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The Real Adventures of Jonny Quest

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 June 18, 2007

The Real Adventures of Jonny Quest
File:Real-jq-video.jpg
The cover for a VHS collection of episodes from The Real Adventures of Jonny Quest.
StarringJ. D. Roth
Quinton Flynn
Country of originUSA
Original languageEnglish
Original release
ReleaseAugust 26, 1996 –
April 16, 1997

The Real Adventures of Jonny Quest (also known as Jonny Quest: The Real Adventures) is an animated television series produced by Hanna-Barbera Cartoons from August 26, 1996 to April 16, 1997. After its cancellation, it was aired in reruns on and off on Cartoon Network until November 30, 2002; it also aired on all three major Turner Broadcasting entertainment networks (Cartoon Network, TBS Superstation, and TNT). The program is a sequel of Hanna-Barbera's classic series Jonny Quest, and features slightly older versions of the same characters and a similar format.

Eleven-year old boy hero Jonny Quest is now an adventurous fourteen year old, and more determined to be more active in the adventures his father, noted phenomenologist Dr. Benton Quest, and the family bodyguard, Roger "Race" Bannon, often find themselves involved in. Joining them are Jonny's adopted brother Hadji and Race’s daughter Jessie. As in the original series, the Quest team travels across the globe, encountering strange and unusual adventures, villains, and creatures. The series had a much darker tone then the original series, with some non-recurring characters suffering gruesome off-camera deaths (with the deaths acknowledged by reaction shots of the leads). For example, in the climax of one episode, one villain is killed by being impaled on the rib cage of an elephant's skeletal remains, and another has his head crushed under an elephant's foot.

Development and history

The Real Adventures of Jonny Quest was conceived in 1992 when producers at Hanna Barbera decided to create a new show in the Quest series, which they considered a "breath of fresh air in the spate of adventure shows."[1] Several fans had written and phoned the company's offices asking for more Quest, helping to spawn Real Adventures and two telefilms: Jonny's Golden Quest and Jonny Quest vs. The Cyber Insects. Working with the original characters, writers requested a new character for the series—Race's daughter, Jessie Bannon—as a way to create conflict with Jonny.[2] Led by director Dick Sebast, the first development team was shortly dismissed in favor of writer Peter Lawrence and art director Takashi, who designed the characters and Jonny to be "edgier...more handsome, rather than the cute kid he used to be," and made the backgrounds "richer."[1] Jonny's new look warranted comparisons to anime by reviewers.[2] The project fell into development hell, remaining there for three years until director John Eng and Cos Anzilotti were contracted to finish the first twenty-six of sixty-five planned episodes—after which the Lawrence team would be removed.[1][3] A third creative team headed by David Lipman, Davis Doi, and Larry Houston was brought in to simultaneously work on future episodes.[1] Preparing the episodes was a strenuous and frenetic process, involving complete rewrites of certain sequences and long hours for months at a time.[4][5] Episode scripts numbered roughly thirty-five pages, and ultimately, only fifty-two episodes were completed.[4][3] Second season writer Lance Falk hinted that the team shifts were the result of "creative differences and failure to meet deadlines."[4]

Hanna-Barbera contracted seven studios to animate the first season. An international team handled the digital post-production and QuestWorld scenes, while animators based in Japan and Korea drew traditional cel sequences.[1] The second season was exclusively animated by Mook studios in Japan.[4] Over a quarter of the first season's episodes were digitally inked and painted "to enhance the background and the atmospheric elements."[1] The digital process was applied in "excess of 20 hours per episode...just for effects, beyond the normal things you do...We added light effects, rain, snow, glitter, reflections, fog, [which] made things much more realistic."[1] The original Jonny Quest theme was updated by composer Gary Lionelli, and a few composers created in incidental music and cues used in both seasons. Guy Moon called composing for the show the "hardest thing I've done in my life", as the producers "want it big, Big, BIG."[6] "They want a big orchestra with a good synth rig...It's great because they push me so much I'll probably replace my whole demo reel with Jonny Quest music. It's hip and it's current."[6]

As evidenced by a massive marketing campaign with thirty-three licensees, Hanna-Barbera expected a huge hit and leveraged the series in forty countries and fourteen languages.[1] Brandweek reported in 1995 that the show's overall budget, including merchandising and promotional costs, topped $40 million.[3] The show was given an unprecedentedly wide release on TBS, TNT, and Cartoon Network, airing seven nights a week for twenty-one weekly airings total.[7] The release's schedule was owed to Hanna-Barbera's "research that the audiences of kids watching TNT in the morning or TBS in the afternoon and those watching Cartoon in prime time and late night are close to mutually exclusive."[8] Turner had previously released several classic episodes on VHS—part of a "year of Jonny Quest" marketing campaign—and discontinued airing the old series after a heavily publicized marathon to make way for Real Adventures.[9] A live action movie was planned to debut following the series premiere but never materialized.[3] Real Adventures failed to build consistent ratings or support from the teenage demographic, sparking a contest with the prizes being a trip to Jamaica and free merchandise.[10] The show enjoyed a long run on Toonami until September 1999, when it was permanently pulled.

QuestWorld

Producers cultivated an element of virtual reality through QuestWorld, an area of cyberspace rendered with three-dimensional computer animation and motion capture technology.[1] QuestWorld was designed as an extension of contemporary technology in the same manner that the classic series featured high-tech lasers, satellites, and robots.[11] Hanna-Barbera president Fred Seibert revealed that the producers "[had] the same problem that James Bond does now...When you look at even his newest gadgets, they're somewhat quaint."[2] The inspiration for cyberspace came from cyberpunk novels written by Neal Stephenson and William Gibson, including Snow Crash.[2] QuestWorld characters were first created as wire frame models, augmented with faces scanned from clay busts, then digitally painted and inked.[2] Short segments of action and adventure called Quest Bytes were produced to follow certain episodes. Computer animation was handled by a company named Buzz F/X, based in Montreal with offices in Santa Monica.[Lord]

When work began in April 1996, animators created the opening titles—a gliding journey through a canyon of green, cartographic lines shaping a canyon with scenes from the first season illuminated upon the walls. Budgetary constraints forbade the supervision of experienced animators in Montreal, allegedly "why the opening sequence is so ugly" according to one of the company's Canadian animators.[Lord] Work for Escape to Questworld and Trouble on the Colorado followed, and the untested animators found themselves "working 12 hours a day, 6 days a week in a small garage with computers good enough for crap."[Lord] Roughly ten more animators were hired in July; only two had work experience, and the amateur employees had issues lighting scenes and working with jerky motion capture delivered from the House of Moves in Venice Beach.[Lord] By August, the team had "worked 14 hours a day, 7 days a week," and were accustomed to pulling all-nighters.[Lord] After two more episodes, Buzz F/X ultimately cut its losses and terminated the contract with Hanna-Barbera, which then hired Blur Studio to finish season two.[Lord] Blur used Intergraph hardware in creating its sequences and Quest Bytes. Its sharp performance in meeting strict deadlines and highly visible usage of Intergraph attracted press attention and sealed an amicable relationship with Hanna-Barbera.[12][13] Roughly 100 minutes of computer animation for QuestWorld was produced—more than any previous show or feature, including Toy Story.[1]

Creative direction

The premise of the show was that Dr. Quest, a famous phenomenologist, would travel across the world to investigate mysterious and exotic places and occurrences with his son, Jonny Quest, bodyguard Race Bannon, Race's daughter Jessie, assistant Hadji Singh, and pet bulldog Bandit.[1][14] Certain episodes would take place in the virtual environment of QuestWorld, and the team would frequently encounter the villainous Jeremiah Surd and Ezekiel Rage. The third development team resurrected the classic Dr. Zin as a second season nemesis. Among other departures from the classic series, Jonny, Hadji, and Jessie were designed as teenagers—an age when "you think you can solve problems like an adult, but you may go get yourself into trouble," according to Hanna-Barbera president Fred Seibert.[2] J.D. Roth, the voice of Jonny for the first season, felt that "Jonny is crazy about his dad. He looks up to him and thinks he is the smartest man ever to walk to face of the earth. He has the typical teenage relationship with his father, but his father definitely sees something in him. Dr Quest knows that Jonny is going to be something really special."[15] Hadji's mystical powers from the original series were cut, and his activities were aligned more with realistic yogin practices. "He doesn't say things like 'Sim, Sim Sala Bim' anymore," season one voice Michael Benyaer remarked. "The writers and producers actually researched the actual yogic powers. He can do more plausible stuff. There is an episode where Hadji pretends to stop his breathing so that the bad guys think he is dead."[15] No longer a government scientist, Dr. Quest operated from the "Quest Compound" on the coast of Maine.[2] Race Bannon is also retired from government work due to ethical scruples with his former intelligence agency.[2] In response to preliminary criticism from classic fans over the character changes, Fred Seibert hoped Real Adventures would find success as new interpretations of comic book heroes had done.[1]

Several changes were made by the third creative team, who steered the show to its classic roots and took creative liberties with the material, invoking ghosts, other dimensions, and megalomaniacal schemes. According to writer Lance Falk, "I strive for accuracy...but if it gets in the way of "cool"...cool's gonna win out every time (as it should in this series)."[Commentary 9] Whereas Lawrence's team wrote "lots of spiritual, mystical plots...[where] they uncover a lot of hoaxes," the third team geared towards a "slam-bang adventure show with real monsters."[4] Resistant to the overbearing use of QuestWorld, the team was nonetheless contractually obligated to use the concept throughout the second season.[4] Writers Glenn Leopold and Lance Falk endeavored to bring back several classic characters, including Pasha Peddler, Jezebel Jade, and Dr. Zin—which the Peter Lawrence and Takashi team did not want to use.[4] Hadji regained his mystical powers, and Falk and Michael Ryan made way for the new appearances by killing Rage and Surd, the season one villains.[4] Though initially resistant to Jessie, Lance Falk came to regard her as the "missing piece needed to complete the Quest family," developing slightly romantic overtones and subplots with Leopold.[4] Fans complained that Jessie had been reduced to a damsel in distress with stereotypical pink clothes.[Commentary 3] The second season ret-conned the two telefilms by introducing Estella Velasquez as Jessie's mother, as Jade "would never get married to anybody."[4] Falk also honored Quest creator Doug Wildey by creating an eponymous grandfather for Jonny who ranches the western United States in the episode Nuclear Netherworld.[4] Comparing Quest without Zin to "James Bond without S.P.E.C.T.R.E.", Falk penned an extravagant season finale with the return of Zin's robot spies from the classic series and a visceral fight between Dr. Quest and his nemesis.[4] With the Maine compound destroyed in the aftermath, the creative team planned to revive Palm Key, the Quest home—however, the show was not picked up for a third season. The cancellation came despite a pledge to reinvent the story of the demise of Jonny's mother in a new episode.[4]

Cast

The first season's cast featured J. D. Roth as Jonny, George Segal as Dr. Quest, Robert Patrick as Race, Jesse Douglas as Jessie, and Michael Benyaer as Hadji. A childhood fan of the original series, J.D. Roth was eager to accept the role; he was "so into the idea of what they were trying to accomplish that I had to be Jonny."[15] A fan of the original series, Roth was attracted to Quest for his characterization as "a real kid, who has real instincts, who wants to help people. He has star quality."[16] He felt that "[Jonny] doesn't think about how he's going to do it; he just wants to go do it...he is full of enthusiasm, and it is infectious."[15] Roth found the series to be educational, a quality he admired and tried to integrate into his personal television pilots at the time.[16] Michael Banyaer enjoyed playing Hadji, remarking that "[he] is one of the few roles for an ethnic actor that is not a bad guy. I mean, how many East Indian heros have been on television? Hadji is for the sensitive kids out there. He is the outsider in all of us."[15] A Star Wars fan, Banyaer also relished the opportunity to work with Mark Hamill.

When asked concerning the introduction of Jessie Bannon to the team—a character absent in the classic show—Jesse Douglas stated that "I'd be bummed if I upset anybody. Jessie is pretty cool. It is not like she is a girl who is whining all the time. If anything, she is a really good springboard for the rest of the storyline."[15] Roth supported her addition, claiming that "Jonny hasn't discovered girls yet but when he does Jessie would be the type of girl he'd like to be with...I think something will happen between them but right now Jess is his best friend."[15] "Season Two" featured Quinton Flynn as Jonny, John de Lancie as Dr. Quest, Granville Van Dusen (the first episodes of season 2) and Robert Foxworth as Race, Jennifer Hale as Jessie, and Rob Paulsen as Hadji. Don Messick, the original voice of Benton, was contacted to reprise his role but suffered a stroke and died in 1997.[4] He recorded dialogue for the episode Rock of Rages, one of which survived overdubbing by de Lancie.[Commentary 1] Van Dusen had voiced Bannon in the 1987 revival, and Foxworth took over the part coincidentally after an audition for Dr. Quest.[4] Paulsen had previously voiced Hadji for the two telefilms.[17]

Marketing

Turner Home Entertainment pushed a massive marketing campaign to promote Real Adventures, working with a "small army" of corporate sponsors.[7] The company claimed to be investing $20 million towards merchandising and promotion, with each network spending $5-7 million.[18] Signs of the major operation prompted the Wall Street Journal to call Quest a "property to watch" in 1995; People and Good Housekeeping considered it a surefire blockbuster.[11][19][20] Before the show's premiere, Turner secured thirty licensees—including phone cards and underwear producers.[18] Pillsbury touted $3 mail-in rebates for future Quest videos, display contests, and instant coupon offers on over twenty million packages, while Campbell Soup Company released six holographic miniature posters on the same number of SpaghettiOs cans. Over five thousand Pizza Hut restaurants held a two month long merchandise give-away promotion to include figurines with meals. Galoob secured licensing rights in 1995 and created a product line of vehicles, figures, and Micro Machines released in fall 1996.[3] New designs displayed in a 1997 product catalogue were later shelved and the line was discontinued soon after.[21][22] General Mills outfitted boxes of Honey Nut Cheerios and Cinnamon Toast Crunch with offers for tee shirts and other items.[18] Upper Deck Company used art, sketches, and plots from the first season to create a card collection with sixty individual pieces, usually presented in sets of ten following a common theme.

Several products were combined for "Quest Adventure Value Packs", a catalogue listing licensed products and encouraging $40 savings through combined purchases.[18] Among other products, the catalogue was packaged with Kid Rhino's cassette audio adventure based on the episode Return of the Anasazi.[23] The show's credits advertised a soundtrack available from Rhino, but such a release was never advertised nor sold. The campaign culminated with the release of eight season one episodes over VHS with suggested retail prices of $12.98 per unit.[7] Hanna-Barbera chief Fred Seibert expected high sales and success:

The new series is the beginning of what will be a multi-faceted global programming, marketing and merchandising effort...The property still has great recognition and we think this will work because of the production values, because it's a real person solving real problems, and because it's the property that started the genre.[11][3]

— Fred Seibert

Dark Horse Comics composed a twelve issue series released over the show's first run. Publisher Mike Richardson remarked in a press release that "the massive exposure Turner is giving Quest...could truly drive traffic into the comic stores. The potential is staggering."[24] Kate Worley wrote the Real Adventures series while Francisco Solano Lopez illustrated; editor Phil Amara stressed that they would endeavor to tribute the classic Jonny Quest as well.[24] The company worked with Galoob, whose action figure line included inserts with a comic shop locator phone number and URLs to comic previews. Dark Horse also worked with General Mills to ship three special issue mail offers with over eight million boxes of Honey Nut Cheerios and advertise the promotion on television.[24][7] The release of the first issue was preceded by inclusion of three two-page "mini-adventures" packaged with existing Dark Horse products.[24] The issue Countdown to Chaos, featuring season two villain General Vostok, was nearly adapted into an episode of the series.[Commentary 9] Fascinated by the "eco-suicide" of Easter Island, Eisner Award-winning Paul Chadwick drew the cover of the final issue, depicting Jonny's descent into a cave on the isle.[25] Authors working under the alias "Brad Quentin" also produced eleven original novellas, continuing exploration of adventure and virtual reality themes.[26] One literary critic appreciated that the book's original stories may draw kids to reading.[27] Because official art and style guides were based on the Lawrence team's designs, no merchandise based on season two's look was produced.

Cover-Up At Roswell

Virgin Interactive produced an adventure game for the series named Cover-Up At Roswell, released in August 1996.[7] Turner New Media felt that Virgin's "commitment to create non-violent adventure games suitable for pre-teen girls and boys, fits ideally with our vision of what family entertainment should be."[14] The storyline recycled footage and background art from five season one episodes to construct a new story involving the tracking down of five alien artifacts and the liberation of an alien from the Pentagon.[14] The Quests are hindered by Jeremiah Surd and the Men in Black of evil General Tyler, who plan to misuse the technology and perform an autopsy. Gameplay consists of clicking areas on images of locations—whether the Serengeti plains or Manhattan—to navigate paths in search of the objects. Occasionally, players encounter mini games, such as the task of guiding a diving bell away from rocks or shooting rats with a slingshot. Though characters appear on screen, there is no dynamic movement apart from mini games. Virgin designed certain segments in 3D and packaged special plastic viewing glasses with the game designed by Chromatek. Episode footage was dubbed over by Michael Banyaer as Hadji, Charles Howerton as Dr. Quest, and the season two cast fulfilling their usual roles. Allowing access to personal and government files at two points in the game, Roswell contains a vehicle guide to the Real Adventures series and several e-mails. These communications range from dossiers on the Quest team to a demand from a restaurant owner that Race reimburse him for damages caused when the bodyguard mistook a busboy for a criminal mastermind.

Quest World Adventure

Planners tried to increase the popularity of Real Adventures in 1997 with an international contest staged in February called "Quest World Adventure". Commercials on Cartoon Network told fans to jot down geographical destinations presented in episodes airing during sweeps and mail them in for a chance to be flown to a secret island.[28] Advertisements appeared on Time Warner's television channels, Sports Illustrated for Kids, DC Comics publications, radio stations, and Warner Brothers stores.[10] Local cable operators were encouraged to submit their own spots, generating 34,000 spots among 174 cable systems for a total of $3.4 million cross-channel media support.[28] 50,000 children with a median age of 10 entered the competition. The company selected 10 United States citizens and 9 international viewers for the island trip. They and 200 others received Quest-themed adventure packs, including backpack, a flashlight and siren, travel journal, pen, T-shirt, and glow sticks.[10] The nineteen winners, including residents of Taiwan, the Philippines and Portugal, received travel itineraries in the mail and flew to Jamaica to combat "environmental terrorism".[28] On the island, marketers prepared clues and treasure and acted the roles of the kids' allies, hosting barbecues, reggae concerts, and rafting trips. Hosts filmed the event for possible future promotions.[10] The adventure ultimately doubled the show's ratings for the week and tripled Questworld.com's visitorship threefold.[28] Brandweek magazine awarded it the year's top honors for a global marketing promotion.[28]

Critical reception

Cinefantastique wrote that Real Adventures remained "true to the familiar formula" of the classic series.[15] The magazine's reviewer also praised the voice actor selection, citing an "impressive cast."[15] Billboard magazine welcome the addition of Jessie Bannon to the previously all-male cast of former Quest productions.[7] The Panama City Times-Herald's education editor Tony Simmons echoed CFQ's position:

The new series takes the best elements of the old - global adventures, cutting-edge technology and good-spirited teamwork - and updates it for the 1990s. The now-teen-age heroes are caught up in extraordinary dangers both in the "real" world and in virtual reality.[11]

Contrarily, the authors of 1998's Saturday Morning Fever felt that the show seemed to lack "the sense of why the original was so successful."[29] They praised the addition of Jessie and her resemblance to Dr. Quest, but lambasted the many differences between the two seasons. The authors ultimately sided with the second, as it contained more references to and characters from the classic series.[29] Greg Aaron of HotWired praised the return of a classic character, but warned against the hype surrounding QuestWorld, arguing that "it will take more than visual sophistication to hook today's viewers".[2] Senior vice president of production Sherry Gunther admitted that the motion capture technology was "best reserved for recording broad movements...because the technology is still a little crude."[2]

Alberto Menache expanded this criticism of QuestWorld in Understanding Motion Capture for Computer Animation and Video Games, calling the virtual reality simulation a failure laden with "many mistakes."[30] The size difference between the motion capturers and the actual characters caused unsteady animation and shaking, and interaction with props or uneven terrain was consequently mismatched. Menache levied blame upon the show's budget, which did not allow for digital post-production and review—instead expecting "plug-and-play" results straight from the capture studio.[30] These criticisms mirrored the comments of Francois Lord, a computer animator who revealed that most of Buzz F/X's team were inexperienced and forced to deliver on a rushed schedule.[Lord] Lord pointed out that Blur Studio—the second QuestWorld animation company—"had twice as [much] time as we did and twice as [much] money. And they had [a] team already implemented."[Lord] Menache pointed out that the QuestWorld sequences were the result of a "pipeline set up for mass production" with little testing or advance planning.[30] He was less critical of the facial capture, considering it "medium-quality...but still acceptable for the kind of television budget this project had."[30]

Episode list

"Season One"

1.) "The Darkest Fathoms" - Benton Quest is called to investigate the phenomenon of a modern-day pirate ghost ship, the Ivory Web, said to be that of the infamous pirate Black Jack Lee, that has appeared in Bermuda.

2.) "Escape to Questworld" - In a race against time to save Benton and Race Bannon, who are trapped in a laboratory full of nerve gas, Jonny, Hadji and Jessie locate Jeremiah Surd, the owner of the lab, previously thought to be deceased. Surd, who became immobile when Race raided another of his laboratories 18 years ago, accepts the offer to tell how to neutralize the nerve gas in return for access to Questworld, where he can be fully mobile again via a virtual body.

3.) "In the Realm of the Condor" - Seeking to locate a lost ornithologist, the Quest team stumbles upon the legendary city of gold, El Dorado.

4.) "Rage's Burning Wheel" - When Benton and Hadji participate in a space shuttle trip to a space station, henchmen of Ezekiel Rage take over Mission Control with the aim to help Ezekiel, the unwanted guest on the shuttle, who plans to assemble a deadly explosive in zero gravity.

5.) "Ndovu's Last Journey" - In Africa, the Quest kids plan to stop the plans of poachers, who are on the trail of the elderly elephant Ndovu, on his way to the elephants' graveyard.

6.) "Manhattan Maneater" - A tiger is loose in the abandoned New York underground, and the Quests are out to find it.

7.) "East of Zanzibar" - When what seems to be a giant octopus sinks ships in the Seychelles, the Quest team investigates only to find out that the sea monster is part of a much grander scheme.

8.) "Assault on Questworld" - With Benton and Race away in the Himalayas, the children hook up the meditating Hadji to Questworld. Jeremiah Surd traps Hadji's mind in the virtual world and orders for Race and Benton to connect to Questworld, leaving no choice for Jessie and Jonny but to impersonate their fathers, leaving the Quest mansion without surveillance.

9.) "Ezekiel Rage" - The Quests encounter Ezekiel Rage, an ex-government agent who turned mad after he lost his family and most of his face in a mission. (Note: this episode in the chronology of events precedes "Rage's Burning Wheel).

10.) "Alien in Washington" - Evidence is found to suggest that someone from the White House is somehow connected to extraterrestrials, and Dr. Quest is called in to investigate.

11.) "Return of the Anasazi" - When Benton travels to meet Alice Starseer, an old friend in New Mexico, it turns out there's more to the trip then a simple rendezvous when government agents raid the Quest Mansion for a supposedly extraterrestrial artifact sent by Alice.

12.) "The Alchemist" - A scientist steals an artifact thought to be the Philosopher's stone, tweaking it with modern technology to be able to produce endless amounts of gold, but soon going mad in the process.

13.) "Trouble on the Colorado" - When Alice Starseer returns from outer space, Jeremiah Surd abducts her to obtain the vast amount of extraterrestrial information in her mind and download it directly to Questworld.

14.) "In the Wake of the Mary Celeste" - When Benton researches why the fabled ship, the Mary Celeste had sunk, he finds a strange underwater phenomenon that seems much like crop circles.

15.) "Amok" - The Quests encounter a strange creature in Borneo which terrorizes the area and is thought to be invincible.

16.) "Besieged in Paradise" - Underwater animals quickly become offensive and aggressive when Jeremiah Surd inflicts his control on all cetacean communication through Questworld.

17.) "The Spectre of the Pine Barrens" - Jonny and Hadji, travelling to New Jersey with Benton, find themselves in the middle of a hundreds of years old family conflict in the forest thought to be the home of the Jersey Devil.

18.) "Heroes" - A statue of the ancient god Apollo is uncovered in Greece but is shattered to pieces. When the Quests volunteer to scan the pieces in 3-D and assemble them in the virtual space of Questworld, Jeremiah Surd gets his hand on the statue, which turns out to have mystical power that was transferred to cyberspace through the scanning. With his newly acquired powers, Surd quickly traps most of the Quest team members in cyberspace, leaving Jonny the only one to try and rescue his family and friends.

19.) "The Ballad of Belle Bonnet" - A school for Native Americans is almost shut down when the process is interrupted by the ghost of Belle Bonnet, a thief who stole a large wagon of gold hundreds of years ago.

20.) "In the Darkness of the Moon" - The Quests, investigating a werewolf attack in Canada find out the secret of an almost-extinct werewolf family.

21.) "The Secret of the Moai" - On Easter Island, the Quests examine bones that may have belonged to evolution's missing link. However, Jeremiah Surd also appears and through the sound wave technology derived from the bones, starts to experiment with the evolutional process.

22.) "Expedition to Khumbu" - During an expedition to find the Yeti, the Quest team faces a desperate scientist wanting to find the creature at all costs, even at the cost of the Quests' life.

23.) "Ice Will Burn" - En route to the Quest team residing in Siberia, Jessie crash-lands her aeroplane to find a village of Russian people who have been trapped under the ice for centuries.

24.) "Future Rage" - During their trip to the North Pole, the Quests run into Ezekiel Rage, who plans to destroy the polar ice caps with a stolen nuclear device.

25.) "Alligators and Okeechobee Vikings" - An oil drilling facility cannot function because of the constant attacks from what seem to be alligators, one attack leaving a Viking sword behind. The Quest team steps in to find the remnants of a Viking tribe and it turns out that the bad guys are not who they first thought they were.

26.) "To Bardo and Back" - Race falls into coma from an accident at a rodeo. The Quests enter his mind into Questworld to save him, but in the Bardo it is none other than Jeremiah Surd who awaits him and tries to get him to the other side of the river -- to certain death..

"Season Two"

1.) "The Mummies of Malenque" - The Quest team encounters Estella Velasquez, Jesse's mother, while investigating a mysterious plague that seemingly wiped out a South American tribe.

2.) "Rock of Rages" - The Quest team must foil ex-Soviet General Vostok's attempt to seize control of a golem in the Czech Republic.

3.) "Bloodlines" - Hadji returns to Calcutta in order to discover more information about his past.

4.) "Race Against Danger" - Race is abducted by an old foe named Kreed and forced to run through a Special Forces boot camp, only this time failure is punished with death.

5.) "The Dark Mountain" - Bigfoot and a group of exotic hunters are loose in the Quest team's headquarters. But why would a legendary creature be so interested in the team's electronic equipment?

6.) "Cyberswitch" - Jeremiah Surd switches bodies with Race and sets out to destroy the Quest team from the inside.

7.) "Undersea Urgency" - Strange sea creatures are released by an earthquake and begin a rampage on an underwater research facility.

8.) "Nemesis" - Doctor Zin seizes control of a Quest satellite and holds the world for ransom. Now the Quest team must stop Benton's nemesis from the past before the time allotted expires.

9.) "DNA Doomsday" - A new biological defense system designed by the military goes haywire during a simulation run and begins operating as if it were truly under attack.

10.) "Ghost Quest" - Off the coast of Nova Scotia the Quest team becomes trapped on a haunted island with a horrifying past.

11.) "Nuclear Netherworld" - While visiting Jonny's uncle Doug Wildey, the team discovers that a nearby biosphère is producing bioweapons for sale to international terrorists.

12.) "Eclipse" - Hadji becomes smitten with a strange girl from New Orleans, but Jonny and Jesse suspect that she may be exerting a more than natural control over him.

13.) "Without a Trace" - The President is abducted and all evidence points to the Quest team as the culprits. Now Jonny must track down Jeremiah Surd, of all people, to prove his father's innocence.

14.) "Village of the Doomed" - While vacationing in England, Benton and Jonny discover a small, seemingly isolated village. Naturally, things quickly go downhill...

15.) "Dark Sentinel" - A logging operation threatens to destroy a rainforest in Cameroon that may hold the key to curing many dieseases affecting the world.

16.) "Other Space" - Scientists open a portal to a parallel universe, letting the militaristic denziens of the alternate dimension into our own.

17.) "Digital Doublecross" - Jeremiah Surd holds Jonny and Jessie hostage in Questworld forcing them to play a deadly game of survival against their digital doubles.

18.)"Thoughtscape" - Jeremiah Surd traps Jesse in Questworld, but she manages to turn the tables on him. How well can Surd hold to a dose of his own medicine?

19.) "The Bangalore Falcon" - Doctor Zin is after a rare falcon in Bangalore that is said to lead the way to the secret of eternal life.

20.) "Diamonds and Jade" - Reunited with Jade in Indonesia, Race is forced to combat a wayang kulit that has come to life.

21) "The Edge of Yesterday" - Ezekiel Rage succeeds in brining about the apocalypse when he detonates a nuclear weapon near the core of the Earth. Jonny and Jesse, meanwhile, are sent spiraling back in time and must work to foil the madman's plot before it can come to fruition as before.

22.) "The Haunted Sonata" - Returning to the Czech Republic, the Quest team encounter an apparition that leads them on a journey to discover the ending of an incomplete sonata.

23.) "General Winter" - In his second bid to revive the Soviet Union, General Vostok seeks out the power of Bifröst, a power that "froze" the army of Napoleon in its tracks two hundred years ago.

24.) "Night of the Zinja" - With Doctor Zin apparently killed, his two daughters emerge to take vengeance upon the Quest team.

25.) "The Robot Spies" - Jesse's mother Estella arrives to visit Quest headquarters at exactly the same time that Doctor Zin launches an attack with his robotic spiders.

26.) "More Than Zero" - The Quest team investigates a haunted mansion in Venice, Italy.

References

  1. ^ a b c d e f g h i j k l Mendoza, N.F. (October 1996). "Heeeeere's Jonny! Jonny Quest Returns With a New Look and a New Series from Hanna-Barbera". Animation Magazine. 10 (9). Animation Magazine, Inc.
  2. ^ a b c d e f g h i j Greg Aaron (October 1996). "Pop: Review of Jonny Quest". Archived from the original on 1998-12-06. Retrieved 18 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  3. ^ a b c d e f Lefton, Terry (1995-06-19). "TURNER RELAUNCHES 'QUEST'". Brandweek. 36 (25). VNU eMedia, Inc.
  4. ^ a b c d e f g h i j k l m n o Bob Miller (1996-11-17). "Interview with Lance Falk". Animation Planet Magazine. Retrieved June 19. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  5. ^ "Interview with Lance Falk". Animation Artist Magazine. 2000. Retrieved June 19. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  6. ^ a b Jennifer Clay (1996). "Guy Moon". BMI. Archived from the original on 1996-10-20. Retrieved 19 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  7. ^ a b c d e f Benezra, Karen (1996-01-29). "Hut, Mills join Quest". Billboard. 37 (5). VNU eMedia, Inc.
  8. ^ Walley, Wayne (1996-08-26). "'JONNY QUEST' IS BACK WITH TRIPLE DEBUT". Electronic Media. 15 (35). Crain Communications Inc.
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  10. ^ a b c d Incentive Performance Center. "Jonny Quest Ratings Soar with Real-Life Adventure Contest". Incentive Performance Center. Retrieved 19 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  11. ^ a b c d Tony Simmons (1996-12-15). "The `Quest' continues". Panama City Times Herald. Archived from the original on 1999-01-29. Retrieved 15 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  12. ^ "Intergraph Workstations Play Starring Role in "The Real Adventures of Jonny Quest" at Blur Studio". Business Wire. Gale Group. 1997-02-12.
  13. ^ James McWilliams (1997). "Intergraph takes on new 'Quest'". The Huntsville Times. Archived from the original on 1997-07-28. Retrieved 15 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  14. ^ a b c "Virgin Sound and Vision inks licensing agreement with Turner New Media; VSV brings Hanna-Barbera's The Real Adventures of Jonny Quest into computer age with CD-ROM". Business Wire. Gale Group. 1996-03-18.
  15. ^ a b c d e f g h i Kingston, F. Colin (October 1996). "Older and bolder, the cartoon quester returns on Turner TV". Cinefantastique. 28 (3).
  16. ^ a b Ellen Gray (1996-08-21). "The new `Jonny Quest' is full of ideas for children's programming". Knight-Ridder Media. Archived from the original on 1997-04-30. Retrieved 15 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  17. ^ "IMDb: Rob Paulsen". Internet Movie Database Inc. Retrieved 19 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  18. ^ a b c d Matzer, Marla (1996-06-24). "Pillsbury, Campbell's join in new Quest". Brandweek. 37 (26). VNU eMedia, Inc.
  19. ^ "Fast forward". People. 44 (2). People Magazine (Time). 1995-07-10.
  20. ^ "WHAT'S HOT THIS YEAR". Good Housekeeping. 223 (6). Hearst Brand Development. Dec. 1996. {{cite journal}}: Check date values in: |date= (help)
  21. ^ "Jonny Quest: Quest Headquarters". Archived from the original on 1997-04-13. Retrieved 15 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  22. ^ "Jonny Quest Unproduced Toys". Retrieved 15 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  23. ^ "The new KID RHINO TAKES A JOURNEY INTO THE WORLD OF JONNY QUEST". Knight-Ridder Media. 1996-09-17. Archived from the original on 1997-06-14. Retrieved 19 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  24. ^ a b c d "New Jonny Quest comics series supports TV launch". Dark Horse Comics. 1996. Retrieved 15 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  25. ^ "Eisner Award-winner Paul Chadwick provides cover for Jonny Quest". Dark Horse Comics. Retrieved 15 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  26. ^ Reese, Jean (1999-06-15). Internet Books for Educators, Parents, and Students. Libraries Unlimited. pp. 203–204. ISBN 1563086972.
  27. ^ "The Real Adventure of Johnny Quest: The Forbidden City of Luxor. (book reviews)". Australian Journal of Language and Literacy. August 1997. {{cite journal}}: External link in |journal= (help)
  28. ^ a b c d e T.L. Stanley (1998-03-09). "The Cartoon Network: making an old series new again - Real Adventures of Jonny Quest". Brandweek. Retrieved 15 June. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  29. ^ a b Burke, Timothy (1998-12-15). Saturday Morning Fever. St. Martin's Press. pp. 114–115. ISBN 0312169965. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  30. ^ a b c d Menache, Alberto (October 1999). Understanding Motion Capture for Computer Animation and Video Games. Morgan Kaufmann. pp. 52–53. ISBN 0124906303. {{cite book}}: Cite has empty unknown parameter: |coauthors= (help)