Showcase presents Teen Titans volume 2


By Bob Haney, Nick Cardy & various (DC Comics)
ISBN: 978-1-84576-677-1

It’s hard to grasp now that once kid heroes were a rarity and during the beginning of the Silver Age, often considered a liability. Now the massive brand that is the Teen Titans (with numerous comicbook iterations, a superbly successful TV show and even an award-winning early reading comic (Aw, Yeaah! Tiny Titans!) their continuance is as assured as anything in our biz, but during the tumultuous 1960s the series – never a great seller – courted controversy and an actual teenaged readership by confronting controversial issues head on.

I must have been just lucky, because these stories of lost youth searching for meaning were released just as I turned into a teenager.  They resonated because they were talking directly to me.  It didn’t hurt that they were brilliantly written, fantastically illustrated and staggeringly fresh and contemporary.  I’m delighted to declare that age hasn’t diminished their quality or impact either, merely cemented their worth and importance.

The concept of underage hero-teams was not a new one when the Batman TV show prompted DC to entrust the big heroes’ assorted sidekicks with their own regular comic in a hip and groovy ensemble as dedicated to helping kids as they were to stamping out insidious evil.

The biggest difference between wartime groups like The Young Allies, Boy Commandos and Newsboy Legion or such 1950s holdovers as The Little Wise Guys or Boys Ranch and the creation of the Titans was quite simply the burgeoning phenomena of “The Teenager” as a discrete social and commercial force. These were kids who could be allowed to do things themselves (within reason) without constant adult help or supervision. As early as June-July 1964 Brave and the Bold #54 had tested the waters with a gripping tale by Bob Haney & Bruno Premiani in which Kid Flash, Aqualad and Robin thwarted a modern-day Pied Piper.

What had been a straight team-up was formalised a year later when the heroes reunited and included Wonder Girl in a proper super-group with a team-name: Teen Titans. With this second collected volume of those early exploits the series had hit a creative peak, with spectacular, groundbreaking artwork and fresh, different stories that increasingly showed youngsters had opinions and attitudes of their own – and often that they could be at odds with those of their mystery-men mentors…

Collecting Teen Titans #19-36, and the team-up appearances from Brave and the Bold #83 and 94 and World’s Finest Comics #205, these stories cover the most significant period of social and political unrest in American history and do it from the perspective of the underdogs, the seekers, the rebels…

The wonderment begins with a beautifully realised comedy-thriller as boy Bowman Speedy joins the team. ‘Teen Titans: Stepping Stones for a Giant Killer!’ (#19, January/February 1969) by Mike Friedrich, Gil Kane & Wally Wood, pitted the team against youthful criminal mastermind Punch who planned to kill the Justice League of America and thought a trial run against the junior division a smart idea…

Brave and the Bold # 83 (April-May 1969) took a radical turn as the Teen Titans (sans Aqualad, who was dropped to appear in Aquaman and because there just ain’t that much sub-sea malfeasance) tried to save Bruce Wayne’s latest foster-son from his own inner demons in a tense thriller about trust and betrayal in the Bob Haney & Neal Adams epic ‘Punish Not my Evil Son!’. TT #20 took a long running plot-thread about extra-dimensional invaders and gave it a counterculture twist in ‘Titans Fit the Battle of Jericho’, a spectacular rollercoaster romp written by Neal Adams, penciled by him and Sal Amendola and inked by brush-maestro Nick Cardy – one of the all-out prettiest illustration jobs of that decade.

Symbolic super-teens Hawk and Dove joined the proceedings for #21’s ‘Citadel of Fear’ (Adams and Cardy), chasing smugglers, finding aliens and ramping up the surly teen rebellion quotient whilst moving the invaders story-arc towards a stunning conclusion. ‘Halfway to Holocaust’ is only half of #22; the abduction of Kid Flash and Robin leading to a cross-planar climax as Wonder Girl, Speedy and a radical new ally quashed the invasion forever, but still leaving enough room for a long overdue makeover in ‘The Origin of Wonder Girl’ by Marv Wolfman, Kane & Cardy.

For years the series had fudged the fact that the younger Amazon Princess was not actually human, a sidekick, or even a person, but rather an incarnation of the adult Wonder Woman as a child. As continuity backwriting strengthened its stranglehold on the industry it was felt that the team-tottie needed a fuller background and this moving tale revealed that she was in fact a human foundling rescued by Wonder Woman and raised on Paradise Island where their super-science gave her all the powers of a true Amazon. They even found her a name – Donna Troy – and an apartment, complete with hot roommate. All Donna had to do was sew herself a glitzy new costume…

Now thoroughly grounded the team jetted south in #23’s fast-paced yarn ‘The Rock ‘n’ Roll Rogue’ (by Haney, Kane & Cardy), trying to rescue musical rebel Sammy Soul from his grasping family and his lost dad from Amazonian headhunters. ‘Skis of Death!’ (#24, November-December 1969) by the same creative team saw the quartet holidaying in the mountains and uncovering a scam to defraud Native Americans of their lands. It was a terrific old-style tale but with the next issue the most radical change in DC’s cautious publishing history made Teen Titans a comic which had thrown out the rulebook…

For a series which spoke so directly to young people, it’s remarkable to think that ‘The Titans Kill a Saint?’ and its radical departure from traditional superhero stories was crafted by Bob Kanigher and Nick Cardy – two of the most senior creators in the business. It set the scene for a different kind of human-scaled adventure that was truly gripping, bravely innovative. For the relatively short time the experiment continued, readers had no idea what was going to happen next…

While on a night out in their civilian identities Robin, Kid Flash, Speedy, Wonder Girl, Hawk and Dove meet a telepathic go-go dancer Lilith who warns them of trouble. Cassandra-like they ignore her warnings, and a direct result a globally revered Nobel Laureate is gunned down.

So soon after the death of John and Robert Kennedy, Martin Luther King and the even more controversial murder of Malcolm X this was stunning stuff and in response all but Robin abandoned their costumed personas and with the help of mysterious millionaire philanthropist Mr. Jupiter dedicated their unique abilities to exploring humanity and finding human ways to atone and make a difference…

With Lilith beside them they undertake different sorts of missions, beginning with ‘A Penny For a Black Star’ in which they attempt to live in a poverty-wracked inner city ghetto, where they find Mal Duncan, a street kid who becomes the first African-American in space, although it’s a one-way trip…

Issue #27 reintroduces an eerie element of fantasy as ‘Nightmare in Space’ (Kanigher, George Tuska, Carmine Infantino & Cardy) finds the Titans en route to the Moon to rescue Mal but encountering something far beyond the ken of human imagining.

Meanwhile on Earth Donna Troy’s roommate Sharon had stumbled upon an alien incursion. ‘Blindspot’ by Steve Skeates & Nick Cardy, was tangentially linked to another innovative saga then playing out in Aquaman’s comicbook. Both were edited by young Dick Giordano, who was at this time responsible for the vast proportion of bold new material coming out of DC, even whilst proving himself one of the best inkers in the field.

You’ll need to see a (hopefully) forthcoming Aquaman Showcase edition for that delight, but suffice to say that the Sea King’s foe Ocean Master had allied himself with aliens and Sharon became involved just as Aqualad returned looking for help. Unable to understand the Titan’s reluctance to get involved he tries to go it alone but hits a problem only the original team can fix, which they do in Skeates & Cardy concluding instalment ‘Captives!’

However, once the alien threat is thwarted the heroes once more lay down their powers and costumes…

Teen Titans #30 featured three short tales, all written by Skeates. ‘Greed… Kills!‘ illustrated by Cardy, is a canny mystery exploring street and white-collar crime, ‘Whirlwind’ a Kid Flash prose novelette with art from Sal Amendola and ‘Some Call it Noise’ (Infantino & Cardy) an Aqualad solo tale in which his girlfriend Aquagirl takes a near-fatal wrong turn at a rock concert.

Student politics took centre-stage in #31’s lead feature ‘To Order is to Destroy’ (Skeates, Tuska & Cardy as the young heroes investigate a trouble-free campus where unhappy or difficult scholars are given a small brain operation to help them “concentrate” whilst a Hawk and Dove solo ‘From One to Twenty’ pitted quarrelsome Don and Hank Hall against a crafty band of murderous counterfeiters in a deft crime-caper by Skeates, Tuska & Cardy.

The gifted trio then opened up the fantasy element again with a time-travelling, parallel universe epic beginning in #32 with ‘A Mystical Realm, A World Gone Mad’ as Mal and Kid Flash accidentally changed the past turning Earth into a magical madscape. However undoing their error resulted in a Neanderthal teenager being trapped in our time, presenting the group with their greatest challenge: turning a savage primitive into a modern man.

Illustrated by Tuska and Cardy ‘Less Than Human’ signaled the full return of Bob Haney as writer and the gradual return of powers and costumes picked up pace as the grand experiment, if not over, was restated in terms that looked less harshly on bread and butter fights ‘n’ tights scenarios.

Brave and the Bold #94 (February-March 1971) was a powerful counter-culture thriller as the team infiltrated an inner city commune to solve a nuclear bomb-plot in ‘Rebels in the Streets’ and the exigencies of publishing moved the series into the blossoming world of the supernatural as costumed heroes temporarily faded in favour of tales of mystery and imagination.

‘The Demon of Dog Island’ (Haney, Tuska & Cardy) found the team, including Robin who had quietly rejoined during the civilisation of cave-boy Gnarrk, desperately battling to prevent Wonder Girl’s possession by a gypsy ghost whilst ‘The Computer that Captured a Town’ (World’s Finest Comics #205, September 1971) cleverly examined racism and sexism as Superman found the Titans trapped in a town that had mysteriously re-adopted the values of the 1890s (Skeates, Dick Dillin & Joe Giella)…

Teen Titans #35 continued the supernatural theme as the team traveled to Verona in ‘Intruders of the Forbidden Crypt’ (Haney, Tuska & Cardy) wherein Lilith and the son of Mr. Jupiter’s business rival found themselves drawn into a beguiling web of tragedy as they were compelled to relive the doomed love of Romeo and Juliet despite all the rationalisations of modern science and the best efforts of the young heroes…

‘A Titan is Born’ by the same creators was a rite of passage for Mal as the everyman hero had to face the murderous Gargoyle alone and unaided, whilst the reincarnation tragedy concluded with fate foiled in ‘The Tomb Be their Destiny’, the cover feature of #36. Filling out that issue and this book are two brief vignettes, the Aqualad three pager teaser ‘The Girl of the Shadows’ by Skeates & Jim Aparo and an impressive opening episode in the origin of Lilith. ‘The Teen-Ager From Nowhere’ by Haney & Cardy showed the ten year old orphan’s first prescient exploit and the distrust that it engendered, promising much more to come: a perfect place to end this second monochrome masterpiece of graphic literature…

Although perhaps dated in delivery, these tales were a liberating experience for kids when first released. They truly betokened a new empathy with independent youth and tried to address problems that were more relevant to and generated by that specific audience. That they are so captivating in execution is a wonderful bonus. This is absolute escapism and absolutely delightful.

© 1969, 1970, 1971, 1972, 2007 DC Comics. All Rights Reserved.

The Death of Groo the Wanderer (Marvel Graphic Novel #32)


By Sergio Aragonés, Mark Evanier, Stan Sakai & Tom Luth (Epic/Marvel)
ISBN: 0-87135-290-7

Groo is a living paradox: a brilliant fighting man and unbeatable warrior sell-sword and simultaneously the dumbest collection of organic molecules on the planet. Always hungry, he wanders because most places where he pauses burn down, wash away or crash into rubble soon after he gets there. He loves to fight and the entire world trembles at the mention of his name. They do the same when they smell him too…

Produced in unique fashion by Sergio Aragonés, wordsmith Mark Evanier, letterer Stan Sakai (creator of Usagi Yojimbo) and colourist Tom Luth, the idiot’s adventures form one of the longest running humour comicbook series in America and there seems to be no chance of stopping the creators as long as we keep buying these incredible, hilarious sagas…

Both in comic narrative and the infinitely more strenuous field of gag-cartooning Sergio Aragonés has produced vast volumes of excellent work. His darkly skewed sensibilities and grasp of the cosmically absurd, wedded to a totally unique, anarchically meticulous drawing style and frankly terrifying professional discipline, have made his (usually) silent doodles a vibrant proof of the maxims that laughter is universal and a picture is worth a thousand words.

After working for years for Mad Magazine and DC’s horror titles on gag features and the occasional full comic strip, in 1981 with writer and associate Mark Evanier, Aragonés produced a madcap four-page parody of the Sword-and-Sorcery genre as a contribution to the Creators Rights benefit comicbook Destroyer Duck published by Eclipse Comics.

Following a second outing in Mike Grell’s Starslayer (#5) Pacific Comics launched Groo the Wanderer in his own title. After 8 issues (December 1982-April 1984) the troubled company folded but the unsinkable barbarian (that’s a joke I’ll explain later) resurfaced in the Groo Special one-shot from Eclipse (October 1984), before finding a home at Epic Comics: Archie Goodwin’s creator-owned corner of the Marvel Universe.

Aragonés first created his witless warrior in the 1970s but no publisher would take on the property unless he sold all rights – an almost universal situation in the industry until the advent of the Direct Sales market transferred power from companies and distributors to creators and consumers. After an uproarious 120 issue run at Epic, and dozens of graphic novel compilations, the witless wonder moved on to Image and Dark Horse Comics, but they haven’t completely gone belly-up yet…

This all original volume from 1987 reintroduces readers to the smelliest, ugliest, stupidest itinerant mercenary in the world. Luckily he’s also the best swordsman in creation and too thick to be harmed because when he shuffles his unshod, dirty feet into the domain of King Krag he inadvertently encounters a thoroughly nasty man with a good many reasons to psychotically hate him…

At that time the kingdom was being ravaged by a colossal dragon, but as the only man on the planet crazy enough to fight it has a huge bounty on his head, how stupid would he have to be to come and attempt to kill it? – and if you’re having difficulty answering that, either you’ve not been paying attention or Groo has found a new apprentice…

Due to the kind of circumstance-concatenation that only happens in this series, everybody in the land of Groo-haters thinks the oaf is finally dead – even Groo – but with all the folk who have ever suffered at his hands gathered in one place they all start to realise that a world without Groo just isn’t the same…

Fear not however: order, if not sense, is eventually restored – but only after a grand display of confusions, contusions, conflagrations, conflicts, pratfalls, pitfalls, punch-lines and punch-ups. There’s even a little room left over for a soupcon of romance (Mmmm, Soup! Mmmm, leftovers…)

Published in the extravagant, luxurious over-sized 285mm x 220mm European album format which allows even more room for the artist’s tireless tornado of visual gags and graphitti this is a masterpiece of mirth and madness that comedy addicts will love and the great strength of the series is that new readers can start practically anywhere – and still be none the wiser…

Oh yeah, that sinking thing: among his other lack of abilities Groo cannot travel by ship. He’s not sea-sick or anything – it’s just that his physical presence on a nautical apparatus of any sort causes it to sink – and this book has one of the very best riffs on that running (swimming? sinking?) gag I’ve ever seen…
© 1987 Sergio Aragonés. All Rights Reserved.

Walt Disney’s Donald and Daisy


By Carl Barks and others (Gladstone Comic Album #12)
ISBN: 978-0-944599-112

Carl Barks was born in Merrill, Oregon in 1901, reared in the rural areas of the West during some of the leanest times in American history. He tried many jobs before settling into the profession that chose him: storytelling with a pen and brush. After a succession of professions Barks drifted into cartooning and joined the Disney studio as an animator before quitting in 1942 to work in the newborn field of comicbooks.

His life-path gelled when, with cartoon studio partner Jack Hannah (himself an occasional strip illustrator) Barks adapted a Bob Karp script for an sidelined animated short feature into the comicbook Donald Duck Finds Pirate Gold (published as Dell Four Color Comics Series II #9 in October of that year). Although not his first published comics work, it was the story that dictated the rest of his career.

From then until his official retirement in the mid-1960s Barks worked in self-imposed isolation seclusion, writing and drawing a vast array of adventure comedies, gags, yarns and covers, creating a Duck Universe of memorable and highly bankable characters such as Gladstone Gander, Gyro Gearloose, Magica De Spell, the Beagle Boys and his greatest creation – the crusty, energetic, paternalistic, money-mad Quinquillionaire Scrooge McDuck to supplement Disney’s stable of cartoon actors.

Whilst producing all that landmark material Barks was just a working guy, generating cover art, illustrating other people’s scripts when asked and contributing stories to the burgeoning canon of Duck Lore. Although equally revered for his astonishingly impressive adventure sagas, slapstick romps and punchy page-gags he was just another cog in a big machine and diligently toiled on whatever his editors asked him to.

A solid example of how well he worked on characters he wasn’t invested in and scripts he hadn’t concocted is this Gladstone album co-starring Donald Duck’s occasional paramour Daisy…

So potent were Barks’ creations that they inevitably fed back into Disney’s animation output itself, even though his comic work was done for the licensing company Dell/Gold Key, and not directly for the studio. The greatest tribute was undoubtedly the animated series Duck Tales, heavily based on his comics output of the 1950s and 1960s wherein Daisy and her nieces The Little Chickadees, freed from the social constraints of the 1950s and 1960s, finally came into their independent own…

During this period “ladies” were not brash or forceful or potent – whether by Disney dictat, Dell editorial policy or simply in deference to the tone of the times is unclear – unless they were fallen or wicked, such as Bark’s own darker dames like Glittering Goldie (see Walt Disney’s Uncle Scrooge: Back to the Klondike) or sinister sorceress Magica De Spell, and as such were relegated to sternly disapproving partners or maternal role models. Even under these conditions however, Barks occasionally managed to inject a little spark into the distaff ducks…

Gladstone Publishing began re-packaging Barks material and a selection of other Disney comics strips in the 1980s and this intriguing tome is among the best – as they all seem to be. As always this album is printed in the large European oversized format (278mm x 223mm) – although dedicated collectors should also seek out the publisher’s superb line of Disney Digests and comics books that grew out of these pioneering tomes for more of the most madcap, wryly funny yarns ever concocted.

As discussed in Geoffrey Blum’s introduction Barks considered Daisy a “diluting influence” and often had to rewrite her parts, if not actually kill stories in which she played a stronger woman, but even on these terms the five short yarns here, one scripted by an anonymous writer but most by the master himself, are a striking example of triumph under adversity…

Daisy is little more than a bit-player in the untitled first tale (Walt Disney’s Comics and Stories #101, February 1949) in which Donald and nephews Huey, Dewey and Louie take a series of extreme measures to cure nightmares, whilst in the second ‘The Daisy Hunt’ she becomes an unwilling prize in a romantic duel for her affections between Donald and aggravatingly lucky rival Gladstone Gander (first seen in untitled Walt Disney’s Comics and Stories #117, June 1950).

She plays a far more forceful but still ferociously domestic role in the untitled housecleaning yarn from Walt Disney’s Comics and Stories #213, June 1958 wherein she mercilessly hunts Donald down after he breaks a promise to help her spring clean the house.

As the 1960s advanced and women became less fragile flowers and more potent partners Daisy had a short run of her own title under the umbrella of the Four Colour Comics tryout title. From #1055 (November 1959) of Daisy Duck’s Diary comes ‘The TV Babysitter’ (illustrated but not written by Barks) in which she ultimately fails to keep control of the nephews even with the help of Gyro Gearloose’s latest surveillance technology, whilst in ‘Donald and Daisy: The Beauty Business’ (Walt Disney’s Comics and Stories #308, May 1966) her feminine insecurity almost ruins Donald’s latest career as a glamour beautician…

Even though not up to his usual uniquely high standards, it’s fascinating to see what Barks could do with stories that didn’t engage him 100% – and this collection is magnificent proof of his overwhelming creative and work ethic – as these stories all still contain the dry wit, artistic verve and sly satirical punch that made Carl Barks supreme among his very talented contemporaries and the most important anthropomorphic storyteller since Kenneth Grahame and Rudyard Kipling.

No matter what your age or temperament if you’ve never experienced this captivating magic of Barks, you can discover “the Hans Christian Andersen of Comics” simply by applying yourself and your credit cards to any search engine. So why don’t you…?
© 1988, 1966, 1959, 1958, 1950, 1949 The Walt Disney Company. All rights reserved.

Conan of the Isles (Marvel Graphic Novel #42)


By Roy Thomas & John Buscema, with Danny Bulanadi, Ricardo Villamonte, Armando Gil and Dave Simons (Marvel)
ISBN: 978-0-87135-483-9

During the 1970′s the American comic book industry opened up after more than fifteen years of cautious and calcified publishing practices that had come about as a reaction to the scrupulously-censorious oversight of the self-inflicted Comics Code Authority: A body created by the publishers to police their product and keep it palatable and wholesome after the industry suffered their very own McCarthy-inspired Witch-hunt during the 1950s. One of the first genres to be revisited was Horror/Mystery comics and from that came the pulp masterpiece Conan the Cimmerian.

Simultaneously, Sword & Sorcery stories had undergone a global prose revival in the paperback marketplace since the release of soft-cover editions of Lord of the Rings (first published in 1954), and the 1960s saw the resurgence of the two-fisted fantasies of Edgar Rice Burroughs, Otis Adelbert Kline, Fritz Lieber, whilst many modern writers such as Michael Moorcock and Lin Carter kick-started their careers with contemporary versions of man, monster and mage. Indisputably the grand master of the genre was Robert E. Howard.

Marvel Comics tested the waters in early 1970 with a little tale called ‘The Sword and the Sorcerers’ (from the horror anthology Chamber of Darkness #4) whose hero Starr the Slayer bore no small resemblance to the Barbarian. It was written by Roy Thomas and drawn by young Englishman Barry Smith, a recent Marvel find, and one who was just breaking out of the company’s Kirby house-style.

Despite some early teething problems, including being cancelled and reinstated in the same month, the comic-strip adventures of Robert E. Howard’s characters were as big a success as the prose yarns. Conan became a huge success: a mega-brand that saw new prose tales, movies, a TV series and cartoon show, a newspaper strip and all the other paraphernalia of success. And it all largely stemmed from the vast range of comics initiated by Thomas, Windsor-Smith (as he became) and the excellent succession of comics creators that followed.

Thomas was a huge fan of the prose material and took great pains to adapt the novels and short stories into the graphic canon. From the latter days when the barbarian was an established Marvel mainstay comes this utterly enchanting adaptation of the hero’s last recorded adventure, written by L. Sprague de Camp and Lin Carter, first released in 1968.

The Cimmerian’s wanderings had eventually led him to the throne of a vast kingdom, the founding of a dynasty and after twenty years, terminal boredom. He had outlived his comrades and beloved wife Zenobia and chafed under the yoke of responsibility. When seven hundred citizens of Tarantia were terrifyingly consumed by blazing bloody lights King Conan was furious and bewildered until a ghostly vision bade him to hunt down and destroy these marauding Red Shadows.

Secretly abdicating in favour of his son Conn, the aging warrior vanished from Court, returning to the life of a pirate, and as “Amra the Lion” gathered a crew of valiant brigands to covertly hunt down the master of the crimson shades – who have subsequently spread their depredations throughout the known world.

Still formidable and burdened with fearsome responsibilities, Amra and old comrades Sigurd of Vanaheim and Yasunga the Black Corsair rove the scattered islands of the Western Ocean, seeking their hidden foe and battling monsters, rogues and maddening mechanical dooms.

Even though nearly seventy years old Conan drove himself hard and soon the ship of rogues found their hidden foe in the form of the priest-cult of Xotli and their uncanny Black Kraken warriors of lost Atlantis. When the pirates were all captured Conan alone infiltrated the hidden citadel to solve the mystery of the Red Shadows, rescue his crew and save the whole Hyperborean world…

Divided into three chapters, ‘Red Shadows and Black Kraken!’ (inked by Danny Bulanadi, Ricardo Villamonte & Armando Gil), ‘Dragons from an Unknown Sea!’ and ‘Gods of Light and Darkness!’ (both inked by Dave Simons), I rather suspect this tale was originally intended for the comicbook spin-off King Conan before being bumped into this sleek and glossy oversized format

Once upon a time Marvel led the publishing pack in the development of high quality original graphic novels: mixing creator-owned properties, licensed assets like Conan, Marvel Universe tales and even new series launches in extravagant over-sized packages (a standard 285mm x 220mm rather than the now customary 258 x 168mm) that felt and looked like far more than an average comicbook no matter how good, bad or incomprehensible (a polite way of saying outside the average Marvel Zombie’s comfort zone) the contents might have been.

Fast-paced, action packed and stuffed with the red-handed wonderment beloved by his fans, Conan of the Isles is rip-roaring pulp fare, brimming with supernatural horrors, scantily-clad damsels in distress and spectacular derring-do, cannily recounted by veteran creators at the top of their form. Still readily available this is a classy tale that will delight any fan of the genre and could easily convert a few die-hards too.
© 1982, 1988 Conan Properties Inc All Rights Reserved.

Betsy’s Buddies


By Harvey Kurtzman & Sarah Downs (Kitchen Sink Press)
ISBN: 0-87816-029-9

Harvey Kurtzman is probably the most important cartoonist of the last half of the 20th century. His triumphs in the fledgling field of comicbooks (Frontline Combat, Two-Fisted Tales, Mad) would be enough for most creators to lean back on but Kurtzman was an innovator, a commentator and a social explorer who kept on creating, kept on observing and with satire magazines such as the black and white magazine Mad (a highly successful format he invented), further inspirations Trump, Humbug and Help!, all the while still creating challenging and powerfully effective funny strips such as Little Annie Fannie (for Playboy), The Jungle Book, Nutz, Goodman Beaver and the strip on review here. He died far too soon in 1993.

This superb hardcover volume was collected by that much-missed champion of all things grand, esoteric and/or naughty in comics, Denis Kitchen through his Kitchen Sink Press outfit, and collects the racy, revelatory exploits of young Betsy, a fresh, if not so innocent student in the jaded halls of Academia and the Big City, a full-on, dedicated Sexual Revolutionary – at least by her own lights. Through one and two page exploits (all the colour strips were previously printed in Playboy whilst the black and white adventures have no single source or provenance I can find), this feisty femme – in a still mostly man’s world – endeavours to live her life by her own ready-made rules.

She’s got an apartment, a nudist roommate, a horny law-student boyfriend and enough savvy, modern sense not to tell anybody she’s shagging her English Lit Professor. Her classy, sophisticated, raucous riotous, hilariously true-to-life exploits and uniquely female viewpoint come in no small part from Sarah Downs, who was Kurtzman’s associate, assistant and co-writer in the 1980s, and a highly skilled colourist and teacher of cartooning at the School of Visual Arts.

As well as these delightful adult strips they also produced material for Europe together seen in such classy mature vehicles as L’Echo des Savannes and she also appeared in the Marvel Epic all-star anthology Harvey Kurtzman’s Strange Adventures (coming soon to a graphic novel review blog near you…)

Sharp, sassy, wickedly barbed and penetratingly insightful about the differences that draw men and women together Betsy’s Buddies is an utter delight and long overdue for a fresh edition and another close look…
© 1988 Harvey Kurtzman and Sarah Downs. Entire contents © 1988 Kitchen Sink Press. All rights reserved.

Castle Waiting Volume 2


By Linda Medley (Fantagraphics Books)
ISBN: 978-1-60699-405-4

What exactly happens after “Happy Ever After”?

Castle Waiting is a far too infrequent comicbook answer to that question, produced in lovely bursts of joyful creativity since 1996 by cartoonist and sometime self-publisher Linda Medley, set in a generically plentiful fairytale milieu encompassing everything from talking animals to medieval knights to fairies and giants all leavened with a dry sharp wit and commonsense modern sensibility.

After voyaging peripatetically from self-published to co-published and back in 2006 Medley settled at Fantagraphics who collected all the previous issues (one shot Castle Waiting: the Curse of Brambly Hedge, seven issues under her own Olio Press imprint, four more with Cartoon Books and a further five under her own steam) and began work on a further fifteen issues which comprise this wonderful, colossal, book shaped hardback. Although the series is again on hiatus I’m hopeful that soon there will be more magic to come.

Originally published in black and white at standard US comicbook proportions, Medley’s sturdy, open, woodcut-like art actually benefits from the slight reduction to book format. Her superb backgrounds and location establishing shots are made perfectly ponderous and wonderfully unyielding whilst her incredible facility with expressions is given full range of play and ideal conditions to work in.

As seen in the previous volume, the castle in question is a fantastic and mysterious edifice sitting on the edge of a tempestuous sea-facing cliff. Once it had Lords-and-Ladies and other grand occupants a-plenty, but when the Princess fell into a deep enchanted sleep and giant thorns and bushes enveloped the place it fell into abandoned disuse. It has since been occupied by a motley – and often anthropomorphic – crew and exists as a kind of affable commune-community centre, populated by good, hearty background characters who didn’t cause any fuss or trouble in those famous tales.

Medley’s stories are deft, clever and work because they focus on everyday life at the fringes of the “Big Stuff”, with characters such as old bearded nun Sister Peace; Patience, Prudence and Plenty, three elderly ladies in waiting who have seen it all, the tragically demented surgeon Doctor Fell, seven-foot tall, foundling dwarf blacksmith Henry/Loki, warrior-centaur Chess, assorted kitchen-staff like Mrs. Cully and her giant son Simon – who is not simple – and a host of others, permanent and passing through, all wrangled by stork-headed, self-appointed major domo Rackham. The venturesome “vermin” who inhabit the still-unexplored nooks and crannies are sprites, pixies, poltergeists and demons.

Convivial and conversational the narrative impetus is provided by Lady Jain who first came seeking refuge from an abusive husband. She moved in heavy with child and when he was eventually delivered the kid was not human. Everybody bides their own business here though…

The pace is deliciously slow, filled with situations rather than events that unfold at their own pace so by the opening of this volume Jain and her newborn Pindar are only just moving to better rooms in the Keep. She settles on the old counting house because of the memories it provokes (and as the book progresses we’ll see many secret snippets of her childhood…). As the days go by blacksmith Henry’s dwarf (they prefer the term “Hammerlings”) relatives Tolly and Uncle Dayne come by for a visit. They’re on a mysterious mission but are distracted: Tolly is pretty sure he knows what or who Pindar’s dad was…

The Hammerlings extend their stay to provide some remodeling work for Rackham and open unsuspected areas of the Castle to long-delayed scrutiny, with results both well and ill welcomed, and Jain reveals she has a magic trunk…

The horrifying secret of Doctor Fell is revealed and a preliminary restoration of his faculties, as is Jain’s romantic past and Henry’s connection to the little folk, before the cast are introduced to the unimaginable delights of nine-pin bowling and the volume meanders to a close with the portents indicating something big and nasty is coming…

Saucy, bold, enigmatic, gently funny, reassuringly romantic; brimming with human warmth and just the right edge of hidden danger Castle Waiting is a masterpiece of subtle ironic, perfectly paced storytelling that any kid over ten can and will adore. Moreover, if you’re long in the tooth or have been around the block a time or two, this fantastic place can’t help but look like home…

™ & © 2010 Linda Medley. Compilation © 2010 Fantagraphics Books. All rights reserved.

The Greatest Team-Up Stories Ever Told


By various (DC Comics)
ISBN: 0-930289-51-X

When the very concept of high priced graphic novels was just being tested in the early 1990s DC Comics produced a line of glorious hardback compilations spotlighting star characters and celebrating standout stories from the company’s illustrious and varied history decade by decade. They even branched out into themed collections which shaped the output of the industry to this day.

The Greatest Stories collections were revived this century as smaller paperback editions (with mostly differing content) and stand as an impressive and joyous introduction to the fantastic worlds and exploits of the World’s Greatest Superheroes. However for sheer physical satisfaction the older, larger books are by far the better product. Some of them made it to softcover trade paperback editions, but if you can afford it, the big hard ones are the jobs to go for…

From the moment a kid first sees his second superhero the only thing he/she wants is to see how the new costumed marvel stacks up against the first. From the earliest days of the industry (and according to Julie Schwartz’s fascinating introduction here, it was the same with the pulps and dime novels that preceded them) we’ve wanted our idols to meet, associate, battle together – and if you follow the Timely/Marvel model, that means against each other – far more than we want to see them trounce their archenemy one more time…

The Greatest Team-Up Stories Ever Told gathers together a stunning variety of classic tales and a few less famous but still worthy aggregations of heroes, but cleverly kicks off with a union of bad-guys in the Wayne Boring illustrated tale ‘The Terrible Trio!’ (Superman #88, March 1954) as the Man of Steel’s wiliest foes, Lex Luthor, Toyman and the Prankster joined forces to outwit and destroy him, whilst World’s Finest Comics #82 (May-June 1956) saw Batman and Robin join the Man of Tomorrow in a time-travelling romp to 17th century France as ‘The Three Super-Musketeers!’, helping embattled D’Artagnan solve the mystery of the Man in the Iron Mask.

A lot of these stories are regrettably uncredited, but nobody could miss the stunning artwork of Dick Sprang here, and subsequent research has since revealed writer Edmond Hamilton and inker Stan Kaye were also involved in crafting this terrific yarn.

Kid heroes prevailed when Superman was murdered and the Boy Wonder travelled back in time to enlist the victim’s younger self in ‘Superboy Meets Robin’ (Adventure Comics #253, October 1953) illustrated by Al Plastino, whilst two of that title’s venerable back-up stars almost collided in an experimental crossover from issue #267 (December 1959).

At this time Adventure starred Superboy and featured Aquaman and Green Arrow as supporting features. ‘The Manhunt on Land’, with art from Ramona Fradon & Charles Paris, saw villainous Shark Norton trade territories with Green Arrow’s foe The Wizard. Both parts were written by Robert Bernstein, and the two heroes and their sidekicks worked the same case with Aquaman fighting on dry land whilst the Emerald Archer pursued his enemy beneath the waves in his own strip; ‘The Underwater Archers’, illustrated by the excellent Lee Elias.

As I’ve mentioned before, I was one of the “Baby Boomer” crowd who grew up with Gardner Fox and John Broome’s tantalisingly slow reintroduction of Golden Age superheroes during the halcyon, eternally summery days of the 1960s. To me those fascinating counterpart crusaders from Earth-Two weren’t vague and distant memories rubber-stamped by parents or older brothers – they were cool, fascinating and enigmatically new. And for some reason the “proper” heroes of Earth-One held them in high regard and treated them with obvious deference…

It all began, naturally enough, in The Flash, flagship title of the Silver Age Revolution. After ushering in the triumphant return of the costumed superhero, the Scarlet Speedster, with Fox and Broome at the reins, set an unbelievably high standard for metahuman adventure in sharp, witty tales of science and imagination, illustrated with captivating style and clean simplicity by Carmine Infantino.

Fox didn’t write many Flash scripts at this time, but those few he did were all dynamite. None more so than the full-length epic that literally changed the scope of American comics forever. ‘Flash of Two Worlds’ (Flash #123 September 1961, illustrated by Infantino and Joe Giella) introduced alternate Earths to the continuity which resulted in the multiversal structure of the DCU, Crisis on Infinite Earths and all succeeding cosmos-shaking crossover sagas since. And of course where DC led, others followed…

During a benefit gig Flash (police scientist Barry Allen) accidentally slips into another dimension where he finds the comic-book champion he based his own superhero identity upon actually exists. Every adventure he’d avidly absorbed as an eager child was grim reality to Jay Garrick and his mystery-men comrades on the controversially named Earth-2. Locating his idol Barry convinces the elder to come out of retirement just as three Golden Age villains, Shade, Thinker and the Fiddler make their own wicked comeback… Thus is history made and above all else, ‘Flash of Two Worlds’ is still a magical tale that can electrify today’s reader.

The story generated an avalanche of popular and critical approval (big sales figures, too) so after a few more trans-dimensional test runs the ultimate team-up was delivered to slavering fans. ‘Crisis on Earth-One’ (Justice League of America #21, August 1963) and ‘Crisis on Earth-Two’ (#22) combine to become one of the most important stories in DC history and arguably one of the most important tales in American comics. When ‘Flash of Two Worlds’ introduced the concept of Infinite Earths and multiple heroes to the public, pressure had begun almost instantly to bring back the actual heroes of the “Golden Age”. Editorial powers-that-be were hesitant, though, fearing too many heroes would be silly and unmanageable, or worse yet put readers off. If they could see us now…

The story by Fox, Mike Sekowsky Bernard Sachs finds a coalition of assorted villains from each Earth plundering at will and trapping the mighty Justice League in their own HQ. Temporarily helpless the heroes contrive a desperate plan to combine forces with the champions of a bygone era and the result is pure comicbook majesty. It’s impossible for me to be totally objective about this saga. I was a drooling kid in short trousers when I first read it and the thrills haven’t diminished with this umpty-first re-reading. This is what superhero comics are all about!

The wonderment continues here with a science fiction hero team-up from Mystery in Space #90, which had been the home of star-spanning Adam Strange since issue #53 and with #87 Schwartz moved Hawkman and Hawkgirl into the back-up slot, and even granted them occasional cover-privileges before they graduated to their own title. These were brief, engaging action pieces but issue #90 (March 1964) was a full-length mystery thriller pairing the Winged Wonders and Earth’s interplanetary expatriate in a spectacular End-of the-World(s) epic.

‘Planets in Peril!’ written by Fox, illustrated by Carmine Infantino and Murphy Anderson, found our fragile globe instantly transported to the Alpha-Centauri system and heading for a fatal collision with the constantly-under-threat world of Rann at the behest of a scientific madman who eventually proved no match for the high-flying, rocket-powered trio.

Before settling into a comfortable pattern as a Batman team-up title, Brave and the Bold had been a high-adventure anthology, a try-out book like Showcase and a floating team title, pairing disparate heroes together for one-off  adventures. One of the very best of these was ‘The Challenge of the Expanding World’ (#53, April-May 1964) in which the Atom and Flash strove valiantly to free a sub-atomic civilisation from a mad dictator and simultaneously battled to keep that miniature planet from explosively enlarging into our own.

This astounding thriller from Bob Haney and the incredible Alex Toth was followed in the next B&B issue by the origin of the Teen Titans and that event is repeated here. ‘The Thousand-and-One Dooms of Mr. Twister’ (#54, June-July 1964) by Haney, Bruno Premiani and Charles Paris united sidekicks Kid Flash, Aqualad and Robin the Boy Wonder in a desperate battle against a modern wizard-come-Pied Piper who had stolen the teen-agers of American everytown Hatton Corners. The young heroes had met in the town by chance when students invited them to mediate in a long-running dispute with the town adults, but didn’t even have a team name until their second appearance.

By the end of the 1960s America was a bubbling cauldron of social turmoil and experimentation. Everything was challenged and with issue #76 of Green Lantern, Denny O’Neil and comics iconoclast Neal Adams completely redefined contemporary superhero strips with relevancy-driven stories that transformed moribund establishment super-cops into questing champions and explorers of the revolution. ‘No Evil Shall Escape My Sight!’ (O’Neil, Adams & Frank Giacoica, April 1970) is a landmark in the medium, utterly re-positioning the very concept of the costumed crusader as ardent liberal Green Arrow challenges GL’s cosy worldview as the heroes discover true villainy can wear business suits, harm people just because of skin colour and happily poison its own nest for short term gain…

Of course the fact that the story is a brilliant crime-thriller with science-fiction overtones beautifully illustrated doesn’t hurt either…

The Fabulous World of Krypton was a long-running back-up feature in Superman during the 1970s, revealing intriguing glimpses from the history of that lost world. One of the very best is ‘The Greatest Green Lantern of All’ (#257, October, 1972 by Elliot Maggin, Dick Dillin & Dick Giordano) detailing the tragic failure of avian GL Tomar-Re, dispatched to prevent the planet’s detonation and how the Guardians of the Universe had planned to use that world’s greatest bloodline…

Brave and the Bold produced a plethora of tempestuous team-ups starring Batman and his many associates, and at first glance ‘Paperchase’ (#178, September 1981) by Alan Brennert & Jim Aparo from the dying days of the title might seem an odd choice, but don’t be fooled. This pell-mell pairing of Dark Knight and the Creeper in pursuit of an uncanny serial killer is tension-packed, turbo-charged thriller of intoxicating quality.

The narrative section of this collaborative chronicle concludes with the greatest and most influential comics writer of the 1980s, combining his signature character with DC guiding icon for a moody, melancholy masterpiece of horror-tinged melodrama. From DC Comics Presents #85 (September 1985) comes ‘The Jungle Line’ by Alan Moore, Rick Veitch & Al Williamson wherein Superman contracts a fatal disease from a Kryptonian spore and plagued by intermittent powerlessness, oncoming madness and inevitable death, deserts his loved ones and drives slowly south to die in isolation.

Mercifully in the dark green swamps he is found by the world’s plant elemental the Swamp Thing…

The book is edited by Mike Gold, Brian Augustyn & Robert Greenberger, with panoramic and comprehensive endpaper illustrations from Carmine Infantino (who blue-printed the Silver Age of Comicbooks) and text features ‘The Ghosts of Frank and Dick Merriwell’, ‘That Old Time Magic’ and a captivating end-note article ‘Just Imagine, Your Favourite Heroes…’. However for fans of all ages possibly the most beguiling feature in this volume is the tantalising cover reproduction section: team-ups that didn’t make it into this selection, filling in all the half-page breaks which advertised new comics in the originals. I defy any nostalgia-soaked fan not to start muttering “got; got; need it; Mother threw it away…”

This unbelievably enchanting collection is a pure package of superhero magnificence: fun-filled, action-packed and utterly addictive.
© 1954-1985, 1989 DC Comics Inc. All Rights Reserved.

Mac Raboy’s Flash Gordon: Volume 1 Sunday Strips from 1948-1953


By Don Moore & Mac Raboy (Dark Horse)
ISBN: 978-1-56971-882-7

By most lights Flash Gordon is the most influential comic strip in the world. When the hero debuted on Sunday January 7th 1934 (with the superb Jungle Jim running as a supplementary “topper” strip) as an answer to the revolutionary, inspirational, but quirkily clunky Buck Rogers by Philip Nolan and Dick Calkins (which also began on January 7th, but in 1929) two new elements were added to the wonderment; Classical Lyricism and poetic dynamism. It became a weekly invitation to stunning exotic glamour and astonishing beauty.

Where Rogers blended traditional adventure and high science concepts, Flash Gordon reinterpreted fairy tales, heroic epics and mythology, spectacularly draping them in the trappings of the contemporary future, with varying ‘Rays’, ‘Engines’ and ‘Motors’ substituting for trusty swords and lances – although there were also plenty of those – and exotic craft and contraptions standing in for galleons, chariots and magic carpets. It was a narrative trick that kept the far-fetched satisfactorily familiar – and was continued by Raboy and Moore in their run. Look closely and you’ll see cowboys, gangsters and of course, flying saucer fetishes adding contemporary flourish to the fanciful fables in this volume…

Most important of all, the sheer artistic talent of Raymond, his compositional skills, fine line-work, eye for unmuddled detail and just plain genius for drawing beautiful people and things, swiftly made this the strip that all young artists swiped from.

When all-original comic books began a few years later, literally dozens of talented kids used the clean-lined Romanticism of Gordon as their model and ticket to future success in the field of adventure strips. Almost all the others went with Milton Caniff’s expressionistic masterpiece Terry and the Pirates (and to see one of his better disciples check out Beyond Mars, illustrated by the wonderful Lee Elias).

Flash Gordon began on present-day Earth (which was 1934, remember?) with a rogue planet about to smash the World. As global panic ensued, polo player Flash and fellow passenger Dale Arden narrowly escaped disaster when a meteor fragment downed their airliner. They landed on the estate of tormented genius Dr. Hans Zarkov, who imprisoned them in the rocket-ship he had built.

His plan? To fly the ship directly at the astral invader and deflect it from Earth by crashing into it…!

Thus began a decade of sheer escapist magic in a Ruritanian Neverland: a blend of Camelot, Oz and every fabled paradise that promised paradise yet concealed hidden vipers, ogres and demons, all cloaked in a glimmering sheen of sleek futurism. Worthy adversaries such as utterly evil but magnetic Ming, emperor of the fantastic wandering planet; myriad exotic races and shattering conflicts offered a fantastic alternative to drab and dangerous reality for millions of avid readers around the world.

Alex Raymond’s ‘On the Planet Mongo’ with Don Moore doing the bulk of the scripting, ran every Sunday until 1944, when the artist joined the Marines. On his return he eschewed wild imaginings for sober reality and created the gentleman detective serial Rip Kirby. The continuous, unmissable weekly appointment with sheer wonderment, continued under the artistic auspices of Austin Briggs – who had drawn the daily black and white instalments since 1940.

In 1948, eight years after beginning his career drawing for the Harry A. Chesler production “shop” comicbook artist Emanual “Mac” Raboy took over the illustration of the Sunday page. Moore remained as scripter and began co-writing with the artist.

Raboy’s sleek, fine-line brush style, heavily influenced by his idol Raymond, had made his work on Captain Marvel Jr., Kid Eternity and the especially Green Lama a benchmark of artistic quality in the proliferating superhero genre. His seemingly inevitable assumption of the extraordinary exploits led to a renaissance of the strip and in the rapidly evolving post-war world Flash Gordon became once more a benchmark of timeless, escapist quality that only Hal Foster’s Prince Valiant could touch.

This first 260 page volume, produced in landscape format and printed in bold stark monochrome (although one or two strips appear to have been scanned from printed colour copies) covers the period January 8th 1948 to May 10th 1953 and opens with Flash as President of Mongo when Slyk, a refugee from the believed-uninhabited moon of Lunita, arrives. Beseeching assistance to liberate his world from the tyrannical depredations of the wicked siblings Rudo and Lura, the Lunite accompanies Flash, Dale Arden and Dr. Zarkov to his hidden moon where the heroes are soon captured before Slyk saves the day.

This short transitional tale set up an unfailingly popular formula of nightmarish beasts, distressed damsels and outrageous adventure that would last until Raboy’s death in 1967.

Returning to Mongo Flash and Co. discovered a red comet hurtling towards that fabulous world. Whilst trying to deflect it they become trapped by the civilisation who inhabit its interior, creatures to whom gravity is but a toy… Once more romance, intrigue and beautifully depicted action were the order of many days until the trio toppled the masters and placed far more agreeable rulers in charge, saving their adopted world and the greater universe.

The saga lasted until June of 1949 and was promptly followed by a stunning undersea odyssey as a brief trip to Mongo’s beaches led Flash and Dale into murky waters when they rescued captivating Merma from monstrous sub-sea marauder Sharki and became enmeshed in a watery range-war and tricky romantic quadrangle involving hidden kingdoms, scaly savages and outrageous leviathans and sea-beasts.

It was off to the frozen principality of Polaria next where ambitious Prince Polon was covering up a plague of giant monsters preying on the people. Of course the scurvy villain was behind the plot, using size-shifting rays and his ultimate aim was to become dictator of all Mongo…

The scheme obviously gave other regional rulers ideas. No sooner did President Flash return than he was off again to the Tropix Islands where “Queen” Rubia had fomented rebellion and seceded from the democratic federation of Mongo States. Hands-on Flash went undercover with Dale in an Arabian adventure to rival Sinbad’s greatest: before the people were liberated and the despots destroyed there was a panoply of spectacular action and fantastic creatures to survive…

Rubia, defeated, was dispatched to the prison moon Exilia, but all was not right on that grim penal colony. Once more surreptitiously investigating our hero discovered that villains had taken over the penal-planet and were preparing to attack civilized Mongo. Luckily Rubia and criminal mastermind Zin believed Flash to be his own double, dispatched to Exilia for impersonating the President – but they’re were not fooled for long…

This awesome extended epic ran from 6th March to November 5th 1950 and was followed by a proposed change-of-pace as Flash and Dale took off for a much-needed vacation on Earth. Unfortunately ever-malicious Rubia sabotaged their ship and they crash-landed on the unexplored Planet Zeta. It surely came as no surprise to fans when they discovered another beautifully barbarous lost civilisation there…

Zeta was a world of colossal plants and feudal warriors, but hid a dangerous secret. Something in the environment consumed metal. Within minutes Flash and Dale saw their ship and weapons melt away… Befriended instead of attacked the castaways found the inhabitants lived on a world seemingly immune to technological advancement, controlled by “wizards” who soon decided that Flash was a threat…

Flash discovers the metal-eating plague was artificial and helped the Zetans rebel and they helped him construct a new ship. Once more en route for Earth Flash and Dale encountered a stranger meteor, but without further mishap arrived safely. On March 25th 1951 (17 years and some months after they departed) two of earth’s first star-travellers finally returned to their birthworld and were feted like royalty. Sadly they should have paid closer attention to that vagrant space-rock as soon, Earth was under attack by strategically aimed meteors.

With Einsteinish Professor Brite in tow, Flash and Dale tracked the attacks to the Moon where they met beetle-men and human dictator Rak who planned to conquer Earth with his lunar meteor gun. He had never encountered a man like Flash Gordon before…

With Rak’s threat ended Flash helped Earth build a sentinel Space Platform, but when he, Dale, engineer Dr. Ruff and his annoying niece Ginger began work 1000 miles up they clashed with a strange race of flying saucer-riding space gnomes from Mars…

At this time Mars clearly preferred, if not actually needed, Earth women and with Dale and Ginger abducted, another sterling romp ensued. Flash outfoxed the malign gnome-king Toxo before subsequently leading a full expedition to the Red planet where he discovered another advanced feudal civilisation and that Martian women – or at least their Queen, Menta – had no worries, looks-wise…

Menta was however, a spoiled and murderous psychopath determined to conquer Earth…

This epic ran until February 24th 1952, whereupon Flash returned to Earth to discover his homeworld gripped in a new Ice Age. Jetting to the Arctic the good guys found Frost Giants from Saturn (the fifth moon Rhea to be exact) and that the big Freeze was artificially induced. Although he destroyed their forward base the Giants dragged Flash back to Rhea and inadvertently introduced human smallpox into their population…

Earth commander “Icy” Stark abandoned Dale after a space battle but Flash, with new Rhean allies rescued her and once more led a hostage society to overthrow its unfit rulers. On the return to Earth the fleet encountered a guided comet and met a new foe in Pyron the Comet Master.

Reunited with Dr. Zarkov the heroes battled the demented scientist’s horrendous creatures, saving Earth from flaming doom but were catapulted helplessly to the surface of enigmatic Venus for the last complete adventure in this stellar collection.

Not only is our solar system teeming with unsuspected life, but it appeared most of it was ruled by complete sods, as Flash, Dale and Zarkov battled winged tree-men, swamp horrors and the nefarious overlord Stang, enduring staggering hardship and hazard before crushing the tyrant and freeing two separate races from terror.

With a new ship, the far-flung travellers set off for Earth but were forced to land on the Moon where a secret human base had been established. For unknown reasons Dr. Stella and her thuggish aide Marc detained and delayed them, but when an increasing number of close shaves and mysterious accidents occurred, a little digging revealed that they were the unwitting guests of ruthless space pirates…

As is probably fitting for one of the world’s greatest continuity strips this first volume ends on a gripping cliffhanger, but with so much incredible action, drawn with such magnificent style there’s no way any fan of classic adventure can possibly feel short-changed

Mac Raboy was the last of the Golden Age of romanticist pencillers; his lush and lavish flowing adoration of the perfect human form was already fading from popular taste (for example the Daily feature at this time switched to the solid, chunky, He-manly burly, realism of Dan Barry and even Frank Frazetta) but here at least the last outpost of beautiful heroism and pretty perils prevailed, and thanks to Dark Horse you can visit as easily and often as Flash and Dale popped between planets, just by picking up this book and ones which followed…
© 2003 King Features Syndicate Inc. ™ Hearst Holdings, Inc. All Rights Reserved.

Nightwings (DC Science Fiction Graphic Novel #2)


By Robert Silverberg, adapted by Cary Bates, Gene Colan & Neal McPheeters (DC Comics)
ISBN: 0-930289-06-04

During the 1980s DC, on a creative roll like many publishers large and small, attempted to free comics narrative from its previous constraints of size and format as well as content. To this end, legendary editor Julie Schwartz called upon contacts from his early days as a Literary Agent to convince major names from the prose fantasy genre to allow their early classics to be adapted into a line of Science Fiction Graphic Novels.

In the far future Earth has aged into a somnolent, semi-feudalistic place of fantastic creatures and shabby glories. An old man from the Guild of Watchers is making his way to the fabled city of Roum, accompanied by an innocent gamin and a sardonic lizard-man outcast.

Watchers scan the heavens using portable technology and inherent psychic sensitivity, seeking the earliest inklings of a predicted alien invasion: this one has wandered the entire world and used up his life doing so. Impoverished and frail he makes his way to the greatest city on Earth with the beautiful Avluela, a creature who can fly like a butterfly – but only in darkness when the fierce solar winds have subsided. The old fool loves and yearns for the alluring nymph as does Gormon, their other companion. This reptilian goliath from the shunned guild of sub-humans carries with him a dark secret…

Each has their own reasons for going to the Eternal City, but as they make their way to the palace of the Prince, greatest ruler of this diminished globe they see evidence that all glory has faded and Roum is just as corrupted, decadent and increasingly bestial as everywhere else. Denied accommodation and food even from their own Guilds, appalled by the poverty and cruelty around them, the trio find tainted shelter within the Prince’s Palace but only because the arrogant, radiant ruler desires the fragile, gossamer Avluela and what he wants, he takes…

Disillusioned and at his lowest ebb the Watcher wonders if this world might actually benefit from the invasion he has wasted his life searching for. When heartbroken and vengeful Gormon reveals his own secret the Watcher’s equipment finally sounds the alarms he has waited all his life to hear…

Silverberg’s deeply moving, Hugo Award winning story of faded glories and mistimed love was first published in Galaxy Magazine in 1968 and was followed by two sequel novellas, Perris Way and To Jorslem which were promptly edited together to form the novel Nightwings.

Adaptors Cary Bates and Gene Colan, ably assisted by lettering legend Gaspar Saldino and painter/colourist Neal McPheeters, perfectly capture the debilitating aura of inescapable, inexorable loss and dissolution, but as always, any adaptation – no matter how well executed – is absolutely no substitute for experiencing a creator’s work the way it was originally intended, so Go Read The Story too.

However, as this is a place to review graphic novels, please be assured that this is one that works excessively well; moody, portentous and beautifully realised.

This refined, stoic interpretation is welcomingly traditional in its delivery, allowing the tale to creep into your hearts and is a perfect companion to DC’s other adaptations in this series. It’s an inexpressible pity they’re all currently out of print and this is an experiment the company should seriously consider resuming. Moreover as I’ve said before: these DC Science Fiction Graphic Novels would make an irresistible “Absolute” compilation…
© 1968, 1969 Robert Siverberg. Adapted with permission of the author and Agberg Ltd. All text and illustrations © 1985 DC Comics Inc. All rights reserved.

Cycle of the Werewolf


By Stephen King, illustrated by Berni Wrightson (Land of Enchantment/Signet/New English Library)
ISBNs deluxe hardback edition: 0-9603828, paperback 978-0-45005-878-3

Not so much a novel as a serial of connected short stories Cycle of the Werewolf is comprised of a dozen discrete episodes describing a series of brutal killings which occur in the isolated New England town of Tarker’s Mills, Maine. The clue is in the title but for the terrified inhabitants it’s some while before the penny drops and the Full Moon Murderer is correctly profiled as a supernatural hairy slavering monster and not a bunch of accidents of a malicious human madman…

Divided into twelve chapters, the blood-soaked year is lavishly illustrated by comics legend Berni Wrightson in 12 lush and gory colour paintings, 12 moody black and white pen drawings and another dozen stunning monochrome spreads to delineate the changing months. It is some of his best work ever and seems to be to mark the moment he switched from pen and ink disciple of EC horror maestro “Ghastly” Graham Ingels and became a paint and colour illustrator in his own right.

The controversial project – most King followers don’t like this tale very much – began life as a proposed horror-calendar but grew and evolved into a terrifying picture book novella, initially released as a collectors edition hardcover in 1983, with a limited signed edition also available. The story was filmed as Silver Bullet in 1985 and released in a mass-market paperback edition by Signet in the US and New English Library here.

Moreover comics fans aren’t the only continuity completists and I should mention that one of the survivor’s of King’s vampire classic Salem’s Lot meets a grisly end here as May’s victim, whilst the inclusion of peripatetic preacher Father Callahan means that technically Cycle of the Werewolf is a part of King’s Dark Tower/Wheel of Ka sequence of novels.

Whereas the oversized hardback I’m reviewing might be a little difficult to find – but not impossible – the illustrated Signet softcover edition is pretty common, and speaking as someone who’s not the biggest devotee of King’s horror writing, I can honestly say that as supernatural chillers go this story ain’t that bad, whilst the art is completely astounding.
This edition © 1983 Land of Enchantment. Text © 1983 Stephen King. Illustrations © 1983 Berni Wrightson. All rights reserved.