Mighty Samson Archives volume one


By Otto Binder & Frank Thorne & various (Dark Horse Comics) 
ISBN: 978-1-59582-579-7 (HB) 

These days all the attention in comics circles goes to big-hitters and headline-grabbing ground-breakers, but once upon a time, when funnybooks were cheap as well as plentiful, a kid (whatever their age) could afford to follow the pack and still find time and room to enjoy quirky outliers: B through Z listers, oddly off-kilter concepts and champions far falling outside the accepted parameters of standard super-types… 

A classic example of that exuberant freedom of expression was the relatively angst-free dystopian tomorrow of Mighty Samson, who had a sporadic yet extended comics career of 32 issues spanning 1964 to 1982. 

Although set in the aftermath of an atomic Armageddon, the story of the survivors was a blend of updated myth, pioneer adventure and superhero shtick, liberally leavened with variations of the incredible creatures and sci fi monsters the industry thrived on back then. 

Comics colossus Dell/Gold Key/Whitman had one of the most complicated publishing set-ups in history, but that didn’t matter one iota to kids of all ages who consumed their vastly varied product. Based in Racine, Wisconsin, Whitman had been a crucial component of monolithic Western Publishing and Lithography Company since 1915: drawing upon huge commercial resources and industry connections that came with editorial offices on both coasts. They even boasted a subsidiary printing plant in Poughkeepsie, New York. 

Another connection was with fellow Western subsidiary K.K. Publications (named for licensing legend Kay Kamen who facilitated extremely lucrative “license to print money” merchandising deals for Walt Disney Studios between 1933 and 1949). From 1938, the affiliated companies’ comic book output was released under a partnership deal with a “pulps” periodical publisher under the umbrella imprint Dell Comics – and again those creative staff and commercial contacts fed into the line-up of the Big Little, Little Golden and Golden Press books for younger children. This partnership ended in 1962 and Western had to swiftly reinvent its comics division as Gold Key. 

Western Publishing had been a major player since comics’ earliest days, blending a huge tranche of licensed titles including newspaper strips, TV tie-in and Disney titles (like Nancy and Sluggo, Tarzan and The Lone Ranger) with in-house originations such as Turok, Son of Stone, Brain Boy and Kona: Monarch of Monster Isle. 

Dell and Western split just as a comic book resurgence triggered a host of new titles and companies, and a superhero boom. Independent of Dell, new outfit Gold Key launched original adventure titles including Dr. Solar, Man of the Atom; Magnus – Robot Fighter; M.A.R.S. Patrol Total War; Space Family Robinson and many more. 

As a publisher, Gold Key never really “got” the melodramatic, frequently mock-heroic Sturm und Drang of the 1960s superhero boom – although for many of us, the understated functionality of classics like Magnus and Doctor Solar or the crime-fighting iterations of classic movie monsters Dracula, Frankenstein and Werewolf were utterly irresistible. The sheer off-the-wall lunacy of features like Neutro or Dr. Spektor I will reserve for a future occasion… 

This superb first full-colour hardback compilation – printed on a reassuringly sturdy and comforting grainy old-school pulp stock rather than glossy paper – gathers the first half dozen issues of Mighty Samson, as anonymously created by industry giants Otto Binder & Frank Thorne. It even includes some monochrome single-page fact-features and the mesmerising painted covers by unsung master illustrators Morris Gollub and George Wilson. 

These covers were reproduced text-free on the back of each issue and probably graced many a kid’s bedroom wall way back when. You get those too, but I’d suggest scanners rather than scissors this time around… 

Otto Binder was a quintessential jobbing writer. He and his brother Earl were early fans of science fiction, making their first professional sale to Amazing Stories in 1930. As “Eando Binder” their pulp-fiction and novels output continued well into the 1970s, with Otto rightly famed for his creation of primal robotic hero Adam Link. 

From 1939 onwards, Otto was also a prolific comic book scripter, most beloved and revered for the invention and perfection of a humorous blend of spectacular action, self-deprecating humour and gentle whimsy as characterised by the Fawcett Captain Marvel line of titles (and later in DC’s Superman’s Pal Jimmy Olsen). Binder was also constantly employed by many other publishers and amongst his most memorable inventions and innovations are Timely’s Young Allies, Mr. Mind, Brainiac, Krypto the Super Dog and the Legion of Super-Heroes 

In his later life, he moved into editing, producing factual science books and writing for NASA. 

Frank Thorne was one of the most individualistic talents in American comics. Born in 1930, he began his comics career drawing romance stories for Standard Comics beside the legendary Alex Toth before graduating to better-paid newspaper strips, such as Perry Mason for King Features Syndicate. For Dell/Gold Key he drew comic book classics Flash Gordon, Jungle Jim and The Green Hornet, as well as the first few years of this seminal sci-fi classic. 

For DC he did compelling work on Tomahawk and Son of Tomahawk before being hired by Roy Thomas at Marvel to illustrate his belated breakthrough strip Red Sonja. Forever-after connected with feisty, earthy, highly sexualised women, in 1978 Thorne created outrageously bawdy (some say vulgar) swordswoman Ghita of Alizarr for Warren’s adult science fantasy anthology 1984/1994 as well as such adult satirical strips as Moonshine McJugs for Playboy and Danger Rangerette for National Lampoon 

Thorne eventually won the National Cartoonists Award for comic books, an Inkpot Award and a Playboy Editorial Award, but was still a fairly by-the-book illustrator at the time of this collection’s content. In fact, it was on Mighty Samson that he opened up and found his own unique artistic vision: one which would carry him to the forefront of stylists with the satirical and erotic works of his later years. 

That’s meat for other reviews, but here the creators combine to craft a beguiling otherworld of action, adventure and drama suitable for most kids of all ages and a milieu which would be perfectly at home today on any Kids channel… 

The strip, its merits and the incredible careers of its originators are fully and lovingly discussed by Dylan Williams in his Foreword ‘The Mighty Samson Comics of Frank Thorne and Otto Binder’, and there are full ‘Creator Biographies’ at the end of the book, but what really matters is the sublime yarns reprinted between those points: no-nonsense, high-fantasy yarns at once self-contained, episodic, exciting, enticing and deceptively witty. 

Following the first magnetic painted cover from Gollub, the eponymous ‘Mighty Samson’ (#1, July 1964) introduces the bombed out former metropolis of N’Yark: a dismal dangerous region where human primitives cling to the ruins, striving daily against mutated plants and monsters and less easily identified blends somewhere in between… 

A remarkable occurrence begins one day when a toddler is grabbed by a predatory plant and casually tears the terror apart with his podgy little hands. Years pass and the child grows tall and clean-limbed, and it’s clear that he too is a mutant: immensely strong, fast and durable… 

Impassioned by his mother’s dying words – “protect the weak from the powerful, the good from the evil” – Samson becomes the champion of his people, battling the beasts and monsters imperilling the city. Sadly, these struggles are not without cost, such as when he kills the immense Liobear, but loses his right eye in the struggle… 

The clash proves a turning point in his life as his terrible wounds are dressed by a stranger named Sharmaine. She and her father Mindor are voluntary outcasts in the city: shunning contact with superstitious tribes whilst gathering lost secrets of science.  

They are striving to bring humanity out of its second stone age and, fired with inspiration, Samson agrees to join in their self-appointed mission: defending them from all threats as they carry out their work. 

There were generally two complete adventures per issue, and the quest continues in ‘Ancient Weapon’ as the trio’s scavenging leads them through a gauntlet of horrendous mutant monsters to an ancient armoury where sagacious Mindor deciphers the secrets of sticks which kill from a distance. Unfortunately, the discovery is observed by brutal warlord Kull the Killer who takes Sharmaine hostage to seize control of the rediscovered death-technology. Thankfully, the tyrant and his warriors never suspect Samson is as clever as he is strong… 

It was nearly a year until a second issue was released (#2, June 1965), but when it finally arrived it was at full throttle. ‘The Riddle of the Raids’ sees the wandering science nomads buzzed by a flying saucer which proves to be the vehicle of choice of a new arch foe. Terra is an exotic mystery woman possessing many lost technological secrets who has emerged after years underground in a bunker from the old world. Her store of atomic batteries finally exhausted, she begins raiding across the toxic, monster-infested Huzon River from the wastelands of Jerz, and quickly recruits Kull to her cause. However, even working in unison they are no match for Mighty Samson and once he drives them off, aged Mindor is able to add greatly to mankind’s store of recovered knowledge… 

Intent on uncovering the truth about ‘The Maid of Mystery’, Samson makes the perilous excursion across the devastated George Washington Bridge to invade Terra’s subterranean fortress in Jerz. Although faced with Kull’s monstrous minions and captured, the one-eyed hero soon escapes, but not before making a lasting impression on the evil empress of forgotten lore… 

More lost secrets emerge in #3 (September 1965) after the atomic archaeologists unearth ‘Peril from the Past’. Dr. John Pitt was working in an atomic bunker when the civilisation ended, somehow falling into suspended animation before being revived by jubilant Mindor. 

Determined to glean everything possible from the shaken survivor, his hopes are continually dashed as a geological accident in an old chemical factory threatens N’Yark with toxic clouds of radioactive poison. However, as the reawakened chemist works with his rescuers to end the threat, Sharmaine suspects the old-worlder is hiding something… 

The tragic truth about Pitt comes out as he and Samson begin ‘The Desperate Mission’ to snuff out the source of the death cloud, but it is only a prelude to a greater, final loss… 

With Mighty Samson #4 (December 1965), the turbulent world of tomorrow expanded exponentially as N’Yark endured raids by post-apocalyptic Vikings from pastoral paradise Greelynd. Barbaric despot Thorr leads ‘The Metal Stealers’ in stripping the ruins of all its scrap alloys; sailing them to a distant Nordic castle where he has rediscovered the processes of smelting and forging. 

Samson doggedly tracks him across unknown oceans, not just because he has stolen the city’s heritage and vital resources, but also because the reaver kidnapped Sharmaine and seemingly turned Mindor’s head with promises of technological resources and total freedom to experiment… 

Of course, all is not as it seems and when Samson invades Thorr’s ‘Sinister Stronghold’ to battle the tyrant’s legion of monsters, idealistic Mindor’s seeming compliance is revealed as a clever scheme to defeat the resource raider… 

Returned to their shattered home, the allies are helpless against the mounting radioactive peril of ‘The Death Geysers’ (#5, March 1966) erupting from beneath the city. With large portions of N’Yark now no-go areas, hope apparently materialises in the form of Vaxar: a newcomer versed in science, whom Samson rescues from a voracious “Gulping Blob”. The stranger eagerly joins their efforts to neutralise the geyser menace, but the researcher’s every invention is countered by monstrous, bestial mutant Oggar who is every inch Samson’s physical equal… 

Once again, clear-headed Sharmaine is the one who deduces the truth about ‘The Double Enemy’ in their midst and, as Vaxar’s terrible secret is exposed, awesome natural forces combine with a most terrifying artefact of recovered weaponry to end the threat of both Oggar and the geysers… 

These utterly accessible, exultant and exuberant romps conclude in this volume with a sop to the then-escalating “space race” between Russia and the USA. Issue #6 (June 1966) opens with N’Yark bombarded by ‘The Sinister Satellites’ of a forgotten era, haphazardly crashing to earth around the city. Consulting his preciously-hoarded records, Mindor ascertains they are lost technology he simply must possess, but finds himself in deadly contention with Terra of Jerz for the fallen stars. 

None too soon, suspicious Samson and Sharmaine discover the evil queen of science is actually pulling the satellites out of the skies with a magnetic cannon, but as they move to stop her, an unintended consequence of her meddling unleashes ‘The Monster from Space’ growing uncontrollably and soon set to devour the entire continent should Mighty Samson not find some way to kill it… 

This excellent tome has one last treat in store, as a brace of monochrome pictorial fact features – also illustrated by Thorne – reveal a few salient facts about the iconic Empire State Building in ‘The Mighty Tower’ and ‘The World’s Tallest’, both originally produced as frontispieces for the advert-free original comic books. 

Bizarre, action-packed and fabulously bombastic, Binder’s modern myth of a rationalist Hercules battling atom-spawned Titans and devils is a stunning spectacle of thrill-a-minute wonderment from start to finish, with artist Thorne visibly shaking off his artistic chains on every succeeding page. These tales are lost gems from an era when fun was paramount and entertainment a mandatory requirement. This is comics the way they were and really should be again… 
Mighty Samson ® Volume One ™ & © 2010 Random House, Inc. Under license to Classic Media LCC. All rights reserved. All other material, unless otherwise specified, © 2010 Dark Horse Comics, Inc. All rights reserved

Doctor Who Graphic Novel volume 3: The Tides of Time


By Steve Parkhouse, Dave Gibbons, Dez Skinn, Paul Neary, Mick Austin, Steve Dillon & various (Panini Books)
ISBN: 978-1-904159-92-6 (Album TPB)

The British love comic strips and they love celebrity and they love “Characters.” The history of our homegrown graphic narrative has a peculiarly disproportionate number of comedians (stage, screen and radio), Variety stars, general celluloid icons and all manner of television actors both in and out of character. This includes such disparate legends as Charlie Chaplin, Arthur Askey, Flanagan & Allen, Shirley Eaton (“The Modern Miss”), Max Bygraves, Jimmy Edwards, Charlie Drake, and so many more; all dead and mostly forgotten.

As much adored and adapted were actual shows and properties like Whacko!, ITMA, Our Gang (a British version of Hal Roach’s film sensation by Dudley Watkins ran in The Dandy as well as the American comicbook series by Walt Kelly), Old Mother Riley, Andy Pandy Muffin the Mule, Supercar, Thunderbirds, Pinky and Perky, The Clangers and more.

Hugely popular anthology comics like Radio Fun, Film Fun, TV Fun, TV Tornado, Look-In, TV Comic and Countdown translated our viewing and listening favourites into pictorial joy every week, and it was a pretty poor star or show that couldn’t parley the day job into a licensed comic property…

Doctor Who premiered on black-&-white televisions across Britain on November 23rd 1963 with the first episode of ‘An Unearthly Child’ and in 1964 a decades-long association with TV Comic began: issue #674 offered the premier instalment of ‘The Klepton Parasites’

On 11th October 1979 (although adhering to the US off-sale cover-dating system so it says 17th), Marvel’s UK subsidiary launched Doctor Who Weekly. It regenerated into a monthly magazine in September 1980 (#44) and has been with us – under various names and guises – ever since. proving that the Time Lord is a comic hero with an impressive pedigree.

Panini’s UK division (formerly Marvel UK until 1995) endeavoured to collect every strip from its tenure as publisher into a compete archive in a uniform series of oversized graphic albums, each concentrating on a particular incarnation of the deathless wanderer. This particular tome was first released in 2005, collecting strips from Doctor Who Monthly #61-83 and #86-87 plus a bonus story from Doctor Who Weekly #17-18 spanning February 1982 to April 1984 and featuring the complete comics oeuvre of the “Fifth Doctor” as played by Peter Davidson.

With Steve Parkhouse scripting and increasingly in-demand Dave Gibbons still illustrating – albeit not for much longer as America called and global stardom beckoned – ‘The Tides of Time’ opens proceedings with a spectacular epic pulling together threads from previous strip exploits, as multiversal control mechanism The Event Synthesizer is compromised and its attendant guardian The Prime Mover assaulted and ousted by demonic intruder Melanicus.

Built to harmonise the flow of time into a single logical sequence, under the demon’s control the device begins randomising time and wrecking reality…

Meanwhile on Earth in the putative Now, a certain wandering Gallifreyan steps out to bat on a warm afternoon in a village cricket match.

Play suddenly stops when the ball turns into a live grenade halfway to the wicket! Total chaos ensues and the Doctor investigates, incidentally befriending and dragging along displaced medieval knight Sir Justin when irresistibly summoned to a conclave of “higher evolutionaries”: advanced beings such as Gallifrey’s original Master of Time Rassilon, and other sublime and elevated members of the Celestial Intervention Agency who despatch him to deal with the salvo of time-warps Melanicus has unleashed to unmake existence.

Aided – at first unknowingly – by Rassilon’s secondary agent Shayde (a complex program given form to match his function), The Doctor and Justin travel beyond time and reality to encounter bizarre and fantastic things before finally ending the demon’s reign of chaos…

In the aftermath as existence resets itself The Doctor returns to his cricket match and a waiting game…

Doctor Who Monthly #68-69 featured Gibbons’ final work on the feature as seeming standalone tale ‘Stars Fell on Stockbridge’ laid the groundwork for the rest of this Gallifreyan incarnation’s tenure whilst introducing local UFO nut and fantasist skywatcher Maxwell Edison who stumbles across a true alien and shares his TARDIS on the voyage of a lifetime.

Sadly, it intersects with an incredible ancient starship and awakens something incomprehensible before breaking up and raining down as fireworks over the sleepy British town…

Parkhouse pencilled the opening episodes of ‘The Stockbridge Horror’ in #70-75 before his inker Paul Neary was joined by Mick Austin for a dazzling mystery that opened when the local quarry blasted open a sheet of rock five hundred million years old to find a perfect fossilised impression of an old police box…

News of it ruined The Doctor’s breakfast in Stockbridge and precipitated a chase across creation: uncovering the horrifying fact that his TARDIS was increasingly rebellious and dysfunctional due to having been possessed and parasitized. It took a voyage across, between and beyond universes and a total rebuild to fix the problem and demanded a supreme sacrifice from Shayde…

It also brought the wanderer to the attention of Gallifrey’s shamefully opportunistic Military and caused another show trial of the Time Lord before honour could be restored and the parasite – which had gone on to shape all human history – was dealt suitably with. All that was left was to institute a cover-up on Earth, but the Time Lords were to slow and not thorough enough and some details remained in the hands of the UK’s S.A.G.3 unit: a covert squad of super-powered intelligence operatives…

In dire need of a vacation, the Doctor goes fishing in the tropics, but his downtime at the ‘Lunar Lagoon’ in #76-77 (all art by Austin) is marred when he’s captured by a Japanese soldier who doesn’t realise the war has ended. As he gradually befriends confused hold-out Fuji, his gentle therapy is short-circuited by an America warplane strafing the TARDIS before being shot down by Japanese planes!

Due to the Gallifreyan’s misguided interference, confusion follows tragedy as the American flier kills Fuji leading into epic follow-up serial ‘4-Dimensional Vistas’ (DWM #78-83) as the pilot reveals that the date is 1963 and the war never ended. In shock, The Doctor realises he has been on an alternate Earth since the Time Lords released him and offers Angus “Gus” Goodman a chance to escape the conflict forever…

After travelling back to a point when the world was still roiling stardust, the Doctor finally finds “his” Earth, in time to finish the secret mission that first found him playing a waiting game in Stockbridge. In the Arctic, another airliner is brought down and its remnants added to a long-running secret project instigated by Martian Ice Warriors and a hidden ally. Using stolen Gallifreyan technology a traitor Time Lord has been creating an ultimate weapon for the military maniacs, but had not reckoned on a last-ditch assault by the super-agents of S.A.G.3, and more interference from old enemy The Doctor. Although ultimately successful, the brutal battle at the top of the world is only won at great cost…

An era ended and the tone lightened with ‘The Moderator’ in #86-87. Steve Dillon deftly added gritty action and sardonic mirth to the tale of an infallible hired killer commissioned to destroy The Doctor and secure his time vehicle for a new recurring villain…

Ultimate disaster capitalist Josiah W. Dogbolter was the richest man (humanoid frog actually) in creation and believed that Time was Money, further positing that if he had a machine to control time all the money would naturally follow. He was not happy when The Doctor couldn’t be bought…

This stunning, sterling trade paperback concludes with a short story by veteran British comics stalwart Paul Neary (from a plot by Dez Skinn) as an extragalactic chronovore invades the TARDIS, causing continuity to reverse itself and requiring the attention of all four Doctors (and K-9!) to counter the threat of ‘Timeslip’ (DWW #17-18: February 6th – 13th 1980).

Sheer effusive delight from start to finish, this is a splendid confection for casual readers, a fine shelf addition for dedicated fans of the show and a perfect opportunity to cross-promote our particular art-form to anyone minded to give comics another shot. The only thing that could improve it would be a digital edition…

All Doctor Who material © BBCtv. Doctor Who, the Tardis, Dalek word and device mark and all logos are trademarks of the British Broadcasting Corporation and are used under licence. Dalek device mark © BBC/Terry Nation 1963. All other material © its individual creators and owners. Published 2005 and 2014 by Panini. All rights reserved.

Yoko Tsuno volume 2: The Time Spiral


By Roger Leloup translated by Luke Spear (Cinebook)
ISBN: 978-1-905460-43-4 (Album PB)

In 1970, indomitable intellectual adventurer and “electronics engineer” Yoko Tsuno began her career in Le Journal de Spirou. She is still delighting readers and making new fans to this day in astounding, all-action, excessively accessible adventures which are amongst the most intoxicating, absorbing and broad-ranging comics thrillers ever created.

The globe-girdling, space-&-time-spanning episodic epics starring the Japanese investigator were devised by monumentally multi-talented Belgian maestro Roger Leloup, who began his own solo career after working as a studio assistant and technical artist on Hergé’s timeless Adventures of Tintin.

Compellingly told, superbly imaginative and – no matter how implausible the premise of any individual yarn may appear – always firmly grounded in hyper-realistic settings underpinned by authentic, unshakably believable technology and scientific principles, Leloup’s illustrated escapades were at the vanguard of a wave of strips revolutionising European comics.

That long-overdue sea-change heralded the rise of competent, clever, brave and formidably capable female protagonists taking their rightful places as heroic ideals; elevating Continental comics in the process. These endeavours are as engaging and empowering now as they ever were, and none more so than the trials and tribulations of Miss Tsuno.

Her very first outings (the still unavailable Hold-up en hi-fi, La belle et la bête and Cap 351) were mere introductory vignettes before the superbly capable troubleshooter and her valiant if less able male comrades Pol Paris and Vic Van Steen properly hit their stride with premier full-length saga Le trio de l’étrange in 1971 (Le Journal de Spirou’s May 13th edition)…

Yoko’s journeys include explosive exploits in exotic corners of our world, sinister deep-space sagas and even time-travelling jaunts like this one. There are 30 European albums to date but only 16 translated into English thus far. This one was first serialised in 1980 (Spirou #2189-2210 before being released the following year as compellingly gripping thriller album La Spirale du temps. Chronologically the 11th album, due to the quirks of publishing it reached us Brits as her second English-language Cinebook outing, offering enigma and mystery and three shots of global Armageddon…

Miss Tsuno is visiting a cousin and enjoying old childhood haunts in Borneo, with Vic and Pol along for the ride: as ever scouting film footage for another of their documentary projects. As the boys take to the skies in a helicopter, their companion is befriending elephants and exploring an ancient, ramshackle and beloved temple. She is particularly taken with the bas-relief of a beautiful dancer on the wall of the crumbling edifice which has fascinated her since her earliest years…

This night, however, her bucolic routine is shattered by bizarre events. Staying out later than usual, Yoko observes a weird machine appear out of thin air near the temple. When a young girl steps out of the contraption, she is barracked by two men, one of whom then shoots her.

Instantly Yoko intervenes, but when she decks the shooter he vanishes in an explosive swirl of light. Incredible explanations follow as “Monya” introduces herself as a time traveller from the 39th century. It’s hard to believe, but she does have a gadget which closes and repairs her wound in seconds…

Monya has voyaged back in time to prevent a contemporary scientific experiment running in the area causing Earth’s destruction in her era. In fact, the visitor from 3872 saw her own father die and the planet turn to a cinder relative moments before arriving. Now she is intent on finding scientist Stephen Webbs and stopping his imminent test of an antimatter bomb…

At her cousin Izumi’s home, Yoko confers with Vic and Pol, who hear with astonishment a tale of future war, a devastated ecology planetary destruction and how the 14-year old has been tasked with ensuring that her reality never comes to pass.

Monya’s attacker had been a man named Stamford: a fellow time-traveller who had gone off-mission and died because of it. Chrononauts cannot exist outside their own time without biological regulators to attune them to foreign times, and he must have damaged his when he tried to kill her…

A lucky chance then points them to a remote area where an Australian named Webbs has set up a site for an international telecoms company. The next morning our heroes are heading for the Dragon Mountain in two helicopters, although they are not sure what they will do when they get there. It certainly won’t be to kill Webbs like Stamford wanted…

Bluffing their way in, Yoko and Monya leave the boys in the air as back-up and quickly discover the site has precious little to do with radio communications. It’s an old Japanese fortress from WWII, reconditioned to be utterly impregnable and manned by a private army. They even have a particle accelerator!

Whatever the researchers are up to, they don’t discount Monya’s story. Too many strange things have occurred lately. Webbs was acquainted with Stamford; another colleague – Leyton – has gone missing and a rash of strange events still plagues the project. Before suspicious Webbs can explain further, and as if to underscore the point, a massive piece of machinery flies across the room and almost kills the nosy girls…

Webbs is at his wits end, but Monya’s futuristic tech detects a strange energy field and leads Yoko to another fantastic discovery. On a tunnel wall sealed for decades she reads a military warning inscription. It is signed by her uncle, Toshio Ishida. An engineer and part of the occupation forces, he stayed and married a local after the war. Yoko is staying in his home with the colonel’s son Izumi…

Webbs is desperate to talk. Taking the girls aside he reveals what Monya already knows: he has isolated antimatter. What she didn’t know, however, is that this revelation was given to him by some unknown manipulator and only he can handle the material. Everybody else is held back by the kind of force causing objects to fly about and explode. Most terrifying of all, Webbs has uncovered evidence that the Japanese also had antimatter. But if so, why didn’t they win the war with it?

With no other option available, Yoko decides she and Monya must travel back to 1943 to solve the mystery…

What they discover is a viper’s nest of criminality and intrigue, a scheme to unleash hell on Japan’s democratic enemies and an arcane horror which tests Yoko’s guts and ingenuity to the limit. Moreover, even after spectacularly defeating the threat in 1943, the alien menace remembers its enemies once they return to the present…

Complex, devious and superbly fast-paced, this mesmerising thriller is an onion-skinned marvel of ingenious plotting: a fabulous monster-hunting yarn which reveals more of Yoko’s past as she tackles a threat to today and saves a distant tomorrow.

Building to a thundering climax and uplifting conclusion, it again confirms Yoko Tsuno as an ultimate hero, at home in every kind of scenario and easily able to hold her own against the likes of James Bond, Modesty Blaise, Tintin or other genre-busting super-stars: as coolly capable facing spies and madmen as alien invaders, weird science or unchecked forces of nature…

As always the most effective asset in these breathtaking tales is the astonishingly authentic and staggeringly detailed draughtsmanship and storytelling, which superbly benefits from Leloup’s diligent research and meticulous attention to detail. The Time Spiral is a magnificently wide-screen thriller, tense and satisfying, and will appeal to any fan of blockbuster action fantasy or devious derring-do.
Original edition © Dupuis, 1981 by Roger Leloup. All rights reserved. English translation 2007 © Cinebook Ltd.

Adam Eterno – A Hero for All Time


By Tom Tully, Tom Kerr, Colin Page, Francisco Solano López, Eric Bradbury Ted Kearon, Rex Archer & various (Rebellion)
ISBN: 978-1-78108-869-2 (TPB/Digital edition)

British comics had a strange and extended love affair with what can only be described as “unconventional” (for which feel free to substitute “creepy”) heroes. So many of the stars and potential role models of our serials and strips were just plain “off”: self-righteous, moody voyeurs-turned vigilantes like Jason Hyde, sinister masterminds like The Dwarf, deranged geniuses like Eric Dolmann, so many reformed criminals like The Spider or just outright racist supermen like Captain Hurricane

…And don’t get me started on our legion of lethally anarchic comedy icons or that our most successful symbol of justice is the Eagle-bedecked jack-booted poster boy for a fascist state. Perhaps that explains why these days we can’t even imagine or envision what a proper leader looks like and keep on electing clowns, crooks and oblivious privileged simpletons…

All joking aside, British comics are unlike any other kind and simply have to be seen to be believed and enjoyed. One of the most revered stars of the medium has finally begun to be collected in archival editions, and perfectly encapsulates our odd relationship with heroism,  villainy and particularly the murky grey area bridging them…

Until the 1980s, comics in the UK were based on an anthological model, offering variety of genre, theme and character on a weekly – or sometimes fortnightly – basis. Humorous periodicals like The Beano were leavened by thrillers like Billy the Cat or General Jumbo and adventure papers like Lion or Valiant always included gag strips such as The Nutts, Grimly Feendish, Mowser and a wealth of similar quick laugh treats.

Thunder and Jet were amongst the last of this fading model. Fleetway particularly was shifting to themed anthologies like Shoot, Action and Battle, whilst venerable veterans like Lion, Valiant and Buster hung on and stayed fresh by absorbing failing titles. Thunder ran for 22 weeks before merging into Lion & Thunder, bringing with it Black Max, The Steel Commando, The Spooks of Saint Luke’s and Adam Eterno. With Steel Commando, Adam would survive and thrive, as the comic later merged into Valiant & Lion (June 1974) until 1976. He also appeared in numerous Annuals and Specials thereafter.

Eterno was initially devised by Thunder assistant editor Chris Lowder and editor Jack Legrand, with top flight artist Tom Kerr (Monty Carstairs, Rip Kerrigan, Kelly’s Eye, Charlie Peace, Captain Hurricane, Steel Claw, Kraken, Mary-Jo, Tara King/The Avengers, Billy’s Boots) initially designing and visualising the frankly spooky antihero and drawing the first episode.

The feature was scripted by equally adept and astoundingly prolific old hand Tom Tully (Roy of the Rovers, Heros the Spartan, Janus Stark, Dan Dare, The Wild Wonders, Johnny Red, The Leopard from Lime Street) but after he left in 1976 Kerr, Donne Avenell, Scott Goddall and Ted Cowan would write Adam’s later adventures for star turns like Joe Colquhoun, John Catchpole, Eric Bradbury, Page, Carlos Cruz and others to illustrate.

Gathering the debut and all episodes from Thunder (October 17th 1970 – 13th March 1971 plus material from Thunder Annual 1972, 1973 & 1974, the chronal calamities and dark doings are preceded by ‘A Hero in Time’: an editorial reminiscence by artist Colin Page.

Delivered in stark, moody monochome, and further illustrated by Page, Francisco Solano López (and his family studio), Bradbury, Ted Kearon and Rex Archer, these tales are the earliest exploits of the tragic immortal chronal-castaway Adam Eterno who began life as a 16th century apprentice to alchemist Erasmus Hemlock

When his master perfects an immortality serum, headstrong impatient Adam samples the potion against the sage’s command, precipitating the ancient’s death and a fiery conflagration that destroys the house. The alchemist last act is to curse his disobedient student to live forever and “wander the world through the labyrinths of time”. His only surcease would come from a mortal blow struck by a weapon of solid gold…

The curse is truly effective and as centuries pass, Adam becomes a recluse: his unchanging nature driving him away from superstitious mortals and denying him over and over again simple contact with humanity. He fought in all of Britain’s wars, but combat comradeship always ended when a seemingly fatal blow of wound left him unharmed…

Everything changed and the second part of the alchemist’s curse came true in 1970 when the traumatised, barely sane 421-year-old tramp staggered into a bullion robbery and was shot by the thieves. Realising their victim is invulnerable, the bandits attempt to use him in a raid on the Bank of England, but when that fails, Adam slowly starts to regain his wits – just in time to be struck by the fully-gold-plated limousine of a speeding millionaire…

The impact would be fatal for any other being, but for Adam Eterno it is the beginning of redemption as the shock hurls him into the time stream to land over and again in different eras…

With Page (D-Day Dawson, Paddy Payne) at the helm, his first jaunt lands Adam on a sailing ship in 1770, inadvertently saving seagoers from murderous pirate Barnaby Shark, before joining the buccaneer to steal his solid gold dagger to end his twice-lived life…

When that ploy fails, Adam is whisked away to rematerialize in Texas. The year is 1872 and the gold rush has ended a decade since, but evil still abounds as local cattle baron Bret Logan seeks to drive settlers away. When Adam sides with them, the rancher hires deadly gunslinger The Yellowstone Kid, a killer with guns of gold. It seems like Adam would finally get his wish, but sadly the bullets are simply lead.

And so it goes: Adam comes tantalisingly close on every arrival, seemingly drawn to terror and injustice with each event linked to some sort of potential auric armageddon. In Victorian London he battles masked madman the Flying Footpad as the villains seeks to steal a golden turban; foils contemporary South American dictator and war criminal General Carlos Cabeza despite the threat of another golden dagger and returns to World War I’s Western Front and confronts seemingly indestructible German General Von Gruber and his golden sabre in extended multi-chapter exploits.

Returning to modern days, Eterno joins treasure-hunting divers facing an apparent ghost guarding a sunken galleon: battling brutal thug dubbed Hammerhand (because of his gold prosthesis). Courtesy of the magnificent Solano López (Kelly’s Eye, Janus Stark, Master of the Marsh, Raven on the Wing), a voyage to Dark Ages England to stave off a Viking invasion, segues into Saxon times (by Colin Page) in the wake of the Norman conquest and a small war against wicked golden knight Baron de Gride before a turning point and further facts on the enigmatic wanderer arrives when he land in a 20th century reconstruction of the house where he served and was cursed by Erasmus Hemlock…

Limned by Solano-López, the tale discloses how modern crooks seek to use the house to swindle a rich American until “dissuaded” by the original occupant, who then fetches up in Africa during the Boer War, with Page detailing how he saves English troops from brutal Afrikaans tactical mastermind The Butcher. This time, the weapon to watch is a gold-tipped bullwhip…

Solano López returns for a Roman holiday as Adam saves a gladiator from assassination and becomes embroiled in a plot by wicked Odius Limpus to make himself even more wealthy. Such a shame it’s happening in Pompeii’s arena in August, 79 AD…

This spectacular yarn closed Adam Eterno’s run and indeed the comic Thunder, but this collection holds more gleaming extras in the form of a quintet of tales from Thunder Annuals. The first is from the 1972 edition, rendered by British national treasure Eric Bradbury who depicts a snowy drama in a German town circa 1598, where “the Old Man of Vartzberg” is again terrorising the populace with his sudden manifestations. In situ – prior to becoming lost in time – is English Witchfinder Adam Eterno, on a personal crusade to wipe out alchemists and other mystic dabblers. When he roots out the wizard he is damned by a prophecy to beware a golden sword… but the crisis point only happens in 1943 when British commando Eterno leads a team against Nazi-held Vartzberg…

Next comes a brace of tales from 1973, beginning with an adventure illustrated by Rex Archer. Here, after Merlin seals the Goblin Crown of the Dark Gods in his Golden Tower, Adam is plucked from Limbo to battle a dragon and duped by vile Sir Mordrac into fetching the artefact out again. Thankfully, King Arthur’s mage had made contingency plans…

In accompaniment is a prose tale with spot illustrations from Ted Kearon, wherein Adam saves enslaved Saxons from Vikings and is forced to prove his unkillable nature over and over again.

The following year Solano-López opened proceedings as the Man Who Could Not Die arrived in the Americas just in time to aid privateer captain Francis Drake in his legendary raid on Panama, but only after Adam clears out a host of giant mutated monsters created by a crazed Spanish Don-turned-alchemist.

Bradbury then added two-toned images (red & black) to another prose saga as Adam arrived in London fog in 1896: avoiding the police whilst tracking a murderous “Leaping Terror” with a strong resemblance to a giant bat…

Closing with biographies on the many creatures featured herein and dotted with covers and teaser visuals, Adam Eterno – A Hero Out of Time is potently thrilling and rewarding romp to delight readers who like their protagonists dark and conflicted and their history in bite-sized bursts.
© 1970, 1971, 1972, 1973, & 2021 Rebellion Publishing IP Ltd. All Rights Reserved.

The Time Tunnel: The Complete Series


By Paul S. Newman & Tom Gill & various (Hermes Press)
ISBN: 978-1-932563-33-4 (TPB/Digital edition)

The Time Tunnel debuted in America for the Fall season of 1966: the third family sci fi thriller in producer Irwin Allen’s incredibly successful string of TV fantasy series which also included Lost in Space, Voyage to the Bottom of the Sea and Land of the Giants.

The show generated 30 episodes between September 9th 1966 and April 7th 1967 and became a cult classic via syndication re-runs for decades after. The show spawned a Viewmaster 3D reel, book, numerous games, colouring books and toys, Pinball games, plus a brace of excellent novels by pulp Sci Fi legend Murray Leinster and the comic book series that drew us here today…

The series’ premise is relatively straightforward and set two years in the future: the US government had spent a decade exploring the mechanics of time travel in top secret Project Tic-Toc and now have a prototype device in a vast underground military complex in Arizona. Directors Dr. Douglas Phillips, Dr. Anthony Newman and Lt. General Heywood Kirk, with a number of specialists, are making crucial advances to the operation when US Senator Leroy Clark visits, intent on ending the vast spending he can see no point to.

When he demands an immediate successful time journey and return or complete closure, Newman impetuously projects himself through the infinite tunnel and is lost. Without hesitation, Phillips goes after him, but once they make contact they are constantly and randomly hurled to different points in history and even into the future.

Tic-Toc is quickly repurposed to retrieve them, but other than occasional instants where the technicians can move them up or down the time stream, the project is reduced to helpless observation as Tony and Doug bounce from one momentous moment to another, meeting the likes of Custer, Marie Antoinette, Ulysses, Billy the Kid, Robin Hood and Rudyard Kipling and surviving catastrophes such as the Titanic sinking, the Alamo, Pearl Harbor, the eruption of Krakatoa and even alien attacks and invasions…

Gold Key licensed the property for a short-lived but entertaining run spanning cover-dates February and July 1967, with eye-catching painted covers by George Wilson and interiors attributed to the company’s adaptation warhorses – prolific scripter Paul S. Newman (Turok, Son of Stone, Lone Ranger, 77 Sunset Strip, Buck Rogers) and meticulous illustrator Tom Gill (Flower Potts, Lone Ranger, Land of the Giants).

Collected in this archival edition, the accidental chrononauts’ odyssey is preceded by an effusive photo-and ephemera-filled Introduction: ‘Time Travel in the 1960s’ by Alan J Porter in which he rapidly revisits roughly contemporary shows such as Star Trek, Doctor Who and Time Slip (plus later shows like Sapphire and Steel, Quantum Leap and others) all dabbling in temporal hijinks, and also explores the unlikely sub-genre’s literary antecedents.

Porter goes on to plug the many modern ways to vie the source material and revisit the untapped potential of the series’ perennial attempts at a reboot…

The comics cases open with The Time Tunnel #1 and ‘The Assassins’ as the patriotic lost boys arrive in advance of the murder of President Abraham Lincoln. Those of us now well versed in decades of entertainment dogma regarding time travel know better than to meddle, but in the show and here, attempts to change history were almost mandatory, but at the Ford Theatre on April 14th 1865 our heroes again fail to thwart a national tragedy and barely escape with their own lives as the Tic-Toc techs “switch them out” of that time period…

They materialise in a gladiatorial arena ready to face ‘The Lion or the Volcano’. The date is August 24th in AD 79 and the location is Pompeii…

Although the safeguarding observers again manage to time transfer the embattled duo – but only after a terrific struggle against beasts, panicked Romans, fireballs and poison gases – there is an unconventionally high body count here. That’s because by never signing up to the draconian and bowdlerizing Comics Code Authority, Dell/Gold Key became the company for life and death thrills, especially in traditional adventure stories.

If you were a kid in search of a proper thrilling gore instead of flimsy flesh wounds you went for Tarzan, Zorro, M.A.R.S. Patrol, Tom Corbett and their ilk. That’s not to claim that the West Coast outfit were gory, exploitative sensationalists – far from it – but simply that their writers and editors knew that fiction – especially kids’ fiction – needs a frisson of danger and honest high stakes drama to make it work.

The initial outing concludes with a swift jaunt to the future as ‘Mars Count-down’ sees Tony and Doug alight aboard a 1980 one way test flight to the Red Planet, and forced to jury rig a return trip to earth before Tic-Toc can lock on and dump them back into the roiling time stream…

The premier issue’s back cover was a photo still of the Time Tunnel from the show and segues neatly into another Wilson masterpiece on #2, with ‘The Conquerors’ finding Tony and Doug in a Nazi base in 2068 where an Aryan elite are perfecting their own time machine to change the outcome of the 1944 D-Day landing. Using the new device to follow the time saboteurs, the Americans spoil the scheme and destroy the insane Fuhrer II, only to become chronal castaways again, fetching up in 1876 and – as ‘The Captives’ – failing again to stop arrogant tyrant George Armstrong Custer from being wiped out at the Little Big Horn…

Issue #2’s photo portrait cover leads to more stills and an essay on ‘The Artists of Time Tunnel’ with Daniel Herman outlining the careers of Wilson and Gill before a captivating selection of ‘Artwork, concepts, Photos, and Collectibles’ offers context and behind the scenes snippets taken from a 1967 TV Guide; 20th Century Fox production art; even more stills; episode storyboards and tantalizing glimpses of the aforementioned merchandise – games, bumper stickers, buttons, the Viewmaster kit.

TV themed compendia of screen-to-page magic were an intrinsic part of growing up for generations and still occur every year with only the stars/celebrity/shows changing, not the package. The show itself has joined the vast hinterland of fantasy fan-favourites. immortalised in DVD and streamed all over the world but if you want to see more, this sparkling tome is a treat you won’t want to overlook.
The Time Tunnel® is © 1966, 1967 and 2009 Irwin Allen Properties, LLC and Twentieth Century Fox Film Corporation. All Rights Reserved. The Time Tunnel® and its indicia, characters and designs are trademarks of Irwin Allen Properties, LLC; licensed by Synthesis Entertainment.

Valerian – The Complete Collection volume 5


By J-C Méziéres & P Christin with colours by E. Tranlé: translated by Jerome Saincantin (Cinebook)
ISBN: 978-1-84918-400-7 (Album HB/Digital edition)

Valérian: Spatio-Temporal Agent first took to the skies and timestream in 1967: gracing the November 9th edition of Pilote (#420) in an introductory serial which ran until February 15th 1968. Although an instant hit, album compilations only began with second tale – The City of Shifting Waters – as the creators considered their first yarn as a work-in-progress, not quite up to their preferred standard.

You can judge for yourself by getting hold of the first hardcover compilation volume in this sequence of compilations Or you can consider yourself suitably forward-looking and acquire an eBook edition…

The groundbreaking fantasy series followed a Franco-Belgian boom in science fiction comics sparked by Jean-Claude Forest’s 1962 creation Barbarella. Other notable hits of that era include Greg & Eddy Paape’s Luc Orient and the cosmic excursions of Philippe Druillet’s Lone Sloane, which all – with Valérian in the vanguard – boosted public reception of the genre. It all led, in 1977, to the creation of dedicated fantasy periodical Métal Hurlant

Valérian and Laureline (as the series became) was light-hearted and wildly imaginative: a time-travel action-adventure romp drenched in wry, satirical, humanist and political social commentary. The star was – at least initially – an affable, capably unimaginative, by-the-book cop tasked with protecting universal timelines and counteracting paradoxes caused by casual, incautious or criminally-minded chrononauts…

In the course of that debut escapade, Valerian picked up impetuous, sharp-witted peasant lass Laureline, who was born in the 11th century before becoming our star’s assistant and deputy. In gratitude for her truly invaluable assistance, the he-man hero brought her back to Galaxity, the 28th century super-citadel administrative capital where the feisty firebrand took a crash course in spatiotemporal ops before accompanying him on his cases…. luckily for all existence.

The series is not only immensely popular but also astoundingly influential.

This fabulous fifth oversized hardback – also available digitally – re-presents 1988’s On the Frontiers, 1990’s The Living Weapons and 1994’s The Circles of Power, and again offers a treasure trove of text features, beginning with critical appraisals ‘Valerian and Laureline: The Stuff of Heroes’; ‘Valerian, the Accidental Hero’; ‘Laureline, Bewitching and Wise’ and ‘The Heroes’ Metamorphosis’ by Stan Barets. Accompanying them are clip-art photo features ‘The Secret Charms of Laureline’, ‘The Colours of Laureline’ and essay ‘And Meanwhile…’ (detailing the creative duo’s other occupations at the time of creation).

A flurry of photos, sketches, designs and reference material detail the connections between comic album The Circles of Power and movie epic The Fifth Element in ‘A Taxi for Two’, and rounding out the extras is a selection of reportage comics by inveterate traveller Christin, illustrated by Philippe Aylmond, Alain Mounier, Enki Bilal, Méziéres, Olivier Balez and Max Cabanes.

Then, following a retrospective overview of the albums, it’s time to blast-off…

Valerian is arguably the most influential science fiction series ever drawn – and yes, I am including both Buck Rogers and Flash Gordon in that undoubtedly contentious statement. Although to a large extent those venerable newspaper strips formed the medium’s foundations, anybody who has seen a Star Wars movie has seen some of Jean-Claude Méziéres & Pierre Christin’s brilliant imaginings which the filmic franchise has shamelessly plundered for decades: everything from the look of the Millennium Falcon to military uniforms to Leia’s Slave Girl outfit…

Simply put, more carbon-based lifeforms have experienced and marvelled at the uniquely innovative, grungy, lived-in tech realism and light-hearted, socially-critical swashbuckling of Méziéres & Christin’s co-creation than any other cartoon spacer ever imagined. Now having scored their own big budget movie, that surely unjust situation is finally addressed and rectified…

Packed with cunningly satirical humanist action, challenging philosophy and astute political commentary, the mind-bending yarns always struck a chord with the public and especially other creators who have been swiping, “homaging” and riffing off the series ever since.

Sur les frontiers (On the Frontiers to English-speakers) was the 13th tale and marked a landmark moment in the series’ evolution.

When first conceived, every adventure started life as a serial in Pilote before being collected in album editions, but with this adventure from 1988, the publishing environment changed. This subtly harder-edged saga debuted as an all-new, complete graphic novel with magazine serialisation relegated to minor and secondary function. The switch in dissemination affected all top characters in French comics and almost spelled the end of periodical publication on the continent…

In the previous storyline the immensity of Galaxity had been erased from reality and our Spatio-Temporal Agents – with a few trusted allies – were stranded in time and stuck on late 20th century Earth…

Here, and now, we open in the depths of space as a fantastic and fabulous luxury liner affords the wealthy of many cultures and civilisations the delights of an interstellar Grand Tour. Paramount amongst guests are two god-like creatures amusing themselves by slumming amongst lower lifeforms whilst performing an ages old, languidly slow-moving mating ritual of their kind…

Sadly, puissant, magnificent Kistna has been utterly deceived by her new intended Jal. He actually has no interest in her or propagating the species: he intends stealing her probability-warping powers…

Jal is a disguised Terran and once he has completed his despicable charade, compels the ship’s captain to leave him on the nearest world: a place its indigenes call Earth…

Stranded on that world since Galaxity vanished, partners-in-peril Valerian and Laureline have been using their training and a few futuristic gadgets they had with them to become freelance secret agents. At this moment they’re in Soviet Russia where Val has just concluded that the recent catastrophic meltdown of the Chernobyl nuclear reactor was deliberately sparked by persons unknown…

As officials on site absorb the news, Val is extracted from the radioactive hotspot and ferried by laborious means across the frozen wastes to Finland and a belated reunion with Laureline and Mr. Albert: previously Galaxity’s jolly, infuriatingly unflappable 20th information gatherer/sleeper agent. The topic of discussion is tense and baffling: who could possibly profit from sparking Earth’s political tinderbox into atomic conflagration?

Far away in a plush hotel, a man with extraordinary luck discusses a certain plan with his awed co-conspirators, unaware that in the Tunisian Sahara near the frontier with Libya, three time-travelling troubleshooters are following his operatives…

That trail leads to a nuclear mine counting down to detonation, but happily the agents are well-versed in tackling primitive weaponry and the close call allows Albert to deduce why Libya and an unknown mastermind are working to instigate nuclear conflict in Africa…

After another near-miss on the US-Mexican border, investigators finally get a break, isolating the enigma behind these many almost-Armageddon moments. However, when Laureline approaches the super-gambler financing global nuclear terrorism through his bank-breaking casino sprees, she is astounded to realise the deadly disaster capitalist knows Galaxity tech…

As Valerian hurtles to her rescue, he discovers the enemy is an old comrade. For what possible reason could a fellow Galaxity survivor orchestrate Earth’s destruction? After all, isn’t it the home and foundation of the time-travelling Terran Empire they are all sworn to protect and restore?

This stunning caper was Christin & Méziéres deft re-rationalisation and clarification of their original drowned Earth storyline (as seen in 1968’s The City of Shifting Waters): adjusting it to the contemporary period that they were working in, with the added benefit of sending Valerian and Laureline into uncharted creative waters. Thus the agents’ solution to the problem of their deranged, broken – and god-powered – comrade was both impressively humane and winningly conclusive…

It was followed by 1990’s Les Armes Vivantes, with Valerian and Laureline forced to expend their last assets – a damaged astroship, some leftover alien gadgets and their own training – to eke out a perilous existence as intergalactic trans-temporal mercenaries.

Despite the misbehaviour of fractious inter-dimensional circuits in the much-travelled ship, our celestial voyagers are bound for distant, disreputable planet Blopik where Val has agreed to hand-deliver some livestock-improvement supplies. Moralistic Laureline is deeply suspicious of the way her man is behaving: it’s as if he’s doing something he knows she will disapprove of…

After a pretty hairy landing, she exits the ship to explore the burned-out pest-hole on her own. making the acquaintance of a trio of unique individuals: intergalactic performers stranded in their worst nightmare – a world without theatres and an absentee manager…

Before long they are all travelling together. The showbiz trio – malodorous metamorphic artiste Britibrit from Chab, indestructible rock-eater Doum A’goum and the indescribable Yfysania are seeking a venue to play in and appreciative audience to admire them, whilst taciturn Valerian is simply hunting the proposed purchaser of the wares in his case.

Laureline is, by now, frankly baffled. The centaurs who inhabit Blopik only understand and appreciate one thing – combat – and the planet’s cindered state is due to them setting fire to everything during the annual war between rival tribes. She can’t imagine what such folk would want with “farming gear”. For that matter, she also can’t imagine why Valerian keeps arguing with whatever he has in his travel-case…

Eventually, however, the alien Argonauts reach a grassy plain to be met by a bombastic centaur general. For “met”, read attacked without warning, but the natural abilities of the astounding performers soon gives pause to the hooved hellions and warlord Rompf agrees to parlay. He’s a centaur with a Homeric dream and Shakespearean leanings as well as the proposed purchaser of the bio-weapon in Valerian’s case. That thing has come direct from Katubian arms dealers and Laureline is appalled that Val has sunk so low and been devious enough to keep her out of the loop…

Rompf has declared War on War. He seeks to unify the tribes of Blopik by beating them all into submission and desperately needs the flame-spitting, foul-mouthed Schniafer couriered by the shamefaced former Spatio-Temporal peacekeeper to seal the deal. However, now that he’s seen what the offworld clowns can do, Rompf wants them too…

The various vaudevillians are not averse to the idea, but pride demands they put on a show too! They even have ideas how Laureline can be part of the fun.

…And that gives Valerian a chance to redeem himself too…

This tesseract of timely tales close here for now with The Circles of Power (released continentally in 1994 as Les Cercles du pouvoir). The hard-ridden, worn-out brutally battered astroship has finally given up the ghost after reaching planet Rubanis: an advanced but violently volatile and dangerous world divided into five nested rings of influence and specialism. Leaving the ship for some extremely costly repairs in the anarchic, technological boomtown of the First Circle, the Spatio-Temporal Agents start looking for some way of earning enough cash to pay for it all…

Worryingly, their occasional allies the Shingouz have already found a profitable prospect (and naturally factored in their own cut): sending the humans to meet old acquaintance and current planetary Chief of Police Colonel Tlocq in his palatial, low-orbit, high security citadel. That means taking a flying taxi and learning more than they wanted to as their highly excitable, enthusiastic and informative cabbie briefs them on the planet. He is also a young man with strong beliefs, big ideas and an often expressed violent streak…

Tlocq is a venal, casually violent but extremely efficient being policing a brutal, callous rogue world with permanently conflicting interests. Moreover, he has adopted mistrust, deception and institutional corruption as the most effective methodology to keep everything on an even keel. His policy seems to be “keep your enemies close and your allies and subordinates close enough to stab in the back”…

His chief deputy Krupachov holds the exalted rank of “Informer” and they maintain a constant atmosphere of productive, self-limiting disorder in and between the ringed regions…

However, even Tlocq has realised that something extra nasty is unfolding below him: not just in the always-explosive Heavy Industry First Circle but also in the Second (Business) Circle; the Trade/Entertainments/Arts morass of the Third Circle and even the elitist, crime-free and off-limits Fourth Circle reserved for Religion, Administration, Finance and Aristocracy. This rarefied region generates what passes for Tlocq’s directives, orders and operating rules, but he hasn’t received anything from them for some time now…

In the past he received direction via one of the ubiquitous enigmatic “machines” dotted around the cities, but is utterly opposed to letting the humans poke around inside them. He believes the machines are somehow connected to the sporadically spreading, microcephaly-inducing Scunindar virus cropping up all over Rubanis. In fact, the last time Valerian and Laureline saw him (in The Ghosts of Inverloch), Tlocq was dying from it, but he seems to have fully recovered now…

To ensure they do things his way, Tlocq doubles their fee and, knowing exactly how his world works, also gives an advance: a Grumpy Transmuter from Bluxte, able to spontaneously generate any kind of cash to buy their way out of trouble…

What he wants is not clearcut or straightforward. Although the Colonel still controls the utterly mercenary, self-serving forces under him, he has lost faith in and contact with those above who issue his orders. He wants the outsiders to bypass them and invade the ineffable Fifth Circle and find out who or what truly governs this world…

Valerian and Laureline begin by heading for the Third Circle in the flying cab, but are immediately targeted by a hidden foe. Attacked by a by a mystery woman in a tricked-up luxury vehicle that could only come from the richer echelons, they are forced down, but thanks to the cabbie’s combat skills, bring the war-limousine down with them. Go-getting taxi pilot S’traks also leads them to shelter in a seedy club in the region of entertainment…

The Shingouz are already there, haggling with a seedy mechanic who claims to know a secret way into the Last Circle…

All dickering and bargains are put on hold when their attacker bursts in, leading a squad of Vlago-Vlago mercenaries and wielding a “moroniser” whip that paralyzes, pauses cognition and wipes short-term memory. Helpless and hidden, Val and the cabbie watch merciless crime lord Na-Zultra cart off stupefied Laureline, much to the anger and frustration of her incorrigible, besotted new admirer S’traks…

It’s his idea for the undeclared love rivals to conceal themselves in the crashed limo and wait for vicious virago Na-Zultra to reclaim her highly exclusive property, and it almost works, but when they emerge from the vehicle thy are deep in unknown territory, covertly watching a procession of High Priests, business moguls and assorted aristopatrons attend a secret ceremony. They all have preternaturally shrunken heads…

Regaining consciousness a prisoner, Laureline resists all Na-Zultra’s entireties and threats of torture whilst extracting the schemer’s intentions. She learns that the ambitious criminal was hired by some faction in the Fourth Circle to secure control of Rubanis for them, but now intends to seize power for herself. When Valerian and S’Traks are discovered, Na-Zultra goes after them with the majority of her forces and Laureline makes her move…

After recuing the men and having exposed a web of conspiracies as well as the deliberate pointless of their commission, the heroes split up with Valerian confronting Tlocq about his true intent whilst Laureline seeks out the Shingouz to finally expose the mystery of the Last Circle, with go-getting S’traks using the deteriorating situation and his cabbie connections to mobilise the lower classes in an armed uprising…

Ultimately the shocking truth is exposed, triggering planetary revolution with Tlocq, Na-Zultra and S’Traks leading separate factions. Before the dust at last settles, he is well on his way to controlling Rubanis via a popular revolution across all the Circles…

Smartly subtle, sophisticated, complex and hilarious, the exploits of Valerian and Laureline mix outrageous satire with blistering action, stirring the mix with wryly punishing, allegorically critical social commentary: challenging contemporary cultural trends to forge one of the most thrilling sci fi strips ever seen.

These stories are some of the most influential comics in the world, timeless, dynamic, funny and just too good to be ignored. The time is now and there’s no space large enough to contain the sheer joy of Valerian and Laureline, so go see what all the fuss is about right now…
© Dargaud Paris, 2017 Christin, Méziéres & Tran-L?. All rights reserved. English translation © 2018 Cinebook Ltd.

Solar, Man of the Atom: Alpha and Omega (Slipcase Edition)


By Jim Shooter, Barry Windsor-Smith & Bob Layton with Kathryn Bolinger (Valiant)
No ISBN

The 1990s were a grim period for comics creativity. In far too many places, the industry had become market-led by speculators, with spin-offs, fad-chasing, shiny gimmicks and multiple-covers events replacing innovation and good story-telling. One notable exception was a little outfit with some big names that clearly prized the merits of well-told stories illustrated by artists immune to the latest mis-proportioned, scratchy poseur style, and one with enough business sense to play the industry at its own game…

As Editor-in-Chief, Jim Shooter had made Marvel the most profitable, high-profile comics company in America, and following his departure, he used that savvy to pick up the rights to a series of characters with Silver-Age appeal and turn them into contemporary gold.

Western Publishing had been an industry player since the earliest days, mixing major licensed brands such as Disney titles, Star Trek and Loony Tunes with in-house original stars like Turok, Son of Stone, Space Family Robinson, Magnus, Robot Fighter and – in deference to the age of the nuclear hero –Dr. Solar, Man of the Atom.

With an agreement to revive some, any or all of these four-colour veterans, Shooter and co-conspirator Bob Layton came to a bold decision and opted to incorporate all those 1960s adventures into their refits: acutely aware that older fans don’t like having their childhood favourites bastardized, and that revivals need all the support they can get. Thus the old days were canonical: they did “happen ” and would impact the new material being created for a brasher, more critical audience.

Although the company launched with a classy and classic reinterpretation of Magnus, the lynchpin title for the new universe they were building was the only broadly super-heroic character in the bunch. They had big plans for Solar, Man of the Atom who was launched with an eye to exploiting all the new printing gimmicks of the era, but was cleverly rationalised and realistically rendered. However, that’s not what this book is about.

The thrust of the regular series followed comic fan/nuclear physicist Phil Seleski – designer of the new Muskogee fusion reactor – as he dealt with its imminent activation. Inserted into the first ten issues was a brief extra chapter by Shooter, Windsor-Smith & Layton describing that self-same Seleski as he came to accept the horrific nuclear meltdown he had caused and the incredible abilities it had given him. As the world went to atomic hell, Seleski – AKA Solar – believed he had found his one chance to put things right…

That sounds pretty vague – and it should – because the compiled 10 chapters that form Alpha and Omega are a prequel, an issue #0, designed to be read only after the initial story arc had introduced readers to Seleski’s new world. That it reads so well in isolation is a testament to the talents of all those involved, and in combination with accompanying collection Solar, Man of the Atom: Second Death the saga forms a high point in 1990s comics creation. I will not be happy until this epic is generally available again – in all formats – but until that happens, I’ll take any opportunity to convince you all to seek out both these outstanding epics of science-hero-super-fiction.

You should take my word for it and start hunting now: and just by way of a friendly tip: each insert culminated with a two-page spread comprising a segment of “the world’s largest comic panel”, and the treasured slipcase edition I’m reviewing includes a poster combining those spreads into a terrifyingly detailed depiction of the end of the event…

By the way: one of those aforementioned trendy gimmicks was black-on-black printing, and the slipcase edition replicates that technique for the case cover. If you find an edition as seen in our attached cover illo, that’s the actual front of the interior book. There should also be that great big poster too. It’s still worth having without the extras, but it’s not the complete package…

Seek and enjoy, fans…
© 1994 Voyager Communications and Western Publishing Company, Inc. All rights reserved.

Solar, Man of the Atom: Second Death


By Jim Shooter, Don Perlin, Barry Windsor-Smith, Bob Layton & Tom Ryder (Valiant)
No ISBN:

Quarterly title Doctor Solar, Man of the Atom #1 hit newsstands on June 28th1962 sporting an October cover-date. My arithmetic isn’t good enough to decipher Gold Key’s arcane system but is advanced enough to realise that’s another 60th Anniversary occurring right about now. Happy birthday, Doc!

During the market-led, gimmick-crazed frenzy of the 1990s, amongst the interminable spin-offs, fads, shiny multiple-cover events a new comics company revived some old characters and proved once more that good story-telling never goes out of fashion. As Editor-in-Chief, Jim Shooter had made Marvel the most profitable and high-profile they had ever been, and after his departure he used that writing skill and business acumen to transform some almost forgotten Silver-Age characters into contemporary gold.

Western Publishing had been a major player since comics’ earliest days, blending a huge tranche of licensed publications such as TV, movie and Disney titles; properties like Tarzan and The Lone Ranger with homegrown hits like Turok, Son of Stone and Space Family Robinson.

In the 1960s, during the second superhero boom, these original adventure titles expanded to include Brain Boy, M.A.R.S. Patrol Total War (created by Wally Wood), Magnus, Robot Fighter (by the incredible Russ Manning) and in deference to the atomic age of heroes, Nukla and the brilliantly lowkey but explosively high concept Dr. Solar, Man of the Atom. Despite supremely high quality and passionate fan-bases, they never captured the media spotlight of DC or Marvel’s costumed cut-ups. Western shut their comics division in 1984.

With an agreement to revive some, any or all of these four-colour veterans, Shooter and co-conspirator Bob Layton came to a bold decision and made those earlier adventures part-and-parcel of their refit: acutely aware that old fans don’t like having their childhood favourites bastardized, and that revivals need all the support they can get. Thus the old days were canonical: they “happened.”

Although the company launched with a classy reinterpretation of Magnus, the key title to the new universe they were building was the only broadly super-heroic character in the bunch, and they had big plans for him. Solar, Man of the Atom was launched with an eye to all the gimmicks of the era, but was cleverly realised and realistically drawn.

Second Death collects the first four issues of the revived Solar and follows brilliant nuclear physicist Phil Seleski, designer of the new Muskogee fusion reactor in the fraught days before it finally goes online. Faced with indifferent colleagues and inept superiors, pining for a woman who doesn’t seem to know he exists, Seleski is under a lot of pressure. So when he meets a god-like version of himself. he simply puts it down to stress-induced delusion…

Solar, the atomic god who was Seleski, is freshly arrived on Earth, and with his new sensibilities goes about meeting the kind of people and doing the kind of things his mortal self would never have dreamed of. As if godhood had made him finally appreciate humanity, Solar befriends bums, saves kids and fixes disasters like the heroes in the comic books he collected as a boy.

His energized matter and troubled soul even further divide into a hero and “villain”, but things take a truly bizarre turn when he falls foul of a genuine super-foe: discovering that the “normal” world is anything but, and that he is far from unique. The superhuman individuals employed and mentored in Toyo Harada’s Harbinger Foundation prove that the world has always been a fantastical place, and Solar’s belief that he has travelled back in time to prevent his own creation gives way to realisation that something even stranger has occurred…

This is a cool and knowing revision of the hallowed if not clichéd “atomic blast turns schmuck into hero” plot: brimming with sharp observation, plausible characters and frighteningly convincing pseudo-science. The understated but compelling art by hugely under-appreciated Don Perlin is a terrifying delight and adds even more shades of veracity to the mix, as do the colours of Kathryn Bolinger & Jorge Gonzãlez.

Moreover, the original comics had a special inserted component in the first 10 issues (by Shooter, Barry Windsor-Smith & Layton) revealing the epic events that made Seleski into a god. Designed to be best read only after the initial story arc had introduced readers to Seleski’s new world, these were collected as Solar, Man of the Atom: Alpha and Omega. Together they combine to form one of the most impressive and cohesive superhero origin sagas ever concocted and one desperately in need of reprinting …if whoever currently controls the licensing rights to the stories could only get their act together…

Until then you can try hunting these down via your usual internet and comic retailers, and trust me, you should…
© 1994 Voyager Communications Inc. and Western Publishing Company, Inc. All rights reserved.

Batman in the Fifties


By Bill Finger, Don Cameron, Edmond Hamilton, France Herron, David Vern Reed, Dave Wood, Joe Samachson, Sheldon Moldoff, Dick Sprang, Lew Sayre Schwartz, Bob Kane, Win Mortimer, Charles Paris, Stan Kaye, George Roussos, Ray Burnley & various (DDC Comics)
ISBN: 978-1-7795-0950-5 (TPB/Digital edition)

In the early years of this century, DC launched a series of graphic archives intended to define DC’s top heroes through the decades: delivering magnificent past comic book magic from the Forties to the Seventies via a tantalisingly nostalgic taste of other – arguably better, but certainly different – times. The collections carried the cream of the creative crop, divided into subsections, partitioned by cover galleries, and supplemented by short commentaries; a thoroughly enjoyable introductory reading experience. I prayed for more but was frustrated… until now…

Part of a trade paperback trilogy – the others being Superman and Wonder Woman (thus far, but hopefully Aquaman, Green Arrow and Martian Manhunter are in contention too, as they have become such big shot screen stars these days) – the experiment is being re-run, with even more inviting wonders from the company’s amazing family-friendly canon.

Gathered here is an expanded menu of delights adding to that of the 2002 edition, rerunning Michael Uslan’s original context-stuffed Introduction and chapter text pieces. The stories originated in Detective Comics #156, 165, 168, 180, 185, 187, 215, 216, 233, 235, 236, 241, 244, 252, 267; 269, 1000; Batman #59, 62, 63, 81,92,105, 113, 114, 121, 122, 128; and World’s Finest Comics #68, 81, 89 which span the entire decade while laying the rather bonkers groundwork for the landmark television series of the next decade.

Supported by the first of a series of factual briefings, the comics open with Classic Tales, and ‘The Batmobile of 1950!’ Written by Joe Samachson and illustrated by visionary artist Dick Sprang and ideal inker Stan Kaye, the clever saga of reinvention originated in Detective Comics #156 (cover-dated February 1950 and on sale from December 19th 1949):  heralding new vistas as their reliable conveyance is destroyed by cunning crooks.

Badly injured, Batman uses the opportunity to rebuild his ride as moving fortress and crime lab and scores his first techno advance. There would soon be many more: a Batplane II, new boats and subs and even a flying Batcave…

David Vern Reed, Sprang & Charles Paris then set the Crime Crushers to recovering a vital lost tool assemblage before some villain could decipher ‘The Secret of Batman’s Utility Belt!’ (Detective #185 July 1952) and end their careers, after which ‘The True History of Superman and Batman’ (World’s Finest Comics #81, March/April 1956 by Edmond Hamilton, Sprang & Kaye) finds a future historian blackmailing the heroes into restaging their greatest exploits so that his erroneous treatise on them will be accurate…

Foreshadowing modern tastes and tropes, an unknown author & Sheldon Moldoff reveal ‘The New-Model Batman’ in Detective #236 (October 1956) as recently-released criminal genius Wallace Waley deploys counters to all the heroes’ techniques and tech, necessitating a change of M.O and new toys… like a Bat-tank…

In a classic case of misdirection, the Dark Knight briefly becomes ‘The Rainbow Batman! in Detective #241 (March 1957). As delivered by Hamilton, Moldoff & Kaye, a series of outlandish costumes keep the public – and reporters’ – gaze on the mighty masked peacock and well away from the biggest story of the decade…

Bill Finger, Moldoff & Paris detail a review of the hero’s most versatile weapon in ‘The 100 Batarangs of Batman!’ (Detective #244 June 1957) as criminals begin using old variants of the throwing tool against him and the Gotham gangbuster has to unleash an almost dangerous and untested prototype to defeat them…

In a most frustrating piece of poor editing, next up is the seminal sequel story to a most important and repercussion-packed yarn. Crafted by Hamilton, Sprang & Kaye, ‘The Club of Heroes’ first appeared in World’s Finest Comics #89 (July/August 1957) reprising an earlier meeting of Batmen from many nations. It became a key plank of Grant Morrison’s latterday epic Batman: the Black Glove as those valiant foreign copycats reconvened to add the Man of Steel to their roster only to find him suffering recurring amnesia and outshone by brand-new costumed champion Lightning Man

‘The Thousand Deaths of Batman!’ (Detective #269 July 1959) comes from another uncredited scripter, with Moldoff & Paris limning a bizarre tale of a criminal entertainment network offering staged deaths of their greatest enemies until the Caped Crusaders infiltrate and exterminate…

Just as the adventures always got bigger and bolder, so too did the character roster and internal history. The Bat-Family section homes in on the heroes’ constantly expanding supporting cast, and leads with something I just finished whining about.

Detective Comics #215 (January 1955) featured ‘The Batmen of All Nations!’ by Edmond Hamilton, Moldoff & Paris) and saw the World’s Greatest Crimefighters acknowledged as such by well-meaning champions from Italy, England, France, South America and Australia, who took the sincerest form of flattery a step too far by becoming nationally-themed imitations. That was fine until they all attend a convention in Gotham City doomed to disaster after a villain replaces one of them…

Why on Earth did this tale have to follow its own sequel?

Anyway, back to our usual nonsense and a question: Do you believe in coincidence? Superman was incredibly popular throughout the 1950s and many things that happened to him were tried in Batman stories. For a while the caped crusader even had a girl reporter – Vicki Vale – trying to ferret out hi secret identity. So when Adventure Comics #210 (March 1955) introduced a dog from Krypton, how surprising was it that Batman would soon join that rather exclusive kennel club?

For no reason I could possibly speculate upon, ‘Ace the Bat-Hound!’ debuted in Batman #92 (June 1955), created by Bill Finger, Sheldon Moldoff & Charles Paris. Ace was a distinctive German shepherd temporally adopted by Bruce Wayne when his actual owner John Wilker is abducted by crooks. A skilled tracker with distinctive facial markings, the pooch inserts himself into the case repeatedly, forcing the Dynamic Duo to mask him up as they hunt his master and foil a criminal plot. Like Krypto, Ace reappeared intermittently until Wayne stopped borrowing him and just adopted the amazing mutt.

Almost as necessary a Fifties adjunct, ‘The Batwoman!’ debuted in Detective #233 (July 1956) as Hamilton, Moldoff & Kaye added a female copy to the cannon…

Today fans are pretty used to a vast battalion of bat-themed champions haunting Gotham City and its troubled environs, but for the longest time it was just Bruce, Dick Grayson and an occasionally borrowed dog keeping crime on the run. However, three months before the debut of the Flash officially ushered in the Silver Age, editorial powers-that-be introduced valiant heiress Kathy Kane, who incessantly suited-up in chiropteran red and yellow over the next eight years. She was a former circus acrobat who burst into Batman’s life, challenging him to discover her secret identity at the risk of exposing his own…

Far more critical to the growing legend was Finger, Moldoff & Kaye’s ‘The First Batman!’

as originally seen in Detective Comics #235 (September 1956): a key story of this period which introduced a strong psychological component to Batman’s origins, disclosing how when Bruce was still a toddler, his father had clashed with gangsters whilst clad in a fancy dress bat costume…

In Batman #105, (February 1957) France Herron, Moldoff & Paris introduced ‘The Second Boy Wonder!’ as a stranger apparently infiltrates the Batcave by impersonating the kid crimebuster, but there’s more going on than would first appear, unlike Batman #114 (March 1958) wherein unknown writer, Moldoff & Paris reveal how circus gorilla Mogo joins the team to clear his framed keeper’s name in ‘The Bat-Ape!’

The grim gritty tone of the Dark Knight remains utterly absent in ‘The Marriage of Batman and Batwoman!’ (Batman #122, March 1959) as Finger, Moldoff & Ray Burnley manifest Robin’s bleakest nightmares should such a nuptial event ever occur, before Detective #267 (May 1959) details how ‘Batman Meets Bat-Mite!’ and Finger, Moldoff & Paris launch the Gotham Guardian’s most controversial “partner” – a pestiferous, extra-dimensional prank-playing elf who “helps” his hero by aiding his enemies to extend the duration of the fun… (World’s Finest Comics #68, January/February 1954).

In the 1950s costumed villains faded from view and preference for almost a decade – until the Batman TV show made them stars in their own right. Thus there’s not as big a pool to draw on here as you might expect, and what there is mostly the old favourites..

The Villains highlights our hero’s greatest recurring enemies, leading with The Secret Life of the Catwoman!’ from Batman #62 (December 1950/January 1951) by Finger, with Lew Sayre Schwartz ghosting for Bob Kane – who only pencilled a few faces and figures. It’s all inked by Paris.

Here the Felonious Feline reforms and retires after a head trauma cures all her larcenous tendencies… until Batman begs law-abiding Selina Kyle to suit up once more and go undercover to catch crime boss Mister X.

Kane had all but left his role to others by this time and his contributions remained minor in The Origin of Killer Moth!’ (Batman #62, February/March 1951) as Finger, Sayre Schwartz & Paris record how a recently-released convict steals Batman’s ideas and sets up as a paid costumed crusader for crooks…

Around that time Detective #168 (February 1951) began the long road to an origin for the Joker as Finger, Sayre Schwartz, Kane George Roussos and Win Mortimer exposed ‘The Man Behind the Red Hood!’ This reveals a partial origin as part of a brilliantly engrossing mystery which begins when the Caped Crusader regales eager college criminology students with the story of “the one who got away” – just before the fiend suddenly comes back…

Batman’s most tragic Golden Age foe resurfaced cured and fully functional in Detective #187 (September 1952), but Harvey Dent was soon on a spree committing ‘The Double Crimes of Two-Face!’ (by Don Cameron, Sprang & Paris). Although the Dynamic Duo knew from the start their foe was a fake, the situation was far different two years later when Reed, Sprang & Paris detailed how ‘Two-Face Strikes Again!’ in Batman #81 (February 1954). This time a freak accident restored Dent’s scarred bipolar state and the heroes were outmatched all the way to the stunning turnabout conclusion…

The bit about bad guys bows out with ‘The Ice Crimes of Mr. Zero’ (Batman #121, February 1959) as Dave Wood, Moldoff & Paris depict a scientist’s turn to crime after an experiment afflicts him with a condition that will kill him if his temperature rises above freezing point. Although cured in this yarn, that villain would return, taking the name Mr. Freeze

Final comics section Tales from Beyond highlights the increasingly strange adventures of the Dynamic Duo which – due to Comics Code embargoes on horror and the supernatural – meant a wealth of weird alien and startling science fiction themes. The wonders beginswith a rarely reprinted yarn from Finger, Sayre Schwartz, Kane & Paris originally seen in Batman #59 (June/July 1950). It begins as the heroes seek to use time travel to cure The Joker, before a mistake by chronal scientist Professor Carter Nichols dumps them in 2050 AD. ‘Batman in the Future!’ finds them aiding the Harlequin of Hate’s crimefighting descendant against space pirates before returning to their own era…

A solid gold classic follows as ‘The Batman of Tomorrow!’ (Detective #216, February 1955) visits the 20th century – from his home in 3054 – to save an injured Bruce Wayne from Vicki Vale’s latest exposé and catch a cunning crook in a fast paced and fantastical romp by Hamilton, Sprang & Paris.

Many of these bright-&-breezy high fantasy tales deeply affected modern writers and the overarching continuity, perhaps none more so than Herron, Sprang & Paris’ ‘Batman – The Superman of Planet X!’ from Batman #113 (February 1958): which formed a key thematic plank of Grant Morrison’s epic 2008 storyline Batman R.I.P. The story details how the Gotham Guardian is shanghaied to distant world Zur-En-Arrh by its version of Batman to fight an alien invasion: a task rendered relatively simple since the planet’s atmosphere and gravity gives Earthmen incredible superpowers…

In Detective #252 (February 1958) Wood, Moldoff & Paris channelled contemporary film fashion as a monster makes trouble on a movie location shoot, compelling the costumed champions to tackle ‘The Creature from the Green Lagoon!’ before the last tale in this section – and volume – reveals how our heroes mistakenly aid an alien pirate and are arrested and imprisoned offworld by interstellar lawmen. ‘The Interplanetary Batman!’ (Batman #128. December 1959) is a riotous rollercoaster rocket ride by Finger & Moldoff with Batman and Robin overcoming all odds to clear their names and get home and is a perfect place to pause this circus of ancient delights.

Also including a selection of breathtaking covers and a ‘Bonus Cover Gallery’ by Sprang, Mortimer, Moldoff, Curt Swan, Sayre Schwartz, Kaye & Paris, this is a splendidly refreshing, comfortingly compelling and utterly charming slice of comics history that any aged fan or newcomer will delight in: a primer into the ultimate icon of Justice and fair play.
© 1950, 1951, 1952, 1954, 1955, 1956, 1957, 1958, 1959, 2002, 2019, 2021 DC Comics. All Rights Reserved.

Captain Marvel volume 1: Nothing to Lose


By Peter David, ChrisCross, Ivan Reis, Paco Medina & various (Marvel Comics)
ISBN 978-0-7851-1104-7 (TPB/Digital edition)

Once upon a time, individuality was king and identity constantly – and litigiously – defended. These days, superhero comics are filled with spin-offs, legacies and alternates. Where once DC eradicated an entire multiverse to ensure readers would see there was only one Superman, Batman or Wonder Woman now there are dozens of iterations of every costumed character and fans couldn’t be happier.

However, there was always one title/character that bucked the trend…

One of the most venerated, beloved characters in American comics was created by Bill Parker & Charles Clarence Beck as part of the wave of opportunistic creativity following the successful launch of Superman in 1938. Although there were many similarities in the early years, the Fawcett Comics character moved swiftly and solidly into realms of light entertainment and even broad comedy, whilst throughout the 1940s the Man of Steel increasingly sidelined whimsy in favour of family-friendly action and drama.

Homeless orphan and thoroughly good kid Billy Batson was selected by an ancient wizard to battle injustice and subsequently granted the powers of six gods and mythical heroes. By speaking aloud the wizard’s name – an acronym for divine patrons Solomon, Hercules, Atlas, Zeus, Achilles and Mercury – he transformed from scrawny boy to brawny (adult) champion Captain Marvel.

At the height of his popularity, “the Big Red Cheese” was published twice monthly, hugely outselling Superman, and in 1941 DC/National Comics launched an infamous court case citing copyright infringement. However, as the decade progressed and tastes changed, sales slowed, and the case was settled just as many publishers started switching from costumed heroes to “Real Men” and monsters. Like many superheroes, Captain Marvel and his gods-powered kin disappeared, becoming a fond memory for older fans. A big syndication success, he was missed all over the world. In Britain, where an English reprint line had run for many years, creator/publisher Mick Anglo had an avid audience and no product, and so transformed the Captain and company into atomic age heroes Marvelman, Young Marvelman and Kid Marvelman continuing to thrill readers into the early 1960s, even if here there were no girls allowed.

Then, as America lived through another superhero boom-&-bust, the 1970s dawned with a shrinking industry and wide variety of comics genres servicing a base that was increasingly founded on collectors and fans rather than casual or impulse buyers. National/DC Comics needed sales and were prepared to look for them in unusual places.

After the court settlement with Fawcett in 1953 they had secured the rights to Captain Marvel, Captain Marvel Junior, Mary Marvel and all the spin-off Family. Now, even though the name itself had been taken up by Marvel Comics (via a circuitous and quirky robotic character published by Carl Burgos and M.F. Publications in 1967), the publishing monolith decided to tap into that discriminating if aging fanbase.

In 1973, riding a wave of national nostalgia on TV and in movies, DC brought back the entire beloved Marvel crew in their own kinder, weirder universe. To circumvent the intellectual property clash, they named the new title Shazam! (…With One Magic Word!) – the trigger phrase used by myriad Marvels to transform to and from mortal form, and a word that had entered the American language due to the success of the franchise the first time around.

Meanwhile, at the other place…

In 1968, upstart Marvel was in the ascendant. Their sales were rapidly overtaking industry leaders National/DC and Gold Key Comics and, having secured a new distributor allowing them to expand their list of titles exponentially, the company was about to undertake a creative expansion of unparalleled proportions.

Once individual stars of “split-books” Tales of Suspense, Tales to Astonish and Strange Tales were awarded their own titles, the House of Ideas just kept on going. In progress was a publishing plan seeking to take conceptual possession of the word “Marvel” through both reprint series such as Marvel Tales, Marvel Collector’s Items Classics and Marvel Super-Heroes. Eventually, showcase titles such as Marvel Premiere, Marvel Spotlight and Marvel Feature also proudly trumpeted the name, so another dead-cert idea was to have an actual hero named for the company – and preferably one with some ready-made cachet and pedigree as well.

After the infamous 1940s-1950s copyright case of the, the prestigious appellation Captain Marvel disappeared from newsstands. In 1967, during the “Camp” craze/superhero boom generated by the Batman TV series, publisher MLF produced a number of giant-sized comics featuring an intelligent robot able to divide his body into segments and shoot lasers from his eyes. Their legal right to have done so is still disputed…

Quirky, charming and devised by Carl Burgos (creator of the Golden Age Human Torch), the series failed to attract a large following in that flamboyantly flooded marketplace and on its demise the name was snapped up by Marvel Comics Group who properly secured rights to the name and have defended it ever since by publishing numerous characters who all seemed doomed to high quality runs and early cancelation…

In 1968, Marvel Super-Heroes was a brand new title: reconfigured from extended-length reprint vehicle Fantasy Masterpieces, which mixed vintage monster-mystery tales with Golden Age Timely Comics classics. With the 12th issue it added a try-out section for characters without homes. These included the Inhuman Medusa, Ka-Zar, Black Knight and Doctor Doom, plus new concepts Guardians of the Galaxy and Phantom Eagle, in all-new stories.

They kicked off with an alien spy sent to Earth from the Kree Galaxy. He held a Captain’s rank and his name was Mar-Vell. After two appearances, Captain Marvel catapulted straight into his own title for a rather hit-and-miss career combatting spies, aliens and costumed cut-ups like Sub-Mariner, Mad Thinker and Iron Man. Most frequently, however, he clashed with elements of his own rapaciously colonialist race – such as imperial investigative powerhouse Ronan the Accuser – all while slowly switching allegiances from the militaristic Kree to the noble, freedom-loving denizens of Earth.

This particular incarnation of the “trademark-that-must-not-die” features the son of that Kree warrior and long-time company supporting character/professional sidekick Rick Jones in a symbiotic relationship echoing the heyday of Mar-Vell’s flower-power glory days. Fair warning though, despite the excellent writing and great art, if you are not at least passingly familiar with Marvel’s close continuity, this is not a series of books you want to read without a little preparation.

Scripted by Peter David, with colours by Chris Sotomayor and letters from RS (Richard Starkings) & Comiccraft’s Albert!, Nothing to Lose collects Captain Marvel volume 2 #1-6 (cover-dates November 2002-April 2003, and I said it was confusing didn’t I?). It expands the saga of Genis, an artificially-matured test-tube baby son of Mar-Vell.

The Kree warrior turned Cosmic Protector saved Earth and Universe countless times before dying of cancer in the landmark Death of Captain Marvel (the company’s first official Graphic Novel), and here, after years trying to live up to and surpass his father’s achievements – he even debuted using the codename “Legacy” – the pressure starts to show.

Genis sought to emulate his father as a galaxy-spanning crusader, with mixed results, before hooking up with Rick Jones – his Dad’s original sidekick and, for a time, lifeline to reality. The human offered the promise of insider insights into what made him such a hero…

When Nothing to Lose opens with ‘Shards’ – illustrated by ChrisCross – he is, in fact, in just the same situation his father endured with the teen-aged Jones back in 1960’s. Their bodies are linked by “Nega-bands” – fantastically powerful alien wrist-bands which both wear, but only in turns, as they have the drawback of merging their molecular structure. This means only one body can inhabit the positive-matter universe at once, whilst the other is trapped in sub-atomic pocket-reality The Microverse. From there, the captive can observe and communicate, but not affect the “real” world.

The new Captain Marvel possesses his father’s greatest power, “Cosmic Awareness”: an ability to discern everything happening everywhere at once. Sadly, and inevitably, the gift is turning Genis into a raving madman. Just knowing something bad is happening doesn’t mean that the only solution you can offer is ultimately the right one for the universe. With so much to do, the captain has not allowed Rick to return to Earth for months…

This situation is tragically demonstrated when Marvel stops a suicide bomber from detonating on a crowded bus, only to see her murdered by one of her intended victims. His every action forces him to make immediate decisions and choose who to help for the greater good, but every choice seems to lead to unknowable cosmic consequences. This hopeless situation is repeated, magnified and drastically clarified after his intervention in an Badoon invasion and other missions.

As days pass Rick faces the fact that his partner’s omniscience and growing clairvoyance is more curse than blessing, and an increasing capriciousness is affecting Captain Marvel’s compulsion to “Do Good”. ‘Shock Absorber’ see Jones explore his options by going on an arduous pilgrimage and consulting (relatively) local god Shinga Doon, whilst the cosmic avenger starts taking advice and moral instruction from the Punisher

In ‘Pamavision’ Genis joins the militaristic Kree’s colonial space fleet as they invade and colonise strategic world Toped: meeting the man who trained his father, embracing the bellicose expansionist culture and rising fast in the ranks. In the Microverse, Rick is unexpectedly joined by another truth-seeker just as his guru meets a sudden and mysterious death…

The Toped campaign goes badly wrong for the Kree in ‘Uriah’ (rendered by Ivan Reis) as the Captain uncovers sedition, ambition and espionage run wild, whilst Rick learns his fellow stranded acolyte – Epiphany – is far more than she seems. When war with the Shi’ar looms and romantic intrigue runs riot, Marvel’s solution is to kill everybody and then himself…

ChrisCross returns for ‘Au Pere’ as a truly brutal father & son moment in the great beyond leads to Genis discovering that both he and Rick have been manipulated by trans-cosmic siblings Epiphany and Entropy with a view to ousting the current supervisor of reality.

They have done their work well and deranged Genis eagerly anticipates battling the universe’s most powerful conceptual entities, killing Supreme Being Eternity and ending painful reality well before its due date…

Happily for all, Rick hasn’t given up hope in the spectacular and awe-inspiring Paco Medina-limned closing chapter ‘Four Characters in Search of Creation’…

This slim tome includes covers and variants by Alex Ross, CrissCross, Joe Jusko, Kia Asamiya, Phil Noto, JG Jones and Andy Kubert as well as an ‘Alex Ross Captain Marvel Concept Artwork’ feature, sharing his design process and thoughts on the character’s powerful reworking.

Wry, sardonic, explosively action-packed and sublimely provocative, Peter David’s blackly tongue-in-cheek examination of power and perspective has some truly chilling moments, and has a lot to say on the nature of heroism, all leavened by his absurdist sensibilities and love of comedy word-play. His take on duty and honour is wickedly engaging, with the sumptuous art carrying the sneaky double-dealing and savage conflicts with ease.
© 2021 MARVEL.