Category Archives: Comic Reviews

RiNG RAiDERS #1: TiME FOR TAKE OFF!

When I launched the blog I was nervous about doing my favourite comic (OiNK) justice. The same applies to this one. Ring Raiders remains my other very favourite comic from childhood, fondly remembered and frequently reread. Some might look at it and only see a short-lived comic based on a short-lived toy line and dismiss it, but over the next few months I hope to show you it deserves to be remembered.

It began for me with this gorgeous cover by Ian Kennedy (Dan Dare, Eagle, Commando). I have very clear memories of discovering it in the newsagents, in awe of how my toy planes had been depicted. I went into this in more detail in the introductory post to this series, where you can also see which plane I got free (it’s the orange one that takes a starring role in the TV advert). I can remember spending a while sitting on the shop floor with all the issues in front of me, deciding which one I’d buy based on the planes. Happy memories.

At 24 pages it was a little thinner than other Fleetway comics but it was all gloss instead of the usual matt paper and contained a lot more colour. I remember the pages felt huge in my hands too. Each issue contained five strips; two colour three-page serials, two black and white four-page serials and a complete five-page colour strip in the middle, then a letters page, pin-ups and adverts for the toys and Next Issue promo. It felt jam-packed. So let’s take a look at each of the stories in turn.

Shock Attack is a quick one-off introduction to the comic written by editor Barrie Tomlinson and drawn by Carlos Pino (Johnny Red, War Picture Library, TV Century 21) and that first panel in the first story of the first issue is really rather good. The story is a quick fix of action which followed on from the preview comic and had the Wing Commanders battling each other again rather than with their designated teams.

Set in the then future of 1998 the Skull Squadron leaders are attacking a Euroforce base but the Ring Raiders swoop in to save the day and the Skulls retreat through time to the age of the dinosaurs. Followed by the Raiders and terrified of having to bail out in this time zone after two of them are hit, they flee.

If the comic had continued this could’ve set up a brilliant way of killing off (kind of) older characters while also keeping things open for a possible return. As you’ll see over these real time reviews plenty of characterisation is given to these pilots away from their planes, so having one trying to fend for themselves out of their time could’ve made for an interesting story on its own later on.

It’s truly epic in scale. I distinctly remember its scope really exciting us

Throughout all this, back in ’98 TV camera crews fill in their viewers (and the readers) on a brief history of the opposing sides. Skull Squadron were formed in the mid 90s and see themselves as a potential new world power, which they try to achieve by manipulating history to their advantage. The governments of the world formed the Ring Raiders and, upon learning of the enemy’s ability to time travel built the Air Carrier Justice, a massive flying base which also traveled in time and recruited the very best pilots from the past, present and future.

This was the main selling point of Ring Raiders, the whole point of this set up and it’s truly epic in scale. It was a nice story idea for the toys and acted as a way to inspire collection of every type of plane. For a comic, I distinctly remember its scope really exciting us.

The second strip is the first serial and would be the longest in the whole series at eleven episodes and 44 pages in length. Professor Martin has accidentally created a chain reaction capsule, a Doomsday Device which is being launched into the safety of space when Skull Squadron blow up Cape Canaveral in 1990. With the device now grounded permanently at the prof’s cabin Blackjack‘s Havoc Wing is dispatch to steal it. Aboard the Justice, Ring Commander Victor Vector (that’s him on the cover with Skull Leader Scorch) sends Joe Thundercloud‘s Rescue Wing in pursuit.

Apart from the tiny little fold out comics that came with the toys, up to this point all we really saw of the pilots behind the planes was the one pose each Wing’s leader had on their packaging. When I read part one of Trackdown for the first time it was such a thrill to see these guys come to life. More than that though, the comic starts to create its own characters for the unnamed pilots who flew the other three planes in each four-plane toy pack.

In fact by the time this chapter ends the main characters are both original comic creations by the name of Freddy Riley of the Raiders and Runtz, one of Blackjack’s wingmen. I certainly didn’t expect one of the hero planes to be shot down in the first issue. It’s a spectacular crash and a really exciting opening chapter for the comic as a whole.

Trackdown is written by Angus Allan (TV-21, Look-In) and brought to life by John Cooper (Battle, Scream, Judge Dredd). As a child it felt like the battle and the crash of Riley’s plane had real world weight to them. This was in stark contrast to the cartoon. I’m reminded of how the G.I. Joe comics of the 80s would feature bullets and characters would often end up injured or worse, but in the cartoon every gun (no matter which model) fired lasers and no one was ever hit. The Ring Raiders cartoon was the same, so to see the toys being treated more seriously here made me an instant fan of this over the animated series.

Across the page from that cliffhanger is the first of the complete tales and when seen side-by-side the good guys seem to be having an off day, this story beginning with another rough landing. Yasuo Yakamura was the first character to get a background story and I couldn’t have been happier because, as I’ve detailed previously, his X-29 came in the Starter Pack that began my collection and would remain my favourite, his Wing also being the first that I bought.

I was surprised the leaders weren’t the first to get this treatment but perhaps Yakamura was a fan favourite, or perhaps the fact his past would actually be set in our future, allowing them to have a full blown sci-fi strip for the premiere issue helped with their decision (complete with lovely retro 80s futurism). Over the course of the comic’s life these complete tales would switch from sci-fi to war drama to horror and everything in between.

Yasuo was known for embracing computers, his aircraft kitted out with the latest tech only he could control. Written by Scott Goodall (The Phantom, Commando, Scream) and drawn by John Gillatt (Tiger, Eagle, Wildcat) the story focusses on why he defended the robotic landing system even though it nearly cost him his life. Initially distrustful of automated technology, during a war with an alien race called the Draxion in their Bushido Bats he was forced to take a small robotic co-pilot after losing his partner.

Yasuo seeks revenge but the robot chastises him for putting that above the mission and Yasuo loses his temper, resulting in loss of concentration and they’re shot down. Left for dead by his human comrades he watches as the robot builds him a glider, only to stay behind and fend off the enemy alone, inevitably being blown apart. The story touches on how this set Yakamura on a path to studying robotics and computers and how he became the logical and cool headed pilot Vector would eventually recruit and bring back to our present day.

The serials would develop the characters further over time but these complete stories were the perfect way to delve into a particular aspect of their personality, helping to build layers across the various stories and issues.

No comic of the 80s would’ve been complete without a letters page answered by a fictional character who could be as cheeky or irreverent to the readers as they dared. Barrie’s titles never disappointed. In his book Comic Book Hero he explains how he loved creating various ways for readers to interact with his comics. For this comic he chose to have a different character in charge every issue, switching between the Raiders and the Skulls every fortnight. Instead of letters, issue one had this introductory spread with images taken from the toy packaging.

Barrie was editing freelance from home under the name Creative Editorial Services and had brought in Terry Magee (Commando, Battle, Cor!!) to assist with editorials. Together they thought up some ingenious ways for readers to have their say. There were chances to apply to be a member of either side, or to design a new plane for the good guys or a super weapon for the bad, or they could draw a battle scene with their choice of victor or even write a short story. A very short story. There was a 150 word limit, or 155 words for the Skull Squadron who boasted, “That’s five more words than Ring Raiders allow!”

After a two-colour pin-up and the obligatory Next Issue/newsagent coupon page (boasting of the free posters to come in #2 and #3) we move on to the next two stories.

Barrie’s son James Tomlinson (Eagle, Super Naturals, Scream) went by the name ‘James Nicholas’ at the time and is an aviation enthusiast to this day. This is clear in the strip he wrote, Bomber Blues. We’re not sure what began the fight between Wing Commander Cub Jones and Skull Leader Hubbub but it doesn’t matter. Appearing in the skies above the English Channel during World War II, this was just about as perfect an introduction to the whole concept as you could wish for.

In contrast to the other strips this one takes place entirely in the air and sees a B-17 Flying Fortress Bomber become accidentally caught up in the battle between the futuristic craft. Really, what is there not to love about this? We even see one of the Rebel Wing pilots parachute out, becoming lost in the past just as I theorised above. The action is intense and culminates in one of Cub’s wingmen colliding with the bomber. Damaged but now with a clear sense of sides, the bomber crew come to the rescue of the Ring Raiders. All of this great, original action is brought to detailed life by Don Wazejewski (Battle, Mask). Beautiful stuff.

Fans of the toys who had purchased Cub Jones’ Hero Wing or anyone who had closely read the introductory spread above will have worked out this was set in the same year that Cub was originally beamed aboard the Justice. There’s no direct reference made to this in the story but it’s no coincidence and Cub’s affection for the bomber crew is made abundantly clear in the final panels when he gives them a ring through which they can summon him.

The only slight disappointment is the way the leaders call their wingmen by their identification numbers instead of actual names, which feels a little off after Trackdown went to the trouble of creating new characters. But it’s only a minor quibble.


“Let’s give them a hand! All gunners open fire!”

World War II F-17 Bomber crew rescuing the Ring Raiders

Apart from characters holding their ringed hand aloft as they head to battle this is the first time we see a ring properly mentioned. One of the many uses they had was as a communicator that could cross the globe and periods of time. When the comic was released I knew from the toys some of the other things the rings could do in the story but I like the fact the comic introduces these slowly one at a time. The same goes with the various characters and Wings.

As a result, nothing feels forced, nothing feels like it’s exposition and in that regard the series has a surprisingly mature way of layering in all the information needed to introduce this new world. As you’ll see across these six issues (which would’ve all been regarded as early issues if it had lasted, so kudos to Barrie and his team for hitting the ground running) the layers are added upon slowly, each new issue bringing new character, story and background developments. It’s a far cry from something like the early issues of Transformers five years prior which bombarded readers with everything they needed to know all at once, which felt very forced.

The final story is Freedom Flight, written by another long-time collaborator of Barrie’s, Tom Tully (Johnny Red, Bad Company, Dan Dare). Sandy James‘ art style will also be familiar to anyone raised on IPC or Fleetway licenced comics such as Teenage Mutant Hero Turtles Adventures or Mask. His colouring in particular is just magnificently bold.

The intervention of Skull Squadron is starting to change history, potentially destabilising the future of the country

Here the main characters are Commander Yuri Kirkov and his Freedom Wing, who go up against Skull Leader Mako‘s Vicious Wing. The former was an instant favourite among fans given how the final years of the Cold War were still playing out and Kirkov was a Soviet Air Force major who had defected to America before Vietnam. Mako’s MIG-29 was a personal favourite toy with its shark motif and the fact the info on his toy packet stated there were “rumours” it could operate underwater.

History books tell of a South American government fort which easily defeated ruthless rebels in 1966, however the intervention of Skull Squadron is starting to change history, potentially destabilising the future of the country. Kirkov discovers the tide of battle is about to change forever when Mako’s missile hits the fort. The situation is dire. While it’s only three pages a lot happens, with these gloriously dynamic final panels providing not only a superb cliffhanger but the perfect end to the entire issue.

These panels take up about a third of the back cover and it’s a gorgeous display to end the issue on. The action, the distant fire, the detailed face of Kirkov compared to the basic toy design, as well as the interesting plane angles all beg for more.

Barrie explains in his book how he found the fortnightly schedule of Wildcat interesting and wanted longer stories in its 32 pages to hold readers’ attentions for the two weeks, compared to the three-page tales of Eagle. As a result each of its stories were five or six pages in length. Ring Raiders was also fortnightly but had 24 pages to fit in just as many stories. But there was so much packed into each one that we never felt short-changed by any of them.

I was also collecting the weekly Transformers which contained three stories of roughly five pages each. Ring Raiders felt like a much meatier read and after this first issue I was an instant fan. I had already known I would be though and the regular order had been placed when I purchased the issue. I hope you’ll join me on a regular basis too and return on Thursday 30th September for #2 of a bloody brilliant comic.

MiNi-COMiC < > iSSUE TWO

RiNG RAiDERS MENU

RiNG RAiDERS: PREViEW MiNi-COMiC

That logo brings back so many happy memories. For a while back in the late 80s and early 90s I was obsessed with the Ring Raiders toys by Matchbox and I even cut out that name from the box of one of the bases and stuck it to the outside of my bedroom door. Some kids had their names on their door, but not me. Like I said, I was obsessed. You can find out more about the Ring Raiders toys (and merchandise) in my introductory post.

The real time read through of the short-lived but truly brilliant comic series begins today with the issue of Eagle dated 16th September 1989 (on sale 9th September). A banner along the top of the cover alerted readers to the free gift inside, one that would signal the release of the brand new licenced title from Fleetway.

Inside the matt paper of Eagle was a free Ring Raiders mini-comic, printed on higher quality stock that really made it stand out. The bright paper also makes the gorgeous Ian Kennedy artwork really pop! While Ian would contribute to every single cover for the fortnightly this would be the only time he’d produce a strip and it’s certainly an eye-catching piece. I wasn’t aware of this preview’s existence until a few years ago, but if I’d been reading Eagle at the time and saw this upon opening the comic, I think I may have found it hard to breathe with the excitement.

Okay that’s an exaggeration, but probably not as much as you think.

Four pages isn’t a lot, let’s face it. But this was par for the course by this stage in the UK comics market. OiNK was the first for the 80s to establish using a preview comic for marketing a new release and they did so with a full-size, 32-page publication given away free in a handful of IPC titles (who would later sell all their comics to Fleetway). That was in 1986.

In 1987 another of Barrie’s creations, Super Naturals began with a 16-page preview issue with full-sized pages, then in 1988 his original Wildcat comic’s preview was also 16 pages but at a reduced size. In that same year Marvel UK launched its Visionaries monthly with a small four-page mini-comic, made up of an edited down version of the story to be published in the first two issues. So you can see how things had developed over the decade.

It was an exciting read every fortnight and really holds up today as a top quality read

Space was at a premium here to grab the attention of the readers sufficiently enough to get them to buy a new comic, but Ian’s gorgeous hand-painted artwork is certainly bold enough. A basic plot written by Eagle and Ring Raiders’ editor Barrie Tomlinson is just to set up a big mid-air battle between the Raiders and their enemies, the Skull Squadron, in order to show off the kind of action we could expect.

Aboard their time-travelling Flying Fortress the Air Carrier Justice they’re alerted to a mayday from their leader Ring Commander Vector. The person receiving the alert via their ring is actually one of my two favourite characters and pilot of the futuristic Grumman X-29. I talked about this being my first purchase in the previous post. What follows is a double page spread of gorgeous aerial action featuring all kinds of various aircraft from across time, which as an aviation enthusiast must’ve been really enjoyable for Ian to draw.

In the toy line, and indeed in the comic proper, the pilots shown here would each command their own wing of four planes and pilots. But for the benefit of this preview and introducing the readers to the concept it’s best to show as much variety in aircraft type and aesthetic design as possible, so the Wing Commanders of many different wings are used instead. It works a treat and certainly comes across as confident in the concept’s ability to produce dynamic comic action.

The back page shows Ian’s cover for issue one, the first I saw as a child and mentions the brilliant free gift (an actual Matchbox Ring Raiders plane) and the fact the pages will be bigger, with half in full colour, which is much more than the comic this preview was given away with. If only it had become as big a seller as the hype states here! But that’s something we’ll deal with at the end of the real time read through.

As I’ve said before this remains my second favourite childhood comic, with only OiNK beating it to the top spot. It was an exciting read every fortnight and really holds up today as top quality stuff. There’s some real depth to the characters (which is no small feat given the toys and the outlandish setup), hints of big epic stories to come, loads of action, a sense of humour and exciting artwork.

So for the next few months I’ll be reviewing each issue on the date of its original release, going in-depth into stories, characters and art and giving my honest opinion on reading the comic now as an adult, as well as reminiscing about what it was like at the time, obviously.

212 pages in total, the next 24 of which will be winging (I really do have to stop the plane puns) their way to you on Thursday 16th September 2021. I hope you’ll join me then. The Command Is In Your Hands!

GO TO iSSUE ONE

RiNG RAiDERS MENU

JURASSiC PARK #3: CUDDLY CARNiVORE

Don’t let the rather playful, pet-like Tyrannosaurus rex on the cover put you off, this is not a sanitised version of Spielberg’s monster movie. Things really do kick off for Dark Horse International‘s UK version of Jurassic Park comic this issue, as Dennis Nedry puts his plan into action just as the unfortunate coincidence of a tropical storm hits the remote island of Isla Nublar.

But before we get to that let’s take a look at some of the other bits and bobs included. The full comics checklist returns, featuring all five of the publisher’s UK titles and an extensive list of imports. You’ll notice the next issue of Jurassic Park has no specific date and I’ll get to that at the end of the review. There’s also an advertisement for possibly the worst idea in clothing ever to grace anybody’s chest. It’s difficult to make out but those of us who are old enough will remember these ridiculous t-shirts with a horrible rubber dinosaur sticking out, Alien-style. I remember there being Yoda ones in the shops too and they were just as garish.

The issue opens up with the biggest competition yet on page two and oh, how this takes me back. My friend had a Sega Mega Drive back then and, while we never played this game, I’m reminded of the weekly trips to the local video store to rent the latest games. The writer certainly seems just as enthused. (It’s definitely a step up from glow-in-the-dark stickers.) If only this kind of hype were evident on the editorial page every issue instead of the straight contents list we got instead. It’s not like there wasn’t a lot of Jurassic Park news to get hyped about after all.

The constant presence of rain in the background and the subdued colours envelop the reader in the cold, wet nighttime scene.

Clearly there was an excited human team behind the comic. Readers who had seen the movie in cinemas would definitely have been looking forward to this issue too. Things kick off with the sick Triceratops scene now playing out like the movie after last issue’s cliffhanger. As it turns out, the supposedly terrifying creature (which wouldn’t have harmed them anyway) just collapses when the story begins, which makes that cliffhanger a bit of a cheat.

The scene uses more dialogue from the book that didn’t make it into the final cut of the movie, specifically the resolution of what made her sick in the first place which really showcased Dr. Ellie Satler, so it’s nice to have these details back in the comic.

While Nedry’s ultimate fate isn’t played out yet we do at least get some extra characterisation for the man whose greed would ultimately lead to the park’s destruction. He’s actually worried about turning off the park’s security before the tour gets back. He doesn’t want to hurt anyone, he actually cares and his intention is to sneak off to the boat, hand over the embryos and get back before anything bad transpires from the temporary deactivation of the electronic gates.


“Always on the lookout for a future ex-Mrs. Malcolm.”

Dr. Ian Malcolm

Of course, the storm would put a rush on things and we all know the outcome for everyone involved. Despite his worry he’s still an annoying hacker at heart and his “hacker crap” still keeps Ray out of the system long enough for his plan to be put into action.

The build up to the main event is superbly handled. The constant presence of rain in the background and Tom Smith‘s subdued colours envelop the reader in the cold, wet nighttime scene. Iconic moments such as Dr. Alan Grant and Dr. Ian Malcolm‘s chat and that famous moment the giant T-rex stares in at them, looking for a moving meal, are brilliantly captured.

Gil Kane‘s and George Perez‘s (our cover penciller/inker respectively) version of Ian continues to exude a darker presence, his humorous lines reading a little more cutting than Jeff Goldblum‘s perfect delivery. It’s such a shame then, how Walt decides to change a key moment in a way which has a detrimental effect on the character, which we’ll get to that in a minute. For now, let’s back up a little to the first appearance of the issue’s big selling point.

Three issues in the comic team finally get to have the big reveal and their first bit of proper dinosaur action, something they’ve only been able to hint at thus far. This was a key scene to get right and just as the tension rose to its crescendo in the movie, here we’ve got pages of rain, booming sound effects and progressively more frightened characters until we turn a page and are confronted with this next image.

Timing is everything and editor Dick Hansom made sure to add an additional advertisement page after the editorial so that later in the comic this would work as intended. Of course, on closer inspection you could critique this image and say the size of the T-rex means she could easily chomp down on cars even with the fence electrified (and also, that’s one huge goat), but then we’d be missing the whole point of this glorious splash page.

Sure there’s some artistic licence at play here but you can’t deny its impact. Those proportions are corrected for the rest of the attack scene and to be honest it was only upon the second reading that this reader picked up on it, such was the impact of this atmospheric rendering.


“It is a beautifully-designed killing machine!”

Panel caption (Walter Simonson)

What follows are an intense few pages which I believe would work just as well on their own merit even without the memory of the movie. In the film the juxtaposition of the giant predator and the kids Lex and Tim made for a genuinely terrifying moment in cinema history. Conveying that to comics panels was never going to be easy but the simple addition of descriptive captions ends up being the perfect solution.

With the attack in full swing, every few panels we get a direct, to-the-point fact about the T-rex‘s size and strength. The attack spans four pages and each of these little captions brings another level of tension until they culminate in “It is a beautifully-designed killing machine” as it stands on the upturned car, its weight squashing the metal down into the mud, Tim still trapped inside. It’s a genius move.

What comes immediately after these superb pages is the first big disappointment in this adaptation.

As you’ll remember, in the film Ian lights a flare to get the T-rex‘s attention away from the kids and only starts running once he knows he’s being chased. This gives Alan the chance to rescue the children. But here he just runs away, leaving everyone else to their fate. There’s no indication he’s doing it as the foolhardy yet heroic gesture of the movie. It’s completely out of character and if this had happened in the movie it probably would’ve turned the audience against him for the rest of the story.

A very odd choice and one I definitely do not like.

The end result is the same however, with Malcolm being tossed through the walls of the public toilet where lawyer Donald Genaro ran earlier to hide when he abandoned Lex and Tim. The ending to his particular story happens out of frame with only a scream in a speech balloon pointing off the page (in letterer John Workman‘s unique style). This seems like another rather odd choice seeing as how the vast majority of readers will have witnessed the scene play out in the film. Why censor it?

A couple of dubious choices by Walt and story editor Jim Salicrup aside the story rockets towards its cliffhanger. In America this would’ve been the penultimate chapter in a four-issue mini-series but here in the UK we actually still had two parts to come. How so? You’ll find out next month. (I have to try to get you back here somehow!) In the meantime this final page brings things to an end but the issue has more to give before we place it back on the shelf.

Last issue the behind-the-scenes feature introduced us to the various special effects departments and their roles in bringing Michael Crichton’s creation to the screen. This time the focus is fully on the mechanical dinosaurs themselves, created by Stan Winston and his team, in Building a Better Dinosaur.

We all know how the film led the way in its use of computer graphics, but what can’t be forgotten are the wonderfully lifelike creations that the cast actually got to interact with. As a huge fan of Jaws (which gets a humorous mention here), Jurassic Park always felt like a descendant of that original mechanical predator movie and this brief write-up is an interesting look at how they were created and operated. It’s just a shame it doesn’t contain any accompanying design or set photos of the details covered in the text.

The back cover is a double whammy of information on Dark Horse’s range, beginning with a subscriptions page and then a colour advertisement on the back. The company was making real inroads into the UK comics market, bringing international comics to our shores on bigger, better quality paper, chock full of strips and features. It’s unfortunate that the whole market was shrinking rapidly and ultimately there wasn’t much time left for the imprint and its titles. But we’ve got plenty of issues of this comic to go so we’ll not get bogged down with endings just yet.

For now, we’ve got a bit of a wait until the next issue because the comic’s schedule was changing. With Topps Comics in the US now committed to further mini-series and the UK comic selling well enough it was decided it would continue past what was originally going to be a four-issue adaptation. Jurassic Park was now going to be a monthly ongoing comic, the date of the next issue unknown at the time of going to press. (Something similar happened with Bram Stoker’s Dracula.) The strip in the next issue was split in two so as to give the American comic enough time to get ahead before the new, original strips could be printed here.

Rejigging it into an ongoing comic would take a little planning and working out what to fill the pages with. So in the end Alan and Lex would have to stay completely still all the way until 28th September 2021 for Jurassic Park #4! So will you. Will it be worth the wait?

iSSUE TWO < > iSSUE FOUR

JURASSiC PARK MENU

JURASSiC PARK #2: BUiLDiNG THE PARK

Welcome back to “Isla Nubar” (misspelled like this on the contents page) and Dark Horse International‘s UK version of Jurassic Park from 1993, edited by Dick Hansom. A rather strange cover by Gil Kane and George Perez, given how no dinosaurs have escaped yet. It’s a mishmash of named characters and extras, including a rather red-faced man in the middle. Maybe the raptor is holding his nose.

Inside is the second 28-page chapter of Topps Comics‘ adaptation and a few extras, something we were accustomed to this side of the pond. First up is an advertisement for John Williams‘ soundtrack album. I owned the CD at the time and have been listening to it on Apple Music while reading these. There’s a competition for glow-in-the-dark stickers, a somewhat unimpressive prize compared to later ones I remember. No comics checklist this issue, instead a glance at the other titles currently in publication.

The strip continues adding to existing scenes while moving others about in order to adapt the film to the medium, something I discussed in more depth last time. This chapter begins where we left off in the midst of that iconic brachiosaur scene and there’s quite a lot of additional dialogue from Michael Crichton’s novel, such as Dr Alan Grant‘s and Dr Ellie Satler‘s further observations.

One part lifted directly from the book involves a little bit of background on the park itself. To achieve something of this magnitude would require more people than just those on the island, so John Hammond explains others were involved across the globe, knowing only their specific part of the puzzle. To maintain secrecy they were never let in on the bigger picture. The novel goes into things like this in a lot more detail to ground the fantastical story in the real world and if you haven’t already you really should read it yourself (or get the audiobook which is expertly brought to life by Scott Brick).

From here we make our way to the Visitor’s Centre, our characters excitedly discussing what they’ve seen, trying to take it all in. After the Mr. DNA sequence we find ourselves in the lab where we meet Dr. Henry Wu, who was played by BD Wong. In the novel Wu was a central character and certainly not the affable person we saw in the movie.

Crichton’s Wu was ruthlessly ambitious, believed the success of Jurassic Park was solely down to him and never saw the dinosaurs as real; they were engineered adaptations of the originals. He argued with Hammond about the ability to create any dinosaur they wanted, even new breeds, tailoring them to exact requirements to bring in the most money from paying tourists. All of this would of course form the main plot of the fourth movie, Jurassic World. However, in the comic his role is reduced even further than in the first film, appearing in only three panels with most of his dialogue given to Hammond.


“I’m simply saying that life finds a way.”

Dr. Ian Malcolm

One character who definitely doesn’t suffer this indignity is Dr. Ian Malcolm, so memorably encapsulated by Jeff Goldblum that you can’t help but hear his voice when reading one of his many quotable lines. In the novel Malcom’s fascinating monologues ran to several pages and for the film their essence was broken down and brought to life by Goldblum’s very natural delivery, becoming the backbone of the story.

This continues in the comic although his characterisation is a little different thanks to Gil and George. Overall he’s still the cool mathematician but his facial expressions make the character a little darker in tone, lending his predictions a more sinister feel. This actually suits the comic. Scenes here don’t have the luxury of playing out over several pages to build tension, so this little tweak in tone works a treat instead. Below is one example as he delivers his most famous line, used as marketing for later movies in the series.

While the Tyrannosaurus rex was the biggest dinosaur and the most publicised, the stars were the Velociraptors. Apart from a baby their existence is merely hinted at and talked about for much of the film in an expertly crafted script that built tension for their final reveal and dominance in the latter acts. But young comic readers wouldn’t want to wait three issues to see them on the page.

Jurassic Park is a very quotable movie, with a surprising amount of dialogue taken directly from the novel

So, once again we’re treated to prehistoric flashbacks of these great hunters in their natural environment (highlighted by Tom Smith‘s change in colours) when game warden Robert Muldoon (Bob Peck) introduces them during that memorable dinnertime cow scene. With a graphic novel it’d be easier to follow the movie more closely, but writer Walter Simonson and story editor Jim Salicrup had to give readers a monthly dose (monthly in the States) of the ‘raptors and I think these scenes are a great solution and a natural fit.

Ian Malcolm‘s quotes aren’t the only ones to survive the transition to comic form. Jurassic Park is a very quotable movie, with a surprising amount of dialogue taken directly from the novel. Some would have to be excised for this shorter form of storytelling but here are a small selection of those to be found in this second issue.

For some reason the comic changes the recorded in-car voice to James Earl-Jones from the film’s Richard Kiley. Maybe Earl-Jones was better known to the comic audience? On a side note, Crichton chose Kiley’s voice in the book so I thought it was brilliant how Spielberg actually got Kiley to play the part!

The story rolls along until we find ourselves at the T. rex paddock complete with a very worried goat and an almost gloating Malcolm. He knows the park can’t work, knows the natural systems in play are too complex to control and as far as he’s concerned chaos theory proves it. Unfortunately we lose the lovely butterfly effect scene between him and Ellie, but then again without Jeff’s delivery it would probably fall flat.

Maybe this is just a way of speeding the story along, because we’d never have bought Alan [Grant] doing this in the movie

However, after the others jump out of the vehicle we still get to laugh at him talking to himself about talking to himself, John Workman‘s speech bubbles pointing away from the action, highlighting the fact he’s chittering away on his own. It’s a very funny way to present this moment, I actually laughed when I read it despite seeing the film countless times already.

At this point we see more evidence of changes to the comic’s pacing in order to fit it all in. In the film Alan jumps out of the moving car when he sees and hears something in a field beside them. Here, he’s out of the car before it’s even started moving away from the T. rex paddock, climbing through a gap in the fence simply because he’s fed up of not seeing any dinosaurs.

It’s not exactly the safest of places to go for a dander! So maybe this is just a way of speeding the story along because we’d never have bought Alan doing this in the movie. It’s the first time I’ve questioned a change made by the comic’s team. Yes, the very next page is the last but come on, they could’ve simply added a caption to indicate they’d moved away from the T. rex first!

This isn’t a case of going back to the book either because in that they see a vet with a sick Stegosaurus and walk over in a safe environment, whereas here you can see they get surprised by an apparently healthy Triceratops. Same species as the film but this isn’t how the encounter played out. Could there be a major change of plot here? Or just a quick cheat for a cliffhanger? We’ll find out next time.

If chapter one was the introduction to the story, the setting and the characters, this issue’s chapter has been the build up. We all know the next instalment will include the elements all coming together to create the disaster that befalls the park so I’m interested to see how that will be adapted for the comic and how successful it will be.

Straight after the strip is the second of the behind-the-scenes features, explaining the differences between the four special effects teams and what each of their roles were. Miniature photography for animatics and choreography, the full-motion live-action creations, the mechanics for those beasts and of course the CGI. It’s easy to forget these days just how far ahead of anything else Jurassic Park was in 1993. The fact it looks just as spectacular 28 years later is testament to the hugely talented individuals who worked so hard to create Spielberg’s vision.

I saw the film in a Glasgow cinema with my dad and then devoured the novel that summer, after which I bought a fantastic book called The Making of Jurassic Park by Don Shay and Jody Duncan. There had been such books for movies before but the level of detail in this one was second-to-none. Fascinating stuff but lost when I moved out of home years later. These features have me eager to read it again.

On the back cover was another advert with that timeless logo and the island sunset. More a tease, it announced the inevitable videogame coming to multiple formats in three months’ time. More memories are flooding back because I owned the Nintendo Game Boy game and spent many a late night in bed before school playing it under the covers with that massive, heavy light attachment on top of the little monochrome screen. Happy memories indeed.

These first few issues of Jurassic Park were released every three weeks, a schedule I never saw in any of my comics as a kid. Many years later I do remember taking out a gift subscription to Titan Magazine‘s Spongebob Squarepants comic for a girlfriend who loved everything to do with Bikini Bottom, and that felt strange coming as it did every three weeks too, so used was I to weekly, fortnightly and monthly comics.

But the main thing is that #3 is here in another 21 days’ time on Thursday 19th August 2021. Until then, don’t move. It can’t see you if you don’t move.

iSSUE ONE < > iSSUE THREE

JURASSiC PARK MENU

ViSiONARiES #5: SiRENA SONG

If you were to take a quick glance through this latest issue of Marvel UK‘s Visionaries from 1988 you’d think it was business as usual, with another lengthy strip featuring the Knights of the Magical Light and their quest to rebuild their crumbling planet. After last month’s superb story by new writer Gerry Conway anticipation is also high. But look beyond the brilliant cover by Mark Bagley and we discover some bad news on the editorial page.

There we find a tiny message from editor Steve White announcing the horrible news that this, only the fifth issue, will be the last. He says there are more details to come so we’ll concentrate on the strip first and see what those details are later. As with the previous issues, it’s written by Gerry Conway, pencils are by Mark Bagley, inks by Romeo Tanghai, letters by Janice Chiang and colours by Julianna Ferriter.

This issue’s story is called Dream Maker and begins with my favourite Visionary from the cartoon, the lightning fast Witterquick atop a cloud covered mountain answering the cries of a beautiful but entombed woman called Sirena. As he attempts a rescue a demon appears, apparently threatening to kill our hero for looking upon the woman’s beauty. It might appear this demon is jealous and has trapped his great love to be wit them forever, but as we find out later it’s just a bit of clever writing.

I say clever writing, but with a name like Sirena and a front cover showing her in control of monstrous forces the game has kind of been given away. If there was any doubt left the comic’s editorial made sure to erase all mystery beforehand. It’s still a compelling read though. I get the distinct impression Gerry, co-creator of The Punisher, really enjoyed developing these toys into three-dimensional characters. This issue concentrates almost exclusively on Witterquick and the Darkling Lord Cindarr, who we also see awaken from the same dream, with him in place of the Spectral Knight.

Sirena tells both men she’s a former Queen who has reached out telepathically to the only man able to recover the magical stone that can open her prison. Not convinced the dream is real, Leoric knows there’s no stopping Witterquick’s impetuousness so he wishes him well but offers no help or resources. On the other hand Cindarr has to fight off Reekon and Mortdredd who accuse him of abandoning his post at Darkstorm‘s castle. While you might wonder why a Darkling Lord would care about an imprisoned woman, it’s the first sign of there being more to Cindarr than we initially thought.

Witterquick’s impulse to save the poor villagers is soon overpowered by his desire for Sirena

The scene shifts to a crumbling mountain road where the giant ‘Bronze Warrior’ statue looks down upon a ramshackle village led by a despot warlord. The statue is a rusting metal ruin of unknown origin from the previous Age of Magic, now a tourist attraction with a gleaming jewel eye. Witterquick’s initial impulse to save the poor villagers from their maniacal leader is soon overpowered by his desire for Sirena, such is her power over him.

Soon he and Cindarr are in a race to claim the key, the jewel. Both use their magical poems, Cindarr unleashing ground-shattering destruction, Witterquick giving himself incredible speed which he uses to grab the key first. Despite this, Cindarr still saves Witterquick’s life when they’re suddenly attacked by the villager’s warriors.

It’s a gut reaction by Cindarr and a big surprise for the reader. He’s the highlight of this story and showcases the potential for complex character arcs to come between the warring factions. How heartbreaking that this is showcased in the final issue. Offering up a temporary alliance he uses his incantation to shake the very ground upon which the statue stands, scattering the warriors and allowing both of them to escape, the statue left wobbling in the wind.

Both characters seem to be fighting against where they’ve been placed in this new world, seeking to find their true selves

We also see Witterquick open up about who he really is, flaws and all, through thoughts and the well written (as always) narrative captions. In the comic his magical speed also seems to apply to his heart. He’s quick to fall in love, quick to jump to conclusions, quick to leap into danger, all of which can get him into trouble, all easily avoidable if he just took a step back and thought things through first.

Struggling with his thoughts, Witterquick dreams once more. Today I wouldn’t bat an eyelid at the image below, but in a toy comic of the time I think it shows Visionaries was aimed at a slightly older audience than Transformers, albeit an audience that still played with action figures. We’d have seen the likes of this in Conan comics so I thought it was interesting in the middle of a Hasbro toy licence.

Nudity in dreams is said to represent vulnerability, perfectly summing up Witterquick’s thoughts at this juncture in the story. The bewitching hold Sirena has over him, believing it’s true love, makes him shake off the doubts and carry on. From here on we see both Knights frequently cross paths with each other, more as competitors than enemies, creating an interesting dynamic and lots of fun moments.

They come up against a monstrous beast guarding the caverns underneath the toppled statue, providing us with an example of their back and forth race. Cindarr scoots past in the background (above right) as Witterquick struggles with the beast before transforming into his cheetah totem, biting the beast and escaping, the captions hinting at themes covered in last month’s review.


“But in the end, we fought as allies. Imagine if our leaders could find a way to do the same.”

Witterquick to Cindarr

These caves take our Knights back underneath the statue where Witterquick uses his speed spell once again to grab the jewel before it collapses. The Darkling Lord is buried under tons of metal but not before changing to his gorilla form for protection. After bursting out, in a moment of revenge he shames and embarrasses the warlord in front of all of his followers, freeing the people from his rule.

It’s another surprising Cindarr moment I didn’t see coming for a character so simplistically depicted in the cartoon, and it would appear it surprised him too. Both characters seem to be fighting against where they’ve been placed in this new world, seeking to find their true selves inside all of the magical armour that now defines them.

Attacked and ashamed by Sirena’s demons, the truth is laid bare and Cindarr’s heart is broken. About to be set free, she no longer needs him, he is but a complication. I actually felt for Cindarr here; the spell had him genuinely believing he was in love and doing the right thing, something he shouldn’t care about doing.

Now in the area foreshadowed earlier we see the demon attacking Witterquick but it’s holding back, not wishing to kill our hero, claiming he’s there to stop evil from being released. It’s at this point we realise those panels at the top of this review now read very differently.

Witterquick is unable to listen to reason and only the intervention of a vast gorilla (complete with Grimlock-like speech in this form) stops him from unleashing Sirena. Cindarr could have simply walked away; more evil being unleashed into the world and one less Spectral Knight should be a good thing, should it not? But he’s become an unlikely hero, trying to keep the witch imprisoned and saving a warrior he’s come to respect.

But unwittingly they’ve gotten too close and the jewel floats on a magical current right into the lock of Sirena’s tomb. Here her true appearance is revealed as she pushes against the dissolving seal in a scene reminiscent of scenes from popular mini-series V just a few years previous.

His mind set free at last, Witterquick’s horror is clear. Working together, this leads to a final desperate bid to not only save their planet but also their dignity, as they use both staff powers together, combining speed and destruction into an unstoppable force and unleashing it directly upon the dissolving force field.

The prison explodes, taking Sirena with it. My favourite part is not this appropriately action-packed finale itself, but rather the immediate aftermath when the two enemies help each other out of the rubble and share this moment.

I laughed when I read this. Gerry’s scripts are just so beautifully written in these quieter character moments. After being at loggerheads through the long quest and intense action these two simple words sum everything up for the men. The next page also reveals a little about their views of the ongoing battle for the planet. I’d have been disappointed if the story hadn’t included this conversation after all they’ve been through.

It’s a nice final page, the second panel summing up a lot of conflicts in our real world. The respect and understanding between Cindarr and Witterquick is clear and it’s left very open ended. There can be no other outcome, for now at least. No, they’re not friends but can they truly be enemies again? At least they get to end their adventure with a shared laugh and as far as the comics go I’ve got a new favourite character in Cindarr.

This dynamic is just crying out for further exploration but for now Visionaries bows out. At least it does so in style with another superb story, nicely developed characters and plenty of surprises. As you can see the promised “details” don’t amount to much, just the date on which their remaining stories will be serialised in the weekly Transformers comic.

It’s quite the wait but a new look was coming up in Transformers so a new back up strip (temporarily replacing Action Force/G.I. Joe) would help launch it and bring in Visionaries readers eager for more. There are still a couple of dedicated publications to come for our intrepid magical heroes in the form of the Visionaries Annual at Christmas time and a Spring Special next year. That annual may have been released in August but let’s face it we all got them as Christmas presents. So that’s when it’ll be covered here, following the real time nature of reading these as originally intended.

Speaking of further publications, on the back cover is another gorgeous contemporary advert. Dragon’s Claws was created by the ace Transformers team of Simon Furman and Geoff Senior. Set in the distant future of Britain it was a comic I’d seen advertised as a kid and had always wanted to try but never got around to. This is going to be corrected in 2023. The complete collection is sitting on my comics shelves waiting patiently for their own real time read through on the blog. Watch out for that.

In the meantime you can expect reviews of the final two Visionaries stories on the dates of their respective conclusions in the pages of Transformers. Each story was split into four parts as was custom for the back ups, so the first story’s review will be on the OiNK Blog from Friday 1st October 2021.

iSSUE FOUR < > TRANSFORMERS PART ONE

ViSiONARiES MENU