MumboJumbo
A High-octane Sci-fi action-adventure toon series targeting kids six to 11, with a healthy dose of mischievous humor. There are strong characters with distinct personalities, fantastical worlds, and good vs. evil, speed and noise!
The year is 2390. Mankind's colonization of space is in full swing. While on their way to school, 3 children with unique abilities and their robot school bus pilot are sucked into a wormhole that careens them millions of light years from home and strands them on the mysterious planet MumboJumbo! It is a strange magical world at the nexus of the space-time continuum. Its landscape is a vast mosaic comprised of countless alien worlds, different periods in time, and alternate dimensions, each with its own unique culture and ecosystem. Join Quinn, Bishop, Princess, and Asimov the robot as they roam the vast and perilous world of MumboJumbo in hopes of someday finding a way home.
Quinn, 10, is the leader of the group. He’s a master spy trained by a top secret government agency sent to work undercover in Alpha Centauri. Quinn is a good guy and cannot turn away when the innocent need help, even if it means sacrificing any chance of getting home.
Due to his extremely high intelligence Quinn is an expert strategist/infiltrator, problem solver, and computer hacker. No matter how high the odds are stacked against him, Quinn will quickly come up with an elaborate plan bordering on crazy, and save the day in a very entertaining way at the last possible second. The inside of Quinn's trenchcoat contains elaborate system of hidden pockets in which he keeps all of his spy gadgets.
Bishop, 10, is a quick as lightning and powerful as thunder supreme martial artist. He’s an impulsive little scrapper that punches first and asks questions later. Bishop is also an expert on healing herbs and natural medicines. His chi warns him of imminent danger like a sixth sense. Unfortunately Bishop is very nearsighted. Without his special goggles he is blind as bat and vulnerable.
Bishop's primary weapons are his hands and feet. But sometimes he uses two sets of nunchucks he keeps tucked into his sleeves. A simple flick of the wrists will snap the nunchucks into his hands, via spring loaded strap on each forearm. He can also create a staff by connecting both nunchucks together.
Princess is a self-centered, stuck up little rich girl. She is extremely high maintenance, requiring comfort, luxury, and extravagance constantly. But on the other hand she is extremely resourceful and compassionate. She may look like a harmless little girl but she can charm even the coldest meanest heart. Her gift of gab can be tiresome or distracting which at times comes in handy. Though she won't admit it, she is starting to develop a crush on Quinn. She deals with it by being openly hostile towards him.
Princess is the proud owner of an amazing power ring that emits a pink colored beam of energy that she can control with her will. Think of the Green Lantern, only cute and pink.
ASIMOV, the robot school bus pilot, is a gruff and bitter old veteran that yearns for the glory days of his law enforcement past. He's a by the book, no-nonsense, pragmatist. When he speaks he uses police jargon and codes. He harbors intense feelings of guilt for crashing the ship into MumboJumbo. He's too stubborn to realize that it was beyond his control. He was entrusted with the job of getting those three children safely to school and doggone it he will!
ASIMOV possesses super strength, and can lift 20 tons above his head under optimal conditions. When brute force is necessary you can call on ASIMOV. He can pilot any vehicle, be it land, air, or water. He can transform his body into various vehicles or contraptions that Quinn designs. He is heavily armed with many types of weapons and equipment which include laser cannons, flamethrowers, rocket launchers, blow torch, police baton, net, tear gas, hand cuffs, radar, sonar, radio, stopping foam, etc. He also has an electrified "power punch" which he loves using to finish off badguys. ASIMOV’s only weakness is magic.
MUMBOJUMBO STORY SPRINGBOARDS
1. BUTTERFLY BOP.
The kids wander into the quaint medieval village of Mariposa in search of food. Eventually they notice how peculiar the villagers behave. But before they can give it a second thought the village is attacked by a vicious swarm of super strong butterflies. They ravage Mariposa like a gang of crazed bikers destroying property and terrifying all of the inhabitants. It’s up to the gang to figure out a way to stop the IRON BUTTERFLIES reign of terror before it’s too late.
2.THE LAST RESORT.
The kids come across a creepy dilapidated present day Club Med resort populated by nightmarish zombies. Our heroes end up having to barricade themselves in an office where they meet a survivor who just happens to be the resort owner. He explains to them that the resort, its employees, and guests are cursed because of an ancient artifact he found washed up on shore a few days before. Their only hope is to study the artifact’s runes and find a way to counteract the curse before they too become zombies!
3.THE SHALLOW DEEP.
The children enjoy a well earned rest at the grateful beachside resort. Their vacation is cut short when Princess befriends a “little mermaid” and follows her to an enchanted underwater kingdom. Unbeknownst to Princess is that she will be sacrificed to the mer-people’s leviathan god!
4.THE CHOW MEIN EVENT.
The children find themselves drifting in the harbor of a metropolis. Bishop comes to the realization that they are in an alternate reality futuristic Hong Kong populated by humans, aliens, and robots. They befriend an elderly couple that runs a restaurant terrorized by a local cyberpunk street gang coincidently called The Black Dragons. It’s up to the kids to teach these punks a lesson in street justice…HONG KONG STYLE!