Hama explains the inter-office politics and workflow when you're a writer in the gargantuan Marvel X-Men universe, and then sends a comic and toy nerd off the rails when he suggests a letter Folan wrote to Wolverine as a kid.
Hama explains how he went about taking over writing duties on Marvel's Wolverine comic book in the 80's and what makes Wolverine such an iconic character.
Hama explains the differences in writing for the two comic majors - Marvel & DC - and how much more unsure of themselves Marvel characters tend to be than their DC counterparts.
Hama is steered into an obscure blip on his resume, writing the DC Comics' C.O.P.S. comic book, before explaining what it is that entertains him in fiction and character development.
Hama covers a range of topics about the rebirth of G.I. Joe in 1982 - how he got the gig writing the comic, creating the characters and Cobra, Hasbro's sexist views towards female characters, and "the fear" that fuels his writing.
Hama shifts G.I. Joe gears to the creation of the character military dossiers on the back of the action figure packaging - how they came to be, then actually reads some of the original, unedited copy that he wrote 30 years ago.
Clarke discusses the fading "indie" toy scene, the toys he had as a kid, and how the Sectaurs were turned into Studebakers.
Kitchen talks about his first job interview with Activision, and beating a game designer legend at his own game.
Bellomo talks about scarcity in toy collecting and the toy that evades him in his own collecting efforts.
Bob talks about how he initially was tasked with bringing the Transformers universe to life by former Marvel editor-in-chief Jim Shooter.
Dan talks about how the Atari 2600 first came onto he and his brother's radar, and how that led to meeting the Activision gang.
David lays out his childhood inventing ways, and what lured him to video game design.