, rather than having each piece molded in plastic with a few paint apps here and there, we get a lot more paintwork for this figure, including intentional scratches and a wash to accentuate this and give Tarn a grittier look that was also common in some IDW comic panels. As for the die-cast, it's spread thoroughly throughout the frame and some of his pieces, giving him as much heft as on ROTF Megatron (who'd arguably weigh a bit more thanks to the rubber treads for his feet). One issue I have is that because this is a closed box within a cover, it won't be easy to spot any errors such as the inner tread piece on the left shoulder not matching up with the same one on the right side. Another issue I would have is the dual-barrel cannon clashing with the shoulder pad more with this figure than on the Blokees version, though you can adjust it if you're displaying him in a vanilla pose. You don't get as much adjustable flexibility for the back pieces, but the chest panels flex slightly for the butterfly joints. Not as vibrant as the Blokees version, but it's great for a hefty display piece, like with a lot of the AMK Pros.


When it comes to his head sculpt, the signature Decepticon mask he wears further pushes his devotion to the faction than Soundwave ever could, and his head inspired said logo! As for proportioning and detailing, the Blokees version is molded in bright purple plastic while the Yolopark version instead has it painted in a subdued shade of that color, giving him that grimy tone IDW sometimes taps into if they're not making their characters spew witty retorts or doing goo-goo faces. That said, the Blokees version may have a slightly more accurate mask given the bottom ridge sticks forward slightly more. That's the way it's drawn in the series, and even the crown of the mask appears more dynamic with the horns splaying out slightly more without being swept back like on the Yolopark version.


Now going over the articulation is where things become as lengthy as they will be interesting, so bear with me. Blokees Tarn has a simple ball neck, while Yolopark uses an additional hinge for his neck under its own ball system. The shoulders on both rotate, but there is a different joint comparable to the rotary setup on McFarlane figures. Both versions require the shoulder pads to hinge aside if you want to bring their arms out, but the Blokees version has an advantage with an extra hinge to lift the arm higher than what Yolopark allows. Their biceps both rotate, but the Blokees version has single-jointed elbows (with some help from the forearm pieces shifting forwards) while the AMK Pro has double-jointed elbows. Their hands are ball-jointed, yet the finger articulation manages to be both a blessing and a curse for both figures. Blokees has individual finger articulation, meaning a ball joint at the base knuckles and a hinge for the thumb and second joint of the other fingers. By contrast, Yolopark's finger articulation consists of a fully poseable index finger, while the middle, ring, and index fingers are fused together. The thumb has the same range as on the Blokees version. Action Edition Tarn undoubtedly has more range than what Yolopark can offer, meaning he can do horns, birds, peace, and thumbs up effectively, yet one issue I ran into is the development of stress marks on the ball joints for the thumbs. I tried bending the thumb joints, and upon immediately seeing the white fragility buildup on the stem, I knew this was not worth it. I'll always appreciate finger articulation, but at the same time, durability is a bigger priority, and having them already assembled makes the Yolopark version have a slight edge in the case of breakage prevention. They both have butterfly joints, but Yolopark only goes forwards. Both have ab crunches and waist swivels, but Yolopark has an additional diaphragm joint. Blokees Tarn has standard hip articulation with fewer restrictions from his ball-jointed waist pieces, while Yolopark Tarn uses drop-down hips that hinge backwards so he can kick forwards without his similarly ball-jointed waist pieces getting in the way. Both have thigh swivels as well as double-jointed knees, but Blokees Tarn's piston-wearing ankles are on a hinge for moving up and down as well as a double swivel for slight rotation as well as pivoting; by contrast, Yolopark Tarn has worse range overall, and he cannot swivel his feet. Blokees Tarn may win the articulation department, but how about with magnet-powered lights? Both come with a dedicated magnet from their bases (more info on that later) to help their eyes light up. Blokees merely stays on for a bit, whereas Yolopark can also have his eyes blink rapidly or slowly go on and off before a fourth tap deactivates them. To go a step further, his cannons also light up with their own dedicated LED boards, and they make up for parts of the body not being made of clear plastic like on the Blokees version.


Both figures have removable masks, revealing the face of Damus or Glitch depending on who you ask. Remember when James Roberts and the IDW crew thought of doing the mystery box thing with Tarn's identity? Even though I was relieved it wasn't Roller (the dude who was friends with Optimus, not the little car drone from his trailer), I'll admit it could have been JJ Abrams levels of bad. That being said, some of the light bleeds through the Blokees version, while this issue does not occur with the Yolopark version, and I'd argue the eyes look even better without the mask than on the Blokees version.


Both figures come with scarred masks, which is better executed on the Yolopark version with deeper scratches, but the Blokees version has alternate face plates (one more neutral and one with heavy scars) as well as a forehead piece that hides the light from peeking through the top. Switching these looks is possible, but nowhere near as easy as disassembling the faces on the Yolopark figures.


The Blokees version manages to take things to the next level with his cannons; two flip-out handles allow the Blokees version to hold his weapons individually. I know the regular Hasbro version did something similar, and it's not bad here thanks to the tabs fitting into the palms of his hands, meaning you don't have to depend on the grip of the finger articulation.


He can go a step further by combining the cannons together into a mega cannon he can hold with both handles! Once again, it's similar to what the Hasbro version did, but way more badass.


The Yolopark version doesn't combine his weapons, but you can at least display him without the cannon or place it on the left forearm without leaving the empty side with port holes visible. It's a common thing we see a lot with Hasbro and their 5mm ports; only here we can make the right arm look nicer. Still, it's weird since I'd assume Tarn's a right-handed guy like most Transformers are.


The final accessory Blokees Tarn comes with is a phone. Weird as that may be, it's a gift he gave to Nickel so she can play a pre-recorded message and paralyze those who would threaten her. I'm sure you can use it for any action figure photography with different contexts in mind, and he can hold it whereas she can't, but wouldn't he normally use communicators on a wrist or in his head?


Unusually, Blokees Tarn has extra pieces left over from the same runners that had the hands as well as the display base. The hands seem to have slightly different molding to allow even further range for the finger articulation, and the display base may be carried over for the other style of pegs some figures utilize. Neither is brought up in the instructions.


Now it's time to go over the repair partner known as Nickel. For anyone wondering, she is the mechanic/repair bot of the DJD, and while her size may not seem like much compared to her partners, she is able to make up for that with her attitude. Sometimes, I think she's comparable to the Diagnostic Drone from Beast Machines; other times, I think she's closer to the Scrappy Doo type of character cliche, the baby one of the team that can be crude and witty at times because that's all people come up with nowadays. After the DJD died, she joined Deathsaurus's group of Decepticons, and I think she felt pain from having her friends basically replaced but I couldn't bother with the rest of the series for how part of it became wishy-washy Guardians of the Suicide Squad type slop. What I will say is that whereas the Two Tarns are at least comparable in some ways, these two are outright night and day! The Blokees version is much simpler in coloring and sculptwork, almost like it was meant to be sold on its own for one of those blind boxes before they changed their minds and included her with Tarn; by contrast, the Yolopark version is fully painted, much sharper in detail, and feels much more complete with her "spikes" sticking out more on top of her tools actually being separate accessories rather than merely molded on the torso. Even the hands are different, with Blokees' Nickel having closed fists with possible 3mm holes, whereas the hands on the Yolopark version are closer to the C-joint system we saw in the old Cyberverse line. We can tell how much Yolopark went above and beyond with theirs, though it's probably because they always intended Nickel to come with Tarn, whereas Blokees may have had different intentions. 


The articulation is almost the exact same between figures, with both having ball joints on the necks, shoulders, hips, and knees as well as waist swivels. The biggest difference between the two has to be the elbows, with the Blokees version having hers on ball joints while the Yolopark instead has them on a swivel and hinge system. Also, the Blokees version requires the assistance of two smoke effect parts that clip onto the wheels to stand her up; Yolopark does come with a stand of her own, yet she can at least use the flatter areas of the tires (which spin far less freely) so she can stand without much issue. On the other hand, neither can raise their arms out much.


Finally, both come with different display bases, each reused from prior figures from their respective size classes. Blokees Tarn's base is a little generic with the design, though he does have a plaque that says TRANSFORMERS on it (with a reversible BLOKEES ACTION EDITION side). The neck rotates at the base and at the claw while it hinges on 3 points. Said claw is made of a rubber material to reduce the need for springs while maintaining a tight grasp of the figure. As for the Yolopark version, the base is much more fitting for the Cybertronian aesthetics, though it is reused for all characters in the AMK Pro line-up, regardless if they're G1 or movie-based. The faction logo is a better addition than the generic plaque, and the goose neck not only has the updated peg for the figures to slot into, but it's much more flexible for flight poses. Just be ready for the die-cast's weight to droop the neck over time.


For a comparison with the Legacy Evolution version, both figures are closer to Voyager scale, yet both tower over any modern figure from the size class while also weighing more. Seriously, with how high prices have been for the Hasbro lines, it's a good thing Blokees and Yolopark manage to focus on value for money and overall quality while sacrificing the franchise's thematic gimmick. And the best part is that we're able to choose whatever option goes well for us without having to worry about quality control or pretooling getting in the way. Still, it appears Blokees Tarn's legs are slightly inaccurate if we compare its layout of the shins next to the Legacy Evolution figure and the Yolopark version.


So who is the best Tarn? Let's go over a quick recap of the review: Both win with the packaging; their aesthetics are slightly different given the way they each fit with different line-specific motifs on top of fitting specific IDW comic aesthetics, articulation is slightly better for the Blokees version, they each get a small QC error, and Yolopark wins with the light show and simpler handling of the masks and Damus face whereas Blokees wins with the play features on the cannon on top of including an additional phone meant for Nickel. Oh, and Nickel is better on the Yolopark version overall. Now we need to go over the price. If you're interested in feeling like you spent your money's worth on a model kit, then maybe go for the puzzle-like complexity of the Blokees figure while paying for nearly half of what the AMK Pro goes for. You don't have the nice paint job or die-cast, but what is stopping you from saving a little extra and still getting something nice? I'd argue that even without a transformation or altmode, this feels more worth the cash than what Voyagers go for, so in that sense, the Blokees version manages to win overall after what initially seemed like a tie. Whether you like the IDW continuity of G1 or not, you have to admit Tarn remains the best part of the whole series as far as new characters go. Would I want to get more members of the DJD? Not sure. Do I want to get more versions of the character we have here? I know we've got a Flame Toys model kit as well as some upscales of the Legacy Evolution figure if third-party options are out of reach. Even Super7 made their own version of the con himself, with another version of Nickel to boot, and that's a huge contrast to the prominently Sunbow-friendly G1 cast. Do yourself a favor and get the Action Edition if you're interested in getting plenty of bang for your buck on a slightly lesser yet still remarkable model kit. Hell, be ready for the upcoming TFP Optimus Prime because we could all go for that design after both a flood of vanilla G1 options and a lousy R.E.D line.


Final ranking: ⭐⭐⭐⭐ and a half out of ⭐⭐⭐⭐⭐ (Blokees)
⭐⭐⭐⭐ out of ⭐⭐⭐⭐⭐ (Yolopark)