Pop Culture

He-Man: The Toy Line Mattel Built After Star Wars Said No

Mattel wanted the Star Wars action figure license and lost it to Kenner. What it built instead, out of leftover barbarian concept art, became one of the biggest toy lines of the 1980s.

Mattel’s Masters of the Universe toy line exists largely because the company lost out on a much bigger opportunity first. In the late 1970s, Mattel was among the toy companies that passed on or failed to secure the rights to produce Star Wars action figures — a decision, or missed opportunity, that would go down as one of the most consequential near-misses in toy industry history once Kenner’s Star Wars figures became a runaway commercial phenomenon. He-Man was Mattel’s answer: an original, in-house fantasy-adventure property built specifically to compete in the action-figure market Star Wars had suddenly proven was enormous.

Built From Existing Concept Art

Rather than starting entirely from scratch, Mattel’s design team drew on existing barbarian and sword-and-sorcery concept art the company had already developed for an earlier, unreleased toy concept, adapting it into a new muscular hero named He-Man and a roster of supporting characters and villains. The resulting toy line, Masters of the Universe, launched in 1982, combining fantasy sword-and-sorcery elements with a certain amount of science-fiction technology — laser weapons and futuristic vehicles sitting alongside swords and castles — a somewhat unusual genre blend that gave the toy line a distinct identity separate from more straightforward fantasy or science-fiction competitors.

The Cartoon-First Sales Strategy

As with several other major 1980s toy franchises, Mattel followed the toy line with an animated television series, the 1983 Filmation production “He-Man and the Masters of the Universe,” produced under the same regulatory environment that had made program-length toy advertising legally viable earlier in the decade. The cartoon proved enormously popular in daily syndication, and unusually for the era, Mattel commissioned a companion series, “She-Ra: Princess of Power,” in 1985, specifically aimed at expanding the franchise’s toy sales into a girls’ market that the original He-Man line had, by design, skewed away from — a deliberate commercial strategy to capture both halves of the available children’s toy market with parallel, cross-promoted product lines.

A Bible for Continuity Before “Canon” Was a Common Word

Because the toys, the “minicomics” packaged with early figures, and the eventual cartoon were developed somewhat independently and occasionally inconsistently, Mattel commissioned an internal continuity document — sometimes referred to informally as a style guide or bible — to try to keep the sprawling toy line’s characters, planet Eternia’s geography, and basic plot logic reasonably consistent across the different media formats being produced simultaneously by different creative teams, an early example of the kind of franchise-continuity management that would become standard practice across the toy and entertainment industry in later decades.

Commercial Peak and a Very Expensive Movie

At its height in the mid-1980s, Masters of the Universe was reportedly one of the best-selling toy lines in the world, generating hundreds of millions of dollars in retail sales and prompting an ambitious, though commercially disappointing, 1987 live-action film adaptation starring Dolph Lundgren as He-Man, made on a substantial budget that ultimately underperformed at the box office. The film’s underperformance, combined with declining toy sales as the initial mid-80s boom cooled and market tastes shifted, led Mattel to wind the original toy line down by the late 1980s, following a boom-to-bust arc broadly similar to several other toy-driven franchises of the same period.

A Franchise That Kept Coming Back

Unlike some 1980s toy properties that faded permanently once their original run ended, He-Man has been revived multiple times in subsequent decades — a mid-1990s “New Adventures of He-Man” reboot, a well-regarded 2002 animated series produced with considerably more creative ambition than the original, and further toy and streaming animation revivals in the 2020s, including a Netflix-produced adult-oriented continuation of the original storyline that drew in adult viewers who had grown up with the 1983 cartoon. Few toy-originated franchises from the era have managed quite as many distinct, generationally-separated revival attempts, a testament to how durable the core character concept and Eternia setting proved to be, even independent of any specific toy line’s commercial fortunes at a given moment.

The Near-Miss That Started It All

What’s often lost in nostalgic retrospectives is the specific, slightly accidental origin story: had Mattel actually secured the Star Wars license it originally wanted, there’s a reasonable chance Masters of the Universe as a distinct creative property might never have existed at all, or would have taken a very different form as a secondary line rather than a flagship product built to fill the exact gap Star Wars had exposed in the toy market. He-Man’s success, built substantially out of recycled concept art and a fast, opportunistic response to a competitor’s breakthrough, remains one of the more instructive examples in toy history of how a missed opportunity can indirectly produce an entirely new, independently successful one.