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The Real Adventures of Jonny Quest is an animated action-adventure television series produced by Hanna-Barbera Cartoons and broadcast on Cartoon Network from August 26, 1996 to April 16, 1997. A revival of the Jonny Quest franchise, it featured Jonny and Hadji as teenage protagonists with a new character named Jessie. Creators staged the show around Dr. Quest's investigations of "existing, real phenomena" and mysteries in exotic locales, which brought him into conflict with ethically-differing villains. Action also took place in the virtual reality of QuestWorld, a 3D cyberspace domain rendered with computer animation. There are currently no plans for re-broadcasting or release on DVD.
Conceived in the early 1990s, Real Adventures suffered a long and troubled development. Hanna-Barbera dismissed the original creative team in 1996 and hired new producers to finish the show. One team finished the previous team's premiere work, while the other wrote new episodes with reworked character designs akin to classic Quest. Each team produced twenty-six episodes for fifty-two overall. The first team crafted stories of real-world mystery and exploration, while later writers invoked more liberal science fiction and paranormal plots.
Hanna-Barbera supported the show through a massive marketing campaign with thirty-three licensees. Real Adventures debuted with an unprecedentedly wide release on Cartoon Network, TBS Superstation, and TNT, airing twenty-one times a week. Critics debated the merits of the animation, writing, and show's spirit compared to classic Quest. Real Adventures failed to gain consistent ratings and its merchandise performed poorly, leading to cancellation after fifty-two episodes. Eight episodes were released in 1996 on VHS, and reruns appeared until September 24, 1999 on Toonami, on other formats on Cartoon Network until December 14, 2002, and on CNX until 2003.
Computer wiz Jonny Quest and his friends battle international criminals using the resources of the Quest Foundation. Their chief weapon, and the target of many of their enemies, is the permanent, variable, sometimes unpredictable computer-generated VR domain, Questworld, which is entered using VR headsets. Inside Questworld, they must solve puzzles, locate hidden objects, battle evildoers and escape very-real danger if they are to succeed. Written by Cynan Rees







