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Zap
(aka Sergeant Zap; Rafael "Zap" Melendez)
Rafael J. Melendez of New York City, New York.
Grades: Army E-4 (1982); E-6 (1992); E-7 (1997); E-4 (2004); E-6 (2007)
various SNs: RA63398074; 633-9807-RM44; 633-98-RJ44
Notes: New York City occupies the southeast corner of the state's mainland and nearby islands. Backblast, Big Brawler, and Rampart are also said to be from NYC with no further specification. Also from various parts of the city are Bushido, Crossfire, Heavy Metal, Nunchuk, and Tunnel Rat.
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Animated Appearances
Sunbow Voice | Appearances | Time Identifiable On Screen | Total Lines (In Own Voice) | Total Words
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Buster Jones | 17 | 375 seconds | 27 | 187
| DiC Voice | Appearances | Time Identifiable On Screen | Total Lines (In Own Voice) | Total Words
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none | 6 | 45 seconds | 0 | 0
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Notes: Zap wore several variations of his 1982 outfit in the Sunbow series: light green outfit, yellow outfit, or light green with yellow collar; harness, just short straps at the shoulders, or no chest straps at all. The mustache was added after The Revenge of Cobra. Zap was most easily distinguished from the similarly outfitted greenshirts by the fact that his shirt and pants were the same color. In the DiC series he had only brief silent appearances in his 1992 outfit, with a helmet the same shade of white/silver as the mortar shells on his chest.
A Real American Hero Opening | 5 seconds | (silent) | on battlefield with Duke, in V.A.M.P., in final pose
| A Real American Hero, Part 1 | 25 seconds | (silent) | at HQ for broadcast, fighting at farm
| A Real American Hero, Part 2 | 18 seconds | (silent) | at HQ for Tanu Island broadcast
| A Real American Hero, Part 3 | 4 seconds | (silent) | working on Joes' M.A.S.S. Device
| A Real American Hero, Part 4 | 24 seconds | 5 lines | at HQ for surrender, helping Breaker monitor Cobra's eavesdropping
| A Real American Hero, Part 5 | 17 seconds | 2 lines | at HQ for Duke's procedure, in J.U.M.P. for mountain climb
| The Revenge of Cobra, Part 3 | 2 seconds | (silent) | at Island of No Return (13:58-59)
| The Revenge of Cobra, Part 5 | 31 seconds | 3 lines | guarding Joe HQ
| Season 1 Opening (Sunbow) | 2 seconds | (silent) | on battlefield in flashback (0:32-0:33)
| Battle for the Train of Gold | 56 seconds | 4 lines | at Fort Knox; chasing train on horseback
| Cobra's Candidate | 91 seconds | 6 lines | investigating election, captured by Dreadnoks
| Synthoid Conspiracy, Part 2 | 11 seconds | (silent) | at Scarlett's briefing, on risers at reinstatement
| Spell of the Siren | 8 seconds | (silent) | entranced at Joe HQ; training at mountain hideout
| The Funhouse | 67 seconds | 7 lines | assaulting South American base, using explosives to create an entrance
| The Traitor, Part 1 | 5 seconds | (silent) | raiding oil rig
| An Eye for an Eye | 8 seconds | (silent) | at HQ when Lady Jaye found missing (sometimes colored as Short-Fuze)
| G.I. Joe: The Movie Opening | 1 second | (silent) | running with Recondo's team (1:25)
| Long Live Rock and Roll Part I | 16 seconds | (silent) | using metal detector to search for Cobra
| Long Live Rock and Roll Part II | 7 seconds | (silent) | driving Battle Wagon
| The Sludge Factor Part I | 6 seconds | (silent) | driving Badger at rice field, climbing onto raft
| The Greatest Evil Part I | 2 seconds | (silent) | in wide shot of Joe/Cobra briefing (14:04-05)
| Basic Training | 5 seconds | (silent) | seen in flashback
| The Legend of Metal-Head | 9 seconds | (silent) | seen in flashback
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Classic Marvel Comic Appearances
By my count, Zap was discernible in 139 panels in 23 issues from Jun. 1982 to Aug. 1989: #1, 3, 4, 6, 8, 10, 11, 14, 16, 17, 19, 22, 25, 27, 29, 33, Yearbook 2, 50, Order of Battle 2, 64, 78, 82, and SM 24.
Figure Releases
Versions:
| 1. 1982
2. 1991 (Super Sonic Fighters)
3. 1997 (Stars & Stripes)
| 4. 2004 (Comic #4)
5. 2007 (Convention)
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Version 1: spring 1982 original carded figure assortment / spring 1983 carded swivel-arm assortment
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Bazooka Soldier | MOS 1: Engineer [21B] MOS 2: Infantry [11B]; Artillery [13B]
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| - head: Zap (82, 97), Grunt (82, 83, 97), Grand Slam (82, 83)
- upper arms: Stalker (82, 97, 04/II, 05/I), Short-Fuze (82, 97, 05/I), Snake Eyes (82, 97/I, 97/II, 03/I, 03/II, 04/IV, 05/IV), Zap (82, 97, 04), Grunt (82, 83, 97), Hawk (82, 04/I), Snow Job (83), Infantry Division (05/I, 05/II, 05/III, 05/IV, 05/V, 05/VI), Breaker (05), Cobra Mortal (06)
- lower arms: Stalker (82, 97, 04/II, 05/I), Short-Fuze (82, 97, 05/I), Snake Eyes (82, 97/I, 97/II, 03/I, 03/II, 04/IV, 05/IV), Zap (82, 97, 04), Grunt (82, 83, 97), Hawk (82, 04/I), Infantry Division (05/I, 05/II, 05/III, 05/IV, 05/V, 05/VI), Breaker (05), Cobra Mortal (06)
- torso: Short-Fuze (82, 97, 05/I), Zap (82, 97)
- waist: Stalker (82, 97), Short-Fuze (82, 97, 05/I), Breaker (82), Snake Eyes (82, 97/I, 97/II, 03/I, 03/II, 04/IV, 05/IV), Zap (82, 97), Flash (82), Rock 'n Roll (82), Grunt (82, 83, 97), Hawk (82), Clutch (82, 84), Grand Slam (82, 83), Steeler (82), Lt. Falcon (03), Infantry Division (05/I, 05/II, 05/III, 05/IV, 05/V, 05/VI)
- legs: Stalker (82, 97), Short-Fuze (82, 97, 05/I), Breaker (82), Zap (82, 97), Rock 'n Roll (82), Grunt (82, 83), Hawk (82), Clutch (82, 84), Steeler (82), Lt. Falcon (03), Infantry Division (05/I, 05/II, 05/III, 05/IV, 05/V, 05/VI)
| Accessories: light green M1A1 bazooka with one or two handles (new), light green helmet (82 Short-Fuze's), light green backpack (82 Short-Fuze's).
| Zap is the team specialist in armor-piercing and anti-tank weapons but also functions as demolitions man. Specialized Education: Engineer School; Ordinance [sic, should be Ordnance] School; Advanced Infantry Training. Qualified Expert: M-14; M-16; M-1911A1; M-79 (Grenade Launcher); M-72 (LAW Rocket); XM-71A (TOW Missile); XM-47 (Dragon Missile).
"Zap is the fun loving type...he's cool under fire. The stuff he works on could blow up at any time."
| Variations: Re-tooled in 1983 to accommodate swivel-arm battle grip and a new waistpiece design. Yojoe.com lists swivel-arm Zap as version 1.5. The bazooka had one of three different handle styles: two handles (earliest), one thin handle (later straight-arms), or one thicker handle (swivel-arms).
| Toy Notes: Item #6405. This figure is considered the most prone to thumb-breakage of the original team due to the design of the bazooka.
| Reissues: The straight-arm variant was reissued in fall 1982 in a J.C. Penney three-pack with Short-Fuze and Breaker. The swivel-arm variant was reissued in mail offers 1985-1986 (Get Your Gear, Operation Freedom Has Begun 85 and 86).
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Version 2: fall 1991 Super Sonic Fighters premium carded figure assortment
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Ground Artillery Soldier | MOS 1: Combat Engineer [21B] MOS 2: Infantry [11B]
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| - head: Zap (91)
- arms: Zap (91), Maj. Bludd (03)
- torso: Zap (91), Maj. Bludd (03)
- waist: Zap (91), Maj. Bludd (03)
- legs: Zap (91), Maj. Bludd (03)
| Accessories: grey or silver "XM179 Lightweight Grenade Launcher" with rear grip and handle on top (new), grey or silver "XM20 Surface-to-Surface Double-Barreled Rocket Launcher" (new), grey or silver armored helmet with thick brim (new), grey sonic tread tank with backpack peg and hole for cannon (new), grey or silver swiveling cannon for backpack (new), grey or silver cylindrical muzzle for grenade launcher (new), black figure stand (common).
| One of the original G.I. Joe team members from the very inception, Zap has a reputation for coolness under fire and a totally professional attitude. He is the team specialist in infantry portable, armor-defeating, high-explosive projectile delivery systems, which is to say, that if it's a weapon that a grunt can carry, and it can knock out a tank, Zap has probably got one. When he heard the Sonic Fighters were looking for someone with the battlefield savvy to man some of the most powerful ground artillery ever made, ZAP said, 'Me first!'"
"Zap is a square, in the best, old-fashioned sense of the word. He can look you straight in the eye and not flinch, because he's got nothing to be ashamed of and nothing to hide. Does this make him a better soldier? Not TECHNICALLY, but it certainly makes him a person you'd want to soldier with."
Assigned Armaments: 40mm XM179 Lightweight Grenade Launcher, and 3.5in. XM20 Surface-to-Surface Double-Barreled Rocket Launcher
Weapons Qualification: Expert
| Variations: Some figures came with silver accessories instead of grey ones.
| Toy Notes: Item #6598.
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Version 3: fall 1997 Stars and Stripes Forever boxed set
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Bazooka Soldier Sergeant Zap | MOS 1: Combat Engineer [21B] MOS 2: Infantry [11B]
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| - head: Zap (82, 97), Grunt (82, 83, 97), Grand Slam (82, 83)
- upper arms: Stalker (82, 97, 04/II, 05/I), Short-Fuze (82, 97, 05/I), Snake Eyes (82, 97/I, 97/II, 03/I, 03/II, 04/IV, 05/IV), Zap (82, 97, 04), Grunt (82, 83, 97), Hawk (82, 04/I), Snow Job (83), Infantry Division (05/I, 05/II, 05/III, 05/IV, 05/V, 05/VI), Breaker (05), Cobra Mortal (06)
- lower arms: Stalker (82, 97, 04/II, 05/I), Short-Fuze (82, 97, 05/I), Snake Eyes (82, 97/I, 97/II, 03/I, 03/II, 04/IV, 05/IV), Zap (82, 97, 04), Grunt (82, 83, 97), Hawk (82, 04/I), Infantry Division (05/I, 05/II, 05/III, 05/IV, 05/V, 05/VI), Breaker (05), Cobra Mortal (06)
- torso: Short-Fuze (82, 97, 05/I), Zap (82, 97)
- waist: Stalker (82, 97), Short-Fuze (82, 97, 05/I), Breaker (82), Snake Eyes (82, 97/I, 97/II, 03/I, 03/II, 04/IV, 05/IV), Zap (82, 97), Flash (82), Rock 'n Roll (82), Grunt (82, 83, 97), Hawk (82), Clutch (82, 84), Grand Slam (82, 83), Steeler (82), Lt. Falcon (03), Infantry Division (05/I, 05/II, 05/III, 05/IV, 05/V, 05/VI)
- legs: Stalker (82, 97), Short-Fuze (82, 97, 05/I), Breaker (82), Zap (82, 97), Rock 'n Roll (82), Grunt (82, 83), Hawk (82), Clutch (82, 84), Steeler (82), Lt. Falcon (03), Infantry Division (05/I, 05/II, 05/III, 05/IV, 05/V, 05/VI)
| Accessories: one or two plain green bazookas (82 Zap's with one thick handle), plain green helmet (82 Short-Fuze's, undersized), black backpack with green shells (82 Short-Fuze's).
| Sgt. Zap was chosen among the first to join the G.I. Joe team in its early days. His specialty was in armor-piercing and anti-tank weapon systems. As the team expanded, he moved more towards demolitions. It became his job to teach the new recruits their practical factors to qualify for ranks. It's amazing to watch him work with high-explosives devices and remain composed. His professional attitude gained him a great reputation as an instructor. When the call went out to re-organize the original G.I. Joe team members, he jumped at the chance. Being somewhat old-fashioned, he returned using his favorite hand-held bazooka, not as high-tech as some of the weapons he's used but definitely reliable.
After the team's first encounter with COBRA forces, they found a suitable location and in the tradition of the men and women who served their country before them, raised the flag in their honor, and declared - STARS and STRIPES FOREVER!
From General Hawk's Files: "Here's a guy that not only likes blowing things up, we pay him to do it. Sgt. Zap maintains his cool at all times. Setting up explosive devices is nerve racking, but he handles it and keeps coming back for more. A true professional and well-liked both for his abilities and his courage. My advice is to keep your helmet on when he's around, something will be exploding nearby."
Motto: "I open tanks like they were sardine cans."
| Toy Notes: Boxed in a Toys 'R Us-exclusive set with the Stars and Stripes Forever flag base, Stalker, Scarlett, Snake-Eyes, Grunt, Rock 'n Roll, Breaker, and Short-Fuse. Item #28020. Zap's motto comes from a line by Salvo in 1990 toy commercial.
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Version 4: 2004 Wave 2 comic three-pack assortment
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Ground Artillery Soldier | MOS 1: Engineering [21B] MOS 2: Infantry [11B]; Artillery [13B]
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| - head: Zap (04, 07)
- upper arms: Stalker (82, 97, 04/II, 05/I), Short-Fuze (82, 97, 05/I), Snake Eyes (82, 97/I, 97/II, 03/I, 03/II, 04/IV, 05/IV), Zap (82, 97, 04), Grunt (82, 83, 97), Hawk (82, 04/I), Snow Job (83), Infantry Division (05/I, 05/II, 05/III, 05/IV, 05/V, 05/VI), Breaker (05), Cobra Mortal (06)
- lower arms: Stalker (82, 97, 04/II, 05/I), Short-Fuze (82, 97, 05/I), Snake Eyes (82, 97/I, 97/II, 03/I, 03/II, 04/IV, 05/IV), Zap (82, 97, 04), Grunt (82, 83, 97), Hawk (82, 04/I), Infantry Division (05/I, 05/II, 05/III, 05/IV, 05/V, 05/VI), Breaker (05), Cobra Mortal (06)
- torso: Stalker (82, 97, 04/II, 05/I), Breaker (82, 05), Snake Eyes (82, 97/I, 97/II, 03/I, 03/II, 04/IV, 05/IV), Grunt (82, 83, 97), Hawk (82, 04/I), Zap (04), Infantry Division (05/I, 05/II, 05/III, 05/IV), Cobra Mortal (06), Sparks (07)
- waist: Roadblock (86), Guile (93/I, 93/II), Breaker (97, 05), Rock 'n Roll (97, 05), Snake Eyes (97/I, 97/II, 03/I, 03/II, 04/IV, 05/IV), Gen. Abernathy (04/I), Sgt. Stalker (04/II, 05/I, 06), Zap (04), Infantry Division (05/I, 05/II, 05/III, 05/IV, 05/V, 05/VI), Cobra Mortal (06)
- legs: Gen. Hawk (92, 00, 02, 04/I, 05), Big Ben (03), Sgt. Stalker (04/II, 05/I, 06), Zartan (04/III, 04/IV), Zap (04), Rock 'n Roll (05), Breaker (05)
| Accessories: black rifle (03 Tunnel Rat's), black rifle (86 Leatherneck's), black bazooka (89 H.E.A.T. Viper's), black sight cable (89 H.E.A.T. Viper's)
| An original member of the G.I. JOE Team, ZAP has a reputation for coolness under fire and a totally professional attitude. He is the team specialist in infantry-portable, armor-defeating, high-explosive projectile delivery systems, which is to say that if it's a weapon that a grunt can carry and it can knock out a tank, ZAP has probably got one. ZAP is a square in the best, old-fashioned sense of the word. He can look you straight in the eye and not flinch, because he's got nothing to be ashamed of and nothing to hide. Does this make him a better soldier? Not technically, but it certainly makes him a person you'd want to soldier with.
"The stuff I work on could blow up at any time. It's a good incentive to maintain your cool under fire."
| Toy Notes: Carded in a three-pack with Grunt, Snake Eyes, and a reprint of Marvel #4. Item #60496.
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Version 5: late September 2007 Tanks for the Memories boxed set
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Ground Artillery Soldier Rafael "Zap" Melendez | MOS 1: Anti-Armor Specialist [formerly 11H] MOS 2: Combat Engineer [21B]
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| - head: Zap (04, 07)
- arms: Thunder (84), Thunderwing (98), Cobra Infantry Trooper (04/I, 04/II, 04/III, 04/IV), Cobra Squad Leader (04/I, 04/II), Scrap-Iron (04, 05/I), Clutch (07), Zap (07)
- torso: Scrap-Iron (84, 04, 05/I), Zap (07)
- waist: Mutt (84, 89, 04/II), Clutch (07), Zap (07)
- legs: Snow Job (83, 97), Whiteout (00), Frostbite (03/I, 05/II), Snake Eyes (04/II), Sgt. Misha Zubenkov (06), Grunt (07), Zap (07)
| Accessories: dark grey rifle (03 Sgt. Hacker's), large green cylindrical spring launcher with trigger guard (new), dark grey thick spring missile with football-shaped tip (new), clear figure stand (common).
| An original member of the G.I. JOE Team, ZAP has a reputation for coolness under fire and a totally professional attitude. He is the team specialist in infantry-portable, armor-defeating, high-explosive projectile delivery systems, which is to say that if it's a weapon that a soldier can carry and it can blow up a tank, ZAP has probably got one. Proficient in everything from demolitions to utilizing Tactical Automated Fire Control Systems (TAFCS) for field artillery, he's like a computer... always learning and adding the latest hardware or upgrades in technology. This vast knowledge of the necessary tools and applied techniques adds to his battlefield savvy.
ZAP is always on the front line, ready to clear terrain obstacles, breach fortifications, or handle any explosive threats to maximize the safety of his team. He stays in top physical condition, because he knows the demanding requirements of carrying heavy ordnance onto the battlefield. Currently engaged in cold weather training in Colorado, he will do whatever it takes to impede the forces of COBRA and stop them from acquiring anything from the Rocky Mountain Arsenal.
"I open tanks like they were sardine cans."
| Toy Notes: Boxed in a Convention-exclusive set with Sparks, G.I. Joe Doc, Clutch, Sgt. Flash, Grunt, Rock 'n Roll, Lt. Clay Moore, Night Stalker Commander, and two copies each of all three versions of Night Stalkers Shock Trooper.
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