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Vintage Kenner · Star Wars · Ghostbusters

Vintage toys.
Properly told.

Hammer & Mold brings together original vintage toys, the companies that made them and the stories that made them famous. Explore the history. Watch the commercials. Buy the originals.

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Kenner · Star Wars
Millennium Falcon
1979
Studio photography to be placed · this is the display frame
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For sale

Live auctions on original vintage toys. Place a bid, or take it straight away with Buy now.

The makers

The Empires

We organise the collection the way it was built: publisher first. The publisher is the empire; its toy lines live beneath it. Filter the lines by their maker, or sort them across the years.

Sort
Kenner

Star Wars

1977 – 1985

The line that invented the modern 3¾-inch action figure, and sold an empty box one Christmas to do it.

Enter the Empire
Kenner

The Real Ghostbusters

1986 – 1991

Proton packs, ecto-plasma and gross-out mutations. The strangest, most inventive toys on the shelf.

Enter the Empire
BullmarkMarusanPopy

Kaiju

1966 – 1984

Soft-vinyl monsters from Tokyo's tokusatsu boom. Godzilla, Ultraman and the beasts of late-night television, hand-poured and hand-painted.

Enter the Empire
Playmates

Teenage Mutant Ninja Turtles

1988 – 1997

Mutant reptiles, pizza and ooze. The line that turned a black-and-white comic into a worldwide phenomenon.

Enter the Empire
LJN

E.T. the Extra-Terrestrial

1982

The gentle alien of 1982. Poseable figures, glowing fingers and the most famous bicycle in cinema.

Enter the Empire
Galoob

The A-Team

1983 – 1984

Mr. T, machine guns and a black van. No plan survived contact, but the toys did.

Enter the Empire
Thinkway Toys

Toy Story

1995

The toys about toys. Pull-string Woody and Buzz, straight from Pixar's first feature.

Enter the Empire
Why we exist

Not just a grid of photos

Anyone can sell an old toy. We want to tell you what you're actually looking at.

— The Toy

Know what you're buying

Year, maker, series, scale, accessories and condition. The details collectors actually want to know.

— The Story

Know where it came from

Who made it, when it appeared and what made it special. The story behind the plastic.

— The Commercial

See how it was sold

The original TV commercials that introduced these toys to the world, right where they belong.

The Empires/ Star Wars/ Millennium Falcon
Kenner · Star Wars
Millennium Falcon
1979
Four studio angles to be placed. Every piece is photographed in-house before listing.
Kenner · 1979 · Star Wars line

Millennium Falcon

The ship that didn't make the first wave. When it finally landed in 1979, it was the biggest, most coveted toy Kenner had ever built.

ReferencePE · SW · 001
Released1979
LineStar Wars (1977 – 1985)
ConditionLoose · near-complete
CompletenessRadar dish, cockpit, chess table present
Current bid · 7 bids
€ 340
Ends in
Bidding is binding and a hidden reserve may apply. We confirm condition, photos and shipping before any payment, and every piece is hand-inspected and insured in transit. Layout preview, so no real bids are placed.

The story

Kenner sold an empty box, and started an empire.

In 1977, Kenner had the kind of problem most companies only dream about. Star Wars had become the biggest film on Earth, every child wanted the toys, and Kenner had almost nothing on the shelf. There was no way to tool, mould and ship figures in time for Christmas.

So they sold a promise. The Early Bird Certificate Package was, essentially, an empty box with a cardboard diorama and a mail-away voucher. Post it back, and sometime in early 1978 four action figures would arrive: Luke, Leia, R2-D2 and Chewbacca. It should have been a disaster. Instead it sold in the millions.

They wrapped up an empty box for Christmas. Children unwrapped a promise, and waited for the post.

The figures that followed in 1978 invented a format the whole industry would copy: the 3¾-inch action figure, small enough that a child could own a galaxy. Vehicles came next. But the one everybody wanted, the flagship itself, was held back.

The Millennium Falcon did not arrive until 1979. When it did, it was enormous for its day: a light-up cockpit, a spinning radar dish, a training remote, and the little chess table from the film. It was the toy you asked for and rarely got. Forty-odd years on, a complete one is a small monument to how much a plastic ship could mean.

The archive
Kenner ● REC 1979 Original television spot
The commercial that sold it, 1979. Plays inline on hammerandmold.com · opens on YouTube here
From the Empire

Star Wars, built by Kenner

The full story of the line: the Early Bird gamble, the figures that changed the industry, and the eleven years that followed. Every artifact links back here.

Read the Empire →
The Empires/ Kenner
The Empire · Maker

Kenner

Cincinnati, Ohio · 1947 – 2000

The company that turned licences into legends. From a toy oven that actually baked to an empty box that launched Star Wars, Kenner spent five decades deciding what a generation would find under the tree.

1947
Founded, Cincinnati
300M+
Star Wars figures sold, 1978–85
3¾″
The figure size it set
2000
The name retired
Origins

Named after a street. Built to last.

In 1947, three brothers, Albert, Philip and Joseph Steiner, started a toy company in Cincinnati, Ohio, and named it after Kenner Street, where their office stood. It was a small beginning for a firm that would end up shaping the shelves of nearly every toy shop in the Western world.

Their early hits were toys that actually did something: the Give-A-Show projector in 1959, and in 1963 the Easy-Bake Oven, a miniature oven that genuinely baked, sold by the million and never really gone. Spirograph followed in 1966, and by 1976 a rubbery strongman called Stretch Armstrong had joined them. Kenner had a knack for turning a clever idea into a phenomenon.

The turning point

1977: the gamble that changed everything.

When Kenner won the Star Wars licence in 1977, there was no way to tool, mould and ship action figures in time for Christmas. So Kenner sold a promise instead. The Early Bird Certificate was, in effect, an empty box with a mail-away voucher. Post it back, and four figures would follow in early 1978. It should have failed. It sold in the millions.

Kenner didn't just sell toys. It invented the format the rest of the industry would spend forty years copying.

The 3¾-inch (9.5 cm) figures that arrived in 1978 set the template for action figures everywhere: small enough that a child could own a whole galaxy. Sales doubled to $200 million that year, and by 1983 more than 300 million Star Wars items had been sold. The Millennium Falcon landed in 1979, and for a while Kenner was less a toy company than a machine for manufacturing childhood.

To scale
3¾ in · 9.5 cm A 3¾-inch (9.5 cm) Kenner Han Solo figure beside a Diet Coke can, for scale
A whole galaxy you could fit in a coat pocket.
The record

Five decades, one shelf at a time

The short version of a long history: how a Cincinnati start-up became the maker behind the toys people still hunt for today.

  1. 1947Founded on Kenner Street, Cincinnati, by the Steiner brothers.
  2. 1963The Easy-Bake Oven becomes a household name and a lasting bestseller.
  3. 1967Acquired by General Mills as it moves into the toy business.
  4. 1976Stretch Armstrong stretches onto shelves.
  5. 1977Wins the Star Wars licence and ships the Early Bird empty box for Christmas.
  6. 1978The first 3¾-inch figures arrive and become an industry standard.
  7. 1979The Millennium Falcon lands, the most coveted toy of its day.
  8. 1984Super Powers brings DC's heroes to the 3¾-inch format.
  9. 1985Kenner Parker Toys is spun off from General Mills.
  10. 1986The Real Ghostbusters begins its strange, inventive run.
  11. 1987Kenner Parker is bought by Tonka.
  12. 1991Absorbed into Hasbro when Hasbro buys Tonka.
  13. 1993Jurassic Park roars onto shelves, a late-era hit.
  14. 2000Hasbro retires the Kenner name, ending 53 years.
Inside the empire

The lines

Kenner's licences read like a childhood. These are the ones represented in the collection.

Kenner

Star Wars

1977 – 1985

The line that started with an empty box and ended up on every shelf. The Falcon is in the collection now.

View the toys
Kenner

The Real Ghostbusters

1986 – 1991

Proton packs, ecto-plasma and gloriously gross mutations. Pieces arriving soon.

Coming soon
Kenner

And many more

1975 – 1999

Six Million Dollar Man, Strawberry Shortcake, Super Powers, Batman, Jurassic Park. A back catalogue of icons.

Coming soon
Original commercials

The commercials

The television spots that sold the toys the first time around. Six from the Kenner vault. They play inline here; the title opens the clip on YouTube.

The Empires/ Teenage Mutant Ninja Turtles
The Empire · Playmates & Mirage

Teenage Mutant Ninja Turtles

Mirage Studios · Playmates Toys · 1984 – 1997

Two cartoonists, a kitchen-table joke and an idea that got wildly out of hand. In four years the Turtles went from a 3,000-copy black-and-white parody to the action figures on every shelf in the Western world.

1984
First comic, self-published
3,000
Copies of issue #1
1988
Playmates line begins
1990
The Technodrome ships
Origins · the comic

A joke drawn at a kitchen table.

One night in November 1983, Kevin Eastman and Peter Laird were trading silly drawings in their apartment in Dover, New Hampshire. Eastman sketched a masked turtle standing upright with a pair of nunchucks, and scrawled three words above it as a gag: Teenage Mutant Ninja Turtles. It was a parody, poking fun at the biggest comics of the day, Frank Miller's ninjas, the New Mutants, Dave Sim's Cerebus. It was never meant to leave the room.

But they couldn't let it go. With a tax refund and a loan from Eastman's uncle, around $1,200 between them, the pair self-published a single oversized black-and-white issue in May 1984, under an imprint they invented on the spot: Mirage Studios, so named because the studio didn't really exist. They printed 3,000 copies, priced at $1.50, and mailed out a press release that made the tiny print run sound like an event. It sold out. The gritty little comic became the most talked-about book in the independent scene, and first-printing copies now change hands for the price of a car.

Mirage Studios · 1984
TMNT #1 · 1984 Teenage Mutant Ninja Turtles issue one, Mirage Studios, 1984
Issue one. Black and white, oversized, and printed on a gamble.
The turning point

1987: colour, comedy and a licence to print money.

A licensing agent named Mark Freedman saw what the comic could become, and brought it to Playmates Toys, a modest California firm with no action-figure line of its own. Playmates was interested but cautious: they wanted the Turtles on television first, to prove the audience was really there. A five-part animated miniseries aired in December 1987, and it changed everything about them.

The comic was ninja-noir. The cartoon made it Saturday morning, and the toys made it a fortune.

Television softened the Turtles into the version the world remembers. In the comic all four wore red masks; on screen each got his own colour so children could tell them apart. Michelangelo got the nunchucks and the one-liners, pizza became an obsession, and a whole cast, Krang, Bebop and Rocksteady, the Technodrome, was invented for the show and the toys. When Playmates shipped the first figures in 1988 the line didn't just sell. Within two years the Turtles stood shoulder to shoulder with Star Wars and G.I. Joe as the best-selling toys on Earth.

Playmates · 1988
The first wave · 1988 The 1988 Playmates Teenage Mutant Ninja Turtles first-wave figures
Four colours, four weapons. The 1988 line as most collectors first met it.
The record

From a kitchen table to every toy shop on Earth

The short version of a long story: how a parody comic became one of the biggest toy empires of its decade.

  1. 1983A late-night joke sketch in Dover, New Hampshire. The idea is born.
  2. 1984Mirage Studios self-publishes TMNT #1, 3,000 oversized black-and-white copies.
  3. 1985Demand outstrips supply. Reprints follow and the Turtles become an indie sensation.
  4. 1987The animated series debuts, giving each Turtle his own colour and comedy.
  5. 1988Playmates ships the first action figures and the Turtle Blimp.
  6. 1989The Sewer Playset and Party Wagon arrive as the line becomes a juggernaut.
  7. 1990The Technodrome rolls out and the first live-action film is a surprise hit.
  8. 1990TMNT ranks among the best-selling toy lines in the world.
  9. 1993Sub-lines multiply: Sewer Sports, Wacky Action and movie tie-ins.
  10. 1997The original Playmates vintage line winds down as the craze cools.
The hardware

The original playsets and vehicles

Playmates didn't just make figures. It built a whole world in plastic, and these are the pieces collectors still chase.

The crown jewel

The Technodrome

If the figures were the army, the Technodrome was the empire's fortress. Released in 1990, it was Krang's rolling war-machine rendered in plastic: a giant motorised eyeball that rose from the top, prison cells, a working lift, escape hatches and a firing cannon.

A foot and a half of grey plastic menace, and the toy that emptied more piggy banks than any other in the line.

It is the piece almost every collector remembers begging for, and the one that still anchors a serious Turtles collection today. Complete, boxed and unbroken, it is the blue-chip of the range.

Playmates · 1990
Technodrome · 1990 The Playmates Technodrome playset, 1990
Krang's fortress on wheels, the flagship of the entire line.
Playmates

Turtle Blimp

1988

The very first vehicle. A soft vinyl blimp the Turtles flew over the city, and one of the pieces in the debut assortment.

Playmates

Cheapskate

1988

Michelangelo's skateboard, moulded to clip a figure on for the ride. One of the earliest accessories and a fixture of the early line.

Playmates

Turtle Party Wagon

1989

The armoured van from the cartoon, complete with periscope and spring-loaded cannons. The line's signature vehicle.

Playmates

Sewer Playset

1989

The Turtles' underground lair. Trapdoors, a fold-out sewer and a working lift, the first true home base of the line.

Playmates

Pizza Thrower

1989

A catapult on wheels that flung little plastic pizzas. Half vehicle, half weapon, entirely absurd.

Playmates

Retrocatapult & Foot Cruiser

1990

The Foot Clan's answer to the Party Wagon, and the siege engines that filled out the villains' side of the shelf.

Original commercials

The commercials

The television spots that sold the toys the first time around, straight from the Playmates vault. They play inline here; the title opens the clip on YouTube.

The Empire · Maker

LJN

New York City · 1970 – 1994

The company most people can only name by its rainbow. LJN made the first E.T. toys, the rubber wrestlers that ruled the '80s playground, and a run of games so notorious the logo became a punchline. Behind those three letters is a stranger story.

1970
Founded, New York
$35k
The E.T. licence fee
8 in.
The wrestlers' height
1994
The name retired
Origins

Named after the boss, backwards.

LJN was founded in New York in 1970 by Jack Friedman, and the three letters have puzzled collectors for decades. They aren't his initials. In the 1960s Friedman worked as a sales rep for a toy man named Norman J. Lewis. When he struck out on his own, he named the company after his old boss with the name reversed: Lewis J. Norman, L.J.N. It has been hiding on every box the whole time.

Friedman had a nose for a licence nobody else wanted. In 1982, when Steven Spielberg's E.T. was still an unknown quantity and the big toymakers were nervous, LJN took the film rights for a reported $35,000, pocket change even then, and produced the first-ever E.T. toys. It set the pattern for everything that followed: LJN would buy the licence others were too cautious to touch.

LJN · 1982
E.T. · 1982 LJN E.T. the Extra-Terrestrial toy, 1982
The licence nobody else wanted, taken for the price of a used car.
The secret history

The toys were beloved. The games were infamous.

In 1984 LJN won the licence for the World Wrestling Federation, and the Wrestling Superstars line changed the schoolyard. At eight inches these were giants, moulded in solid rubber so they survived any beating a child could hand out. Hulk Hogan, Andre the Giant, Roddy Piper, a whole roster you could actually throw across a room. For Thundercats a year later, LJN built its clever 'Battle-Matic' spring action into the figures. For a while it could do no wrong.

To a collector the rainbow logo means treasure. To a gamer it means a warning.

Then came the other half of the story. MCA/Universal bought LJN in 1985 for around $66 million, and in 1987 the company began publishing games for the Nintendo Entertainment System. Here is the part few remember: LJN never actually made a single game. It only put its rainbow logo on titles built by others, Friday the 13th, A Nightmare on Elm Street, Back to the Future, many of them so poor that decades later the logo became internet shorthand for a bad game. Same three letters, two opposite reputations.

LJN · 1984
Wrestling Superstars · 1984 LJN WWF Wrestling Superstars rubber figures, 1984
Eight inches of solid rubber, built to survive the playground.
The record

One logo, two reputations

How a New York licensing house became a byword for both childhood treasure and gaming infamy.

  1. 1970Jack Friedman founds LJN in New York, named for his old boss reversed.
  2. 1982Lands the E.T. licence for about $35,000 and makes the first E.T. toys.
  3. 1984The WWF Wrestling Superstars line turns rubber wrestlers into icons.
  4. 1985MCA/Universal buys LJN for around $66 million.
  5. 1985Thundercats arrives with LJN's spring-loaded Battle-Matic action.
  6. 1987LJN starts putting its logo on NES games it never made.
  7. 1989The Wrestling Superstars line ends after a five-year reign.
  8. 1990Acclaim Entertainment buys the LJN name.
  9. 1994The rainbow logo is retired for good.
Inside the empire

The lines

The licences that made LJN, from the treasured to the infamous.

LJN

E.T. the Extra-Terrestrial

1982

The licence nobody else wanted, and the first toys of the world's favourite alien.

LJN

WWF Wrestling Superstars

1984 – 1989

Eight inches of solid rubber. The figures that ruled the '80s playground.

LJN

Thundercats

1985

Lion-O and the gang, built around LJN's spring-loaded Battle-Matic action.

LJN

The NES games

1987 – 1990

The rainbow chapter. Games LJN published but never made, now a byword for the era's worst.

Original commercials

The commercials

The spots that sold LJN's giants the first time around. They play inline here; the title opens the clip on YouTube.

The Empires/ Galoob
The Empire · Maker

Galoob

San Francisco · 1957 – 1998

A family firm that began with a wind-up monkey and nearly died twice, then saved itself by making the smallest cars in the world. Galoob's back catalogue hides a courtroom victory that changed gaming, and a toy recalled for putting eyes out.

1957
Founded, San Francisco
21
David Galoob's age at the helm
1987
The year it nearly folded
$220M
Sold to Hasbro, 1998
Origins

A wind-up chimp, and a son who dropped out.

Lewis and Barbara Galoob started their company in San Francisco in 1957, selling toys and stationery out of a modest operation. Their first real hit is one you have almost certainly seen even if you don't know the name: a battery-powered Jolly Chimp that banged a pair of cymbals and grinned. That same wide-eyed monkey later became horror-film shorthand for dread. It kept the lights on through the 1960s.

In 1970 Lewis fell too ill to run the business, and his 21-year-old son David dropped out of the University of Southern California to take it over. It was the first of several moments when the company's survival hung by a thread. Galoob licensed television to stay afloat, and in 1983 one of those licences was The A-Team: Mr. T, a black van and a squad of toys that rode the show straight onto every shelf.

Galoob · 1983
The A-Team · 1983 Galoob The A-Team toys, 1983
Mr. T, machine guns and a black van, moving as fast as the plots.
The secret history

Saved by the smallest cars in the world.

By 1987 Galoob was in real trouble. A run of failed electronic toys and chaos in its shift to Chinese manufacturing sent sales down 40 percent and left a loss of nearly $25 million. What pulled it back was tiny: Micro Machines, launched that year, miniature vehicles with a level of detail no one expected at that scale, sold by a fast-talking pitchman who became a phenomenon in his own right.

Galoob made the Game Genie, then beat Nintendo in court for the right to sell it.

Two more secrets sit in the catalogue. Galoob was behind the Game Genie, the cheat cartridge Nintendo sued to kill, and Galoob won the landmark case, establishing that letting players modify a game they owned was perfectly legal. And in 1994 it launched Sky Dancers, foam-winged dolls that flew when you pulled a cord, a smash hit that sold tens of millions before being recalled after the spinning wings caused eye injuries. By the time Hasbro bought Galoob in 1998 for $220 million, the wind-up-monkey company was the third-largest toymaker in America.

Galoob · 1987
Micro Machines · 1987 Galoob Micro Machines miniature vehicles, 1987
The tiny cars that saved the company, sold by the fastest mouth on television.
The record

Two near-deaths and a rescue in miniature

How a San Francisco family firm survived long enough to become America's third-largest toymaker.

  1. 1957Lewis and Barbara Galoob start the company in San Francisco.
  2. 1960sA cymbal-banging Jolly Chimp becomes the firm's first hit.
  3. 197021-year-old David Galoob leaves college to run the family business.
  4. 1983The A-Team line rides the hit show onto every shelf.
  5. 1987Failed electronics nearly sink the firm. Micro Machines launch.
  6. 1990The Game Genie arrives, and Galoob beats Nintendo in court.
  7. 1993Galoob wins the Star Wars Micro Machines licence.
  8. 1994Sky Dancers fly, sell in the millions, then are recalled.
  9. 1998Hasbro buys Galoob, then America's third-largest toymaker, for $220M.
Inside the empire

The lines

The licences and inventions that carried Galoob through four decades.

Galoob

The A-Team

1983 – 1984

Mr. T, machine guns and a black van. The show's toys, moving as fast as the plots.

Galoob

Micro Machines

1987

The tiny cars that saved the company, sold by the fastest mouth on television.

Galoob

Game Genie

1990

The cheat cartridge Nintendo went to court to stop, and lost.

Galoob

Star Wars Micro Machines

1993

A galaxy shrunk to pocket size, and one of the '90s' best-loved licences.

Galoob

Sky Dancers

1994

Foam-winged dolls that really flew. A blockbuster, until the recall.

Original commercials

The commercials

The fast-talking spots that made Galoob's smallest toys famous. They play inline here; the title opens the clip on YouTube.

The Empires/ Thinkway
The Empire · Maker

Thinkway

Markham, Ontario · 1985 – present

The tiny Canadian company that said yes when Mattel and Hasbro said no. Thinkway won the worldwide rights to Toy Story because the giants thought a computer-animated film was too big a risk, then built the toy every child on Earth wanted for Christmas.

1995
Won the Toy Story licence
No. 1
Toy of Christmas 1995
26
Years it held the licence
2
Giants who passed: Mattel, Hasbro
Origins

Two drawings, one 'yes', and a global licence.

Thinkway Toys was a small, low-profile company in Markham, Ontario, when it walked into the story of the decade. At the Toronto Toy Fair in January 1995, Thinkway's Albert Chan was approached by the head of Disney's Canadian licensing arm about an upcoming film. He was shown a handful of drawings, a cowboy and a spaceman, and asked if the company wanted to make the toys.

What Chan didn't need telling was that the giants had already passed. Mattel and Hasbro had both looked at Toy Story and turned it down, unconvinced a feature made entirely on computers was worth the risk. Thinkway said yes, flew to the New York Toy Fair a month later to present to Disney's U.S. office, and in February 1995 walked away with the worldwide master licence. A company most people had never heard of now owned the toys to the most important animated film in a generation.

Thinkway · 1995
Toy Story · 1995 Thinkway Toy Story Woody and Buzz Lightyear figures, 1995
Pitched on a cowboy and a spaceman. Won on a handshake.
The secret history

The toy so scarce it was written into the sequel.

By August 1995 Thinkway had its first figures ready: a pull-string talking Woody and, the crown jewel, the Buzz Lightyear Ultimate Talking Action Figure, with a light-up laser, pop-out wings and a bank of phrases straight from the film. When Toy Story opened that November demand was ferocious, and Thinkway simply couldn't make Buzz fast enough. The figure sold out across North America and stayed sold out.

The Buzz shortage was so infamous that Pixar wrote it into Toy Story 2's opening aisle of identical Buzzes.

The scarcity became legend, and Pixar nodded to it directly in Toy Story 2, where a toy-shop aisle groans under a wall of identical Buzz Lightyears, the abundance no child could find in 1995. Thinkway held the worldwide master toy licence for Toy Story for 26 years, from 1995 all the way to 2021, across every sequel, quietly making the definitive figures of one of cinema's biggest franchises while barely anyone learned its name.

Thinkway · 1995
Ultimate Buzz · 1995 Thinkway Ultimate Talking Buzz Lightyear, 1995
Pop-out wings, a light-up laser, and a queue around the block.
The record

The little company that made the toy of the decade

How an unknown Ontario firm ended up holding the biggest licence in animation for a quarter of a century.

  1. 1985Thinkway Toys is founded in Markham, Ontario.
  2. Jan 1995Disney Canada pitches an unknown film to Thinkway at the Toronto Toy Fair.
  3. Feb 1995After Mattel and Hasbro pass, Thinkway wins the worldwide Toy Story licence.
  4. Aug 1995The first Woody and Ultimate Buzz figures are ready.
  5. 1995Toy Story opens; Buzz sells out and stays sold out.
  6. 1996Buzz is the most wanted toy of the season on two continents.
  7. 1999Toy Story 2 writes the Buzz shortage into its opening scene.
  8. 2009The premium Toy Story Collection revisits the originals for grown-up fans.
  9. 2021Thinkway's 26-year run as master licensee ends.
Inside the empire

The lines

Three figures that defined how the world played with Toy Story.

Thinkway

Ultimate Talking Buzz Lightyear

1995

Pop-out wings, a light-up laser and the phrases every child could recite. The toy of the decade, if you could find one.

Thinkway

Pull-String Talking Woody

1995

"There's a snake in my boot." The cowboy half of the pair, straight off the screen.

Thinkway

Toy Story Collection

2009

Screen-accurate reissues for the children of 1995, now grown. Woody's boot even hid the signature.

Original commercials

The commercials

The spots for the toy nobody could keep in stock. They play inline here; the title opens the clip on YouTube.

Home/About
About

It started with a shelf.

Hammer & Mold · Netherlands

A private collection that grew into something bigger. This is where it comes from, and what we hunt for.

What began as a handful of childhood pieces turned into a hunt: for the odd, the overlooked and the wonderfully strange. The finding, the careful cleaning, the search for a missing weapon or a lost accessory, the stories behind each toy. Somewhere along the way the collecting became a way of living.

We are drawn to the weird ones. Toys that were played with, loved and actually handled, over the pristine pieces sealed and graded never to be opened again. A toy locked in plastic, never to be read or felt, becomes a frozen artifact. We would rather keep them alive.

Have a collection of your own? We buy and take on whole collections and single pieces. Tell us what you have, send a few photos, and we will look after it.

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Draft v0.1 · pending legal review
DRAFT — not legal advice. A working starting point, not yet reviewed by a lawyer. Under EU and Dutch consumer law some clauses below may not apply to consumers, who keep their statutory rights.

Operator: [legal entity], [address], KvK [number], VAT [number]. Last updated [date].

1 · Acceptance

By creating an account, listing an item, bidding or buying, you agree to these Terms. If you do not agree, do not use the Platform. We may update these Terms; continued use means you accept the revised version.

2 · The platform's role

For consigned lots, Hammer & Mold is an intermediary connecting Sellers and Buyers; the sale contract is between them, not with us. For lots we own and sell ourselves this is clearly marked. We do not take custody of or independently verify consigned items unless stated.

3 · Accounts

You register with a valid email and are responsible for activity on your account. One account per person or business. You must be 18 or older. We may suspend accounts that breach these Terms.

4 · Listings, AI curation and moderation

Listings are prepared with AI-assisted curation and this is not guaranteed to be accurate. The Seller is solely responsible for reviewing and confirming every listing (identification, variant, condition, completeness, authenticity) before it goes live. Only genuine collectible toys, models and related memorabilia may be listed; items that are not collectibles, or that are prohibited (including adult, sexual, weapon or illegal content) are refused automatically, and we may edit, refuse or remove any listing at our discretion. Each published listing uses one listing token from the Seller's balance.

5 · Bidding and winning

A placed bid is a binding, irrevocable offer, subject to any hidden reserve. The highest valid bid at close, or acceptance of a Buy-now price, wins. We may extend, void or re-open an auction in case of a fault, error or suspected manipulation.

6 · Payments, commission and seller plans

Payments are handled by our provider (Stripe); by transacting you accept their terms. The Platform deducts a seller commission on the hammer price (currently 15% on the Starter plan and 10% on Premium) plus applicable fees; the balance is paid to the Seller after the sale completes and, where applicable, after the Buyer receives the item. Listing uses tokens: Starter includes a small monthly allowance, Premium is a paid monthly membership (currently €15/month as an introductory price for the first six months, then €30/month) that includes more tokens at a lower commission. The membership renews automatically until cancelled; you may cancel at any time and keep access until the end of the paid period, and partial periods, tokens and token top-ups are non-refundable. Sellers handle their own tax and VAT. We are not a bank; funds are held and moved by the provider.

7 · Shipping, loss and damage

The Seller is responsible for packing and dispatching promptly after payment. To the maximum extent permitted by law, Hammer & Mold is not liable for items lost, delayed, damaged or misdelivered in transit, nor for a Seller's failure to ship. We recommend tracked, insured shipping.

8 · Authenticity and "as-is"

Vintage toys are second-hand collectables sold "as-is, with all faults". Descriptions and curation are opinions on a best-effort basis, not guarantees of authenticity, completeness, grade or value. Buyers should inspect photos and ask before bidding. Statutory consumer rights are not removed by this clause.

9 · Consumer rights

Where mandatory EU/Dutch consumer law applies, consumer Buyers keep their statutory rights, including any right of withdrawal and remedies for non-conforming goods. Goods bought at a genuine public auction may be exempt from the standard withdrawal right [to be confirmed with counsel].

10 · Availability and downtime

The Platform is provided "as available". We do not guarantee uninterrupted or error-free operation and may suspend or change it. To the maximum extent permitted by law, we are not liable for loss from downtime, delay, data loss, or missed or unregistered bids.

11 · Limitation of liability

To the maximum extent permitted by law, we are not liable for indirect or consequential loss, or loss of profit, data or goodwill. Our total liability for any claim is limited to the greater of the commission we earned on the relevant transaction or [€100]. Nothing here limits liability that cannot be limited by law (e.g. death or personal injury by negligence, fraud, or mandatory consumer-law liability).

12 · Prohibited conduct

No counterfeit, stolen, unsafe-recalled or illegally-exported items, misrepresentation, shill bidding, fee circumvention, or unlawful use. We may remove listings, void sales and close accounts for breaches. You indemnify us against claims arising from your listings, sales, shipments or breaches.

13 · Reviews

After a completed purchase a Buyer may leave one review of the Seller. Reviews must be honest and based on a genuine transaction. No fake, incentivised, abusive, defamatory or unlawful reviews, and no reviewing your own listings. We may remove or withhold reviews that breach these rules, and reviews reflect the opinion of the Buyer, not of the Platform.

14 · Content, privacy, law

You keep ownership of your photos and text and grant us a licence to host and display them for the Platform. To complete a sale, a Buyer's shipping details are shared with the relevant Seller for fulfilment only. We process personal data per our Privacy Policy [link] and the GDPR. These Terms are governed by the laws of the Netherlands, subject to any mandatory consumer protections in your own country.

Contact

[legal entity] · [address] · hammerandmold.com · [contact email]

Draft v0.1 for review. Complete the [bracketed] fields and have a qualified lawyer review before use.

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