In the 1980s and 1990s, Saturday morning cartoons weren’t just entertainment—they were part of a broader marketing strategy designed to sell toys directly to kids. These shows blended colorful characters, high-stakes storylines, and action-packed sequences with one clear goal: move merchandise.
It all started to shift in 1984, when the Federal Communications Commission (FCC) rolled back rules restricting how children’s programming could promote products. This opened the door for shows to be built entirely around toy lines, so long as they weren’t technically “commercials.” The result? A wave of cartoons whose primary purpose was to advertise action figures, vehicles, and playsets—just without calling it that.
One of the early and most influential examples was G.I. Joe: A Real American Hero, which launched in 1983 as a five-part animated miniseries. Created in collaboration between Hasbro and Marvel, the series introduced new characters and gear in sync with upcoming toy releases. Each episode essentially served as a preview for the next round of toys hitting store shelves.
Teenage Mutant Ninja Turtles followed in 1987, turning a dark independent comic into a brightly-colored, kid-friendly franchise. The show’s ever-expanding cast of mutants, gadgets, and villains made it a merchandising powerhouse. In fact, toy ideas often drove the direction of the show’s plots, with new characters or weapons added simply to match what was about to hit retail.
By the 1990s, the formula was fully in motion. Street Sharks, debuting in 1994, was practically reverse-engineered from a toy line. With oversized muscles, bold colors, and gimmick features, the characters were built to stand out in toy aisles. The show followed suit, showcasing their signature powers and vehicles in ways that emphasized how fun they’d be to own.

Behind the scenes, studios were choosing shows based on toy shelf appeal, not storytelling strength. It became common for animation writers to get notes not from producers, but from toy companies. The logic was simple: if a character couldn’t be turned into a toy, why write them into the script?
But as the 2000s neared, this model faced increasing criticism. Advocacy groups and concerned parents began pushing back, arguing that these cartoons blurred the line between content and advertising in ways that exploited children’s impressionability. The FCC responded with stricter rules around advertising to kids, especially regarding shows that aired during weekend mornings or claimed to be “educational.”
Networks, under pressure, began stepping away from overt toy tie-ins. At the same time, the rise of cable TV and digital platforms gave studios more freedom to create content not strictly tied to merchandise. Slowly, the golden age of the toy-based cartoon faded, leaving behind a legacy of plastic nostalgia—and a generation that grew up watching ads they didn’t even realize were ads.