My Favorite Martian – The Complete Series Volume One


By Paul S. Newman, Bob Ogle, Russ Manning, Dan Spiegle, Sparky Moore, Mike Arens & various (Hermes Press)
ISBN: 978-1-932563-79-5(HB) eISBN 978-1-932563-79-2

My Favorite Martian debuted in America in September 29th 1963, the forerunner of a miniature golden age of fantasy-themed sitcoms that included Living Doll, Bewitched, I Dream of Jeannie, The Ghost and Mrs Muir, Nanny and the Professor and many more: all operating on the premise of a science fictional or magical character acting as disruptive outsider and playing hob with “normal” American domestic life.

Coming in at the height of the Space Race, My Favorite Martian ran for three seasons and 107 episodes – the last of which premiered in May 1966 – and particularly shone because of the laidback style, intriguing music, strong scripts and the unparalleled gifts of lead actor Ray Walston and his “straight man” young Bill Bixby. Many episodes haven’t dated at all – at least in term of gags, if not cultural attitudes, something which sadly, cannot be said of Disney’s 1999 movie reboot…

Like most successful television properties, the series spawned a ton of nifty merchandise, including a comic book (nine issues running between January 1964 and October 1966) from licensing specialists Gold Key. Here, the first five are curated in an imposing hardcover (or eBook) collection from comics-resurrection and nostalgia specialists Hermes Press. It’s especially welcome as it unearths incidences of masterful lost work from some of our industry’s biggest names…

Preceded by stunning H. Greer game box art, Kate Walston’s Foreword ‘My Dad and My Favorite Martian’ reminisces over her dad’s career, friendship with co-star Bixby and the show before a photo from the pilot episode (the volume is liberally and peppered throughout with photos) precedes Daniel Herman’s Introduction discussing the careers of ‘The Artists of My Favorite Martian’.

The writers were “King of Comics” Paul S. Newman – whose astoundingly prolific career encompassed scripts for almost every publisher in the US on titles such as The Lone Ranger, Tom Corbett – Space Cadet, Turok, Son of Stone, Dr. Solar, Patsy Walker, G.I. Combat, House of Mystery ad infinitum – and Bob Ogle, an animator and voice actor who also wrote for Gold Key’s vast stable of ties-in and TV shows such as Shirt Tales, Wheelie and the Chopper Bunch, The Kwicky Koala Show and Yogi’s Gang.

The premise of My Favorite Martian was supremely evergreen, yet smartly contemporary. The pilot episode revealed how 450-year old Martian anthropologist Exigius 12½ is marooned on Earth after his ship almost collides with experimental American rocket-plane X-15, fired from Edwards Air Force Base. The crash is observed by passing journalist Tim O’Hara who takes the alien under his wing – and into his lodgings as his Uncle Martin – until the voyager can repair his wrecked vessel.

Sadly, Tim has a nosy landlady in busybody Mrs Brown and Martin has strong opinions, incredible scientific gifts, a whole raft of uncanny powers and no luck at all…

The comic launched in January 1964 and, behind a photo-cover, was graced with artwork from one of the industry’s greatest exponents. Russ Manning (Magnus, Robot Fighter, Tarzan, Star Wars) was one of comics’ greatest stylists and perfectly caught the tone of the show in Newman’s ‘My Favorite Martian’, which adapted and reprised the origin before revealing how Tim’s scoop on the X-15 – and suppression of his meeting with Martin – lead to his being arrested by the authorities for espionage…

No sooner has the Martian finagled Tim out of a cell and cleared his name than he’s risking his new friend’s life by having them infiltrate a top-secret project in search of a fuel source necessary to power the hidden Martian ship he’s gradually rebuilding…

The romp ends with a monochrome single page gag highlighting Martin’s ability to talk to animals, probably drawn by Mike Arens.

Issue #2 carries a July 1964 cover-date and is the only one to employ an illustrated rather than photographic cover. It and the interiors that follow are by the criminally unsung Dan Spiegle, whose career was two-pronged and incredibly long. Born in 1920, Spiegle wanted to be a traditional illustrator but instead fell – after military service in the Navy – into comics at the end of the 1940s. He was equally adept at dramatic and cartoon narrative art and his portfolio includes impeccable work on Hopalong Cassidy, Rawhide, Sea Hunt, Space Family Robinson, Blackhawk, Crossfire, Nemesis, Scooby Doo, Who Framed Roger Rabbit?, Indiana Jones, the Hanna-Barbera stable and so much more.

He opens here with ‘Destination Mars’ as a well-meaning intervention by the landlady’s daughter ruins Martin’s latest fuel formulation and he is driven by frustration and loneliness to try stowing away on a robotic Mars probe built by the backward earthmen…

This is counterbalanced by a romantic flight of whimsy in ‘Priscilla Loves Melvin’ as Martin intervenes – with catastrophic effect – to reunite a lovesick zoo gorilla with her missing spouse…

Another monochrome gage strip detailing the danger of Mrs Brown’s pies segues into #3 (February 1965) with Sparky Moore (Rin Tin Tin, The Three Stooges) assuming visual control for ‘It’s a Small World’, with Martin and Tim off to Africa in search of an ancient Martian crash-site and discovering an astonishing connection to the Martian’s past! ‘Sighted! Green Monster’ reveals a startling side effect of Martian food on human physiology when Tim and Martin have a picnic in Florida and set off a E.T. panic…

Ogle took over scripting and Mike Arens (Dale Evans, Chuckwagon Charley, Roy Rogers) became regular artist with MFM #4 (May 1965), nicely balancing the drama and fantasy elements for ‘Once Upon a Ding-Ding’, wherein a trip to the Zoo and an incautious nap manifests a beloved beast of Mars from Martin’s ferociously potent, semi-autonomous subconscious with the now-traditional calamitous results, after which the visitor’s attempts to diminish his own awesome powers inadvertently revert Tim to toddler size and threaten to rejuvenate him out of existence in ‘Kid Stuff’…

This initial outing concludes with August 1965’s fifth issue, opening with ‘The Creep of Araby’, as Martin’s latest invention – a molecular duplicator – complicates and endangers Tim’s life just as he’s about to interview a desert sultan. Later, when the Martian’s escaped and now-physically realised subconscious starts recklessly granting wishes in ‘Martin’s Other Self’, Tim has to take extraordinary action to circumvent the chaos that follows…

Wrapping up the vintage wonderment, ‘Memorabilia, Photos and Publicity’ offers a collection of merchandise, art – such as colouring book covers, game and model kit boxes – and publicity stills (including show costume designs) to delight fans old and freshly-minted.

TV-themed compendia of screen-to-page magic were an intrinsic part of growing up in Britain for generations and still occur every year with only the stars/celebrity/shows changing, not the package. The show itself has joined the vast hinterland of fantasy fan-favourites immortalised in DVD and streamed all over the world, but if you want to see more, this rewarding tome is a treat you won’t want to overlook.
My Favorite Martian® © 1966-1965 and 2011 The Contingent Trust of the Jack and Florence Chertok Trust dated October 22, 1990/ Jack Chertok Television, Inc; Peter Greenwood Licensing Manager Worldwide. Reprinted with Permission. All Rights Reserved.

League of Extraordinary Gentlemen volume II


By Alan Moore & Kevin O’Neill & various (Americas Best Comics/WildStorm/DC)
ISBN: 978-1-4012-0118-0 (TPB)

The Victorian era saw the birth of both popular and populist publishing, particularly the genres of fantasy and adventure fiction. Writers of varying skill but possessing unbounded imaginations expounded personal concepts of honour and heroism, wedded unflinchingly to the innate belief in English Superiority. In all worlds and even beyond them the British gentleman took on all comers for Right and Decency, viewing danger as a game and showing “Johnny Foreigner” just how that game should be played.

For all the problems this raises with our modern sensibilities, many of the stories remain uncontested classics of literature and form the roadmap for all modern fictional heroes. Open as they are to charges of Racism, Sexism (even misogyny), Class Bias and Cultural Imperialism the best of them remain the greatest of all yarns.

An august selection of just such heroic prototypes were seconded – and slyly re-examined under modern scrutiny – by Alan Moore & Kevin O’Neill for a miniseries in 1999 that managed to say as much about our world as that long gone one, and incidentally tell a captivating tale as compelling as any of its antecedents.

In short succession there was an inevitable sequel, once more pressing into service vampire-tainted Wilhelmina Murray, aged Great White Hunter Allan Quatermain, Invisible Man Hawley Griffin, the charismatic genius Captain Nemo and both cultured Dr. Henry Jekyll and his bombastic alter-ego Mister Hyde. The tale also added cameos from the almost English Edwin Lester Arnolds’ Gullivar Jones, Edgar Rice Burroughs’ John Carter of Mars and even many creatures from C.S. Lewis’ allegorical sequence Out of the Silent Planet.

The idea of combining shared cultural brands is evergreen: Philip Jose Farmer in particular spun many a yarn teaming such worthies as Sherlock Holmes, Doc Savage, Tarzan and their like; Warren Ellis succumbed to similar temptation in Planetary and Jasper Fforde worked literary miracles with the device in his Thursday Next novels, but the sheer impetus of Moore & O’Neill’s para-steampunk revisionism, rush of ideas (and the stunning, startling visuals that carry them) make this book (and all the previous ones) form an irresistible experience and absolute necessity for every fiction fan, let alone comic collector…

In ‘Phases of Deimos’, as London rebuilds after the cataclysmic denouement of the previous volume, a savage planetary conflict on the fourth planet ends with the firing of gigantic projectiles at our fragile, unsuspecting world …

The barrage hits home in ‘People of Other Lands’ and the cohort of reluctant agents is on hand when hideous otherworldly invaders begin incinerating the best that Britain can offer. One of the operatives considers treachery as more cylinders arrive in ‘And Dawn Comes Up Like Thunder’ and acts upon the temptation as the incursion renders Earth’s most advanced defenders helpless…

With the Empire being dismantled by Tripods and other supra-scientific engines of destruction, ‘All Creatures Great and Small’ finds half of the chastened and dispirited agents seeking other allies and ideas, even as ‘Red in Tooth and Claw’ sees the traitor exposed and dealt with despite the inexorable advance of the Martian horde before the tide unexpectedly and shockingly turns in ‘You Should See Me Dance the Polka…’

This startlingly impressive and beguilingly effective interleaving of HG Wells’ landmark fantasy classic with the skewed but so-very plausible conceit that all the great adventurers of literature hung out together captures perfectly the feeling of a world and era ending. As one would expect, internal conflicts pull apart the champions – at no time do they ever even slightly resemble a team – and Moore’s irrepressible imagination and vast cultural reservoir dredges up a further elite selection of literary touchstones to enhance the proceedings.

Dark and genuinely terrifying, the tale unfolds largely unchanged from the original War of the Worlds plot, but a string of parallel side-stories are utterly gripping and unpredictable, whilst the inclusion of such famed and/or lost characters as Bill Samson, Doctor Moreau, Tiger Tim and even Rupert Bear (among others) sweetens the pot for those in the know.

Those who aren’t you can always consult A Blazing World: the official companion to the drama…

This book is an incredible work of scholarship and artistry recast into a fabulous pastiche of an entire literary movement. It’s also a stunning piece of comics wizardry of a sort no other art form can touch, and as with the other Moore & O’Neill collaborations there are wry visual supplements (including, activity pages, puzzles and mazes, faux ads and a board game) plus a substantial text feature – The New Traveller’s Almanac – at the back, in-filling the alternative literary history of the League.

It is quite wordy, but Read It Anyway: it’s there for a reason and is more than worth the effort as it outlines the antecedents of the assorted champions in a fabulously stylish and absorbing manner. It might also induce you to read a few other very interesting and rewarding books…
© 1999, 2000 Alan Moore & Kevin O’Neill. All Rights Reserved.

John Carter – The End


By Brian Wood, Alex Cox, Hayden Sherman, Chris O’Halloran & various (Dynamite Entertainment)
ISBN: 978-1-52410-438-2 (TPB)

Edgar Rice Burroughs is arguably the most influential fantasy author of the 20th century: a creator not just of dozens of vivid and thrilling characters and concepts but also generator of at least two distinct heroic archetypes – Tarzan and John Carter of Mars. You should read the books. Despite the inherent sexism and now-deeply uncomfortable overtones of imperialist white exceptionalism (which, to be frank, still underpin the vast majority of global heroic literature and cinema) they are rip-roaring reads packed with invention and potent power.

John Carter was the star of ERB’s first novel. Written in 1911, whilst Burroughs was almost impoverished and selling pencil sharpeners wholesale, Under the Moons of Mars appeared as a serial in adventure pulp The All-Story between February and July 1912. It was promptly ignored and forgotten. In that year’s October issue however, Tarzan of the Apes began serialisation. His meteoric success prompted the revival of Carter.

In 1917, Moons of Mars was released as a complete novel, retitled A Princess of Mars. There would be ten more books, intermittently released between 1918 and 1964 when John Carter of Mars was posthumously published.

In the first book Carter is established as a former Confederate Officer and aristocratic Gentleman of Virginia who, by arcane and inexplicable means, is astrally projected to Mars. On Barsoom, as it is called by its many indigenous races, his fighting spirit and earth-gravity conditioned body allow him to rise to the forefront of its mightiest and most noble humanoid race.

He finds eternal immortal love with incomparable warrior princess Dejah Thoris, founds a dynasty and generally crushes evil and iniquity whilst extending the dying world’s dwindling lifespan…

Although undoubtedly inspired by Edwin Lester Arnold’s 1905 novel Lieut. Gullivar Jones: His Vacation, it was Carter and his bombastic exploits which became the template for a breed of itinerant warrior wandering fantastic kingdoms with sword and/or gun in hand, battling debased science or sinister sorcery both in literature and comics.

Brawny barbarians and sleek duellists from Jirel of Joiry to Kothar, Thongor to Fafhrd & Gray Mouser to Conan, dozens of Michael Moorcock’s heroes such as Elric and Dorian Hawkmoon – not to mention ERB’s own numerous variations on the theme such as Carson Napier of Venus, David Innes of Pellucidar and so many others – all follow the same pattern: one that humanises the original mythic feats of Gilgamesh, Hercules and Beowulf…

The Warlord of Mars has become a touchstone, resource and meme-well for science fiction writers from Frank Herbert to Robert Heinlein to Moorcock. You can probably blame Burroughs and Carter for the whole Dungeons and Dragons, fantasy role playing phenomenon, too…

Comics books and strips borrowed shamelessly from John Carter. As well as appearing under his own brand, aspects of the Virginian’s look and milieu inspired and influenced Alex Raymond’s Flash Gordon, Buck Rogers, Superman, Adam Strange, Warp!, Richard Corben’s Den and countless others.

When Carter and Co made the jump to comics in his own name (in 1953 and 1964 from Dell/Gold Key as well as later iterations from DC, Marvel, Dark Horse and Dynamite), the result was – and continues – to be some of the most potent and memorable action adventures ever seen. And that’s not simply because his female co-stars are usually depicted all but naked – and yes, I know that’s what the novels describe. I say it’s not practical to wave sharp swords about whilst clad in nipple clips and hankies, and simply suggest that the stories don’t need to assume adolescent boys of all ages are the exclusive target demographic…

Proof of that comes in this superb addition to the modern world’s “last adventure of…” sub-genre. Written by Brian Wood (DMZ, Northlanders, Star Wars) and Alex Cox (Adventure Time) and illustrated by Hayden Sherman (The Few, Kingpin, Civil War II) and colourist Chris O’Halloran, John Carter – The End takes us far into the future when even the once-reckoned immortal Barsoomians are aged and weary.

Carter and Dejah Thoris have removed themselves from Mars and are passing their advanced years rather acrimoniously on Titan, when a ship calls them home. ‘Twilight of the Red Queen’ brings word to them that the planet is dying… and it is all Carter’s fault…

The messengers are Tharks – the four-armed Green Men of Mars – and they have come to warn of genocidal conflict on the Red Planet, sparked and fanned to full fury by the Royal Couple’s grandson. The shock is more than Dejah can bear. The cause of the ill-feeling between her and her husband is that long ago the Warlord had to put down their twisted, descendent Den Thorkar like a murderous mad dog that he was. Now the Princess of Mars realises her man didn’t have the guts to do his duty then, and leaves him to finish the job herself…

Carter follows her in ‘Apocalypse Barsoom’ and finds his beloved adopted world drenched in blood and consumed in conflict. Although both estranged lovers individually hunt the architect of Barsoom’s woes, their paths are radically different. Dejah heads straight to the capital citadel New Helium to confront the deranged ruler face to face, whilst Carter joins the Tharks’ resistance movement The Swords of Old Barsoom and meets again old ally Tars Tarkas. The noble old warrior is undergoing an incredible metamorphosis…

Planet-shaking secrets begin to unravel in third chapter ‘I’m of Your Blood, Yours and the Warlord’s…’ Dejah uncovers a web of corruption at the heart of government and the horrific truth of her pitiless great, great grandson. The chaos, carnage and catastrophe escalate in ‘The Old Man on the Ocean Floor’ as Carter learns of an ancient plot conceived by one of his vilest enemies and gains the most unexpected of allies in his proposed revolution…

The climax comes in spectacular fashion as ‘Onward to New Helium’ sets the scene for slaughter, retribution and even a measure of reconciliation…

An epic action-packed romp, John Carter – The End is far closer to the spirit of the ERB novels than almost anything I’ve seen in the last twenty years and should delight old time fans, most modern sci fi aficionados and all seekers of blockbuster dramas.

This paperback/digital collection of the 2017 miniseries also offers bonus material including design artwork and character sketches and composites by Hayden Sherman plus a covers and variants gallery by Garry Brown, Gabriel Hardman, Juan Doe, Philip Tan, Mel Rubi and Roberto Castro.
Barsoom™, John Carter™ and Edgar Rice Burroughs® owned by Edgar Rice Burroughs, Inc and used by Permission. All rights reserved.

Archie Comics Presents… The Complete Cosmo, the Merry Martian


By Sy Reit, Bob White & Terry Szenics, with Tom DeFalco, Dan Parent, Fernando Ruiz, Ian Flynn, Jeff Schultz, Tracy Yardley & various (Archie Comics)
ISBN: 978-1-68255-895-9(TPB)

MLJ were a publisher who promptly jumped on the “mystery-man” bandwagon following the debut of Superman. They began their own small but inspirational pantheon of gaudily clad crusaders in November 1939, starting with Blue Ribbon Comics, and followed up by Top-Notch and Pep Comics. The content was the standard blend of costumed heroes, two-fisted adventure strips, prose pieces and gag panels.

After a few years, Maurice Coyne, Louis Silberkleit and John Goldwater (hence MLJ) spotted a gap in their blossoming market. From December 1941 the masked champions and rugged he-men were gradually but insistently nudged aside by a far less imposing paragon: an “average teen” enjoying ordinary adventures like the readers, but with the laughs, good times, romance and slapstick emphasised.

Pep Comics #22 introduced a gap-toothed, freckle-faced red-headed goof showing off to the pretty blonde next door. Taking his lead from the popular Andy Hardy matinee movies starring Mickey Rooney, Goldwater developed the concept of a young everyman protagonist, tasking writer Vic Bloom & artist Bob Montana with the job of making it work.

The feature was an instant hit and by the winter of 1942 had won its own title. Archie Comics #1 was the company’s first non-anthology magazine and with it began the gradual transformation of the entire company. The slapstick teen travails of Archie Andrews, girl-next-door Betty Cooper, Archie’s unconventional best friend/confidante Jughead Jones and filthy rich, raven-haired Veronica Lodge in scenic small-town utopia Riverdale were the components of the comic book industry’s second Genuine Phenomenon (Superman and superheroes being the first).

By 1946, the kids had taken over, so the company renamed itself Archie Comics, retiring its costumed characters years before the end of the Golden Age and becoming, to all intents and purposes, a publisher of family comedies.

Its success, like the Man of Steel’s, changed the content of every other publisher’s titles, and led to a multi-media industry including TV, movies and a chain of restaurants. In the swinging sixties pop hit Sugar, Sugar (a tune from their first animated television show) became a global smash. Wholesome garage band “The Archies” has been a fixture of the comics ever since. Adapting seamlessly to every trend and fad of youth culture since before there even was such a thing, the host of writers and artists who’ve crafted the stories over the decades have made the “everyteen” characters of utopian Riverdale a benchmark for childhood development and a visual barometer of growing up.

Throughout that meteoric rise, however, the company never left all its eggs in one basket. Its superhero line periodically resurfaces and reboots and their forays into all-ages supernatural thrillers and straightforward adult-themed horror comics are always worth reading. Archie Comics also periodically sought to repeat the success of its original humour breakthrough with titles such as Katy Keene, Wilbur, Super Duck, Pat the Brat, That Wilkin Boy and many others. Each attempt took inspiration from the tone of the times…

In 1958, the world was abuzz with science, science fiction and the accelerating space race, and the time seemed right for an amusing series about a bold but affable explorer from the Red Planet. The result was Cosmo the Merry Martian by Sy Reit, Bob White & Terry Szenics.

Seymour Victory Reit (1918-2001) was an accomplished humourist, children’s author, historian, cartoonist and animator. His many clients and employers included Mad Magazine and his greatest claim to fame now is co-creating – with Joe Oriolo – Casper the Friendly Ghost.

Comics veteran Robert “Bob” White (1928-2005) was an Archie mainstay until the mid-1960s when he was apparently summarily fired for daring to moonlight (on Tower Comics’ Tippy Teen). He had a keen eye for sight gags, a deft line in monster-design and a slick accessible style as seen in this years-ahead-of-its-time gently satirical comedy sci fi series… Often, that term is mere hyperbole, but it’s true here, as Cosmo the Merry Martian was revived in 2014, and has been with us ever since…

Running between September 1958 and October 1959, the series began with ‘Destination Earth!’ as all Mars watches spacer Cosmo and his extremely reluctant co-pilot Orbi blast off on the first flight to another planet. Ship designer Professor Thimk is anxious, and Cosmo’s girlfriend Astra is still trying to finagle her way onto the ship with the astronauts…

Eventually however the ship blasts off, exploiting the close proximity of the worlds to cut travel time. They are only 2000 miles from their destination when a meteor punctures the fuel tanks and forces them to crash land on Luna…

‘Moon Merriment’ then manifests as the explorers are rescued by bizarre, fractious, pun-obsessed but scientifically advanced moon people called Oogs. After much fuss and kerfuffle they ferry Cosmo and Orbi to their intended destination just in time to take in and disastrously disrupt a baseball game. As confusion reigns, the ‘Planet Playmates!’ hastily return to Luna…

When the Martians decide to explore the Dark Side of the Moon in #2 (November 1958), they are drawn into ‘The Great Gillywump Hunt!’: encountering a dread beast with an undeserved reputation and very bad cold. Seeking to placate centuries of misunderstanding in ‘Sneezy Does It!’ our heroes again cadge a lift ‘Down to Earth!’ to secure a cure for that pestilential cold, but the attempt again triggers chaos on the third rock from the Sun…

Meanwhile on Mars, Thimk and Astra board a spare rocket to save Cosmo and Orbi…

The issue then finds time and space for a brace of quick complete tales: one featuring egghead alien jimmy jupiter and his hand-made robot girlfriend whilst the second sees cuboid ET Squarehead pick up a rather unique method of travel…

Cosmo the Merry Martian #3 didn’t launch until April 1959 and found the moon-marooned astronauts ‘Venus Bound!’ after Thimk’s rescue rocket arrives on Luna and delivers orders to explore the second planet. Setting out, the ship carries the quartet of Red Planeteers, a contingent of Oogs, Orbi’s dog Jojo and a subtle stowaway… the bellicose Gillywump…

Arrival on the mysterious misty planet denotes ‘Trouble for Orbi!’ in the form of a sleeping giant, until his comrades rush ‘To the Rescue!’ Eventually, cooperation and communication with the residents offset a ‘A Slap-Happy Ending!’ and the adventure ends with the voyagers rushing to meet the boss…

The interplanetary antics then conclude with mathlete jimmy jupiter finding the upside of a hit-&-run in ‘Lovely Day!’…

June 1959 saw the release of issue #4 and an audience with ‘The Queen of Venus’. The gorgeous monarch sets Astra’s hackles rising and causes ‘Trouble for Cosmo!’ by declaring her intention to marry him…

His fellow explorers soon devise a way to ‘Rescue in Peace!’ culminating in another example of ‘A Slap-Happy Ending!’, but the frantic flight from Venus damages their ship and the appalled escapees find themselves shooting straight for deep space with no way to turn, stop or even decelerate…

The tense cliffhanger is slightly offset by another jimmy jupiter/Squarehead double bill featuring calculus chuckles and cubic cartoon whimsy…

‘Stand by for Saturn!’ opens #5 (August 1959), with the out-of-control Mars ship hurtling towards the planet’s rings. Happily, the collision is not fatal and the voyagers make relatively harmless planetfall before meeting the friendly vegetable inhabitants. All too soon though, the explorers fall foul of ‘The Magic Gumdrops!’ Cosmo’s reluctant co-pilot undergoes shocking transformations in ‘Pardon My Size!’, culminating in ‘A Ride for Orbi!’ to those rings and then astoundingly ‘On to Mars!’, leaving his companions to hitch a lift home with the Saturnians, whilst Squarehead closes the issue with ‘The Mirror the Merrier!’…

The series was abruptly curtailed with the October 1959 release, as ‘Make Mine Mars!’ saw the Red Planet hosting a convocation of visitors from Luna and Saturn only to be imperilled by a potential world-conquering villain as ‘Meet Dr. Beatnik!’ introduces a Martian mad scientist intent on conquering Earth.

His horrified compatriots are determined to thwart his plans, resulting in ‘The Great Space Chase!’ and an outer space confrontation in ‘Fire Away!’ before a multi-world coalition finally accomplishes ‘The End of Dr. Beatnik!’ and opts to land on Earth for a friendly visit…

Fun and thrilling, packed with easily-relatable facts and astronomical data, the saga was a splendid example of family-friendly entertainment, but had failed to find sufficient readership over a year of continuous frolicsome adventure. Although it ended there, the series was fondly remembered and was revived in the space-friendly 21st century.

In Archie #655 (June 2014) Tom DeFalco, Fernando Ruiz & Rich Koslowski reintroduced a more take-charge iteration of the jolly voyager in short story ‘The Good Guys of the Galaxy!’ Here, Archie and Jughead teamed up with past characters such as Captain Sprocket, Cat-Girl, Captain Pumpernik and Super Duck in a multiversal action romp to save creation from the reality-warping threat of the Miracle Mitten…

The Martian then popped up in ‘From Mars with Love’ (Jughead & Archie Double Digest #15, October 2015, by Ruiz & Bob Smith) with a disastrous gift suggestion for Veronica’s birthday and again as a computer game in ‘Cosmo Go!’ (Archie Comics Double Digest #275 February 2017, by Dan Parent & Jim Amash).

The game version reappeared in ‘Ready, Set, Go!’ (Archie Comics Double Digest #285 February 2018 by Parent, Jeff Schultz & Amash), before the Martian finally reclaimed his own comic book series in January 2018. Cosmo #1 was crafted by Sonic the Hedgehog team Ian Flynn, Tracy Yardley & Matt Helms who reinvented the Red Rover as a space cop and leader of a team of cosmic heroes in ‘Space Aces!’

If you’re only interested in the vintage tales, you might want to pick up the cheaper Pep Digital #42 which gathers the Reit & White ’50’s series and also includes a snippet from 2011’s Archie & Friends: Night at the Comic Shop by Alfonso Ruiz, Bill Galvan & Amash.

In the chapter ‘Comic Cosmosis’ the original Cosmo, Orbi and Jojo explosively arrive in Riverdale’s PEP Comics store at the vanguard of a wave of comics characters from alternate realms – and MLJ/Archie’s back catalogue. It’s a great teaser for the introduction of Archie’s own multiverse…

Packed with charm, elucidation and restrained action, the exploits of Cosmo offer a happy view of the Martian way that will delight fun-lovers and wonder-addicts everywhere.
© 1958-2018 Archie Comics Publications, Inc. All rights reserved.

Killraven Marvel Masterworks volume 1


By Don McGregor & P. Craig Russell, Roy Thomas, Gerry Conway, Marv Wolfman, Bill Mantlo, Neal Adams, Howard Chaykin, Herb Trimpe, Rich Buckler, Gene Colan, Keith Giffen & various (Marvel)
ISBN: 978-1-3029-1135-5 (HB)

When the first flush of the 1960s superhero revival began to fade at the end of the decade, Marvel – who had built their own resurgent renaissance on the phenomenon – began desperately casting around for new concepts to sustain their hard-won impetus. The task was especially difficult as the co-architect of their success (and the greatest and most experienced ideas-man in comics) had jumped ship to arch-rival National/DC, where Jack’s Kirby’s battalion of Fourth World series, The Demon, Kamandi, Last Boy on Earth, OMAC and other innovations were opening up new worlds of adventure to the ever-changing readership.

Although a global fascination with the supernatural had gripped the public – resulting in a huge outpouring of mystery and horror comics – other tried-&-true genre favourites were also revived and rebooted for modern sensibilities: westerns, war, humour, romance, sword & sorcery and science fiction…

At this time Stan Lee’s key assistant and star writer was (former-English teacher and lover of literature) Roy Thomas. As he gained editorial power Thomas increasingly dictated the direction of Marvel: creating new concepts and securing properties that could be given the “Marvel Treatment”. In a decade absolutely packed with innovative trial-&-error concepts, the policy had already paid huge dividends with the creation of Tomb of Dracula, Monster of Frankenstein and Werewolf by Night, whilst the brilliantly compelling Conan the Barbarian had quickly resulted in a whole new comicbook genus…

This hardback/digital compilation collects the bold and mercurial science-fiction thriller from Amazing Adventures #18-39, as well as the saga’s notional conclusion in Marvel Graphic Novel #7: an eclectic and admittedly inconsistent hero-history that has at times been Marvel’s absolute best and strong contender for worst character, in a sporadic career spanning May 1973 to 1983.

The feature struggled for a long time to carve out a solid identity for itself, but finally found a brilliantly effective and fantastically poetic voice when scripter Don McGregor arrived – and stayed – slowly recreating the potential epic into a perfectly crafted examination of contemporary American society in crisis; proving the old adage that all science fiction is about the Present and not the Future….

He was ideally complimented in his task by fellow artisan P. Craig Russell whose beautifully raw yet idealised art matured page by page over the long, hard months he illustrated the author’s increasingly powerful and evocative scripts.

The tone of those times is scrupulously recalled in McGregor’s Introduction before Marvels most successful Future Past opens…

The dystopian tomorrow first dawned in Amazing Adventures #18, conceived by Thomas & Neal Adams – before being ultimately scripted by Gerry Conway – wherein a ‘Prologue: 2018 A.D.’ introduces a New York City devastated by invasion and overrun by mutants, monsters and cyborgs all scavenging for survival.

The creative process was a very troubled one. Adams left the project in the middle of illustrating the debut episode, leaving Howard Chaykin & Frank Chiaramonte to flesh out the tale of how, at the turn of the 20th century, a refugee mother sacrifices her life defending her two young sons from terrifying alien Tripods and the vile human turncoats who had early switched allegiance to their revolting, human-eating new masters…

Nearly two decades later, escaped gladiator Killraven overcomes all odds to kill a monstrous genetic manipulator dubbed the Keeper and save his brother Joshua, only to discover his sibling long gone and his despised tormentor grateful for death.

The elderly scientist had been compelled to perform countless mutagenic experiments for his alien masters but had secretly enacted a Machiavellian double-cross, creating hidden powers in Jonathan Raven which might eventually overthrow the conquerors. All the boy had to do was survive their horrific arena games until he was old enough to rebel against the Martians who have occupied Earth since 2001…

With his dying breath, Keeper provides his uneducated murderer with the history of ‘The War of the Worlds!’: of Free Mankind’s furious futile, atomic last stand and how the alien conquerors had possessed the shattered remnants of Earth…

Keeper reveals how gladiatorial training and scientific abuses shaped Killraven into the perfect tool of liberation and retribution, even to the warrior’s recent escape and first attempts at raising a resistance movement. However, just as the story ends, the designated-liberator realises he has tarried too long and mutant monsters close in…

The adventure resumed in #19 as Killraven narrowly escapes the psionic snares of ‘The Sirens of 7th Avenue’ (by Conway, Chaykin & Frank McLaughlin) and the other myriad terrors of the devastated metropolis to link up with second-in-command M’Shulla and strike a heavy blow against the alien butchers by destroying two hulking mechanical Tripods.

Newly elevated by the conquerors to the status of genuine threat, the rebel and his followers plan a raid on a New Jersey base but are instead captured by the mesmerising Skarlet, Queen of the Sirens, who hands them over to the Martian governing the city…

Forced to fight a mutated monstrosity in the alien’s private arena, Killraven unexpectedly turns the tables and drives off the gelatinous horror before boldly declaring he is the guardian of Mankind’s heritage and will make Earth free again…

Amazing Adventures #20 was written by Marv Wolfman, with Herb Trimpe & Frank Giacoia illustrating ‘The Warlord Strikes!’, wherein the Freemen raid a museum and acquire weapons and armaments, and create a brand-new look for Killraven…

Easily defeating the traitorous lackeys of the Martian Masters, the rebels are blithely unaware that the carnivorous extraterrestrial devils have deployed their latest tool: a cruelly augmented old enemy who hunts them down and easily overcomes their primitive guns, swords and crossbows with his own onboard cyborg arsenal…

The ambitious new series was already floundering and dearly needed a firm direction and steady creative hands, so it’s lucky that the concluding chapter in #21 (November 1973) saw the debut of Don F. McGregor: a young ambitious and lyrically experimental writer who slowly brought depth of character and plot cohesiveness to a strip which had reached uncanny levels of cliché in only three issues.

With Trimpe & “Yolande Pijcke” illustrating, ‘The Mutant Slayers!’ began the necessary task of re-establishing the oppressive, hopeless, all-pervasive horror and loss of Well’s original novel. Determined to translate the concept into modern terms for the new generation of intellectual, comics-reading social insurgent, McGregor also took the opportunity to introduce the first of a string of complex, controversial – and above all, powerful – female characters into the mix…

Carmilla Frost is a feisty, sharp-tongued geneticist and molecular biologist ostensibly faithful to her Martian masters, but she takes the earliest opportunity to betray their local human lieutenant to help Killraven and the Freemen escape the Warlord’s brutal clutches. For her own closely-guarded reasons, she and her bizarrely devoted monster anthropoid Grok the Clonal Man join the roving revolutionaries in their quest across the shattered continent…

In issue #22 (art by Trimpe & Chiaramonte), the motley crew arrive in America’s former capital and encounter a ‘Washington Nightmare!’ After defeating a band of slavers led by charismatic bravo Sabre, Killraven forms an uneasy alliance with local rebel leader Mint Julep and her exclusively female band of freedom-fighters.

The green-skinned warrior woman has also battled Sabre and cautiously welcomes Killraven’s offer of assistance in rescuing her captured comrades from the literal meat-market of the Lincoln Memorial, where flesh-peddling mutant horror Abraxas auctions tasty human morsels to extraterrestrial patrons.

The raid goes badly and Killraven ends up on the conquerors’ menu in ‘The Legend Assassins!’, before the liberated resistance fighters unite in a last-ditch attempt to save their tempestuous leader from The High Overlord. The captured leader, meanwhile, finds himself main course in a public propaganda-feeding/execution, about to be devoured by a debased vermin-controlling freak named Rattack…

The hero’s faithful followers – including gentle, simple-minded strongman Old Skull and embittered Native American Hawk – arrive just in time to join the furious fray in #24’s spectacular ‘For He’s a Jolly Dead Rebel’ (inked by Jack Abel) but their escape is only temporary before they are quickly recaptured. Their valiant example impresses more than one disaffected collaborator, however. When former foes led by Sabre unite in battle against the Martian Overlord, the result is a shattering defeat for the once-unbeatable oppressors…

A returning nemesis for the charismatic rebel and his freedom fighters debuted in Amazing Adventures #25. ‘The Devil’s Marauder’ (art by Rich Buckler & Klaus Janson), sees Killraven inconclusively clash with cyclopian Martian flunky Skar. During the battle, the hard-pressed human is unexpectedly gripped by a manifestation of hidden psychic power – granting him visions he cannot comprehend…

Travelling across country, the rebels stumble onto another forgotten glory of Mankind’s past in the state once called Indiana. The race circuit of the Indianapolis 500 is now a testing-ground for new terror-tripods and thus a perfect target for sabotage. However, when the fury-filled Killraven tackles human-collaborators and Skar resurfaces, the incensed insurgent steps too far over ‘The Vengeance Threshold!’…

Gene Colan & Dan Adkins illustrated #26’s ‘Something Worth Dying For!’ as the Freemen reach Battle Creek, Michigan and the Rebel Rouser encounters a feral snake/horse hybrid he simply must possess. Soon after the band is ambushed by human outlaws guarding a fabulous ancient treasure at the behest of petty tyrant Pstun-Rage the Vigilant…

Since the place was once the site of America’s breakfast cereal empire and this wry yarn is filled with oblique in-jokes – many of the villains’ names are anagrams of Kellogg’s cereals – you can imagine the irony-drenched secret of the hoard the defenders give their lives to protect and pragmatic Killraven’s reaction to it all…

The drama kicks into spectacular high gear with AA #27 and the arrival of P. Craig Russell (inked by Jack Abel) for the start of a dark epic entitled ‘The Death Breeders’.

Whilst crossing frozen Lake Michigan in March 2019, the band is attacked by monstrous lampreys and Grok suffers a wound which will eventually prove fatal…

McGregor loathed the notion of simplistic, problem-solving, consequence-free violence which most entertainment media slavishly thrived on. He frequently tried to focus on some of the real-world repercussions such acts should and would result in…

The heroes headed to what was once Chicago; now a vast industrialised breeding-pen to farm human babies for Martian consumption. En route, they met pyrokinetic mutant Volcana Ash, who has her own tragic reason for scouting the ghastly palaces of Death-Birth…

While the new allies undertake an explosively expensive sortie against the Death Breeders, in the far-distant halls of the Martian Kings of Earth the Warlord is tasking the repaired Skar with a new mission: hunt down Killraven and destroy not only the man, but most importantly the legend of hope and liberation that has grown around him…

In #28 (pencilled, inked and even coloured by Russell in the original) Ash reveals her horrific origins and the purpose of her quest as the Freemen battle monsters thriving in the chemically compromised lake. Elsewhere, chief butcher The Sacrificer watches his depraved boss Atalon live up to his decadent reputation as ‘The Death Merchant!’: emotionally tenderising the frantic “Adams and Eves” whose imminent newborns will be the main course for visiting Martian dignitaries…

Everything changes during Killraven’s fateful raid to liberate the human cattle. When the disgusted hero skewers one of the extraterrestrial horrors, he experiences severe psychic feedback and realises at last his debilitating, disorienting visions are an unsuspected ability to tap into Martian minds…

And in the wastelands, Skar murderously retraces the Freemen’s route, getting closer and closer to a final showdown…

With Amazing Adventures #29 the series was rebranded Killraven: Warrior of the Worlds and ‘The Hell Destroyers’ reveals the rebel leader’s greatest victory, inspiring thousands of freshly-liberated earthlings by utterly destroying the temple of atrocity before gloriously escaping into the wilderness and a newborn mythology…

The pace of even a bi-monthly series was crippling to perfectionist Russell, and ‘The Rebels of January and Beyond!’ in #30 was a frantic 6-page melange from him, Adkins, Trimpe, Chiaramonte & Abel, all graphically treading water as The Warlord “reviewed” (admittedly beautiful) fact-file pages on Killraven, M’Shulla and Mint Julep.

The saga continued in #31 on ‘The Day the Monuments Shattered’ wherein McGregor & Russell close the Death Breeders storyline in stunning style. Pursued by Atalon and The Sacrificer into the icy wilds from Gary, Indiana to St. Louis where broken Earth outcasts hide as the Twilight People, the fugitives take refuge in a cavern. This is to allow an accompanying Eve to give birth in safety, but only leads to an attack by a monolithic mutant monster just as their pursuers find them. The battle changes the landscape and ends three ghastly travesties forever…

In #32, ‘Only the Computer Shows Me Any Respect!’ (art by Russell & Dan Green) sees the reduced team in devastated Nashville, where Killraven, M’Shulla, Carmilla, Old Skull and Hawk wander into leftover holographic fantasy programs conjuring both joy and regret, even as Skar’s tripod brings him ever-closer to a longed-for rematch.

Things turn nasty when Hawk’s painful memories of his father’s addictions to fantasy detective Hodiah Twist then manifest as cruelly realised threats and the malfunctioning program materialises a brutally solid savage dragon…

Issue #33 was another deadline-busting fill-in. Written by Bill Mantlo and illustrated by Trimpe & D. Bruce Berry, ‘Sing Out Loudly… Death!’ finds the Freemen sheltering from the elements in a vast cave and discovering a hostile tribe of refugee African Americans who had returned to tribal roots in the aftermath of invasion. The hidden wild men observed only one rule – kill all honkies – but that changed once Killraven saved them from a marauding giant octo-beastie…

The long-delayed clash with Skar at last occurred in #34 as the cyborg ambushes the wanderers when they reach Chattanooga, Tennessee resulting in ‘A Death in the Family’ (McGregor & Russell) – two deaths, actually – before the heartbroken, enraged Warrior of the Worlds literally tears his gloating nemesis to pieces…

Amazing Adventures #35 followed the epic tragedy as the last battered survivors stumble into Atlanta, Georgia and meet ‘The 24-Hour Man’ (McGregor & Russell, with finishes by Keith Giffin & Abel), encountering an addled new mother and instant widow, even as Carmilla is abducted by a bizarre mutant with an irresistible and inescapably urgent biological imperative…

‘Red Dust Legacy’ (illustrated by Russell & Sonny Trinidad) focuses on Killraven’s ever-developing psychic powers with the charismatic champion gaining unwelcome insights into the Martian psyche, even as The Warlord travels to Yellowstone and taunts the rebel leader with news that his long-lost brother Joshua still lives. The hero has no idea it is as an indoctrinated pawn codenamed Death Raven…

The self-appointed defender of humanity then invades a replica Martian environment in Georgia, shockingly destroying the Martians’ entire next generation by contaminating their incubators…

Inked by Abel, #37 reveals the origins of affable Old Skull in ‘Arena Kill!’ when the wanderers discover a clandestine enclave of humans in the Okefenokee Wildlife Preserve before one final fill-in – by Mantlo, Giffin & Al Milgrom – appeared in #38. ‘Death’s Dark Dreamer!’ sees Killraven separated and stumbling into a wrecked but still functional dream-dome to battle the materialised fantasies of its ancient occupant. His pre-invasion, memories-fuelled attacks reconstitute strangely familiar defenders patterned after Iron Man, Man-Thing, Dr. Strange and almost every other hero you could think of…

The beautiful, troubled and doomed saga stopped – but did not end – with Amazing Adventures #39 (November 1976) as McGregor & Russell introduced the decimated Band of Brothers to an incredible new life-form in ‘Mourning Prey’. This beguiling meeting of vastly different beings pauses the voyages on a satisfyingly upbeat note, with understanding and forgiveness wining out over suspicion and ingrained violence for once…

And that’s where the gloriously unique, elegiac, Art Nouveau fantasy vanished with no comfortable resolution until 1983 when Marvel Graphic Novel #7 featured an all-new collaboration by McGregor and Russell starring Killraven: Warrior of the Worlds.

That painted full-colour extravaganza is reproduced here and commences after a catch-up Prologue and six pages of character profiles to bring readers old and new up to speed…

‘Last Dreams Broken’ opens in February 2020 at Cape Canaveral where Killraven connects again to a distant consciousness and sets off for Yellowstone in search of answers to inexpressible questions…

Along the way the rebels meet 59-year old Jenette Miller – probably the last surviving astronaut on Earth – as ‘Cocoa Beach Blues’ finds her teaching the warrior wanderers some history and human perspective in between the constant daily battles, whilst in ‘Blood and Passion’ The Warlord prepares his deadliest trap for his despised antagonist as Killraven is finally reunited with Joshua. The drama runs its inevitable course in ‘Let it Die Like Fourth of July’ as all the hero’s hopes and fears are cataclysmically realised…

McGregor’s long-anticipated conclusion did not disappoint and even set up a new beginning…

Also included here is the text introduction page from Amazing Adventures #18 for a fascinating insight into Roy Thomas’ expectations of what became a landmark of visual narrative poetry that was far beyond its time and mass audience’s taste. These are augmented by working materials – notes, photos, plots and more – from McGregor’s copious files, plus house ads. Also on view are a Russell pin-up from Marvel Fanfare #45, and the Killraven-starring wraparound cover to The Official Marvel Index to Marvel Team-Up #3 by Sandy Plunkett & Russell and an expansive Biographies section on the many creators who contributed to this unique series…

Confused, convoluted, challenging, controversial (this series contained the first ever non-comedic interracial kiss in American comics – in 1975 if you can believe it!), evocative, inspirational and always entertaining, this is graphic narrative no serious fan or fantasy addict should miss. Do it now: the future is not your friend and Mars needs readers…
© 1973, 1974, 1975, 1976, 1983, 2001, 2005 Marvel Characters, Inc. All rights reserved.

Y: The Last Man Book Two


By Brian K. Vaughan, Pia Guerra & José Marzán with Goran Parlov, Paul Chadwick & various (DC/Vertigo)
ISBN: 978-1-4012-5439-1 (TPB)

Back in 2002, an old, venerable and cherished science fiction concept got a new and pithy updating in the Vertigo comic book Y: The Last Man. These days it’s more relevant than ever as the premise explores the aftermath and consequences of a virulent global plague.

When it killed every male on Earth, only amateur stage magician, escapologist and all-round slacker goof-ball Yorick Brown and his pet monkey Ampersand survived in a world suddenly and utterly all girl.

Since his politician mother is high in America’s new government, Yorick is condemned to travel with conflicted government secret agent 355 and maverick geneticist Dr. Allison Mann across the devastated American continent to a Californian bio-lab. Mann secretly believes she caused the patriarchal apocalypse by giving birth to the world’s first parthenogenetic human clone, but all the young man can think of is re-uniting with his girlfriend/fiancée Beth, trapped in Australia since the disaster hit.

The trek is slow, fraught with peril and revelation and one none of the voyagers realise has been dogged with covert intrigue from the start. Hard on their heels is a cult of crazed modern “Daughters of the Amazon” determined to eradicate the Y chromosome entirely from planet Earth as well as a team of Israeli commandos whose commander is determined that the Promised Land will have sons again, no matter what the cost. Tragically, they are not the only special interests hunting Yorick…

This second aggregated volume, collecting issues #11-23 from of the monthly comic book and spanning July 2003-August 2004, begins a progression of shorter tales with ‘One Small Step’ illustrated by co-creator Pia Guerra and colourist Pamela Rambo. As the wanderers gradually make their way across a devastated America to the Left Coast the tale picks up from the previous volume with the eagerly-anticipated arrival of three astronauts who have (probably) avoided plague contamination by the simple expedient of being in space when it struck. Moreover, two of them are hulking great healthy men…

With its re-entry capsule diverted to the plains of Kansas and a handily hidden secret government bio-containment facility, the trekkers ally with Russian agent Natalya Zamyatin who has been ordered to retrieve her nation’s last cosmonaut, but duplicity in the White House sets the Israelis on their trail and more bloodshed results in a pyrrhic victory at best…

Following is a 2-part story illustrated by Concrete creator Paul Chadwick with Rambo. ‘Comedy & Tragedy’ examines the roles of Art and Mass Entertainment on a media-deprived populace in the post-plague world. The drama unfolds as a band of strolling players arrive in prim and proper Northlake, Nebraska and upset the applecart with their radical drama about the last man on Earth. The playwright’s inspiration came after her troupe found an impossibly live male monkey lost in the wilds. In the chaos of first night, when three masked strangers burst in a to reclaim the primate, nobody noticed that a ninja was tracking the newcomers…

Having reached Colorado, the travellers pause in their everyday adventures so the increasingly gung-ho Yorick can get medical care for Ampersand. By his very existence, Yorick is a valuable commodity, so must spend most of his time in some form of drag. Rather than risk his discovery needlessly, 355 leaves him with a conveniently adjacent fellow undercover agent (their particular organisation/sect is called The Culper Ring) whilst she and Dr. Mann scavenge for antibiotics in ‘Safeword’ (with art by Guerra & Zylonol)…

It’s no surprise agent 711 has her own agenda. Yorick wakes up naked, tied to a ceiling and subject to a spooky Dominatrix’s specialist attentions. All is not as it seems, though, and an extended – and adults only! – “interview” provides some valuable, if obscure, glimpses of Yorick’s life before the plague.

By the time it’s all over we’ve been given crucial insight into what keeps Yorick going and been introduced to another enigmatic factor in this saga – the deadly agents of rival agency the Setauket Ring…

America is devastated by the plague, but recovery is slower than might be expected. One reason for this is revealed in ‘Widow’s Pass’ (illustrated by Goran Parlov & Zylonol) as the pilgrims reach Queensbrook, Arizona. Following in the bootsteps of their paranoid, survivalist-militia menfolk, a band of traumatised women have blockaded Interstate 40 – the only motorway traversing the broken, isolated halves of the USA – and are starving the country. Believing the Federal Government created the Plague, the “Daughters of Arizona” are retaliating in the only way they know, and as usual Yorick and his companions are soon in the middle of all the trouble…

Ultimately, it’s only brutal, life and character-changing violence that solves the crisis. And once again, the true victims are the innocent bystanders who can’t help but try to help Yorick…

With a stunning cover gallery from J.G. Jones, Aron Wiesenfeld & Massimo Carnevale plus Vaughn’s full script for Y: The Last Man #18, the saga reaches far beyond its clichéd Sci Fi premise in this volume, becoming a smart, ironic and powerful tale to be read on its own terms.

Despite the horrific – and distressingly contemporary – narrative backdrop, Brian K. Vaughn’s tale unfolds at a relatively leisurely pace with plenty of black humour, socio-political commentary and proper lip service paid to the type of society the world would be if abruptly deprived of the majority of its pilots, entrepreneurs, mechanics, labourers, abusers and violent felons, but the action quotient is steadily ramping up. When you ultimately reach top gear, the wait will be worth it…
© 2003, 2004, 2015 Brian K. Vaughan, Pia Guerra. All Rights Reserved.

Y: The Last Man Book One


By Brian K Vaughan, Pia Guerra, José Marzán & various (DC/ Vertigo)
ISBN: 978-1-4012-1921-5 (HB) 978-1-4012-5151-2 (TPB)

Back in 2002, an old, venerable and cherished science fiction concept got a new and pithy updating in the Vertigo comic book Y: The Last Man. These days it’s more relevant than ever as the premise reveals the consequences of a virulent plague. This one is primarily a mystery as it kills every male mammal on Earth – including all the sperm and the foetuses…

If it had a Y chromosome, it died. All except, somehow, for amateur stage magician, escapologist and all-round slacker goof-ball Yorick Brown and his pet monkey, Ampersand. One night, the gormless guy goes to bed pining for absent girlfriend Beth – who’s an anthropology grad on a gig in Australia – and the next day he’s the last functioning seed-dispenser in existence…

As a shady sub-culture of international espionage and conspiracy comes out of the shadows, Yorick’s mother is revealed as part of the new – for which read Female-and-Still-Standing after a failed power-grab by the widows of Republican Congressmen – American Presidential cabinet. This makes her, by default, a stand-in Leader of the Free World until the new President can get to Washington and take office…

Once Yorick makes his desperate, whiny way to her through a devastated urban landscape that used to be Washington DC, some things become clear. The plague hit during rush-hour on the East Coast and, with all the male take-charge types expiring in an eyeblink, the damage to civilisation has been inconceivable.

Planes, Trains, Automobiles and every other machine monopolised by male privilege across the planet stopped being piloted at the same moment and collateral damage was almost instantaneous and cataclysmic…

In the wreckage and ruins of man-kind, the new US leaders try to lock her son in a bunker as a crucial national resource, but he escapes and immediately announces he’s off Down Under.

After some delicate and acrimonious “negotiation”, Mum and Madam President finally allows the world’s only known propagator of the next generation to undertake a hazardous cross-country trek rather than subjecting him to some more rational project… such as milking him for IVF resources…

Off Yorick goes with a lethal and ambiguous secret agent known only as 355 to the secret California laboratory of Dr Allison Mann. This good doctor is a geneticist who secretly fears she might be the root cause of all the trouble…

Also out to stake their claim – and adding immeasurably to the tension and already prodigious body count – are a crack squad of Israeli commandos with a hidden agenda and mysterious sponsor, plus post-disaster cult The Daughters of the Amazon who want to make sure once and for all that there really are no more men. The hardest thing for the final baby-daddy to take is that they’re led by Yorick’s own sister Hero…

Throughout all this grief, he remains a contrary cuss. Defying every whim and “Hey, I’m a Guy” stereotype, all he wants is to be reunited with his dearly beloved marooned in Oz. Like a stubborn and now extinct male mule, he will not be dissuaded…

Although this first escapade is mostly set-up, the main characters are engaging and work well to dispel the inevitable aura of familiarity and cliché this series had to initially struggle against.

Second story-arc ‘Cycles’ kicks off with Brown & Ampersand still laboriously trekking across an America now utterly feminised. Even with pitiless psycho-killers hunting him and with only a lethally-skilled government agent and disturbed geneticist to escort him across the devastated, death-drenched landscape to the West Coast, all the young oaf can think of is reuniting with Beth…

As the trio (quartet if we simply count primates) pass from Boston to Ohio, they end up in a curiously stable community in the Midwest where the sight of a male barely ruffles the assembled feathers. Yorick experiences his first instance of genuine sexual temptation. Sadly, the idyll is short-lived as the relentless Amazon Daughters catch up to the wanderers with tragic circumstances…

Moreover, the Israeli commandos hunting Earth’s last sperm-donor are also increasingly going off-book, heralding more chaos to come. And as Yorick and Co. resume their journey, hundreds of miles above Earth, another crisis is brewing…

To Be Continued…

This collection re-presents – in hardback, trade paperback and digital formats – issues #1-10 of Y: The Last Man (which were subsequently released as early graphic novel hits Unmanned and Cycles) and includes a comprehensive art gallery section in ‘Y: The Sketchbook’ courtesy of illustrator Pia Guerra.

Despite the horrific narrative backdrop, Brian K. Vaughn’s tale unfolds at a relatively leisurely pace and there’s plenty of black humour, socio-political commentary and proper lip service paid to the type of society the world would be without most of its pilots, entrepreneurs, mechanics, labourers, abusers and violent felons, but there’s precious little story progression in this tome, so if you’re a regular consumer of mindless action thrillers and blockbuster chase movies you’ll need to be patient. When you ultimately reach high gear, the wait will be worth it…

However, if you’re of a contemplative mien and can enjoy your entertainments unfolding on a human scale with luxuriously barbed wit on their own darkly nasty terms, there is an inconceivably great time waiting for you here…
© 2002, 2003, 2014 Brian K. Vaughan & Pia Guerra. All Rights Reserved.

Impossible Tales: The Steve Ditko Archives volume 4


By Steve Ditko & various, edited by Blake Bell (Fantagraphics Books)
ISBN: 978-1-60699-640-9 (HB)

Once upon a time the short complete tale was the sole staple of the comic book profession, where the plan was to deliver as much variety as possible to the reader. Sadly, that particular discipline is all but lost to us today…

Steve Ditko (November 2nd 1927 – c. June 29th 2018) was one of our industry’s greatest talents and probably America’s least lauded. His fervent desire was to just get on with his job telling stories the best way he could. Whilst the noblest of aspirations, that dream was always a minor consideration and frequently a stumbling block for the commercial interests which for so long controlled all comics production and still exert an overwhelming influence upon the mainstream bulk of Funny book output. Let’s see what happens in the months to come now that COVID19 has wrought its horrific effects on the industry…

Before his time at Marvel, the young Ditko mastered his craft creating short stories for a variety of companies and it’s an undeniable joy to be able to look at this work from a such an innocent time. Here he was just breaking into the industry: tirelessly honing his craft with genre tales for whichever publisher would have him, utterly free from the interference of intrusive editors.

This fourth fantastic full-colour deluxe hardback – and potently punchy digital treasure trove – reprints another heaping helping of his ever more impressive works: published between July 1957 and March 1959, and all courtesy of the surprisingly liberal (at least in its trust of its employees’ creative instincts) sweat-shop publisher Charlton Comics. Some of the issues here were actually put together under the St. John imprint, but when that company abruptly folded, much of its already prepared in-house material – even entire issues – were purchased and published by clearing-house specialist Charlton with almost no editorial changes.

And, whilst we’re being technically accurate it’s also important to note that the eventual publication dates of the stories in this collection don’t have a lot to do with when Ditko rendered these mini-masterpieces: Charlton paid so little, the cheap, anthologically astute outfit had no problem buying material it could leave on a shelf for months – if not years – until the right moment arrived to print…

All the tales and covers reproduced here were drawn after implementation of the draconian, self-inflicted Comics Code Authority rules which sanitised the industry following Senate Hearings and a public witch-hunt. They are uniformly wonderfully baroque and bizarre fantasies, suspense and science fiction yarns, helpfully annotated with a purchase number to indicate approximately when they were actually drawn.

Sadly, there’s no indication of how many (if any) were actually written by Ditko, but as at the time the astoundingly prolific Joe Gill was churning out hundreds of stories per year for Charlton, he is always everyone’s first guess when trying to attribute script credit…

Following an historically informative Introduction and passionate advocacy by Blake Bell, the evocative tales of mystery and imagination commence with ‘The Menace of the Maple Leaves’, an eerie haunted woods fable from Strange Suspense Stories #33 (August 1957), closely followed a darkly sinister con-game which goes impossibly awry after a wealthy roué consults a supposed mystic to regain his youth and vitality before being treated in ‘The Forbidden Room’ (Mysteries of Unexplored Worlds #4 July 1957)…

From November 1957, Do You Believe in Nightmares? #1 offers a bounty of Ditko delights, beginning with the stunning St. John cover heralding a prophetic ‘Nightmare’; the strange secret of a prognosticating ‘Somnambulist’ and the justice which befalls a seasoned criminal in ‘The Strange Silence’ – all confirming how wry fate intervenes in the lives of mortals.

‘You Can Make Me Fly’ then goes a tad off-topic with a tale of brothers divided by morality and intellect after which the issue ends with a dinosaur-packed romp courtesy of ‘The Man Who Crashed into Another Era’…

Next up is a tale from one of Charlton’s earliest star characters. Apparently the title came from a radio show which Charlton licensed, and the lead/host/narrator certainly acted more as voyeur than active participant, speaking “to camera” and asking readers for opinion and judgement as he shared a selection of funny, sad, scary and wondrous human interest yarns all tinged with a hint of the weird and supernatural. When rendered by Ditko, whose storytelling mastery, page design and full, lavish brushwork were just beginning to come into its mature full range, the Tales of the Mysterious Traveler were esoteric and utterly mesmerising…

From issue #6 (December 1957), ‘Little Girl Lost’ chills spines and tugs heartstrings with the story of a doll that loved its human companion, followed by a paranoid chase from Strange Suspense Stories #35 (December 1957) as ‘There it is Again’ sees a scientist dogged by his most dangerous invention…

Unusual Tales #10 (January 1958) provides a spooky cover before disclosing the awesome secret of ‘The Repair Man from Nowhere’ and – following wickedly effective Cold War science fiction parable ‘Panic!’ from Strange Suspense Stories #35 – resumes with ‘A Strange Kiss’ that draws a mining engineer into a far better world…

Out of This World #6 (November 1957) provides access to ‘The Secret Room’ which forever changes the lives of an aging, destitute couple. Then cover and original artwork for Out of This World #12 (March 1959) lead to a tale in which a ruthless anthropologist is brought low by ‘A Living Doll’ he’d taken from a native village…

Returning to Tales of the Mysterious Traveler #6 results in three more captivating yarns. ‘When Old Doc Died’ is perhaps the best in this book, displaying wry humour in the history of a country sawbones who is only content when helping others, whilst ‘The Old Fool’ everybody mocked proves to be his village’s greatest friend, and ‘Mister Evriman’ explores the metaphysics of mass TV viewing in a thoroughly chilling manner…

The dangers of science without scruple informs the salutary saga of a new invention in ‘The Edge of Fear’ (Unusual Tales #10, January 1958), after which the cover of This Magazine is Haunted #14 (December 1957) ushers us into cases recounted by ghoulish Dr. Haunt; specifically, a scary precursor to cloning in ‘The Second Self’ and a diagnosis of isolation and mutation which afflicts ‘The Green Man’…

The cover and original art for giant-sized Out of This World #7 (February 1958) precedes ‘The Most Terrible Fate’ befalling a victim of atomic warfare whilst ‘Cure-All’ details a struggle between a country doctor and a sinister machine which heals any ailment.

We return to This Magazine is Haunted #14 as Dr. Haunt relates a ghastly monster’s progress ‘From Out of the Depths’ before ‘The Man Who Disappeared’ tells his uncanny story to disbelieving Federal agents. Out of This World #7 in turn provides an ethereal ringside seat from which to view a time-traveller’s ‘Journey to Paradise’…

From Tales of the Mysterious Traveler #7 (March 1958), ‘And the Fear Grew’ relates how an Australian rancher falls foul of an insidiously malign but cute-looking critter, after which ‘The Heel and the Healer’ reveals how a snake-oil peddler finds a genuine magic cure-all, whilst ‘Never Again’ (Unusual Tales #10 again) takes an eons-long look at mankind’s atomic follies and ‘Through the Walls’ (Out of This World #7) sees a decent man framed and imprisoned, only to be saved by the power of astral projection…

Out of This World #12 (March 1959) declared ‘The World Awaits’ when a scientist uncovers an age-old secret regarding ant mutation and eugenics, Mysteries of Unexplored Worlds #7 (February 1958) exposes ‘The Angry Things’ which haunt a suspiciously inexpensive Italian villa, and the gripping cover to Tales of the Mysterious Traveler #10 (November 1958) segues into the unsuspected sacrifice of a jazz virtuoso who saves the world in ‘Little Boy Blue’…

A tragic orphan finds new parents after ‘The Vision Came’ (Tales of the Mysterious Traveler #8, July 1958) before Dr. Haunt proves television to be a cause of great terror in ‘Impossible, But…’ (from This Magazine is Haunted volume 2 #16, May 1958) – an issue which also discloses the world-changing fate of a Soviet scientist who became ‘The Man from Time’…

Another selfless inventor chooses to be a ‘Failure’ rather than doom humanity to eternal servitude in a stunning yarn from Strange Suspense Stories #36 (March 1958), whilst the luckiest man alive at last experiences the downside of being ‘Not Normal’ (Tales of the Mysterious Traveler #7) after which Unusual Tales #11 – from March 1958 – reveals the secret of Presidential statesmanship to a young politician in ‘Charmed, I’m Sure’, and exposes a magical secret race through an author’s vacation ‘Deep in the Mountains’…

This mesmerising collection concludes with the suitably bizarre tale of Egyptian lucky charm ‘The Dancing Cat’ (Strange Suspense Stories #37, July 1958) to ensure the spooky afterglow remains long after the final page and leaves you hungry for more mystic merriment and arcane enjoyment…

This sturdily capacious volume has episodes that terrify, amaze, amuse and enthral: utter delights of fantasy fiction with lean, stripped down plots and simple dialogue that let the art set the tone, push the emotions and tell the tale, from times when a story could end sadly as well as happily and only wonderment was on the agenda, hidden or otherwise. The stories display the sharp wit and contained comedic energy which made so many Spider-Man/J. Jonah Jameson confrontations an unforgettable treat a decade later, making this is cracking collection not only superb in its own right but as a telling examination into the genius of one of the art-form’s greatest stylists.

This is a book serious comics fans would happily kill or die or be lost in time for…
This edition © 2013 Fantagraphics Books. Introduction © 2013 Blake Bell. All rights reserved.

God is Dead Volume One


By Jonathan Hickman, Mike Costa, Di Amorim & Rafael Ortiz (Avatar Press)
ISBN: 978-1-59291-229-2 (TPB)

Launched in September 2013, Jonathan Hickman and Mike Costa’s God is Dead spectacularly began extrapolating on the age-old question “What if God(s) were real?” in a wry and deliciously dark summer blockbuster style.

Illustrated by Di Amorim and others, the first six issues were latterly collected into a bombastic bludgeoning bible – available in paperback and digital formats – of senses-shattering Apocalyptic apocrypha that can’t help but cheer up the most downhearted voluntary internee during our own private Armageddons…

It all begins one day in May 2015 when the pantheons of ancient Egypt, Greece, Viking Scandinavia, the Mayans and Hindu India all explosively return: shattering monuments, landscapes and nations and rapturously slaughtering millions of mortals; faithful and disbelievers alike…

Within two months the ineffable gods have fully re-established themselves, pushing rational, scientific mankind to the brink of extinction, reclaiming their old places of worship and terrified congregations of adherents.

On the run from the new faithful, Dr. Sebastian Reed is rescued from certain death by the captivating Gaby and joins The Collective, an underground thinktank of fugitive scientists, even as the Gods savagely revel in their bloody return to power and glory.

In a secret bunker, the suicide of the American President leaves an obsessively aggressive General in charge of the US military. He has no intention of letting any primitive usurper run roughshod over the Greatest Nation on Earth…

As rationalist deep thinkers and innocuous PhDs Thomas Mims, Airic Johnson and Henry Rhodes welcome the fresh recruit, in the heavens above, Odin convenes a grand congress to settle the final disposition of the mortal world and all its potential worshippers…

The fable resumes as the American Army goes nuclear. However, although the atomic strike vaporises an army of mortal converts, it cannot harm sublime Quetzalcoatl and merely provokes a punishing response from the assembled and arrogant Lords of the Air.

Far beneath the earth, the scientists are engaged in heated debate over the nature of their enemies. Eventually they agree that they have insufficient data and resolve to capture one of the returned gods…

In America, resistance ends when the common soldiery convert en masse to the Mayan religion and sacrifice their stubbornly atheist general, but this only leads to greater strife as the Pantheons – with humanity subdued – now inevitably turn on each other. Gods are not creatures willing to share or be long bound by pacts and treaties…

Over the Himalayas, Gaby and her security consultant dad Duke are ferrying the test tube jockeys when their irreplaceable jet is downed by a monstrous dragon. Simultaneously, in newly holy sites around the globe, the war of the gods gorily eliminates one greedy pantheon after another. It’s a blessed circumstance for the surviving scientists who find an immolated Hindu deity and promptly harvest the carcass for investigation and experimentation…

With mythological monsters increasingly repopulating the world, our gaggle of geniuses rapidly reverse-engineer the godly genetic soup and decide to make their own deities: Gods of Science to take back the world for rational men…

The first attempt is an unmitigated catastrophe, savagely eviscerating one of the boffins before Duke can kill it. Terrified but undaunted, Gaby leads the way to the next, inevitable step: human trials using what they have gleaned to transform themselves…

Up above, the god-war is almost over and Odin, Thor and Loki turn their vastly depleted forces towards Mount Olympus and a showdown with Zeus who has – until now – sagaciously kept clear of the devastating internecine conflict. The sole divine survivor of that staggering clash – now omnipotent on Earth – then discerns the experiment of the mortal inventors and flashes to their secret lab…

He is too late. The end results of the religion of rationality have already travelled to Olympus and when the ancient, frustrated. arrogant all-father returns, he is confronted by a triumvirate of new gods born of needles and serums, ready to finally decide who will rule the world…

That astoundingly vicious clash is then followed by a portentous Interlude (by Costa & Rafael Ortiz) following that oriental dragon into previously unmentioned China to meet entrepreneurial Sammi whose future seems ‘Gloriously Bright’…

Then, the newly re-emergent gods of that ‘Middle Kingdom’ have their own crucial confrontation with the golden Wyrm of the Heavens…

With additional art by Jacen Burroughs and Hickman, God is Dead spectacularly delivers a brutally engaging, uncompromising, brilliantly vicarious dark-edged romp to satisfy any action-loving adult’s need for comics carnage and breathtaking big-concept storytelling. Just the ticket to take the mind off real-world problems, and if this vision calls out to you there are sequels to satiate your hunger for fulfilment…
© 2014 Avatar Press Inc. God is Dead and all related properties ™ & © 2014 Jonathan Hickman and Avatar Press Inc.

The Adventures of Blake and Mortimer: Atlantis Mystery


By Edgar P. Jacobs, translated by Jerome Saincantin (Cinebook)
ISBN: 978-1-84918-107-5 (PB Album)

When I was a little kid, the nuns at the convent constantly banged on about reading. The cornerstone of all knowledge, it would also transport one to any place or time, depending on the quality of the book, they reckoned.

Loath though I am to agree with those terrifying, bullying-yet-scholarly penguins – about anything – that lesson stuck and it’s still true. Even in lockdown, no place or time on Earth or beyond is outside the realm of an extensive library and book collection. It also pleases me to use their philosophy to promote comics: a little delayed payback for all the great stuff they confiscated over the years…

If we’re talking wonderment and imagination delivered with potent veracity and graphic credibility there’s no better source material than master raconteur Edgar P. Jacobs. Over painstaking decades he pitted his distinguished duo of Scientific Adventurers Professor Philip Mortimer and Captain Francis Blake against a wide variety of perils and menaces in stunning action thrillers which blended science fiction, detective mysteries and supernatural thrillers in the same timeless Ligne Claire style which had done so much to make intrepid boy reporter Tintin a global sensation.

The strip debuted in Le Journal de Tintin #1 (26th September 1946): an international anthology comic with editions in Belgium, France and Holland. The magazine was edited by Hergé, with his eponymous star ably supplemented by a host of new heroes and features for the modern age, and Jacobs’ efforts were a welcome delight there until his death in 1987. Since then diverse hands have continued the casebook and expanded the series’ horizons. A 22nd adventure is scheduled for release in 2022…

L’enigme de l’Atlantide was Jacobs’ fourth electrifying exploit starring the peerless pair: originally serialised from March 30th 1955 to May 30th 1956, and subsequently collected in a single chronicle as the seventh drama-drenched adventure album.

The stunning secret history saga became the 12th translated release from UK-based Cinebook, and opens here with vacationing Intelligence operative Francis Blake arriving in the Azores. His journey to idyllic island Sao Miguel is at the urgent request of devoted comrade-in-peril Philip Mortimer, currently engaged in exploring deep caves in his ceaseless search for new knowledge. From the moment he lands, the British Agent is under constant scrutiny by mysterious gangsters and no sooner does he join his old friend than petty acts of vandalism and outright sabotage begin to occur, making their return to Mortimer’s home a living nightmare. Unbeknownst to the pair, whilst they are distracted, a mysterious intruder searches the Professor’s palatial lodgings only to be blasted by an even more fantastic figure with a ray-gun…

The delayed detectives only arrive in time to observe an astounding escape, leaving the frustrated bellicose boffin to explain how he has apparently discovered a new mineral of incredible potential in the vast cave system far below the surface of the island. He suggests it might be the wonder metal described by Plato as “Orichalcum”: the most prized element of the fabled Atlanteans…

Undeterred by the break-in, the bold Brits lay plans to further evaluate Mortimer’s mammoth cavern, and before long a small but dedicated team are scrambling through daunting crevices to terrifying depths in search of more mystery. The “mad English” are no longer the main topic of conversation on the island, however: everybody else is glued to newspaper reports of flying saucer sightings…

Heartened by their fortuitous return to obscurity and utterly unaware that one of their team has been replaced by a deadly old enemy, the valiant subterranean explorers struggle on against formidable and oppressive odds underground, but when the Professor’s Geiger Counter begins to react wildly and they recover a huge chunk of the mystery mineral, the saboteur makes his move.

As a sudden storm threatens to wash the entire expedition away, the infiltrator intercepts warnings from the surface, swipes the samples and – cutting the rope ladders – abandons Blake and Mortimer to their deaths…

His big mistake is pausing to gloat. A well-aimed rock hurled by the Secret Serviceman seemingly seals the scoundrel’s fate too…

Unable to go back, the plucky duo chance everything on following a subterranean river under the island in the vanishingly small hope of finding an exit. Instead, after an astounding under-earth odyssey, what they discover is mercilessly marauding pterodactyls and a fantastically advanced civilisation of super-scientists…

Soon the pair are recuperating in the vast bastion of Poseidopolis – thriving last outpost of legendary Atlantis. They are befriended by young noble Prince Icarus who happily shares the epic true history of Ancient Earth and his still space-faring nation with them, secure in the knowledge that they will never leave the subterranean metropolis for as long as they live…

Unfortunately, with their customary impeccable timing, the British bravos have arrived just as the city’s most trusted civil servant Magon attempts to usurp the hereditary rulers’ millennia of unchallenged power. All too soon, the surface-worlders are embroiled in a shattering civil war at the earth’s core.

Not only is the entire kingdom of noble Lord Basileus at stake, but the schemer and his allies also have designs upon the Atlanteans’ outer space dominions and the hapless, ignorant surface nations in between…

Packed with astounding action, double-doses of dastardly duplicity and captivatingly depicting the cataclysmic end of a fabulous secret civilisation, this is one of the Distinguished Duo’s most glorious exploits and one no lover of lost world yarns should miss.

Addictive and fantastic in the truest tradition of pulp sci-fi and Boys’ Own Adventures, the annals of Blake and Mortimer are the very epitome of dogged heroic determination; the natural successors to such heroic icons as Professor Challenger, Bulldog Drummond and Richard Hannay: infallibly delivering grand, old-fashioned Blood-&-Thunder thrills and spills in timeless fashion and with mesmerising visual punch. Any kid able to suspend modern mores and cultural disbelief (call it alternate earth history or bakelite-punk if you want) can and will experience the adventure of their lives…

This Cinebook edition – available in paperback and digital formats – also includes tantalising excerpts from companion albums The Curse of the 30 Pieces of Silver and The Strange Encounter, plus a short biographical feature and chronological publication chart of Jacobs’ and his successors’ efforts to offer further proof that The Adventures of Blake and Mortimer is a series no comics fan can do without…
Original edition © Editions Blake & Mortimer/Studio Jacobs (Dargaud-Lombard S. A.) 1988 by E.P. Jacobs. All rights reserved. English translation © 2011 Cinebook Ltd.