ViSiONARiES #4: KiCKiNG OFF TOO LATE

With hindsight I know the next issue of Marvel UK‘s Visionaries will regrettably be the last, but for readers at the time there would’ve been a real feeling of the comic taking off this month, ironically enough. With the introductions now out of the way this feels like the first proper story about these characters and their new abilities upon the ravaged planet Prysmos. Unfortunately, the writing may have already been on the wall at Marvel UK, evidenced by a downgrade in the physical comic.

The outer eight pages are no longer of a thicker, glossier stock and instead the whole issue is made up of the same paper as the weekly Transformers. At least editor Steve White is introducing the story in the editorial rather than solely plugging other titles. Action Force Monthly still gets a mention though, they must really have wanted to push it, but the main thing is we finally get a proper editorial for the Visionaries.

With characters beginning to develop beyond the information on the back of the toy packaging and some larger scale world building taking place, The Star Stone is a brilliant story which asks big questions about the choices we make and why, as well as clearly setting things up for as-yet-unknown events further down the line. Gerry Conway was now in charge of developing the storyline and it’s clear he understood the subject matter and its potential.

It kicks off with plenty of action as Reekon‘s new Dagger Assault, the biggest and best of all the toys in the range, tries to eliminate the Darkling Lords‘ contractor Harkon to stop him supplying any magical vehicles to the Spectral Knights. Reekon also goes up against the Sky Claw which is still in the hands of their enemy, but its owner Mortdredd recaptures it this issue, sneaking into Leoric’s castle in beetle form to steal it back. This act also introduces one of the changes from the cartoon that I actually prefer.

The characters’ magical totems would emerge from their chest plates and become fully formed as the human behind them faded away. The totems in the cartoon looked like glowing holograms to match the toys and in the context of a cartoon it did look brilliant. But comics are a different medium and in this more serious take on the story their animal selves maintain the colour of their real world counterparts, meaning they are a proper disguise. This is used to great affect several times this issue.

More humour slips in too, for example that background exchange between Lexor and Virulina happening behind a major plot point. The main story itself, once the characters are all in place, sees the discovery of an ancient scroll which tells of a hidden device, forgotten about for millennia that could end the Age of Magic and return the world to the Age of Science. This is revealed after a startling discovery by Arzon.

After the initial battle Arzon finds himself approached by child beggars, homeless and desperate for food after being abandoned by their parents following “the change”, which is how the cataclysmic events of the origin story are referred to. This is where Gerry’s world building comes in. The toys and the cartoon hype this fancy new age, the wonderful powers that came with it and all the action and adventure kids could hope for. But Gerry’s Prysmos is a grittier, medieval place where Arson finds himself suddenly faced with the harsh truth.

The origin story placed a lot of emphasis on how reliant humans were on their technology. At the end only a few Knights were deemed worthy of Merklynn’s magic, the future of their world placed on their shoulders. You could view it as an allegory of the dangers of relying too much on technology (technological advancements were happening at a breakneck pace in the 80s), or a reference to the class system and how those in a position of power, whether earned or not, have a responsibility to those less fortunate. The Spectral Knights and the Darkling Lords just have differing views on what their responsibility is.

While all the magical action is there, seeing them have philosophical debates, questioning their powers and being properly affected by the world around them has been a very pleasant surprise

The coming of the Age of Magic has left many suffering and having these starving children approach Arzon, who is unable to help, is a particularly dark moment for a toy licence. It makes for a surprisingly mature thread throughout, one of many planted by the comic’s new writer.

Arzon thinks returning to the previous age is a way to end this suffering. His leader Leoric isn’t so sure. Suffering still occurred before and humans had lost their way, lost their compassion and their true worth. The Age of Magic is a chance to rebuild together, to fix all that was wrong before. But at what cost in the short term? The scene in which this is discussed is a lovely, quieter moment between them and shows how they’re now being treated as three-dimensional characters who just happen to have magical powers.

But when Mortredd steals the Sky Claw it’s clear he could be taking the information from the scroll back to Darkstorm, so Leoric has no choice but to track down the device. We see Arzon in his eagle form, a true animal and not a holographic projection, alongside more lovely atmospheric captions. He’s unable to catch the Sky Claw, so he and Leoric leave to seek knowledge from Merklynn about the scroll, which results in a rather funny exchange from the usually serious wizard.

We now get a few pages told through Arzon after he casts his Power of Knowledge poem, telling us of a time ten thousand years ago during the earliest days of the Age of Science when a meteor fell to the ground. Upon its discovery the military’s head scientist, Tech-Colonel Ragni Fiesel found none of his equipment worked within its vicinity.

Identified as a ‘Reversal Field’, Fiesel ordered the building of a bomb containing the meteor as a way of deterring any other region from invading. It was promoted by the government as a way of keeping the peace. But Prysmos had been at peace for millennia, there was no need for such a threat against other nations. Some things never change and it would appear the mythical world of Prysmos was in reality no better than our own.

It was clearly a ploy by a corrupt government, one which was soon overthrown in a coup. But not before the bomb had been built and secreted in a mound of earth, over time becoming overgrown and part of the landscape, indistinguishable from its surroundings. All records of the bomb vanished, apart from the one scroll discovered by Harkon, who as an engineer longed for the return of that age.


“Can a man become a beast, for however short a time, and still remain a man?

Leoric

During their quest to find the bomb Leroic gets to muse to himself about the magical totems they now possess. After witnessing Feryl find a path through twisting thorns as a fox (this is an error, Ectar is the fox and Feryl is a wolf), Leoric notices his friend’s voice sounds less human every time he transforms. It surprised me they can speak in their animal forms at all! But that’s not the point I want to make. Leoric’s foreboding thoughts set up possible future storylines about just how much these powers change those who use them.

I’m loving all of this extra depth because I just didn’t expect it. While all the magical action is there, seeing them have philosophical debates, questioning their powers and being properly affected by the world around them has been a very pleasant surprise. It’s bittersweet of course and I can’t help thinking how this could’ve developed if it hadn’t been cancelled so early.

Gerry clearly had plans for the future and he was carefully planting seeds here. But the main thread this issue concerns how little they know about their planet’s current situation, enough to throw doubts on whether they should attempt to change their future yet again. With all these unknown factors they could make things even worse.

Fortunately for the Spectral Knights, and for Hasbro, inside the meteor’s casing their ancestors saw fit to place vehicles which could work near the Reversal Field by drawing energy from a magical source instead of a scientific one. Fiesel knew that if his government really did have to throw the switch, they’d need some kind of advantage.

Say hello to the Capture Chariot (the one vehicle I didn’t possess) and the Lancer Cycle, completing the comic’s take on the toy line.

The large scale battle at the end of this issue is brilliantly brought to life (with no more mistakes I should add) by penciller Mark Bagley, inker Romeo Tanghai, colourist Julianna Ferriter and letterer Janice Chiang. We even get to see the Capture Chariot‘s power and I was thrilled to see it resemble that of the cartoon’s. There really was no other way to show it and, even if it’s not in the ghostly green colour I was used to as a kid, it’s still pretty neat to this old fan.

In a moment of desperation against ever decreasing odds Darkstorm uses his staff’s Power of Decay to try to destroy all of the Spectral Knights in one swift move and it’s Galadria who saves the day, throwing herself into its path. She may not have her own powers yet, but here she shows her willingness to sacrifice herself to save others. This sets her up to receive her Power of Healing from Merklynn. See also how cowardly Lexor now throws himself into battle, but only because his Spell of Invulnerability can stop anything in its tracks.

In a clever moment Leoric’s Power of Wisdom and Arzon’s Power of Knowledge are shown to be two very different things indeed. The Spectral Knight leader isn’t sure the reversal bomb should be set off and Arzon questions this, “Think of all the pain we’ll save the world!” Leoric’s response isn’t the kind of thing you’d expect from a toy licence comic.

“But pain is a part of life, Arzon. When a mother gives birth, she knows pain. Would we deny the newborn child to save the mother pain?”

As Arzon then notes, knowledge and wisdom must be used together.

In the end Darkstorm accuses Leoric of being weak and reference is made to their opposing plans to rebuild their world. Leoric sees a better world, Darkstorm a stronger one. Most of the time the villains in our cartoons and comics in the 80s were evil simply because they were. Darkstorm genuinely believes only by ruling with an iron fist can his beloved Prysmos regain its strength and position in the heavens. Leoric believes in compassion and fairness instead, even if rebuilding takes longer to achieve. It’s an interesting dynamic.

As discussed before Visionaries has no extra features, in fact this issue even has only one advertisement and it’s a bit of an abrupt change of pace! It isn’t even for the toys the comic is based on which seems a strange choice. Instead it’s a promotion for the new Flintstones & Friends title. It feels rather out of place here; surely it had a different target audience? The fact it’s out twice as often as Visionaries yet has more pages is a bit of a blow for fans too. The Flintstones comic would last for just under a year, managing 24 issues before being cancelled and rebranded as Cartoon Time.

It’s sad to think of this as the penultimate issue of Visionaries already when it seems to have so much promise. However, there is at least some more to come even after the final issue next month. I’ll let you in on what that is in the next fateful review, it’ll be here on Wednesday 21st July 2021.

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RETRO GAMER: OLD PiG, NEW TRiCKS

On the surface this magazine might seem a strange addition to the blog but there is method to my madness. A pig pal by the name of David Crookes has been able to score a chat with Jon Williams, the coder of the OiNK computer game released back in 1987. This was set to appear in #221 of Retro Gamer and I’ve now got my trotters on it. UPDATE: Over a year later, and with the magazine no longer available, this post has been updated with the complete OiNK article and a full break down of the mag’s contents.

The article itself is only two pages but does include some insider knowledge and screenshots for anyone not familiar with this particular piece of OiNK merchandise. Sadly, it begins with that well-trodden myth that OiNK was created as a children’s version of Viz, which is simply not true. OiNK was created in response to the tired humour of other comics, to create something for the kids of the 80s, with Mad Magazine influencing some of the potential ideas. That particular publication will pop back up again further down this post.

The piece also says that our three editors, Patrick Gallagher, Tony Husband and Mark Rodgers approached CRL to make a game for them but as we’ve learned in previews in contemporary magazines (Crash and Zzap!64) it was the other way around. I could be nitpicking here of course (also, the contributors were brought on to OiNK before it was given the go ahead so they could make a dummy issue) and the bulk of this article is actually quite interesting, focusing on a chat with the game’s creator, Jon Williams.

What’s clear from reading this is how Jon was completely unfamiliar with the comic, which is fair enough, those working on licenced games didn’t necessarily have to know the property. However, CRL providing a few photocopies isn’t a great amount of research and the ideas sound more like those for a generic game about comics rather than anything pertaining to a specific licence. It’s interesting to read how it all came to be but it does seem to back up the notion from pig pals that it was an OiNK game in name only.

It seems the game came first and the licence was an afterthought

A small budget was given to its creation so, music aside, it was fully coded by Jon which was not a rare occurrence for the time. (The ‘Ian’ mentioned is Ian Ellery of CRL, although his surname and position aren’t printed here.) When it came to designing the game it wasn’t a matter of researching OiNK’s characters and trying to create something original around them. Instead, rather disappointingly Jon wanted to make a Breakout clone and a copy of an earlier game of his and saw this as his opportunity, shoe-horning OiNK into them instead. Only the Rubbish Man mini-game in any way resembles the character, but all of the humour, stinky super powers and random villains are nowhere to be seen.

This feels like a wasted opportunity. OiNK had such an anarchic sense of humour, ripe for a crazy, original game like the Monty Python one released on the Commodore 64 just a few years later which took the best elements of that show and created something unique around them. But instead it seems the game came first and the licence was an afterthought. Again, this feeling when playing a licenced game wasn’t uncommon in the 80s and 90s.

However, Jon should be commended for creating a game (actually, three games in one) in such a short period of time and the interview really is rather interesting with details about the start-stop nature of its development, the rush to get it completed with that tiny budget and the shortcuts he had to take which inevitably had a impact on the finished product. I was surprised to read much more input from the comic’s team had apparently been promised at the outset, although this was unfortunately pared back when things fell behind schedule.

Some of the revelations here make me want to tear my hair out

As a former obsessive with the Commodore 64 I found the technical aspects mentioned alongside some of the design documents fascinating. The game was originally created for my old home computer with the conversions for the ZX Spectrum and Amstrad CPC computers handled by other people based on Jon’s code. This does beg the question why a Spectrum magazine was the one to give away a free OiNK comic (Crash) and not a C64 publication (like Zzap!64).

While some of the revelations here make me want to tear my hair out (we could’ve had a game more closely associated with the comic, there was little real research done, the programmer just wanted to create a specific game and used our licence to do so) it’s always interesting as an OiNK fan to find out more behind-the-scenes information about my favourite comic and any related merchandise.

By sheer coincidence the feature right before the OiNK article might also be of interest to readers of our piggy publication. It’s an in-depth look at the creation of the Spy Vs Spy games based on a hit comic strip from Mad Magazine, which as I said earlier was one of the influences cited by the creators of OiNK. I have very fond memories of playing all three of these games in the early 90s with my friend and only many years later finding out it was based on a comic.

Elsewhere there’s one more little link to OiNK hidden away in a great interview with Violet Berlin, who I used to watch on Bad Influence on UTV and Gamepad on Bravo. Yes, that’s our very own Frank Sidebottom aka Chris Sievey popping up on one of Violet’s earliest shows! If you’d like to read any of these extra features, or maybe you’re just an OiNK completist like me, you can contact Future Publishing for Retro Gamer #221 via the Future shop, although you’re more likely to find it on eBay.

Towards the back of the issue is a list of all the main games covered and the average prices they can go for if you’re interested in picking up the OiNK game on the C64, the ZX Spectrum or Amstrad CPC machines, if you happen to own one. There’s more on the OiNK computer game elsewhere on the blog, including the previews from Crash and Zzap!64, that special edition of OiNK, Zzap!’s review of the game, Your Sinclair’s review as well, a look at when its name was later changed and even some tips for completing it!

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JURASSiC PARK: iN REAL TiME

Back in 1993 something arrived that would forever change cinema. It led the way in its use of CGI and sound production and I’ve memories of being in awe at seeing it on the big screen. I was already a fan of Steven Spielberg thanks to Jaws, Indiana Jones, E.T. The Extra-Terrestrial and many more, but Jurassic Park was unlike anything even that master of the silver screen had created before.

When my dad and I left the cinema I dragged him to a newsagent and bought Michael Crichton‘s novel, devouring it that summer as I awaited the VHS release of the film. I’d never really been interested in dinosaurs but this story’s premise and these characters had entranced me. I’ve particularly fond memories of receiving the video for Christmas in its rather fantastic special edition fossil box too.

Jurassic Park also did something I’d thought impossible. It brought me back to comics. After starting my comics reading with OiNK #14 in 1986 I’d had several years of fun with the medium before I made my way to the world of magazines, specifically Commodore Format for my new obsession, my Commodore 64 home computer.  The last of my comics was Marvel UK‘s Transformers, which had been cancelled in January 1992 and after that I’d felt I’d outgrown comics in general. But 20 months later, during the buildup to Christmas 1993 I would see the errors of my ways.

It reminded me of Transformers, a comic I’d adored for years. It was too good to pass up!

A few months previous to this I’d seen an issue of a Jurassic Park comic in a newsagents somewhere and noticed it was an adaptation of the film. I’d been disappointed with previous comics adaptations of movies (The Transformers: The Movie, Teenage Mutant Ninja Turtles) so I decided not to buy it and that was that. However, when visiting my local shop to pick up my latest Commodore Format before Christmas that year this bold logo really stood out and I spotted the banner along the top! “New Adventures”? I picked it up from behind the other titles on the shelf and was greeted with a fantastic cover.

One look inside only excited me further. Not only did it contain the official (at the time) continuation of the movie’s story, it also contained other non-Jurassic Park back up strips, tied in to the overall dinosaurs subject. It reminded me of Transformers, a comic I’d adored for years. To have the same formula applied to a new title based on my new favourite thing was just too good to pass up!

Twenty-eight years later it’s the next comic to get the OiNK Blog treatment. This means I’ll be covering every issue of the UK version of Jurassic Park on their original release dates. Each detailed review will include story details, personal insights and memories from the time, alongside highlights from this seemingly forgotten comic.

While the original Topps Comics strips were reprinted by IDW roughly ten years ago (and sell for ludicrous prices online today) the fact there was a UK version of the comic seems all but forgotten here and completely unknown by fans elsewhere. I was only able to find a couple of blog posts and one YouTube video about these, none of which go into any detail, instead simply proclaiming they’d found a Jurassic Park publication they’d never known existed.

I’m hugely excited to get stuck into this classic series from Dark Horse International again. So join me as we re-enter the park and follow a top comic that proved to be an excellent continuation of a great story, only for it to be cut short when the company behind it just vanished.

Jurassic Park UK #1 comes to the blog on Thursday 8th July 2021.

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OiNK! #4: WORLD CUP COMiC

Full disclosure: I am not a football fan in any shape or form. But that hasn’t dampened my enthusiasm for this fourth issue of OiNK, released during the 1986 World Cup in Mexico. It kicks things off with this Steve McGarry cover of Harry the Head being on the receiving end of said kick, however there’s not an awful lot of football-themed content inside, especially compared to issue three or those to come. This is fine by me.

Anyone who grew up around the time of OiNK should be aware of the Sue Townsend books The Secret Diary of Adrian Mole Aged 13 3/4 and the subsequent TV adaptation. Pig pals should also know where I’m going with this. It’s finally time to welcome a favourite character of many readers and one who would appear in a whopping 64 out of the 77 OiNKs published. With Mark Rodgers writing and Ian Jackson illustrating, this was the tale of a young boy intellectual. Or so he liked to think. Fascinated by bogies and creepy crawlies, disgusted by girls, he detested school and thought he was smarter than everyone else, although the most atrocious spelling ever to grace a children’s comic belied this. It is of course The Sekret Diary ov Hadrian Vile – Aged 7 5/8 (yearƨ).

Before the days of desktop publishing this must’ve been very fiddly to put together but the end result is hilarious and was appreciated by all who read and enjoyed his strips. As the comic progressed so did his age, which you’ll see gradually creep up over the next couple of years. This real time nature was unique and at one stage his mum even became pregnant, actually remaining so for a period of time instead of having the sudden appearance of a baby sister to shake things up.

Alongside the diary Hadrian would write guides to a variety of subjects like “Tellyvision” and the “Orkistra” to share his apparent superior knowledge about everything. He’s one of the characters who pops into many people’s heads when they think back to OiNK and rightly so. Watch out for more from him as we go along.


“Each story is guaranteed to end with a bang. Billy Bang is pure dynamite! This is an explosive character.”

Mike Knowles, creator of Billy Bang

One character I only saw a couple of times in my youth was Pete’s Pup. Remembered by many as a regular, he starred in half a dozen of these early issues before initially disappearing and it’s surprising to find out he only appeared in nine issues altogether, including one reprint. The monstrous shaggy mutt must have made quite the impact on young minds. Physically, he definitely did so for the family he lived with.

Pete’s Pup was brought to life by late cartoonist Jim Needle and was his sole contribution to the comic. A resident of Jericho in Oxford, Jim was a regular newspaper cartoonist and graphic artist, working in many local publications. His signature style was energetic and larger-than-life, much like his canine creation. Jim sadly passed away in May of 1997.

This issue also sees the introduction of another iconic character, even if he was just another star’s pet. Satan the Cat would sometimes get his own mini-strip under Tom Thug‘s but most often would be seen in the background of the main story. The Street-Hogs‘ informant Hoggy Bear is under attack from the butcher mafia boss’ plastic bags, Harry the Head‘s star turn on the cover comes at a price and in The Golden Trough Awards: Vengeance of the Gnome-Men we have possibly the creepiest set of garden ornaments ever, courtesy of Ian Jackson. Just a few of this issue’s highlights.

Billy Bang is another of those characters rhymed off by former readers when they reminisce about OiNK, but unlike Pete’s Pup he became a mainstay of the comic and appeared in almost half of the issues, sprinkled through the run. Originally created by Mike Knowles but killed by a variety of other writers, he’d later be drawn by Eric ‘Wilkie’ Wilkinson.

However, in these early editions he was brought to life (and destroyed and brought back to life and destroyed and brought back to life) by Shiloe aka Simon Donald, co-creator and later co-editor of Viz and the man behind such characters as Sid the Sexist. The name he used to sign his work came from a band he was a member of called Johnny Shiloe’s Movement Machine.

In every issue something would make Billy angry. This anger would build and he’d eventually explode. Sometimes this would result in a pun, sometimes the aftermath of his blowing up would be the gag, as in the strip above. Inconceivably he’d somehow be whole again the next issue, just in time for the same thing to happen all over again. In lesser hands the fact this was the sum of his strip would’ve resulted in a short run, but somehow the writers kept coming up with new jokes for this simplest of premises.

Mike himself seemed surprised at the longevity of his creation when he waxed lyrical about Billy in a short piece for the Comics Bulletin website in 2015. UPDATE: Since writing this review the site has been closed down. Above is a quote from Mike from that interview.

On the inside back cover is possibly my favourite page of OiNK, period

Tom Thug fans were in for a treat this issue. Not only did he have his usual full-page strip (complete with the first appearance of Satan), he also popped up again in a half-page section called Play Football the Tom Thug Way! Using his usual powers of persuasion and his excellent football skills, Tom shows us how to guarantee success at the game. We all know that’s not really the case, but it’s always fun to see it all fall apart for a bully.

This marks the only occasion Tom was written by someone other than his creator Lew Stringer. Obviously Lew would bring it to the page but in this instance the script itself was written by co-editor Mark Rodgers.

On the inside back cover is possibly my favourite page of OiNK, period. I’m a little obsessed with sharks and their preservation, thanks mainly to Steven Spielberg‘s seminal summer blockbuster (and its 3D sequel) and the effect it had on me as a teen. To this day it’s still the perfect blockbuster movie, inspiring so many copycats and, more importantly for us, spoofs and jokes on the subject.

While I can hold up several characters as perfect examples of this favourite comic of mine, if someone were to ask for just one strip, one single cartoon to sum up OiNK’s humour it would be this glorious full-page, four-panel silent offering. Written by Mark Rodgers and drawn by Ian Jackson, keep an eye on all the little details, especially that seagull.

I don’t know how many times I’ve looked at this over the years but it’s no exaggeration to say it still makes me laugh. It’s just the perfect example, isn’t it? All the incidental details like the fish blowing up its own beach ball, the noise made when it’s let go, the innocent-looking seagull circling in the water, the running starfish and the fact a giant white shark pops out of such shallow waters. The facial expressions, the jagged lines, the colours, all combine into something that’s so perfectly ‘OiNK’.

For the subject of this issue being something I’m not a fan of this has been an excellent read. Indeed, if this had been the first issue I’d spotted on the newsagent’s shelves when I was a child I might not have picked it up because of that subject! That would’ve been criminal, because I’d have missed out on some genuine laugh-out-loud moments here. On that note, it’s time to close this issue and impatiently await the next, which centres itself around a spooky Make-Your-Own-Adventure game involving Barry the Butcher and The Unfair Funfair.

That next issue is up for review on Monday 28th June 2021.

iSSUE THREE < > iSSUE FiVE

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COMiNG UP: OiNK! #4

This coming Monday on the blog the beautiful comic hosts the beautiful game. (People actually call football that, right?) Three issues down and OiNK was the comic everyone was talking about. Don’t believe me? Don’t just take my word for it, here’s an advertisement from that week’s Whizzer and Chips as proof! (Thanks to pig pal Simon Bromley for sharing this)

Co-editor Patrick Gallagher‘s renditions of Tom Thug, Street-Hog Hi-Fat and Harry the Head joined his own creation, Head Banger to tell readers all about the World Cup Special in this ‘Next Issue’ panel from #3. If you’re wondering what the chicken man is doing here then you clearly didn’t read the review for the third issue.

The coming issue also contains my personal favourite page of OiNK out of the comic’s entire lifespan! So make sure you don’t miss out by subscribing to the blog or checking for updates on the various social media, then be here on Monday 14th June 2021.

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