Copper

Win’s Christmas Gift Recommendation: still readily available and utterly essential because everybody needs to dream big and wild… 10/10


By Kazu Kibuishi (Scholastic)
ISBN: 978-0-545-09893-9

Every so often a strip comes along that perfectly encapsulates the astonished joyous awe, suspenseful sadness and gleeful terror of being young, simultaneously managing to regress every adult who reads it back to those halcyon days of sheer, wide-eyed wonder. Little Nemo, Pogo, Barnaby, Akiko on the Planet Smoo, Eric Shanower’s assorted forays into the worlds of Oz and especially Calvin and Hobbes all possess that amazing facility to utterly beguile young and old alike, and I’m sure I detect the faintest echoes of all of them in this superb and far too infrequent online series from cartoonist, designer, author and editor Kazu Kibuishi which began life as a kind of personal art-therapy webcomic in 2002.

According to his introduction, Kibuishi – whose other works include the successful Amulet sequence of supernatural junior graphic novels, Explorer – the Mystery Boxes, Flight and other fine graphic marvels – turned an unused T-shirt design into a purely creative exercise during a low period in his personal life.

The monochrome and wordless ‘Rocket Pack Fantasy’ introduced a nervous but inquisitive little kid and his morose dog in a wild-riding daydream, but the real beginning was the full-colour page ‘Big Robot’ – another off-hand tribute to Winsor McCay which gave the characters voices and names in another action-packed dream – after which the boy Copper and his stalwart canine Fred met monsters and pursued an adorable little red-headed girl trapped in ‘Bubbles’.

Fred became stroppier and more surly with every instalment: ‘Waves’ found the boisterous buddies surfing Hokusai breakers whilst ‘Climbing’ found the dog and his boy pondering the pros and cons of scaling the mountains above the clouds and ‘Ruins’ saw an explorer’s enthusiasm brought low by canine pessimism, although they were in total agreement about the necessity of an epic voyage to get genuine Aunt Koko ‘Melon Bread’ – accept no substitutes…

‘Mushroom Crossing’ was the first extended exploit: an 8-page visual extravaganza which found the duo negotiating a chasm via spectacular fungoid stepping stones, before returning to single page thrills such as jogging with the ‘Racing Shrimp’…

Another unobtainable and enigmatic young lady mischievously introduced her dark-haired self in ‘Bridges’ after which Fred humiliated himself before a jury of his peers by performing ‘Somersaults’ and only perked up after a visit to the ‘Tide Pool’.

A baffling world of ‘Freestyle’ art led to a frustrating chase as Copper narrowly missed both his dream girls in ‘Ballads’, whilst a sad seasonal celebration left the oneiric adventurers ‘Blue’ leaving Fred to ponder the perils of venturing ‘Outside’.

‘Picnic’ is a silent 4-page rumination on travel by balloon which first appeared in the aforementioned themed-anthology Flight whilst ‘Fall’ examines Autumnal sensitivities and Fred’s latest bout of amour, before the ramblers return to the seas in time to get caught in a staggering ‘Storm’.

That elusive dark minx then left Fred a little present whilst Copper examined an imaginary ‘Summer House’, but the preoccupied pair missed both her and a cute blonde number in ‘Transit’, after which another seaside excursion on a surfboard offered a very deceptive ‘Lull’ in their action-packed lives…

‘Happy’ introduced a couple of effusively weird and needy characters but building a boat in ‘Sail’ soon restored our unlikely heroes’ grouchy equilibrium and visiting a beautiful ‘Waterfall’ did the same for their contemplative calm.

Outer space beckoned in ‘Mission Control’ but gambling held no fascination for them in ‘Arcade’, although dabbling with Ham Radio ‘Signals’ brought the boy frustratingly close to that little blonde girl, even as his far-from-shopping-savvy canine companion found no solace at all in his latest impulse ‘Purchase’…

‘Dive’ then uncovered the dog’s deepest secrets and the pair soon discovered that robots made great ‘Dancers’ before an 18-page epic (also from Flight) offered a delightful extended exploit as Copper built his own airplane – despite Fred’s help – and they embark upon a truly fantastic ‘Maiden Voyage’…

Even Fred’s pessimistic musings couldn’t spoil a quiet afternoon of the ‘Good Life’, though Copper’s crazy quest for adrenaline thrills – such as leaping off the ‘Jump Station’ – just might. Still, riding a giant turtle in ‘Slowrider’ was pretty restful even if scooter-riding through a bustling ‘Metropolitan’ centre was a mixed blessing…

After hurdling giant flying mushroom ‘Steps’ Fred learned a sad lesson about pet-keeping in ‘Bunny’ before the wanderers encountered the strangest ‘Signpost’ ever and the boy joined a maritime mission in the role of aquatic ‘Observer’. Ruminations on labour then stemmed from messing with ‘Clockwork’ and Fred’s shaky self-esteem got a battering in the ‘Marketplace’.

‘Angler’ proved that the dog just doesn’t get the point of fishing whilst laser-tag received a dramatic boost when the lads played ‘Shooter’.

The beguiling peregrinations in this printed compilation end with an all-original 8-page adventure when the boys go for a walk in the woods and meet a monkey who seems – at first – only interested in their ‘Lunch Pack’. Of course, they couldn’t be more wrong…

This glorious and enthralling chronicle also includes a comprehensive and extremely informative look at the process of webcomic creation in ‘Behind the Scenes’ which will certainly aid any keen would-be creators make their own comics.

Kibuishi happily shares all his work secrets in ‘The Drawing Board’, ‘Thumbnails’, ‘Panels’, ‘Pencilling’, ‘Lettering’, ‘Inking’, before offering some instruction in the scientific arts of ‘Going Digital’ and ‘Colouring’.

Sheer whimsical surreality wedded to exuberant questing creativity, beautifully illustrated with warmth and subtle invention, makes Copper an utterly captivating read for young and old alike. This is a book unafraid to use poignant yearning, loss and introspection as well as slyly gentle humour and bold action and this series – hopefully to resume with new material one day – should sit happy in every nursery and on every family’s bookshelf.
© 2010 Kazu Kibuishi. All rights reserved.

Brain Camp


By Susan Kim, Laurence Klavan & Faith Erin Hicks, coloured by Hilary Sycamore & Sky Blue Ink (First Second)
ISBN: 978-1-59643-366-3

When I was a kid comics were cheap, plentiful and published in cognitive strands: Pre-school stuff read to you, kindergarten magazines read with someone, “Juvenile” stories for boys and girls together and “Post-juvenile” material you bought for yourself, generally divided by both genre and gender (although that’s not a consequence of old fashioned parochial prejudice these days, but more a sales-sensitive concern when getting simply boys to read anything at all is a tricky problem…).

Irrespective of quality, quantity or historical significance, that long-gone wealth and riot of affordable personal and private entertainment taught kids of all ages how to absorb and enjoy illustrated narratives, but although I can still lay claim to premature juvenility most days, in latter times the sheer cost of producing comics items have all but killed the market. If younger kids read printed comics at all these days it’s almost certainly as graphic novels.

So it’s a good thing that there are so many good ones around and – just like the good old days – separated into bands for kids of differing ages, temperaments, interests and cognitive abilities.

A sterling case in point is this moody, paranoiac fantasy chiller by writers Susan Kim and Laurence Klavan (more usually known as kids’ TV scripter and novelist as well as playwrights), beguilingly interpreted by cartoonist and pictorial tale-teller Faith Erin Hicks, which compellingly addresses children’s issues of parental pressure, self-worth and achievement whilst relating a rollicking rollercoaster scary story…

In the deep woods two kids from a Summer Camp are undertaking an orienteering exercise when one of them is taken ill. One minute Clerkson is his usual obnoxious self and then he’s having a fit, choking, and coughing up feathers…

Soon after in New Jersey, Jenna Chun is still disappointing her go-getting doctor parents with her useless obsession about art, and over in Queens, New York, slacker Lucas Meyer is also a problem for his mother. Stealing cars, goofing off and generally wasting everybody’s time, he’s certainly destined for jail, just like his dad…

However things change radically when mysterious distinguished gentlemen turn up and offer both families a last-minute place for their problem children at Camp Fielding: America’s most successful educational institution for hot-housing failing kids and difficult “late bloomers”. Some all-expenses-paid places have suddenly become vacant, but if the parents want to guarantee that their problem children will grow into successful, contributing citizens one day they must start them the very next day…

Set in isolated woodlands the camp doesn’t seem that different from other Summer catch-up boarding schools but there are a few oddities. No electronic devices, cellphones or games, no outside food  – and the dorm rooms are filthy. There are no lessons or teaching, just activities you can join if you want to, regular time-trials to solve a giant maze in the middle of the compound and, strangest of all for a specialist educational centre, the kids seem to be the usual mix of morons, geeks and bullies, some of whom suddenly become brilliant…

Lucas quickly makes a friend in perennial victim Dwayne, but when the new kid meets fellow late-starter Jenna it’s a case of mutual hate at first sight…

That soon passes as Dwayne and a friendly girl named Sherry clue them in to the lay of the land; which kids to avoid, Cabins Three and Six where the genius boys and girls sleep, and the cafeteria with its nauseating beige and grey goo-food, bizarre nutritional regime and ice cream-based reward system.

Thanks to disgust, stubbornness, ill-grace, Jenna’s first period and Dwayne’s illicit stash of cash, the kids manage to survive without eating much of the goo, whilst their attention is frequently diverted by a range of odd events: strange lights and sounds in the woods, personality and intellect changes in some of the kids, odd lesions and growths on others, and Jenna even finds a strange featherless dead bird behind one of the cabins…

After a night in the woods (somehow nobody noticed she was missing), Jenna makes a map of the area and Lucas decides to use it to run away – at least as far as the nearest fast-food diner. Accompanied by Dwayne and Jenna they set off and discover a secret lab in the woods, where more kids are locked in. Their faces are grossly malformed and they are spitting out feathers. One of them is the presumed flunked-out-and-sent-home Sherry…

Caught and hauled up before Director Fielding, the kids play dumb and are talked out of quitting camp and further disappointing their parents. But whilst eating Pizzas stolen from theCampCounsellors’ regular takeaway deliveries, the trio compare notes and theories, theorising that Fielding is covering up a disease outbreak in hisCampCash-cow.

The boys organise the other kids in their hut to attempt a mass breakout, but in Jenna’s cabin it’s too late: all the other girls have become smart and snarky, cackling at her like crows…

That night Lucas wakes from a disturbing dream about Jenna, and whilst cleaning his shorts in the sink spies two of the counsellors secretly injecting all the sleeping boys with a mystery drug. Next morning before he can tell anyone he realises how much smarter they have all become after the regular maze-run – even Dwayne…

Terrified and using his old bad-boy skills, Lucas hotwires a car and drives off with Jenna but they are quickly caught and returned, just in time for Parents’ Day. Again their punishment is negligible and, after stuffing themselves on the event’s catered food, the pair confront Fielding who surprisingly admits that they were right…

There is a medical emergency amongst the children and unless they also take the vaccine which the staff have been secretly dosing their classmates with, Jenna and Lucas could die horribly, just like Sherry…

Moreover, a side-effect of the necessary drug will increase their intelligence…

Complying with the inevitable Jenna and Lucas take their medicine, and with their intellects rapidly expanding, the still-suspicious kids spy on Fielding and his crew, only to discover the terrible truth: the Director is in league with extraterrestrials, using dumb kids as hosts for alien avian spawn!

Even worse, the conspiracy reaches high up into government and the exploited children’s ambitious parents were in on it from the start…

Something is different however: even with the embryos growing in their heads Lucas and Jenna are still resisting the change-over, still basically themselves, and with time running out, their intelligence increasing every minute and their feelings for each other growing too, they hatch a desperate last-minute plan to destroy the infestation and save all the implanted kids, even if their parents won’t…

Dark, seditious and creepily effective, this is a thriller with a bark and a bite that will satisfy the most demanding teen reader or aged savant, rendered in a loose and beguiling manner that easily combines innocent charm with clinical precision.
Text © 2010 Susan Kim and Laurence Klavan. Illustrations © 2010 FaithErinHicks. All rights reserved.

Young Witches


By Francisco Solano López &Barreiro (Eros Comic/Fantagraphics)
ISBN: 978-1-56097-202-0

This book is intended to excite adults whilst simultaneously making them laugh, think, and hopefully feel frisky. If the cover image hasn’t clued you in, please be warned that the book contains nudity, images of sexual intimacy but, oddly, not the sort of language commonly used in the privacy of the bedroom (and playgrounds whenever supervising adults aren’t present). If this sort of thing offends you, read no further and don’t buy the thing. The rest of us will just enjoy one of the best graphic novel experiences ever created without you.

Whilst prolific scripter Ricardo Barreiro prefers to quietly let his prodigious works speak for him, his inimitable partner in this and many other comics classics is an unmistakable part of three generations of kids’ lives.

For British and Commonwealth comics readers of a certain age, the unmistakable artistic style of Francisco Solano López always conjures up dark moods and atmospheric tension because he drew such ubiquitous boyhood classics as Janus Stark, Adam Eterno, Tri-Man, Galaxus: The Thing from Outer Space, Pete’s Pocket Army, Nipper, The Drowned World, Kelly’s Eye, Raven on the Wing, Master of the Marsh and a host of other stunning tales of mystery, imagination and adventure in the years he worked for Britain’s Fleetway Publications.

However the master of blackest brushwork was not merely a creator of children’s fiction. In his home country ofArgentinahe was adjudged a radical political cartoonist whose work eventually forced him to flee to more hospitable climes and far less dangerous times.

Francisco Solano López was born on October 26th 1928 in Buenos Aires, Argentina and began illustrating comics in 1953 with Perico y Guillerma for the publisher Columba. With journalist Héctor Germán Oesterheld (a prolific comics scripter “disappeared” by the Junta in 1976 and presumed killed the following year) Solano López produced Bull Rocket for Editorial Abril’s magazine Misterix.

After working on such landmark series as Pablo Maran, Uma-Uma, Rolo el marciano adoptivo and El Héroe, López joined Oesterheld’s publishing house Editorial Frontera and became a member of the influential Venice Group which included including Mario Faustinelli, Hugo Pratt, Ivo Pavone and Dino Battaglia.

López alternated with Pratt, Jorge Moliterni and José Muñoz on Oesterheld’s legendary Ernie Pike serial but their most significant collaboration was the explosively political and hugely popular allegorical science fiction thriller El Eternauta which began in 1957. By 1959 the series had come to the unwelcome attention of the authorities inArgentina andChile, forcing López to flee toSpain. Whilst an exile there he began working forUK publishing giant Fleetway fromMadrid andLondon.

In 1968 he returned to Argentinaand with Oesterheld started El Eternauta II for new publisher Editorial Records, produced sci-fi series Slot-Barr (written by Barreiro) and period cop drama Evaristo with kindred spirit Carlos Sampayo. In the mid-1970s López was once again compelled to flee his homeland, returning to Madrid where he organised the publication of El Eternauta and Slot-Barr with Italian magazines LancioStory & Skorpio.

He never stopped working, producing a stunning variety of assorted genre tales and mature-reader material and erotica such as El Instituto (the subject of this review under its American title Young Witches), El Prostíbulo del Terror (also by Barreiro) and full colour male-fantasy strip Sexy Symphonie.

More serious works included the bleak thrillers Ana and Historias Tristes with his son Gabriel and he also illustrated Jim Woodring’s adaptation of the cult movie Freaks. In recent times, safely home in Argentina he continued to work on El Eternauta with new writer Pablo “Pol” Maiztegui.

López even found time for more British comics with strips such as ‘Jimmy’, ‘The Louts of Liberty Hall’, ‘Ozzie the Loan Arranger’ in Hot-Shot and Eagle as well as ‘Nipper’ and ‘Dark Angels’ for Roy of the Rovers.

Francisco Solano López passed away in Buenos Aireson August 12th 2011.

Latterly his most famous English-language series (six volumes of stunning, shocking erotically charged graphic novels at the last count), The Young Witches debuted in the USA as a 4-issue miniseries from Fantagraphics’ Eros Comics imprint in 1990, the contents of which form the majority of this superbly seductive compilation.

In the winter of 1866, after a troubled labour which took her mother, Lillian Cunnington was born into a minor aristocratic house. When her father, barely married seven months, realised how he had been cuckolded and subsequently took his own life, the baby was sent to live with her maternal aunts Jessica and Agnes Moore inCoventry.

Lilian’s life was harsh and bizarre, growing up with the draconian spinsters who revelled in the era’s taste for corporal punishment and had an entirely unnatural and abiding affection for each other which they frequently indulged, uncaring if impressionable eyes were watching…

In the Spring of 1881 the wilful, self-reliant child was bundled off to a finishing school where she discovered the truth about her past and the secret history of the world…

The Institute was a forbidding edifice set in vast, isolated grounds that took only the most select young girls. After passing a terrifying and shockingly intrusive entrance exam, young Lilian discovered that the school was a haven and training ground for the last remnants of an ancient sub-race of humanity: women with astonishing supernatural abilities…

The other girls were alternately hungry to meet her and resentful – especially as her mother fled the order and abandoned their millennial principles – but when they forcibly subjected her to their own disturbing initiation rites Lilian repulsed them all with an explosive display of unsuspected arcane power…

In her decidedly unconventional classes she learned the history of her kind: how in time-lost Sumer the cult of Ishtar, the Female God was first born, a religion for women which bestowed great power and knowledge on its adherents.

As Aphrodite in Greece and Venus in Rome, the faith continued until the rise of monotheistic Male Christianity sought to enslave and humble women and wipe out the powerful, wanton deviants they termed witches…

Driven into hiding the witches were almost eradicated by the 18th century, when the solitary prophetess Diana had a revelation and began seeking out sister-survivors, believing them by the very fact of their continued existence to be superior beings, honed to a Darwinian fitness.

Drawing them together she devised a plan of conquest to take control of the world by manipulating men of power, wealth and influence, using their addiction to pleasure and the witches’ divine gifts. Through careful planning, judicious infiltration and sublime seduction, the women would subjugate their cruel oppressors…

The work of the institute was to train girls to be the perfect wives of the world’s rulers, using sex as a weapon and clandestinely controlling from the bedroom. Meanwhile the ultimate goal was to produce ever-more powerful witches by only breeding daughters. To accomplish their sacred plan however, the institute harboured two horrific secrets: a thriving trade in selling ideal brides to the debauched scions of theBritish Empire- and the lesser World – and a hideously inbred brood-male who covertly inseminated every girl before her wedding night, ensuring that wherever they ended up Ishtar’s bloodlines remained pure…

Lilian was a problem however. Although the daughter of a failed traitor to the cause, she was also the most powerful witch the school had ever encountered and her rebellious nature was seemingly impervious to reason, discipline or correction.

Moreover she was unwholesomely attracted to young men such as the gardener rather than her own sisters and kind, with no machinations the girls or their grotesquely conniving headmistress could devise able to dissuade her from her disobedient path…

Events came to a cataclysmic head when her rival and classmate Agatha was betrothed.

Ready to go forth and do the Cult’s bidding as bride of aged Lord Wellington, the dutiful disciple was appalled at her impregnation ceremony when confronted by the Institute’s shambling, brutish imbecilic stud male. Agatha baulked and broke down, refusing to commit the act and the enraged Headmistress compelled her with all the violence and brutality she has claimed to be the province of their male oppressors…

Lilian exploded in a display of outrage and indignation and with all the power of the elements the Young Witch lashed out against a lifetime of control, virtual slavery and injustice resulting in a deadly duel of magical will and an apocalyptic conflagration…

In the aftermath Lilian and Agatha fled the shattered Institute forever…

Let’s not stray from the point – these tales are primarily designed to honestly titillate and excite and there’s a huge amount of lavishly rendered nudity, love-making and fetishism on display here. However there is also a strong story, terrific suspense and a heartfelt attempt to say something about gender politics too, and all in a well-researched historical context.

In later tales Lilian and Agatha have encounters with iconic historical and literary figures including Robert Louis Stevenson, Sigmund Freud, Albert Einstein, Dr. Henry Jekyll (plus one), Jack the Ripper, Dorian Grey, Sherlock Holmes and others…

This deliciously saucy and salacious sex-and-horror yarn combines the bawdy, breezy, haunted ambiance of classic Hammer Films with sultry, lascivious supernatural suspense in a stunning black and white confection far more enchanting and compelling than any number of shades of grey, and this torrid tome also includes a luscious, full-colour extra erotic charge in the form of a silent, sexy Silly Symphony from Solano López…
© 1990, 1991, 1992Barreiroand F. Solano López. All rights reserved.

Dee Goong An – Celebrated Cases of Judge Dee


Translated and with an Introduction and Notes by Robert van Gulik (Dover Press)
ISBN: 978-0-486-23337-5

I’m straying a little far from my customary path today and reviewing a prose book with traditional Chinese illustrations (only nine, but they are eerily effective) that impressed me mightily when I picked it up. That happy event was itself inspired after seeing the Hark Tsui movie Detective Dee: Mystery of the Phantom Flame on television – so don’t believe people when they say there’s nothing good on the box…

Both film and book are based on the fictionalised exploits of a genuine crime-fighter named Ti Jen-chieh (or maybe Di Renjie – we inexplicably called their capital city Peking for centuries so us westerners are playing safe these days with anglicised names…) who lived between 630-700AD during the early days of China’s Tang Dynasty (approximately 600-900AD).

The role of Regional Magistrate then encompassed the roles and duties of intelligence-gathering detective, enforcing policeman and prosecuting attorney as well as judge – although he was by no means the final arbiter, as all legal pronouncements had to be ratified by the Imperial Court and legislature – and this seemingly impossible conflict-of-interest and apparent rat’s nest of a legal system is engagingly and elegantly addressed in the ‘Translator’s Preface’ by Sinologist, diplomat, historian, musician, researcher and latterly dramatist Robert Hans van Gulik, who even provided the majority of the illustrations in this volume.

Van Gulik (1910-1967) was born in the Netherlands and, as the son of an Army medical officer, spent most of his early life in the Dutch East Indies (today’s Indonesia). Growing up in Batavia (modern Jakarta) he learned Mandarin as well as many other languages and after graduating from the University of Leiden in 1935 joined the Dutch Foreign Service, and was posted to Japan, China and other Far-Eastern nations. His studies at Leiden (1929-1934) encompassed Dutch Indies Law and Indonesian Culture, and the tireless young man was awarded a Doctorate for his dissertation on the “horse cult” of Northeast Asia, and even whilst working as a junior civil servant continued his researches, publishing privately and becoming an acknowledged European authority on Chinese Jurisprudence.

Van Gulik was actually in Tokyo when Japan formally declared war on the Netherlands in September 1941 and, after a brief period of diplomatic internment, was evacuated in 1942, spending the remainder of the war in South-West China as part of the Dutch Mission to the Chinese Nationalist government of Chiang Kai-shek, based at Chongquing.

The scholar married Shui Shifang, daughter of an Imperial Mandarin of the Manchu Dynasty, and once the war ended lived with her and their four children as Dutch diplomatic personages in locales as varied as Washington DC, New Delhi, Kuala Lumpur and Beirut.

In 1965 he became Dutch Ambassador toJapan, a post he held until his death.

As if that wasn’t impressive enough, he also found the time to resurrect a venerable Chinese hero, reinvigorate a nearly lost art-form and create a fascinating cross-cultural genre…

Judge – or variously and as often, DetectiveDee‘s Tang Period exploits were recounted and largely fictionalised by many later Chinese authors (as were quite a few other historical figures), particularly during the Ming Period (1368-1644), and many of Dee’s cases – real and made up – were still being bastardised and rewritten as late as the 1920s, but he got his shot at global stardom thanks to the Second World War.

The conflict erupted through the Pacific East (beginning either withJapan’s invasion ofChinain 1931, its attack on French possessions in September 1940 or the infamous bombing ofPearl Harborin 1941, depending on which historian you read) and after Van Gulik’s detention and reposting toChinaserious research was impossible.

Constantly on the move during the war years yet with plenty of time on his hands, van Gulik famously began translating an old copy of Dee Goong An he had found in a second-handTokyo bookshop. The task occupied much of his time between 1941-1945 and, after privately publishing the result in 1949, the translator became deeply enamoured of the character and the potential of combining the deeply disparate disciplines of Western and Eastern crime fiction.

Fuelled by inspiration, he determined to combine the two poles-apart forms into something fresh, ancient and truly magical.

Soon van Gulik’s wholly original stories began appearing, starting with The Chinese Maze Murders in 1951 (originally only published for Japanese and Chinese speakers), promptly followed by The Chinese Bell Murders and The Chinese Lake Murders. Sales were strong and in 1957 the novels were at last released in English and thereafter English editions of successive books preceded Oriental iterations.

There were six more novels and a collection of short stories until his untimely death from cancer cut short the mythical mystery tour, but his hybridisation of Eastern and Western detection fiction into a wholly new species of story continues to capture the attention and imagination of readers everywhere…

The cases in this initial groundbreaking volume are historical ones – if not perhaps actual exploits – of the flesh-and-blood Imperial Magistrate of Chang-Ping, whose many brilliant successes led to his promotion to the Emperor’s Court, where Dee served as a valued and esteemed statesman for the remainder of his days. Thus, Van Gulik spends a generous amount of time setting the scene and providing invaluable background on the incredibly complex but astoundingly bureaucratic and hierarchical feudal society which Dee moves amongst, aided only by his crack team of servant/investigators, all fully described in the ‘Dramatis Personae’ section, as are the suspects, witnesses and guilty parties, whilst the ‘Translator’s Postscript’ at the back provides all the specific detail an enquiring mind could possibly need to know…

So as to the meat of the matter: the esteemed adjudicator Dee is a perfect servant of the Emperor: dutiful, diligent, hardworking and honest, spending his days keeping the complex human machinery of civilisation constantly working. His task is to settle disputes, root out endemic corruption at both humble and high levels and, when necessary, vigorously enforce the State’s laws, operating as both reactive Judge and proactive Agent of Enquiry. Some glaring differences you’ll need to know from the start: torture is legal and encouraged, no one can be convicted unless they confess, and evidence obtained from ghosts, magic or dream premonitions is usually true and fully admissible in court…

The drama, involving three separate cases which somehow become infuriatingly interwoven, begins with a ‘Double Murder at Dawn’ wherein two travelling silk merchants’ bodies are discovered and an innkeeper is framed for their deaths.

After some preliminary investigations it is found that one of the corpses is neither of the merchants but a complete stranger, leading to a vast manhunt across some of the region’s roughest territory…

Adopting a disguiseDeethen accidentally uncovers another killing: one which nobody even realised had been committed…

At almost the same time a prestigious retired Prefect seeks retribution for the motiveless assassination of ‘The Poisoned Bride’ on her wedding night, but the most troubling dilemma involves the formidable widow Mrs. Djou whose husband passed away from a mysterious malady a year previously. Dee is convinced a murder has been committed even though his own coroner can find no sign or means of murder upon ‘The Strange Corpse’ and the arrogantly wilful woman refuses to confess even under the most stringent interrogation. It will take guile, dedication and heavenly intervention to prove motive, means and opportunity, but Dee is prepared to sacrifice his own life, soul and honour to finally bring justice to a forgotten dead man …

Exotic, intriguing and absolutely addictive, these preliminary adventures of Judge Dee are a sheer delight that no fan of comics or fantasy fiction should miss…
© 1949, 1976 Robert van Gulik. No modern copyright invoked for this 2003 Dover Book Edition.

Rose


By Jeff Smith & Charles Vess (Cartoon Books)
ISBN: 978-1888963113

In Bone Jeff Smith created a fully-realised fantasy milieu with which to tell an astounding magical epic as much Tex Avery and Walt Kelly as J. R. R. Tolkien or the Brothers Grimm. Once the prime series was firmly up and running, much of the rich and textured back-story of that incredible world was further fleshed out and filled in by the author in collaboration with top-flight fantasy illustrator Charles Vess in an enchanting dark fable simply entitled Rose.

Many years ago the Harvestar princesses ‘Briar and Rose’ learned the origins of the world and its creatures. When the land was fresh and reality was still closely linked to the world of dreams the first dragon Mim kept the balance between them. However when the malevolent spirit called Lord of the Locusts possessed her, this primal dreamer went mad and began to destroy everything. Mim’s own dragon children were forced to battle her and after horrendous, blood-soaked clashes they triumphed by turning her to stone, burying the rapacious Locust Lord forever. From debris and carnage the valley was created…

Rose is a gifted but inattentive young student, blessed with a great affinity for The Dreaming World, but her elder sister Briar’s “Dreaming Eye” is blind. Most people assume that when the time comes it is Rose who will inherit the throne and role of the People’s protector…

And that day seems not far off when their father tells them that they must depart for Old Man’s Cave and their graduation test. The sisters had been schooled for years by mystic philosophers called The Disciples of Venu to become Veni-Yan-Cari or “Awakened Ones”, strong in the ways of the Dreaming Arts, but the girls never imagined that the day to take up their responsibilities would come so soon.

‘Our Brightest Hope’ opens with the sagacious Great Red Dragon discussing the sisters with the mystic Headmaster. However the gravest news concerns the river dragon Balsaad who may have turned down an old, dark path…

At dawn a small party of soldiers led by Palace Guard Captain Lucius Down escorts the girls on their trip and Rose, as always, brings along her valiant talking hounds Cleo and Euclid. As they set off Briar is even more acerbic and crabby than usual until Rose is overwhelmed by one of her “gitchy” premonitions. The feeling is strong, disorienting but brief and perhaps simply caused by the distracting proximity of the astonishingly hunky Lucius…

The feelings persist throughout the trip and Captain Down, ever-cautious, soon discovers one of the giant rat-creatures known as “Hairy Men” stalking the party, but drives it off with little fuss.

Soon the pilgrims are ensconced at an inn in the village of Oak Bottom where the girls stayed years before as toddlers, enjoying simple, open hospitality. Rose’s interest in Lucius is clear to all and aspects of her awakening gifts manifest with embarrassing frequency. However the noble Captain seems bizarrely concerned with the comfort of ‘The Ice Queen’ Briar…

When the girls at last are safely deposited with their tutors at the cave in ‘We Ask, Teach’ the surly elder girl seems determined to be difficult, challenging the sages at all points and Rose again feels sympathy for her sibling’s lack of the Family’s hereditary powers. Later Rose has a strangely disturbing dream where she and the dogs respond to a small dragon’s pleas for help and rescue it from a river. The scenes suddenly become nightmarish as she is drawn into a dark cavern by a monstrous giant insect which has smothered her mother and father with fiercely clinging locusts…

Shaken and anxious Rose decides to skip school and play with Euclid and Cleo but annoyingly encounters the scolding Red Dragon who chides her for neglecting her responsibilities. However as she rides back, the dogs spot a figure they think is Briar heading up a remote path. Following, a fearsome apparition terrifyingly orders them to ‘Turn Back’ and a storm of grasshoppers attacks, but undaunted Rose and her loyal hounds persevere and are ambushed by the dragon of her dream, grown to colossal size and bristling with mocking ferocity…

‘Balsaad’ is only driven off after a brutal struggle in which Rose severs his hand with her sword and the chastened princess then rushes to her tutors to inform them but is intercepted by Briar who advises her not tell of her dream and its real-world repercussions in ‘The Warning’…

With the season’s first snows falling Rose is summoned to ‘The Cave’ and questioned by the Headmaster, admitting to having encountered the rogue dragon ravaging the countryside but, heeding her beloved elder sister, denies any knowledge of or pertinent dreams about the creature or its dreaded “Emancipator”. Even whilst suspecting that her elders already know the truth Rose sticks to her story and trusts in her sister, confiding that she is going out into the blizzard to destroy Balsaad.

Her faith in Briar is badly shaken however, when she accidentally spots the beguiled Lucius sneaking into her elder sister’s room…

As the heartbroken Rose marches ‘Into the Night…’ accompanied by Euclid and Cleo she discovers a nocturnal gathering of the normally timid Hairy Men, moving to an irresistible rendezvous at some silent command as the nearby hamlet is being eradicated by the rampant Balsaad until he too responds when ‘The Master Calls’, reaffirming his commitment to the hidden Emancipator’s scheme to free the Lord of the Locusts in ‘The Pact’.

At last given license to destroy all the humans – and those pesky dogs – Balsaad roars off whilst Rose, Euclid and Cleo again encounter the Red Dragon in ‘Frozen’. The antediluvian Scarlet Sage is unable to dissuade the indomitable Princess and regretfully advises how to defeat the beast and the hideous sacrifice Rose must enact to make things right…

At ‘Midnight’ Lucius and his men are ambushed by a rabid army of rat creatures leaving just Rose and dogs to save Oak Bottom in an epic battle against the black river-wyrm and his manipulative master but, just as the benevolent Red Dragon predicted, for Rose to fulfil ‘The Promise’, the tragic princess has to abandon all her hopes, dreams and aspirations before reluctantly destroying the greatest love of her life…

Far darker in tone than the series it spun off from, the saga of Rose combines classic mythic themes and borrowed legends to tell a deeply moving parable about family, duty and responsibility, captivatingly made real by one of the world’s greatest fantasy illustrators.

Lovely, thrilling and unforgettable entertainment for anybody with an ounce of imagination…
Rose is ™ & © 2000, 2001, 2002 Jeff Smith. All rights reserved.

OZ: The Wonderful Wizard of Oz


By L. Frank Baum, adapted by Eric Shanower & Skottie Young (Marvel)
ISBN: 978-0-7851-2921-9 (hb)          978-0-7851-2922-7 (tpb)

We all know the story of The Wizard of Oz – or at least the bare bones of it harvested to make the admittedly stunning 1939 film – but the truth is there’s a vast amount from that legendary 1900 novel by jobbing journalist and prolific author Lyman Frank Baum that remained unfilmed, and this superb and faithful adaptation by rabid fan Eric Shanower and artist Skottie Young rectifies and redresses those glaring tinseltown omissions and alterations with stunning skill and mesmerising charm.

As superb an illustrator as author, Shanower himself produced five original graphic novels set in Baum’s magic kingdom (The Enchanted Apples of Oz, The Secret Island of Oz, The Ice King of Oz, The Forgotten Forest of Oz, and The Blue Witch of Oz between 1986 and 1992, recently compiled into one scintillating chronicle as Adventures in Oz) as well as a new prose work, short stories and contributions to various academic and critical volumes on Baum and his creations.

In 2009 Marvel began producing a sequence of miniseries by Shanower and Skottie Young faithfully adapting Baum’s original texts, and the first 8-part classic has been collected as both a premier hardcover and trade paperback edition that will delight and astound both veteran and completely fresh readers.

Much of the familiar skeleton is there. Dorothy and her little dog Toto are spirited away from dreary, flat Kansas by a cataclysmic cyclone in the family house which, after many hours in the air, dumps the pair in a fantastic land of rolling hills and glorious vistas.

Under the fallen domicile is a dead witch and the blue-clad Munchkins who populate the place couldn’t be happier.

When the Good Witch of the North appeared, she explains that Dorothy has done a great thing, but she cannot help the little girl return home to her Uncle Henry and Aunt Em. Nobody has ever heard of Kansas, but perhaps the great and terrible Wizard of Oz could help. Dorothy and Toto are advised to follow the Yellow Brick Road to his City of Emeralds in the centre of Oz, and since the girl’s cheap boots were hardly up to the journey, it’s pretty lucky she was awarded the Silver Shoes of the deceased Hag…

She walked for a long time, feted everywhere by happy, witch-free folks and eventually encountered a scarecrow in a field of corn. He wasn’t much different from the ones at home except that he winked at her and struck up a conversation…

The straw man was uncomfortable and Dorothy extricated him from his uncomfortable position stranded on high with a pole up his back, after which they discussed her plight and the Wizard’s ability to do anything. After relating how he was made the Scarecrow, hoping the green sage could provide him with brains, asked the little lass if he could accompany her to the City of Emeralds…

Their route took them through a darkly wooded area overgrown with trees and as night was falling, Dorothy wanted to stop. The Scarecrow saw a cottage deep in the trees and although it was scary and abandoned they planned to rest there. However, whilst looking for water they heard eerie screams and followed them to a tin woodman immobile and rusting…

Once the little girl had used a handy oilcan to liberate him the Woodsman related a tragic – and gruesome – tale of cursed love and an enchanted axe which that turned an enamoured young man, piece by piece, into an unfeeling kettle without a heart.

Perhaps the Wizard could provide one if he joined them on their quest…?

As they journeyed onwards together through the seemingly endless forest Dorothy’s provisions began to run out and they were attacked by a fearsome and magnificent lion. As Toto bravely defended his mistress, the King of Beasts made to devour the dog and angry Dorothy slapped the savage beast’s face.

The predator crumbled into tears and shared his own tale of woe: a life built on bluff and the permanent terror that all the forest creatures currently afraid of him might discover that the Lion was far more scared of them. He too joined the party for Oz…

As they proceeded on their way they encountered and conquered many perils together: huge gorges cutting across the road, savage sabre-toothed Kalidahs, a huge river and a field of toxic poppies.

It was here that the Lion, Toto and Dorothy fell into an unshakable sleep, but luckily the Tin Woodman saved the life of a Field-mouse who happened to be the Queen of the mice. and in gratitude she bade all her millions of subjects to carry the slumberers to safety after which she gave Dorothy a whistle that could summon aid from the mice should she ever again need it.

Eventually they reached pleasant countryside where all the houses were painted green and at long last saw the high green wall of the City of Emerald…

After much shilly-shallying each postulant was granted an audience with the Wizard, who looked alarmingly different to each one of them and said they could only achieve their heart’s desires if they performed one little task – killing the deadly Wicked Witch of the West…

With no other choice the questors set off for the Land of the Winkies, defeating talking wolves, savage crow armies and killer bees before succumbing to an attack by flying monkeys which dismembered the Scarecrow and the Woodman and saw the Lion and Dorothy dragged off as slaves.

The feisty child’s life was one of terrible drudgery until the Witch stole one of the magic silver shoes and Dorothy threw a bucket of scrub-water over her…

With the Witch dead, the jubilant and liberated Winkies rebuilt the Woodman and reassembled the Scarecrow so that the triumphant adventurers could begin an epic Pilgrimage back to Oz and their promised rewards.

But their trials and tribulations were far from over…

And that’s barely past the half-way point in this astoundingly captivating book which is incontrovertibly the very best adaptation yet of one of the world’s greatest tales.

Shanower’s adaptation provides a far darker, more naturalistically vivid and far edgier atmosphere – after all, this was a story originally written at a time when it was still okay to frighten children or make them feel sad, and the grim facts of harsh life weren’t covered up unnecessarily – whilst Skottie Young’s gloriously stylised and vibrant interpretation is a wonder to behold, capturing idyllic fields of pastoral wonder, strange peoples, fantastic magic, scary beasts and spectacular events with supreme aplomb, all perfectly enhanced by the sensitive colour palette of Jean-Francois Beaulieu and Jeff Eckleberry’s deft calligraphy.

Also included are Shanower’s impassioned introduction ‘Blame it on Toto’, Baum’s original dedication from 1900 accompanied by a superb illustration of Dorothy and Toto by Young, a complete cover gallery of the miniseries, including variants by Shanower himself and J. Scott Campbell, an overview of the novels, theatrical productions and films and a stunning sketchbook section featuring working drawings and designs for Dorothy, The Cowardly Lion, Scarecrow, Tin Woodman, The Good Witch of the North, Toto, Winged Monkeys, The Wizard of Oz and The Wicked Witch of the West. All capped off by a behind-the-scenes feature on how the covers and colour pages were processed and assembled

If you’ve seen the films and cartoons you only think you know Oz. Start reading these magnificently lush and luxurious comics adaptations and learn the truth – and while you’re at it, don’t forget to read Baums’s (unabridged) prose masterpieces too; you can even read them for free, courtesy of Project Gutenberg.

Win, the Wise and Powerful, has Spoken…
© 2008, 2009 Marvel Characters, Inc. All rights reserved.

Bone book 2: Chase that Cow


By Jeff Smith (Cartoon Books)
ISBN: 978-0-96366-9-095-4

Jeff Smith burst out of relative obscurity in 1991 and changed the comics-reading landscape with his enchanting all-ages comic-book Bone. The compelling black and white saga captivated the market and prospered at a time when an endless procession of angst-ridden, steroid-breathed super-vigilantes and implausibly clad “Bad-Grrls” came and went with machine-gun rapidity.

Born in Pennsylvania and raised in Ohio, Smith avidly absorbed the works of Carl Barks, Charles Schultz and especially Walt Kelly from an early age, and purportedly first began producing the adventures of his Boneville creations at age ten.

Whilst attending Ohio State University he created a prototype strip for the College newspaper: ‘Thorn’ was another early incarnation of his personal universe and a valuable proving ground for many characters that would eventually appear in Bone. A high school classmate became a Disney animator and Smith subsequently gravitated to the field before striking out on his own, having mastered the graceful gentle slapstick timing and high finish style which typifies his art style.

He founded Cartoon Books to self-publish 55 delightful black and white issues: a fantasy-quest yarn that owed as much to Tex Avery as J.R.R. Tolkien, as well as his personal holy trinity, Barks, Schultz & Kelly. The thrilling and fantastically funny saga progressed at its own unique pace between 1991 and 2004 and since then has been collected into nine volumes from Cartoon Books (with two further collections of prequels and side tales), reissued in colour by Scholastic Books and even reprinted in Disney Adventures magazine.

At series’ end, Smith issued a monumental one volume compilation (more than 1300 black and white pages) which Time magazine dubbed “the best all-ages graphic novel yet published” and one of the “Top Ten Graphic Novels of All Time.”

Smith has won many awards including 11 Harveys and 10 Eisners. In 2011, a spectacular 20th anniversary full-colour edition of the Brobdingnagian single volume was released, stuffed with extras and premiums. If you’ve got the dough, that’s the book to shoot for…

As you can see there are plenty of versions to opt for but – purist that I am – I’ve plumped for the original Cartoon Books collection where the action commences in Out of Boneville, which re-presents the first six episodes.

Fone Bone is a strange, amorphous, yet affably decent little guy, a thematic blend of Mickey Mouse and Asterix who had been run out of the town of Boneville along with his tall and not-so-bright cousin Smiley Bone. Well to be exact they weren’t, but their dastardly, swindling cousin Phoncible P. “Phoney” Bone was, due to the sort of financial and political irregularities, misdemeanours and malfeasances that bring down presidents – and he only was running for Mayor at the time…

After an incredibly journey the trio were separated and ended up in Lost Valley: an oasis of pastoral beauty hidden from the rest of the world. Along the way Bone was adopted by a dragon he doesn’t believe in, stalked by ghastly rat monsters and befriended by a talking leaf-insect (like a stick insect but flat, not long – and very, very chatty) called Ted.

After a harsh winter living wild in the deep forest he met the beauteous and oddly compelling human girl Thorn. It was Crush-at-First-Sight and he happily accepted an offer to stay with her and grandmother Rose Ben until he could find his lost cousins. He soon came to regret it when Phoney finally turned up and started his old tricks again…

Phoney’s insatiable drive to steal, cheat and fake a buck made life pretty uncomfortable for the besotted Fone Bone, but real trouble was actually brewing in the deep woods where an ancient evil had awoken, driving the stupid, stupid rat creatures who infested the place into a frenzy.

An incredibly old, cold war was heating up again and for the humans of nearby Barrelhaven village the stakes couldn’t be higher. The dark creatures and night-haunts were waiting for the advent of their prophesied one – a small bald creature with a star on its chest – remarkably similar to the one on Phoney’s shirt…

When the assembled horror-hordes attacked the cottage their putative chosen one was long gone…

Phoney had scented money and moved to the hamlet in search of easy marks and, as Thorn and Fone raced to warn the villagers that the beasts had risen, Gran’ma stayed behind to battle the rat things. When Bone’s “imaginary” dragon rescued the fleeing pair, they retraced their frantic steps to find the feisty old biddy had survived and overcome her attackers. Moreover, Rosie and the Dragon were old acquaintances…

As the Dragon returned to the deep woods the humans (and Bone) leave the wrecked cottage and relocate to Barrelhaven, where they find Smiley has been all along, serving drinks in the local tavern. Phoney is there too – working off a tremendous bar-tab and looking to make some easy, preferably illicit cash…

This second stunning compilation collects issues #7-12 of the comicbook and also includes the contents  of premium special Wizard Presents Bone #13½; opening with Thorn and Fone enjoying the bucolic delights of ‘The Spring Fair’.

Our diminutive love-struck hero is in heaven as he strolls with the oblivious Thorn but when her attention is diverted by hunky young travelling honey-seller Tom, Bone gets into a fight with the peddler and the girl, before storming off to find his own sticky treat by raiding a wild bee’s nest in the forest – with calamitous and hilariously painful results.

Phoney meanwhile is planning to fleece the villagers with a betting scam. For years the uncannily robust and unbeatable Gran’Ma has won the annual Great Cow Race (which seemingly consists of stampeding a herd and outrunning them to a finish line) and the riotous event has become her very own yearly moment of glory.

Now the wily rogue and his gullible patsy Smiley are taking bets against her, whilst disseminating disinformation that she is ailing and past her prime. All the smart money – chickens, goats, sheep etc. – is on a dark horse “Mystery Cow”…

And with the entire village constantly asking about her health, old Rose begins to worry and doubt herself…

‘The Map’ finds Phoney’s betting booth doing a roaring trade with all bets on the as yet unseen Mystery Cow, when the battered, bruised and mightily stung Bone comes by. Appalled to see his cousin up to his old tricks, the honey-dipped hero confronts Phoney and discovers the whole plan: even though the entire village has put all their valuables on the outsider, Gran’Ma will easily win the Great Race since the enigmatic bovine challenger will be Smiley in a cow suit…

Thorn is dreaming, seeing again a time past when mysterious cloaked figures and dragons met in a cave and considered the inevitable return of a dark and deadly menace. Sharing the dream with Bone she remembers an old chart Bone found in the Great Desert and which first led him to safety in the valley … a map she drew whilst a toddler in that cave of dragons…

‘The Mystery Cow’ opens on the day of the race, and tension in Barrelhaven is at a sullen fever pitch. Rose’s confidence is still fragile though and tavern owner Lucius – who is sweet on her – finally accedes to Phoney’s constant haranguing and agrees to bet the entire business on the race. The rest of the punters are nervous though. They’ve wagered all their worldly goods against Gran’Ma on a critter no one has ever seen and Lucius suggests that maybe they should check on it…

Given a noon deadline to produce the unbeatable cow for the town’s perusal, duplicitous, greedy Phoney is starting to see some flaws in his infallible plan and Thorn too gets a moment of cold realisation when Tom blows her off for a more pliable companion…

Downhearted, Bone has retired to the woods to read Moby Dick, but after a heart-to-heart with Ted, determines to bare his soul to Thorn in a love poem.

His mood is soon lost though when a couple of Rat Creatures turn up, wondering aloud if he is fair game or the “Small Mammal” they aren’t allowed to eat as elsewhere, with noon approaching, Phoney pulls a bold stunt and again fools the oafish villagers with the crazed, unbeatable ferocity of his Mystery Cow…

‘The Great Cow Race’ is about to start and udder-draped Smiley has his instructions to finish behind Gran’Ma, but Phoney’s greed gets the better of him when he circles back to his booth to find Lucius at last ready to bet the bar. Unfortunately the doughty old buzzard wants to place it on Rose to win – and the odds are now 100 to 1…

With vivid memories of his last tar-and-feathering, the bovine bookmaker hurtles to intercept Smiley and tell him to win at all costs and as the herd thunders by with Rose in the lead, Bone appears, running his own desperate race. At his milky heels are the two starving and stupid, stupid Rat Creatures.

Sadly where there are a couple, inevitably the entire ravenous horde soon follows – and they do, perfectly and painfully intermingling with the frantic racers just as the finish line comes into sight…

‘Retribution’ opens with the victorious Gran’Ma, Lucius and Thorn riding a cartload of building supplies back to their devastated cottage. Hidden in the back are the Bone cousins, Phoney only gradually recovering from the rough-and-ready justice he has received from the incensed villagers.

With Smiley teasing Bone about the dragon only he has seen it’s a slow and anxious journey through the dark woods, since the Rat Creatures all vanished into the forest after the race melee ended. Indeed many ancient eyes, both friendly and inimically hostile, are following the party’s progress…

As the two starving rat things who started the debacle lay low and uproariously consider the upside of quiche as opposed to raw flesh, the repair squad arrives at the cottage and begins work, whilst in the background Lucius and Rose discuss the real importance of what’s been happening, especially for Thorn…

Following a delightful poetic frolic from Bone’s frisky friends the possum kids, the book ends on a funny if foreboding note as the bombastic Lucius and ham-fisted, half-witted Smiley learn a little more about each other whilst painfully rebuilding Gran’Ma’s house ‘Up on the Roof’…

I’ve talked a lot about the influences that informed this wonderful series and there’s one more that cannot be ignored: if you squint your eyes just right you can see the charm-adjacent convolutions of Bill Watterson’s Calvin (see The Essential Calvin and Hobbes. No, really. Do. It’s utterly wonderful and so are all the other collections) sneaking in to further flavour this astounding, raucous, beguiling, child-friendly extravaganza…

Bone is a truly perfect comic tale and one that appeals to kids and adults equally. Already it is in the rarefied rank starring Tintin, Pogo, Rupert Bear, Little Nemo and the aforementioned and cherished works of Schultz, Kelly and Barks. It is only a matter of time before it breaks out of the comic club completely and becomes kin to the likes of Wind in the Willows, Alice in Wonderland, the Moomins and Oz.

If you have kids or can still think and feel like one you must have these books…

© 1995, 1996 Jeff Smith. All rights reserved.

Star Comics All-Star Collection


By Lennie Herman, Sid Jacobson, Stan Kay, Bob Bolling, Warren Kremer, Howard Post & various (Marvel)
ISBN: 978-0-7851-4291-1

Once upon a time the American comicbook industry for younger readers was totally dominated by Gold Key with their TV and Disney licenses, and Harvey Comics who had switched from general genres to a wholesome, kid-friendly pantheon in the mid-1950s. They owned the pre-school sector until declining morals, television cartoon saturation and rising print costs finally forced them to bow out.

Gold Key suffered a slow erosion, gradually losing valuable major properties such as Popeye, Star Trek, assorted Hanna-Barbera and Warner Brothers cartoon stars and other treasures until parent company Western Publishing called it a day in 1984, whilst Harvey shut up shop in 1982 when company founder Alfred Harvey retired.

The latter’s vast archived artwork store was sold off and, with the properties and rights up for grabs, Marvel Comics (who had already secured those lost Star Trek and Hanna-Barbera rights) was frontrunner for licensing the family firm’s iconic characters, which included Richie Rich, Casper the Friendly Ghost, Sad Sack, Hot Stuff – the Little Devil, Wendy the Good Little Witch and many others.

When the bid failed, Editor-in-Chief Jim Shooter, knowing there was now a huge gap in the market, launched a cloned imprint of the Harvey stable (which would also encompass new TV and toy properties such as Jim Henson’s Muppet Babies and Fraggle Rock, Alf, Madballs, Care Bears, Thundercats, Ewoks and such like) to generate the next generation of worthy entry-level comics for entertainment-hungry young minds and concerned parents.

Marvel’s Star Comics line launched in 1985, edited by ex-Harvey head-honcho Sid Jacobson, with oddly familiar titles and an incontestably similar look and feel – achieved primarily by hiring unemployed Harvey stalwarts such as Jacobson, Lennie Herman, Warren Kremer, Howard Post and others. Millionaire prince and all-around good kid Royal Roy especially invoked the ire of the Harvey heirs who sued for copyright infringement of their astonishingly prolific Richie Rich who shone in more than 55 separate titles between his debut in 1953 and the bust of 1982.

Roy was cancelled after 6 issues – as were many Star series – in a brutal “Survival of the Funnest” publishing policy – and the suit was quietly dropped.

None of which affects the fact that those Eighties child stars were, in their own right, a superb agglomeration of all-ages fun, excitement and adventure happily recycled in this oversized digest collection from 2009.

This first volume collects that first wave of title introducing Planet Terry #1-2, Top Dog #1-3, Royal Roy #1-2 and Wally the Wizard #1-2 in a veritable nova of bubbly contagious thrills and frolics, opening with a star who was just a little lost boy in space…

Planet Terry was created by Lennie Herman (who passed away just before the big Star Comics launch) and the truly magnificent Warren Kremer – whose animation-based art style became the defining look of Harvey Comics during its happy heyday – and featured a young lad searching the universe for the parents he had never known.

Introduced in ‘The Search’ (Herman, Kremer & Vince Colletta), Planet Terry was something of a nuisance, periodically landing on alien worlds, pestering the inhabitants and asking “Has anyone seen my mother and father?” Found wandering in a life-pod which raised and educated him, the only clues Terry has to his past is a name bracelet and an empty picture frame…

However this time when he returns to the obnoxious planet Bznko Terry accidentally drives off a menace that bores folks to death with bad jokes and the inhabitants give him a junked lady robot as a reward. This proves to be a blessing in disguise as Robota inadvertently leads the lonely lad to ‘A Clue’ when they crash-land on a mining asteroid and meet aged Enoch Diggs who recognises the life-pod the infant Terry was found in…

‘Some Answers’ are forthcoming as the prospector reveals he once worked on a Confederation Cosmos Cruiser called the Space Warp where the captain’s wife was going to have a baby. Needing a sterile environment for the newborn infant, the crew placed him in the emergency life-boat, but his jubilant father accidentally triggered it whilst celebrating his son’s birth and the baby was rocketed into deep space.

Although they searched everywhere the heartbroken spacemen never located the pod and assumed Terry was lost forever…

Although Enoch can’t remember the names of Terry’s parents he suggests that another old crewman might and the re-energised searchers rush to another asteroid to find him, but instead encounter ‘The Malt Shop Menace’ and recruit another voyager when Robota saves the brutish monster Omnus who gratefully joins their decidedly odd family. Little do they know that a sinister conspiracy is at work to keep the whereabouts and secret of the Space Warp lost forever…

Issue #2 continues the quest as the family of outcasts encounter sabotage and opposition before landing their freshly repaired ship on the lost world of the Gorkels where the trio clumsily fulfil an ancient prophecy in ‘The Saga of Princess Ugly’ by Herman, Kremer & Jon D’Agostino.

In return for repairing Terry’s downed vessel, he, Robota and Omnus must rescue the kidnapped Princess battling hostile jungles, shape-shifting beasts, killer vines, a whirlpool and a volcano – all controlled by arch-villain Vermin the Vile in ‘Too Close (enough) for Comfort’ before saving the girl from ‘The Doom of the Domed City’ and discovering the final resting place of the elusive Space Warp…

Royal Roy debuted on his birthday in ‘The Mystery of the Missing Crown’ by Herman, Kremer & D’Agostino as the Prince of wealthy Ruritanian Cashalot discovers that the traditional, venerable Royal Highness Crown has gone missing on the day of his investiture. Whilst King Regal and Queen Regalia panic, super-cool bodyguard Ascot diligently investigates, and assorted resplendent relatives dither and interfere, Roy and his pet crocodile Gummy keep their heads by ‘Picking up the Scent’ and soon uncover a supernatural agency at work after ‘A Midnight Visit’ by ghostly ancestor William the Warhorse… Topping off the first issue was a snappy, snazzy short fun yarn starring the reptilian Gummy in ‘Crocadog’.

‘The Grand Ball’, scripted by Stan Kay, occupied most of Roy’s attention in the second issue as the underage but still eligible Prince took a fancy to simple commoner Crystal Clear whilst ambitious and mean social climber Lorna Loot spent all her time and considerable cash unsuccessfully attempting to beguile the boy by turning herself into a modern-day Cinderella in ‘A Strange Stranger’…

‘Maneuvers!’ saw Roy fulfil his hereditary duties by joining the Cashalot army on dawn exercises, but as ruler-in-waiting of a rich and peaceful nation, the plucky lad wasn’t too surprised to find that the entire armed forces consisted of one reluctant prince and a keen but aging general…

Top Dog featured a far more contemporary and normal situation, depicting the lives of average American boy Joey Jordan and the mutt he brought home one day. ‘The Dog-Gone Beginning’ by Herman, Kremer & Jacqueline Roettcher, revealed how, whilst looking for a lost baseball, the kid had accidentally observed a dog reading the newspaper and talking to himself.  Exposed, the canny canine begged the boy to keep his secret or all the four-footed wonder could expect was a short and painful life being poked, prodded and probed by scientists…

When the lad promises to keep his secret Top Dog agrees to come live with Joey in ‘House About a Dog, Mom?’, and whilst the boy tries to teach the pooch to bark – one of the few languages he can’t speak! – his accommodating family gradually get used to the seemingly normal dog and his boy.

However when Mervin Megabucks – the richest and meanest kid in town – overhears the pair playing and conversing, the spoiled brat refuses to believe Joey is a ventriloquist. When the junior Jordan refuses to sell, Mervin steals Top Dog as the perfect addition to his palatial high-tech house.

Even torture won’t make the purloined pooch speak again however, and when Joey stages ‘The Big Breakout’ Mervin’s mega-robots prove no match for dogged determination and the plutocrat brat is left baffled, bamboozled and dog-less…

Issue #2 exposed ‘Spies!’ when the restless dog of a thousand talents appeared to harbour a dark side. Going out on nightly jaunts, the marvellous mutt seemingly led a double life as a security guard in a Defence Plant, triple-crossing everybody by photographing military secrets for a foreign power. Of course it was really a diminutive enemy agent in a dog suit but Vladimir‘s handlers hadn’t reckoned on a real dog looking – and speaking – just like their hairy operative and they accidentally gave their purloined plans to the chatty all-American canine…

After spectacularly trapping the sinister spies without revealing his own incredible intelligence, Top Dog was framed in #3 by Joey’s best friend Larry who was feeling rejected and neglected since the Brilliant Bow-wow moved in.

With a feral hound dubbed ‘The Mad Biter’ on the prowl and attacking people it was simple to send the perspicacious pup to the Pound, where he encounters lots of bad dogs who probably deserve to be ‘Caged’, but faithful Joey hasn’t given up and after bailing his canine comrade out, the pair convince  the guilt-ridden perjurer to see the light by treating him to an impromptu midnight ‘Ghost Story’…

Even with Larry recanting his lies the neighbourhood families don’t trust Top Dog, but that all changes once the maligned mutt tracks down the real Biter and engages him in ‘A Fight to the Finish’…

The final initial entry was written and illustrated by veteran Archie Comics artist Bob Bolling (probably most famous for creating and producing the first eight years’ worth of the award-winning Little Archie spin-off series), who concocted a fabulous medieval wonderland for Wally the Wizard to play in.

In #1’s ‘A Plague of Locust’ Merlin’s older, smarter brother Marlin is having trouble with his stubbornly inquisitive apprentice. Wally wants to know everything now, has no discipline and is full of foolish ideas and misconceptions. As a scientist, Marlin has no time for silly superstitions and when the lad accidentally releases a time-travelling demon from an age-old prison the mage refuses to believe him.

Gorg however swears faithfully to repay the favour before disappearing…

Despatched to deliver a potion to King Kodger, Wally also helps a dragon save his hatchling from a deep well, only just reaches the sovereign in time and has a feed on the Royal Barge where he again fails to impress the beauteous Princess Penelope…

Meanwhile in distant Bloodmire Castle wicked plotters Vastar the Vile, his sister Sybilious the Bilious and wicked warlock Erasmo are conspiring to conquer the kingdom by unleashing a gigantic metal locust to consume all in its path…

Even the noble knights led by invincible Sir Flauntaroy are helpless before the brazen beast and Wally realises only Marlin can save them. Unfortunately the boy gets lost on route but happily for everybody the dragon and demon which the sorcerer doesn’t believe in are ready to pay their debts to the apprentice…

Sid Jacobson, Howard Post & Jon D’Agostino took over for the second issue as Wally enters the annual apprentice’s games with Marlin now suddenly transformed into a traditional magic-making mage. In fact Marlin, as a three-time champion of ‘The Magic-a-Thon!’ is secretly regretful that Wally is too inexperienced to compete, a fact his disciple discerns and tries to fix…

Desperately cramming for a week and eventually with the coaching of his proud master, Wally sets off to compete but a lovelorn barbarian accidentally cleaves the kid’s crib notes in twain, leaving the lad able to create only half-spells and materialise semi-monsters…

Undaunted Wally continues and – even after a huge storm deprives him of the demi-directions and his back-up pouch of herbs and potions – perseveres, determined to win using nothing but his wits, guts and unflagging optimism…

This clutch of classic children’s tales also includes the enchanting covers and the original house-ads that introduced the characters to the Kids in America and nearly three decades later is still a fabulous hit of intoxicating wonder and entertainment which readers of all ages cannot fail to love…

With contemporary children’s comics all but extinct these days, it’s lucky we have such timeless classics to draw upon and draw kids in with, and compilations like this one belong on the shelves of every funnybook-loving parent and even those lonely couples with only a confirmed twinkle in their eyes…
© 1985 and 2009 Marvel Characters, Inc. All rights reserved.

Usagi Yojimbo: Yokai


By Stan Sakai (Dark Horse)
ISBN: 978-1-59582-362-5

One of the very best and most adaptable survivors of the 1980s black and white comicbook explosion/implosion is a truly bizarre and wonderful synthesis of historical Japanese samurai fiction and anthropomorphic animal adventure, as well as a perfect example of the versatility and strengths of a creator-owned character.

Usagi Yojimbo (which translates as “rabbit bodyguard”) first appeared as a background character in multi-talented creator Stan Sakai’s anthropomorphic peripatetic comedy feature The Adventures of Nilson Groundthumper and Hermy, which launched in furry ‘n’ fuzzy folk anthology Albedo Anthropomorphics #1 (1984) subsequently appearing there on his own terms as well as in Critters, Amazing Heroes, Furrlough and the Munden’s Bar back-up in Grimjack.

Sakai was born in 1953 in Kyoto, Japan before the family emigrated to Hawaii in 1955. He attended University of Hawaii, graduating with a BA in Fine Arts, and pursued further studies at Pasadena’s Art Center College of Design after moving to California.

His first comics work was as a letterer, most famously for the incredible Groo the Wanderer, before his nimble pens and brushes, coupled with a love of Japanese history and legend and hearty interest in the filmic works of Akira Kurosawa and his peers, combined to turn a proposed story about a historical human hero into one of the most enticing and impressive – and astoundingly authentic – fantasy sagas of all time.

The deliciously rambling and expansive period fantasy series is nominally set in a world of sentient animals and specifically references the Edo Period of Feudal Japan (how did we cloth-eared Westerners ever get “Japan” from Nihon” anyway?) as well as classic cultural icons as varied as Lone Wolf and Cub, Zatoichi and even Godzilla whilst detailing the exploits of Miyamoto Usagi, a Ronin (masterless, wandering freelance Samurai) whose fate is to be drawn constantly into a plethora of incredible situations.

And yes, he’s a rabbit – a brave, sentimental, gentle, long-suffering, honourable, conscientious and heroic bunny who cannot turn down any request for help…

The Lepine Legend appeared in Albedo #2-4, The Doomsday Squad #3 and seven issues of Critters (1, 3, 6-7, 10-11 and 14) before leaping into his own series which, as usual, I haven’t got around to yet, but really, really will…

The Sublime Swordsbun has changed publishers a few times but has been in continuous publication since 1987 – with over 25 graphic novel collections to date – and has guest-starred in numerous other series, such as Teenage Mutant Ninja Turtles and its TV incarnation – he even almost made it into his own small-screen show but there’s still time yet and fashions can revive as quickly as they die out…

There are high-end collectibles, art prints, computer games and RPGs, a spin-off sci fi comics serial and lots of toys.

Sakai and his creation have won numerous awards both within the Comics community and amongst the greater reading public and in 2009 current publisher Dark Horse Comics commissioned an all-new, fully painted anniversary tale which allowed the creator to hone his considerable skills with watercolours.

Yokai is a generic term that translates (as required) as ghosts, phantoms, spirits or even strange, otherworldly apparitions, all of whom hold a peculiarly eclectic place in Japanese folklore, being simultaneously mischievous and helpful, malevolent and miraculously beneficial. Generally they have animal heads or are amalgams of diverse objects or body parts…

This scintillating scary story occurs over one night – an Oborozuki-Yo (“Night of the Hazy Moon”) – when the assorted Yokai are particularly restless, and this is a tale that grippingly explores the Japanese equivalent of our Halloween as the noble, gloom-shrouded Ronin wanders lonely roads in search of a bite to eat and a place to sleep.

Seeing a light in the nearby woods, Miyamoto leaves the path hoping to find a welcoming peasant hearth for the evening but is harassed by a taunting Kitsune (trickster-fox spirit) and becomes lost. Soon however he hears sobbing and is drawn to a weeping noblewoman…

The lovely distressed lady is Fujimoto Harumi whose pilgrimage to a temple was disrupted when a Kitsune stole her young daughter Hanako away. Pleading with the wisely reluctant Ronin, the lady convinces the wayfarer to plunge deeper into the wild woods to rescue the lost girl, leading to an epic series of contests against a horde of fantastic hostile creatures. The valiant warrior almost succumbs until he is unexpectedly saved by an old comrade, the mystic demon-queller Sasuke…

It seems that this very evening is the dreaded Hyakki Yako, “Night Parade of a Hundred Demons”, when the haunts and horrors of the netherworld form a procession into the world of people, seeking to subjugate all mortals. They simply need a living soul to lead them, a final sacrifice to light their way here…

Terrified for the stolen waif, the Ronin and the devil-slayer engage with an army of horrific, shape-shifting, fire-spitting, tentacle-wielding monstrosities to save an innocent and the entire world, but there are forces in play the rapidly-tiring Miyamoto is painfully unaware of and, without the luck of the gods and the tragedy of an old friend, all will be inescapably lost…

Fast-paced yet lyrical, funny, thrilling and stuffed with spooky, all-ages action and excitement, Yokai is a magical tribute to and celebration of the long-lived Lepus’ nigh-universal irresistible appeal that will delight devotees and make converts of the most hardened hater of “funny animal” stories. This petite but power-packed chronicle also contains a fascinating behind-the-scenes look at how the artist created the stunning visuals in ‘The Real Magic Behind Yokai: an interview with Stan Sakai’ that will further beguile any prospective creators and cartooning hopefuls in the audience.

Sheer comicbook poetry: the good kind, not mere doggerel…
Text and illustrations © 2009 Stan Sakai. All rights reserved.

Sundiata, the Lion of Mali – A Legend of Africa


Retold by Will Eisner (NBM)
ISBN: 978-1-56163-332-6 (hb), 978-1-56163-340-2 (pb)

It is pretty much accepted today that Will Eisner was one of the pivotal creators who shaped the American comicbook industry, with most of his works more or less permanently in print – as they should be. Active and compellingly creative until his death in 2005, Eisner was the consummate storysmith and although his true legacy is making comics acceptable fare for adult Americans, his mastery and appeal spanned the range of human age and he was always as adept at beguiling the young as he was enchanting their elders…

William Erwin Eisner was born on March 6th 1906 in Brooklyn and grew up in the ghettos. They never left him. After time served inventing much of the visual semantics, semiotics and syllabary of the medium he dubbed “Sequential Art” in strips, comicbooks, newspaper premiums and instructional comics, he then invented the mainstream graphic novel, bringing maturity, acceptability and public recognition to English language comics.

From 1936 to 1938 he worked as a jobbing cartoonist in the comics production hothouse known as the Eisner-Eiger Shop, creating strips for both domestic US and foreign markets. Using the pen-name Willis B. Rensie he created and drew opening instalments for a huge variety of characters ranging from funny animal to historical sagas,

Westerns, Detectives, aviation action thrillers… and superheroes – lots of superheroes …

In 1940 Everett “Busy” Arnold, head honcho of the superbly impressive Quality Comics outfit, invited Eisner to take on a new challenge. The Register-Tribune newspaper syndicate wanted a 16-page weekly comicbook insert for the Sunday editions and Eisner jumped at the opportunity, creating three series which would initially be handled by him before two of them were delegated to supremely talented assistants. Bob Powell inherited Mr. Mystic and distaff detective Lady Luck fell into the capable hands of Nick Cardy (then still Nicholas Viscardi) and later the inimitable Klaus Nordling.

Eisner kept the lead feature for his own, and over the next twelve years The Spirit became the most impressive, innovative, imitated and talked-about strip in the business. However, by 1952 he had more or less abandoned it for more challenging and certainly more profitable commercial, instructional and educational strips, working extensively for the US military in manuals and magazines like Army Motors and  P*S, the Preventative Maintenance Monthly, generally leaving comicbooks behind.

After too long away from his natural story-telling arena Eisner creatively returned to the ghettos of Brooklyn where he was born and he capped a glittering career by inventing the mainstream graphic novel for America, bringing maturity, acceptability and public recognition to English language comics.

In 1978 a collection of four original short stories in strip form were released as a single book: A Contract With God and Other Tenement Stories. All the tales centred around 55 Dropsie Avenue, a 1930’s Bronx tenement, housing poor Jewish and immigrant families. It changed the American perception of cartoon strips forever. Eisner wrote and drew a further 20 further masterpieces, opening the door for all other comics creators to escape the funnybook and anodyne strip ghettos of superheroes, funny animals, juvenilia and “family-friendly” entertainment. At one stroke comics grew up.

Eisner was constantly pushing the boundaries of his craft, honing his skills not just on the Spirit but with years of educational and promotional material. In A Contract With God he moved into unexplored territory with truly sophisticated, mature themes worthy of Steinbeck and F. Scott Fitzgerald, using pictorial fiction as documentary exploration of social experience.

If Jack Kirby was the American comicbook’s most influential artist, Will Eisner remains undoubtedly its most venerated and exceptional storyteller. Contemporaries originating from strikingly similar Jewish backgrounds, each used comic arts to escape from their own tenements, achieving varying degrees of acclaim and success, and eventually settling upon a theme to colour all their later works. For Kirby it was the Cosmos, what Man would find there, and how humanity would transcend its origins in The Ultimate Outward Escape. Will Eisner went Home, went Inward and went Back, concentrating on Man as he was and still is…

Naturally that would make him a brilliant choice to illustrate primal folktales and creation myths from our collective past and this stunning, slim yet over-sized tome (288 x 224mm) again proves his uncanny skill in exhibiting the basic drives and passions of humanity as he lyrically recounts a key myth of West Africa.

The historical Sundiata Keita brought the Mandinka People out of bondage and founded the Mali Empire in the 13th century AD and is still celebrated as a staple of the oral tradition handed down by the tribal historians, bards and praise-singers known as “Griots”.

Rendered in a moody, brooding wash of sullen reds, misty greys and dried out earth-tones, the tale begins; narrated by the Great Gray Rock, foundation stone of the world.

Once only the beasts were masters of Africa, but when people came they sought to rule the land instead. The consulted the ghosts of Good and soon became the masters of the beasts and the land.

However Evil ghosts also lurked and once ambitious and greedy Sumanguru, King of Sasso had conquered all he could see yet still seethed with dissatisfaction, the Gray Rock of Evil accosted him…

Sasso was a poor, arid country and when the wicked stone offered the king dark magical powers to conquer all the surrounding lands, Sumanguru eagerly accepted. Soon all the neighbouring nations were smouldering ruins as the Sasso warriors and their mad lord’s control of the elements demolished all resistance.

Still Sumanguru was not content and, when a trader brought news of a rich, fertile land settled by peaceful gentle people, the king wanted to rule them too. The unctuous merchant also related how Nare Famakan, wise king of Mali, had recently passed away, leaving eight youthful healthy sons and a ninth who was weak and lame…

Ignoring the rock of Evil’s advice to beware the “frog Prince”, Sumanguru led his mighty armies against Mali, unaware that the double-dealing trader, denied a reward due to the mad king’s parsimony, had warned the nine princes that the warriors of Sasso were coming.

Lame little Sundiata also wished to defend his land, but his brothers laughed and told him to stay home, trusting to their superior tactics to repel the invasion. Indeed, their plans were effective and the battle seemed to go their way until Sumanguru summoned an eldritch wind to destroy the army of Mali and added the defeated land to his possessions.

Gloating, he mocked Sundiata but ignoring the advice of the Gray Rock of Evil allowed the frog prince to live…

As the unstoppable, insatiable Sumanguru ravaged every tribe and nation, an aged shaman showed Sundiata how to overcome his physical shortcomings. Years passed and the boy learned the ways of the forests and grew tall and mighty. Now a man, he prepared for vengeance and when Sumanguru heard and tried to have him killed he fled and rallied an army of liberation.

On the eve of battle an uncle revealed Sumanguru’s one mystic weakness to Sundiata and the stage was set for a spectacular and climactic final confrontation before, as will always happen, Evil inevitably betrayed itself…

Epic and intensely moving, this is a superb all-ages fable re-crafted by a master storyteller, well-versed in exploring the classic themes of literature and human endeavour, whilst always adding a sparkle and sheen of his own to the most ancient and familiar of tales.

A joy not just for Eisner aficionados but all lovers of mythic heroism.
© 2002 Will Eisner.All rights reserved.