Tag Archives: Carlos Pino

RiNG RAiDERS SPECiAL: SPECiAL iNDEED!

When editor Barrie Tomlinson gave us the bad news that #6 of Fleetway‘s Ring Raiders was to be the last, he told us they hoped to produce a special the following year to finish off all the stories frustratingly left on cliffhangers. Given how comic specials usually appeared in April or May, and the fact I didn’t know if it’d even be published, you can imagine my surprise when my parents came back from the shops with this some time in February of 1990. With its gorgeous Ian Kennedy cover and a hefty weight to it, I immediately ran to my room where all my planes and bases could be found.

Also in my room were my comics and after giving the special a quick flick through and seeing glimpses of exciting aerial action I decided to spend the whole day with these characters and read through all of the previous issues, every single story (including the ones that had already finished) before settling down for this mammoth 64-page feast of an issue. The regular comic was 24 pages so this felt like a real treat! Especially when we got not one, but two covers from Ian.

Was #7 meant to be the start of the comic recolouring the logo each issue? Or was it just for this special? Who knows? But clearly Ian had finished the next two covers and I think this inner page (likely #8’s cover) is just beautiful, evocative of the Commando covers he was so well known for but with a modern (for the time) splash of colour on the Corsair. Wonderful. You’ll have to excuse the state of the pages though. This is my original comic and it was read so many times back then, devoured over and over. The creases and tears tell a story though, of a much loved comic I couldn’t get enough of as a kid.

I really enjoyed reading through the fortnightly and was meant to cover this several months ago but had forgotten I’d let a friend borrow it (and the Super Naturals Adventure Book) and she’s not someone I see too often. But here we are at last. I’ve been looking forward to this. As you can see we kick things off with Operation Chill as colourfully brought to life by Carlos Pino, which only began in the final issue. When a cruise ship carrying a talented bunch of school kids crashed at its destination port with no one on board Wing Commander Max Miles and his Freedom Wing were dispatched to track them down.

His wing ended up over chilly Arctic waters and fired upon from an unknown source, with only giant icebergs beneath them. On the first page of this issue’s strip you can see gun ports in one of them and it’s on this that our ejected pilot Frank Turner finds himself. Another character named by the comic, Frank is soon set upon by Skull Squadron goons but he’s not as unarmed as it would seem, using another of the miniature gadgets the comic invented for the rings.

The iceberg was also on the move! At this point as a kid I had an idea of what was really underneath the ice and the next part of the story confirmed my suspicions. This particular segment would’ve been in #8 with a release date of 23rd December, the Christmas issue. If all had gone according to plan eager kids awaiting Santa would’ve read this just a few days in advance, and no toy in the series was more sought after than the Skull Action Assault Base!

While readers had seen the base in the Trackdown strip we have to remember these are time travel stories and so, much like with Doctor Who for example, timelines can be presented out of order. Even though this takes place a few years after Trackdown in order of actual date, for the time travelling characters it occurred before it. This is when the Ring Raiders themselves first encountered Skull Squadron‘s new mobile HQ. Over time it would’ve been fun to piece together these events into a timeline.

The villain is of course Chiller, the most used in the comic and simply the most sinister, not to mention the most fun for the reader. The plan is to re-educate the kids as mind slaves but, even after Chiller takes to the skies with his new ice weapon and takes out two of the Raider planes, Commander Miles doesn’t give in, making the most audacious of moves by landing on the base. Staying inside the cockpit and using the plane’s weaponry to disable the base he soon overpowers the enemy and commandeers it.

This final panel has Miles posing as he does on the toy packaging. Hmm, he’s called Max Miles and his plane is the Knight Fighter… and in Knight Rider we had Devon Miles… oh I’m just overthinking that, right? Anyway, with the funny image of Frank using the Skull base’s facilities Barrie’s story comes to an end with four parts here, making five altogether so originally it was due to conclude in #10. Who knows if the next story would’ve seen Skull Squadron coming for their base, but it would’ve made for an excellent battle if they had.

This would’ve sealed the deal for Ring Raiders as one of the very best action adventure comics in the UK

On to what was the main strip in the comic for me, the epic Trackdown written by Angus Allan and drawn by famous British artist John Cooper. It always felt epic in its scope, story, use of character and pace, and as it turned out it truly was as epic. With five four-page episodes in the special, altogether it was 11 parts and 48 pages in length. Beginning in #1 on 16th September 1989 it wouldn’t have come to its explosive finale until #11 on 3rd February 1990. Getting the final 20 pages here feels like a bit of a cheat, but these are the best pages in this special, and indeed the series.

In fact, the very first part here (which we’d have enjoyed in #7) would’ve sealed the deal for Ring Raiders as one of the very best action adventure comics in the UK. The Doomsday Device is on its way back to Skull Squadron in Blackjack’s auto-piloted Harrier while he’s taken a young boy hostage in a biplane, threatening to throw him out. Wing Commander Joe Thundercloud of Rescue Wing can only chase one, but which one? Much to Blackjack’s surprise he takes off after the Harrier, or so it seems.

This sequence is thrilling today, so imagine reading this at 12-years-of-age surrounded by all the toy planes, including the one featured here! Scorch orders Blackjack to toss the boy out of the plane to his death, but Blackjack hesitates, just long enough for Joe to swing his plane round and come at the biplane at a 90 degree angle and slice it in half, giving the Air Carrier Justice the order with split second timing to beam up based on his location. The boy (and half the plane) materialise on the Ring Raiders’ flying base while the rest plummets to the ground.

Where could this story go from here? Clearly anything is possible and next Angus has the Wing Commander catch up with the Harrier. With Blackjack out of the picture, Joe disables its engines and then picks it up with his own F-16, using the power of the ring to convert his own body’s energy into extra power to try to get the pilotless plane to the Justice.

But as a caption reminds us, “Use of the rings means terrible physical exhaustion” and, tapped into his mind as well as his body, Joe’s wish to protect those he holds dear and the panic over the screaming engines accidentally sees him activate the time jump engines with his thoughts, ending up back in prehistoric times, now flying above dinosaurs! As you can see the Harrier is no longer balanced atop his plane. The strain was too much for his body to bare and he lost control, the Harrier tumbling into the lake below.

How amazing was this scenario for young comics fans? Ring Raiders deserved a much larger audience than it got in the end because this was top comic action with or without the licence. But as a fan of the toys this was the most amazing thing I’d ever read in my young life as far as I was concerned. (We love hyperbole as kids.) It was a story I’d replay with my Matchbox planes over and over. I think I even created a tiny biplane out of Lego so it could be cut in half, that’s how much I loved this.

Contacting the Justice over millions of years via more use of the ring (and nearly passing out as a result) the rest of the force arrives, giving Joe time to get his energy back and load up the F-16 with Super Sidewinder missiles which he uses to destroy the side of the lake (it overlooks a cliff), draining its water and exposing the Harrier with the Doomsday Device in its cockpit. But the sky suddenly fills with more explosions. Blackjack in his replacement aircraft and his Havoc Wing were tracking his original plane all along.

It may be black and white but that last panel of part nine (third episode here) exudes atmosphere. The sun feels hot, the Harrier ominously coming out of silhouette as Joe looks desperately for his arch enemy. My memory had this as a cliffhanger in the fortnightly, such was the impact it had on me but nope, it’s right here with the next part on the very next page. Simply gorgeous imagery by John Cooper there.

Using the ring has consequences and must be used sparingly, unlike in the cartoon version

The characters having replacement back up planes may initially seem to ruin the drama and tension somewhat but it’s not uncommon. Later in Castle of Doom Yasuo needs his reserve machine in a hurry but the landing crew try to dissuade him as you’ll see. Clearly each character has their main craft and a reserve, which makes sense militarily and they’re never presented as a cheap way of continuing the action. It adds another layer of authenticity to something so fantastical.

The story comes to its conclusion as Blackjack steals the device back while Skull Squadron keep anyone from launching from the Justice with an all-out assault. But, with the device dangling from a claw under Blackjack’s cockpit Joe blasts it, opens his own cockpit and uses the power of his ring like a form of tractor beam to pull it aboard. Thing is, the ring was never meant to be used that way and with too much toll on his body already he loses control. Scenes like this establish that the ring isn’t a get-out-of-jail-free-card, it has consequences and must be used sparingly, unlike in the cartoon version.

The story constantly flips back and forth between which side is winning, every time success is within grasp of someone it flips again. It makes for genuinely tense, exciting reading, even as an adult. It’s also nice to see other characters milling about in the background or helping out here and there, giving more of an ensemble feeling to the cast than normal. Joe just about touches down without crashing and taking the future of the planet with him. Then our inside cover star Salty Salton launches against orders, his slow but manoeuvrable F-4U Corsair making it to the ground just in time to punch a hole in Blackjack’s cockpit, making him scarper.

Salty uses the ring to reenergise Joe’s and in turn Joe himself, the story wrapping up with doomsday averted and the device launched into deep space. What a ride. Ever since those early episodes with Rescue Wing’s Freddie Riley and the professor it’s been non-stop, the tension always building, with high-flying, high-octane stuff fans of the toys longed to see with one-on-one dogfights, crash landings, huge battles and at the centre of it all two characters driving the story forward. The story was never forgotten for a single page, never sacrificed to show off the action. These final Touchdown chapters were a worthy climax to the comic as a whole, even though that was never the intention.

Castle of Doom began in #6 and was instantly a favourite because it starred my two favourite characters, Wing Commander Yasuo Yakamura and Skull Leader Wraither, their planes being the first I ever purchased, so naturally I had a soft spot for them. Following on from the cliffhanger last time, how does a jet pilot rescue a man hanging by a branch on a cliff face? With this rather ingenious Rescue Pod above, that’s how. I love that.

This story has six parts here which would’ve taken it up to #11 with seven parts in total, so as you can see there was no standard length to a Ring Raiders story. This would’ve made for a wonderfully unpredictable reading experience if the comic had continued. Castle of Doom’s plot was all about using time travel to the past in order to affect future events, something which had always intrigued writer James Tomlinson (who went by James Nicholas at the time), and it’s clear he had great fun crafting this tale as it jumps about time zones within the isolated castle setting, layering the plot slowly over the first few episodes.

Basically, in 1989 (two hundred years hence) this castle would be seen as the ideal secure location for various governments of the world to gather and discuss the  growing threat of Skull Squadron, a meeting which would be key to the formation of the Ring Raiders. So Wraither and Vulture Wing have ventured back centuries to hypnotise (using a nose mounted ray of some sort) the family living there, planting a seed that wouldn’t be activated until hundreds of years later in the minds of their descendants.

This manifests itself as a mass shooting in 1989, the owners of the castle suddenly falling into a trance and opening fire with automatic assault weapons on all of the representatives present! Yakamura wins the day by using a low-yield missile to knock out a wall of the castle and take out half of the assassins, but the head of the family escapes and throws a grenade into an ammunition store. In the end the survivors evacuate just in time. The rest of the assassins are captured (I’d assume to come round later and be exonerated) and Wraither’s P-51 Mustang Galloping Ghoul is shot out of the sky, the mysterious pilot left abandoned in that time zone until Skull Squadron come to rescue him.

That’s it pretty much summed up but there are two main reasons I love this strip so much: the fact it’s full of great action between my two favourite pilots and planes and how it was delving into some of the backstory, taking tentative steps at setting up some mythology. It reads as an important early chapter in what I’d hoped would be a long-running comic. Wraither and Yakamura were likely chosen because they formed a special two-plane Matchbox Starter Pack (my Starter Pack in fact) and because of this it seemed they were destined to duke it out forever.

To the uninitiated it might seem daft to have two such vastly different planes engage in battle but it’s actually believable. Yasuo’s jet has speed on his side but is unable to make the kinds of quick manoeuvres over short distances Wraither can, and the latter’s ability to fly so close to the ground and mountains and use cloud cover to disappear and reappear at will evens the odds somewhat. In fact, the Grumman X-29 is almost trashed at one stage and Yasuo has to time jump back to the Justice for his reserve machine.

Untested and with unfinished computer systems which were such an integral part of his plane (Yasuo usually relied heavily upon the computer), it made for a tense showdown with Yasuo outnumbered four-to-one against Vulture Wing, the castle under attack by assassins, his inability to land to help and the castle poised to explode, wiping out the Ring Raiders before they’re even formed. The last three chapters were clearly not finished by the time the comic was cancelled as they are combined into one, 12-page finale.

Artist Don Wazejewski again brought James’ script to life and there are some lovely atmospheric visuals here (my favourite being the panel of Yasuo “almost hearing” Wraither’s laughter) and aerial battles that feel genuinely fast and exciting. I also like his chunky depictions of humans, especially on board the gigantic, high-tech Air Carrier Justice; there’s a certain Thunderbirds-esque feel to these particular scenes. Over 24 pages it’s a real thrill ride and it’s such a shame this would be the last meaty read of the special and the last time I’d see these characters.

It hasn’t lost any of its ability to excite for this 44-year-old. But then again, all those happy childhood memories of favourite characters and those little toy planes all bubble to the surface when I read any issue of this comic.

In such a serious storyline, with the tension ratcheting up page after page, there’s a genuine laugh-out-loud moment during the fast-paced climax as Yasuo delivers his missile. The story had made a lot out of the supposed mystery of who, or even what, was behind the mask of Wraither and his sinister character is perfectly portrayed, making this moment towards the end of the story even funnier for the fan in me.

After that momentous blockbuster we’ve only got two individual chapters to go. Next up is the seventh and final part of Freedom Flight. Tom Tully’s story involved Skull Squadron using a band of rebels for their own ends, assisting them in their attempts to overthrow a democratically elected government in South America. The story ended on a cliffhanger in #6 which had Skull Leader Mako’s ‘Sea Hunter’ MiG-29 about to be blown out of the sky by Raider Yuri Kirkov’s missile, fired from his ‘Comet’ F-4 Phantom.

As the young readers could be fans of either side of the never-ending war we would sometimes see the cliffhangers sway towards Skull Squadron, although this was used sparingly in the issues published. Still, it made for a refreshing change. Speaking of which, after 40 pages of beautiful black and white art, turning the page to see Sandy James’ full colour pages is a shock to the system.In the best possible way of course.

This being just the one chapter it’s basically the end of the battle that was raging months ago in the comic, so alongside the juicier stories in the special it unfortunately feels rather slight. However, in actual fact, if read with the previous half dozen instalments it’s the perfect, exciting ending with Kirkov finally fighting his way to victory after the hardships of other issues. His missile closes in on Mako and he even sees off the wingmen who attempt to come to the rescue.

Usually this would mean the end of the plane and most certainly the character, what with him not bailing out before impact, but as we readers know and as Kirkov suspects, Mako’s craft can operate underwater so the Ring Raiders must content themselves with the fact he’s escaped. Without the futuristic back up the rebels are soon defeated and our heroes travel back to the Justice to await their next mission, their work in the air complete.

Just one page later Kirkov returns in the one-off character story we would’ve read in #7 and it’s quite possibly the best one of the series, or at the very least right up there with Chiller’s in #3. As usual it kicks off with an air battle against the Skulls. Wraither again actually. As he expertly uses clouds to vanish into thin air during battle, Kirkov is reminded of the mist covered skies of Vietnam through which he flew in his Douglas A-1 Skyraider after defecting from Russia to fight for the United States.

Those of us who grew up in the 1980s will remember most of our heroes in primetime television had fought in the war, each one suffering some degree of personal trauma (Thomas Magnum, Magnum PI), physical damage (Michael Knight, Knight Rider) or psychological issues (Stringfellow Hawke, Airwolf). So as a young teenager this lent a credibility to Ring Raiders, seeing a character caught up in a real world war, one that we were all too aware of at the time and of the devastation it caused.

I think it could’ve reached beyond those obsessed with the toys if given the chance

The story was a real treat and as the last strip the comic would ever publish it made an impact; its gritty, rain-and-mist-shrouded panels evoking the same atmosphere we were used to in flashbacks in those aforementioned television shows (and later in the 90s when Bravo showed Tour of Duty which I became completely hooked by). Reading it now, Scott Goodall’s well-paced script and John Gillat’s superb artwork take me right back to those times. In fact, it feels all the more mature reading it now through adult eyes when compared to the other strips in this issue.

The story is a bit well worn by now, with a mysterious character helping our hero in their desperate time of need, only for us to find out that person had actually died and it must have been an illusion of some sort (although implied to have been their spirit continuing to help people as they had done in life). It’s the fact this story is in Ring Raiders and is illustrated in the way that it is that makes it so very special.

The perfect way to wrap up Ring Raiders, not just this special but the comic as a whole. Not only is it a superb strip, it shows the real potential this comic had in the range of its storytelling and how I think it could’ve reached beyond those obsessed with the toys if given the chance. It’s heartbreaking to finish the final story but I think it just proves the point I’ve been making since the beginning. Rounding off the issue is the second Photo File by James, this time one of his favourites and cover star the F-104 Starfighter,.

Well, that’s it.

James and Barrie were able to tell me the names of some further adventures that we never got to see. Hill Kill was written by Scott Goodall so possibly another character piece, Viking Job was by Tom Tully and Sandy James (their follow up to Freedom Flight and most likely set in the distant past), Surprise Attack, Skull Surprise was by Barrie Tomlinson himself so most likely was to be drawn by Carlos Pino and there was an unnamed Christmas story by James Tomlinson and Don Wazejewski, plus another story by the same team called Blow Bubbles, whatever that was about. A Christmas issue of this comic would’ve been nothing short of awesome for me! Oh well.

Proof that licenced toy comics could be taken seriously and produce excellent results

Ring Raiders could effortlessly flip between the futuristic and the historical, the fantastical and the realistic, keeping its feet grounded with believable, likeable characters, exciting action, superb art and interesting stories. If it had continued goodness knows how much better it would’ve got as it developed. It’s anthology style worked a treat and for those few short months I didn’t just run, I sprinted to the newsagents every other week to get my next fix.

OiNK aside, the fact this comic remains my number one from childhood with only seven issues to show for itself should tell you something.

Ring Raiders was a superb comic and is well worth picking up, although be aware issues can go for a pretty penny on eBay and you’ll be very lucky indeed to find this special. (There were also two annuals but they were by Grandreams, had nothing to do with the comic and are really poor, with no strips, just bad text stories and basic art.) Ring Raiders was proof that licenced toy comics could be taken seriously and produce excellent results. Kudos to Barrie and the whole team, thank you for a superb comic and for some really enjoyable memories.

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WiLDCAT #12: JOURNEY’S END

This Vanyo cover with lead character Turbo Jones is an exciting mystery, begging the question of how he ended up in this predicament after the conclusion last issue. The ever-changing colours of the Wildcat logo bring us this variant, almost matching the creature below it. It’s a great start and I’m sure it thrilled me at the time, not knowing of the sad news within. There’s no clue here, and there isn’t until the end of our first strip, so let’s start there and see how things pan out, shall we?

Brought in front of the Burroids‘ leader, The Brain, Turbo faces a trial for supposedly defecting to the other side, the Arglons. Of course, he was actually captured and forced to work for them, but he escaped and made it back to help his friends. However The Brain, for all of its apparent knowledge (it is a big floating brain in a glass sphere after all) isn’t too hot when it comes to assessing the situation, or indeed holding a fair trial. Simply deciding not to believe Turbo, he’s sentenced to walk the Valley of Death.

The first of these obstacles is the creature from the cover, who Turbo eventually dispatches by decapitating two of its heads and strangling the third. It’s a great, action-packed sequence and begs the question, if this is the first obstacle what are the rest like? He ends up trapped in the deadly vines of a fruit tree as he tries to take some food but thankfully Robo finally catches up with his master. (Oh sorry, I mean friend!) There’s a nice moment between the two when Robo apologises for having emotions and worrying about Turbo, and Turbo telling him he’ll never complain about that!

A complete shock, especially at only 12 issues in

Their friendship has always been an interesting one and at times surprisingly sweet among all the action and excitement. As they make their way deeper into the valley Turbo plunges into a trap, crashing through branches laid out on the ground over a hole, so clearly there’s someone else here. It’s a great action episode while still maintaining the characterisation we’ve come to love. The Turbo Jones story has always achieved this perfect balance, testament to its writer (and the comic’s creator and editor) Barrie Tomlinson. However, in the corner of the final panel are the words, “This story continues in the first issue of Eagle & Wildcat – on Sale April 1st.”

As a child I was devastated. Not again! I obtained my free Wildcat Preview issue with the final edition of OiNK which had crushed me because I’d never had a comic cancelled on me before. As I’ve mentioned previously it had felt like OiNK was passing the baton to Wildcat and so this was a complete shock, especially at only 12 issues in. As usual the news was promoted in as positive a light as possible and on the next page was this advert for the first of the combined issues.

As much as these ‘Great News For All Readers’ kind of messages tried, it was always sad for those collecting the cancelled comic. There would be an attempt to make it sound like both titles were merging into one awesome comic, but in reality it was always clear one was getting the chop and a little bit of it was going to appear in the other. So, just like when three of OiNK’s characters joined Buster, I didn’t follow Wildcat into the pages of Eagle. However, I’ve some news on that front which I’ll get to below.

For now, let’s continue with the final colour episode for David Robinson‘s Joe Alien (in Eagle he would be in black and white). Facing down the oncoming storm of murderous vegetation and seeing the roots encircle his men, our peace-loving alien has no choice but to do the one thing he hates the most, he resorts to violence and picks up a laser to free his team. They retreat into a cave that has walls covered with eggs belonging to the Dargonlites, the giant slugs from previous issues. Happily for me (because I think they’re a brilliant creation) there’s one left guarding the eggs and they take to the trees with fervour in defence of the unborn young.

This one slug takes care of the advancing hordes and just as Joe and his men leave we see one of the hatchlings burst out of its egg with the promise of survival after their devastating loses last time. But this is Wildcat, we can’t be having too much of a happy ending, so as they continue their search for the missing shuttle the mossy floor itself comes alive like an evil turf, rolling up to engulf them. It’s certainly an imaginative cliffhanger, I’ll give you that.

The story would continue in Eagle but readers would have to wait, the little box at the end promising the story will continue in a future issue. As you saw in the promo only Turbo and Kitten would be in the comic to begin with, what with limited space available for the merge. This was another reason I didn’t carry over my comic order. Yes, there’s only so much room for the Wildcat strips and nothing could be done about that, but for young me I only wanted to read about these characters and didn’t like the fact I’d only get a small portion of Wildcat every week.

Joe does go out on a high though. His plight on the planet has been huge fun. Originally drawn with the fervent imagination of Massimo Belardinelli it wasn’t long before the incredible Ron Smith took over and I’ve loved every single panel he’s produced. Even when the plot slipped a little (just for an issue or two) his art still made this one of the best strips every single time. Joe remains very much an enigma and it’s such a shame we won’t get to see him develop and find out about his mysterious past.

James Tomlinson‘s Kitten Magee strip is full of twists, turns and surprises this issue, making the cancellation all the more frustrating. With Kitten knocked out we see Aurora take command of the team and soon they’ve lured one of the large Hoboans on his floating platform to within reach, commandeering his vehicle. In the process he falls off and through a glass window, which kills him. This makes our team an even higher priority target, to be terminated on sight. We return to them for the cliffhanger but first we catch up with their leader and her pet.

Crud calling Hobos “mate” raised a chuckle. At first I thought these fishy creatures might turn on their owners like the ones out in the public pools (and that might still happen of course) but for now we’re left not knowing what’s happened to the little metal fella. We catch up on the rest of the team for the final two pages, hiding in a food storage unit full of rotting, stinking meat. We get an interesting nugget of info on the Hoboans here as Doc postulates that given the shape their bodies are in, this may be the only way they can consume food, when it’s already broken down by rot and decay. I really enjoy little details like this, it makes the fantastical feel more grounded.

This is the first time the story has focussed on the team without Kitten and it works so well. They’ve each had a little bit of time in the spotlight in individual scenarios before, enough so that when they’re interacting with one other they feel like well developed individuals and not just cannon fodder. The story ends with the discovery of a hidden doorway and an ancient city, destroyed by the Hoboans a long time ago. The stench, the dust of remains, a whole civilisation wiped out of existence, this is such a surprising twist and these final pages ooze atmosphere.

Damn it, why did more people not buy into this superb comic? It should’ve carried on for many more years! The letters page reassures readers a few times that the stories and characters are going to continue, still trying to sell it as a 50/50 Eagle/Wildcat merger. Unlike Super Naturals the address is still here as readers’ contributions would continue and there’s even a guest appearance from Max, Eagle‘s fictional editor.

Loner, written by editor Barrrie Tomlinson is our final serial and just like Joe it would be a while before he’d appear again. This is extra annoying because, even though the plot recently hasn’t been all that hot, the cliffhanger asks so many questions. Anyway, you’ll remember from #11’s review how our mercenary friend was plummeting back to the forest fire below. He has a messy save as he lands on and smashes the eggs in the nest he flew away from. I’ll admit his next thought as the fire races up the tree towards him made me laugh.

If you’ve been following along with these reviews you’ll know this second tale in Loner’s epic quest has felt a bit too loose, a bit too made-up-as-it-goes-along for my liking. I was prepared for more outlandishness this issue and awaited whatever random event would befall our hero. I could never have predicted what transpires here!

It begins with the wind picking up and spreading the fire even quicker across the forest floor. Of course to Loner in his miniaturised state it feels like a hurricane is trying to pluck him up off his feet and in fact that’s exactly what happens. Clutching desperately on to a leaf to stay put, it’s blown away with him still clinging on as the wind whips up the fire below. This is all good stuff so far, for once it’s something you could see happening in this far-fetched scenario, but what if I told you that very same wind somehow blows him so far up he leaves the atmosphere of the planet? Yes, really.

Frozen in the upper atmosphere, Loner’s unconscious body floats out into space and apparently passes relatively close by the Wildcat itself (the second character to do so in as many issues) before he starts making his descent. The comic has always been a far out there, wild and fantastical ride and I’ve loved it for that as well as for its originality. But this is a step too far even for the far-fetched. I can’t remember my reaction to this when I was in the age range of the target audience but this (much) older version of me didn’t like this one bit.

I’m not going to go into detail about logistics or the science, this is a fun children’s comic after all and I’m not about to start taking it all too seriously. But even from a story perspective it just doesn’t make sense and is yet another seemingly random event plucked out of thin air (in this case very thin air) just to be bigger and more exciting than the previous one. Maybe I loved it back in 1989 but I review these classic comics as I find them now, with no rose-tinted glasses and I just want another well constructed plot for one of my favourite comics characters, like we had for the first half dozen issues. But back to that cliffhanger I mentioned, when I suddenly found my interest piqued again.

David Pugh‘s artwork shines as always but that penultimate panel with Loner’s understated shock is simply superb. Our unflappable hero, always ready with his quick wit, actually looks speechless here. It’s not overplayed, his facial expressions not exaggerated for effect. David’s style is so good he doesn’t need to do that. The subtlety and realism in his drawings of Loner while the character is surrounded by fantasy sci-fi elements of psychic alien lizards, cute furballs and giant monsters perfectly captured this particular hero and why I loved him so much.

I imagine my face was somewhat similar to Loner’s when I originally read this, the final cliffhanger of the comic’s run. Has he travelled in time? Is that giant the real Loner? Is this shrunken Loner actually a copy? This is the kind of cliffhanger ending I’ve been craving for the last half-dozen issues or so and it just so happens to be in the final issue. It’s not the end of his story for me, as I’ll get to in a little bit, but before we move on to the final strip there are a couple of ads I thought might interest you.

It’s Holiday Specials time and alongside Mask (which had already folded and finished its merge with Eagle), Roy of the Rovers and Battle was something called the Spinechillers. The top corner of the cover has a tiny little Scream logo but in reality there were no characters or strips within that had featured in the short-lived weekly. It was even presented by a new character called Ghoul (instead of the usual Ghastly McNasty) who had presented a strip the year before in Eagle. There was also news of a free gift in Buster but for me at the time the big news was below that.

Finally, just as Uncle Pigg had promised in the last issue of OiNK there was a new edition of my favourite comic! That final OiNK had introduced me to Wildcat and now here was the final Wildcat telling me of the return of OiNK. Everything had come full circle. Although claiming it hadn’t had the chop is a bit of a stretch. Still, it was exciting and a mood booster after the cancellation of the comic in my hands. Speaking of which, time to read the final strip, this issue’s Wildcat Complete and it’s drawn by Carlos Pino (TV Century 21, Starlord, Ring Raiders).

I really have my doubts about Turbo’s selection process. We’ve seen horrible xenophobes, serial killers, robot slave drivers and now bullying bosses in these anthology stories. With only several hundred people on board from our whole race, who was left behind to make room for these idiots? Zak‘s bosses are all of this type, shouting and screaming at him just because he gets sick easily, and they certainly don’t care that he currently has a cold. To punish him they force him outside to clean the hull of Wildcat and it’s there the above happens.

We can tell where this is headed, War of the Worlds-style

Yuggoth, Master of Chaos looks very much like a man in a rubber suit, 80s Doctor Who-style alien which suits the retro futuristic nature of this read through perfectly. He inhabits poor Zak’s body and straight away we can tell where this is headed, War of the Worlds-style. Of course, Zak isn’t believed by anybody and only he can see Yuggoth’s reflection in the mirror, so he gets scolded some more by his bosses before one of them sets him up with a psychiatrist-droid which is clearly programmed to get the results his boss wants. (Again, how did Turbo pick these people?!) It’s only a matter of time though before our visitor has seen enough to make his move.

In the control centre of Wildcat’s computerised systems the two head operators are female, which is refreshing for an 80s comic. However, they also regularly belittled Zak like his bosses and so I felt no sympathy when they’re the first to die at the hands of this alien foe (bringing the Wildcat Death Toll to 38 in its final issue). Seemingly unstoppable, Yuggoth’s victory seems certain when suddenly he begins clutching at his throat and keels over, dead. Later, a scientist concludes the creature caught a virus its body had no defence against. It was Zak’s cold.

In the end Zak becomes a hero but in today’s post-Covid (almost) world that final panel is just plain scary! It adds to the overall thriller feel to the story, with these humans just opening themselves up to pain and misery thinking it’s their salvation, but clearly that wasn’t the intention of the ending at the time. It just goes to show how these strips not only aged well over the decades, they could even improve.

That’s your lot. With this story Wildcat comes to an end. At the time I had no interest in buying Eagle (sorry, I mean Eagle and Wildcat) so this was where these stories finished for me. Only over these past couple of years, over three decades later, have we finally got Rebellion‘s new graphic novel collections of Turbo Jones and Loner so that I can find out what happened. Even though I purchased the books over a year ago now, I’ve been waiting for the read through to finish before I devour them. Unfortunately though, it’s looking increasingly unlikely the other characters will be getting similar treatment.

I’m currently collecting the remaining Kitten Magee, Joe Alien and Wildcat Complete stories in the Eagle comics released over the twelve months after Wildcat finished, but that’s going to take a while. First, I’ll be completing my original 80s collection with the Wildcat Holiday Special and Wildcat Winter Special, neither of which I’ve read before, so look out for them in May and November of this year. Then after that I’ll go back to read the adventures I didn’t as a kid to see how it all ended (not a real time trek through them all though, I’ll be summing up the Wildcat content).

So I’m not done with Barrie Tomlinson‘s Wildcat just yet, just taking a breather. The Wildcat Holiday Special review will be here from Friday 27th May 2022.

iSSUE 11 < > HOLiDAY SPECiAL

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RiNG RAiDERS #6: FiNAL BOARDiNG CALL

This is something of a bittersweet review. On the one hand it’s the best issue of Ring Raiders the team produced, but it’s also the last. I can remember back in 1989 I’d always go and check out the shelves first before asking for my reserved copy, and my heart sank when I scanned through this exciting looking latest issue and saw the announcement. At this point it really did seem all the comics I was interested in weren’t lasting long at all. I was devastated with the news for this particular one.

What a cover to kick off my favourite issue, Ian Kennedy really showing he understands the subject matter, his love of aviation clearly apparent. Skull Leader Wraither was one of my two favourite characters and to see my favourite toy planes on the cover was a thrill. This takes me right back. Inside, two new serials and a new regular feature begin. It’s obvious this was never planned to be the last issue. However, it may be the final fortnightly but it wouldn’t be the finale. More on that below.

But let’s not be down, there’s more of the finest 80s licensed action strips to enjoy and there’s been a bit of a shift about inside to keep things fresh. Where previously Battle Zone ’99 introduced us to each issue before concluding last time, it’s replacement story is moved so that Tom Tully‘s Freedom Flight, rattling along to its big finish, can take point. It opensthe comic with some blistering action that’s been building since the comic began. Sandy James‘ colour work makes quite the impact as the first thing we see inside, it’s just a shame something went wrong with the printing process with several pages of this issue.

Skull Squadron‘s plan finally gets revealed; Calvador is the perfect place for them to set up a power base to take South America. The rebels are fully aware a heavy price will be asked of them for this help but they continue regardless. It’s clear this is only one part of a much bigger plan and interestingly leader Scorch is monitoring from thirty-two years into the future. Obviously (much like Doctor Who) in the world of Ring Raiders time is fluid, always in flux. I appreciated major plot details only coming later rather than being laid out in the first episode too. Despite being based on toys, the comic told its stories in a mature fashion, treating us as readers with attention spans who’d stick with them.

The first of the new stories is Castle of Doom , written and drawn by the same team as the previous Bomber Blues, James Tomlinson and Don Wasejewski. It takes Trackdown‘s previous position as the second strip. Trackdown always felt like the main story, even though I’d no idea just how long it would last. It felt like it had deliberately slower pacing to begin with, like it was building tension and settling in for a long run. So when Castle of Doom took over its pages it instantly felt like an important story. I wasn’t wrong.

Set in 1789 it sets up a fascinating plot involving my two favourite characters. Wraither (from the cover) in his P51 Mustang ‘Galloping Ghoul’ appears in the skies over a hauntingly atmospheric castle proclaiming to be a sky demon. The owner of the castle is already a disciple of this winged deity, but the local mayor sees him as a threat. After Wraither fires upon him, pushing him over the edge of the castle wall (and over the cliff it’s perched atop) he turns on his hypnotising mind control ray, instructing the assembled masses that on this exact night two hundred years hence their descendants must rise up and assassinate every single person in the castle.

Returning to the skies he and his Vulture Wing prepare to exit through time again. Wraither and his dark, faceless persona is the perfect Skull Squadron leader for this mysterious tale and I was just as excited to see the Raider sent to investigate would be none other than Wing Commander Yasuo Yakamura in his cool X-29 ‘Samurai Flyer’ jet. These were the first two planes in my collection and perhaps as a result of them being bundled together in one of the Starter Packs they seemed destined to be mortal enemies in the comic.

Certain scenes remained tucked away in my memory, refusing to leave because they had had such an impact on me

Skull Squadron targeting this particular castle in this particular time zone for just a few moments has the Ring Raiders completely confused. Yasuo is on standby and in his X-29 can get there quicker than anyone. I can still remember the palpable excitement of this first instalment as a kid thanks to the characters involved, but also because James sets up a genuinely interesting mystery here.

As Yasuo stalks the skies above Vulture Wing we see his inner thoughts trying to work out what’s going on. Even when he engages the enemy he remains a man of few words, thinking his retorts to Wraither instead of shouting them out over the radio like other pilots. The cliffhanger has the mayor hanging on to a tree sticking out from the cliff face and Yasuo having to leave himself wide open to attack in order to save him. With my favourite planes locked in combat and an intriguing set up in play it was an agonising wait to see what would happen next. (If we even got to find out!)

The character flashback story this time centres around Wing Commander ‘Never’ Evers, in the appropriately titled Never Say Evers Again, written by Scott Goodall with John Gillatt back on drawing duties. This is the first we’ve really seen the character other than in crowd scenes and I never owned his toys. That’s a shame because he’s a fun character with an interesting past. Enrolled as an officer cadet in NATO‘s flying school he was cocky and lazy in equal measure. Caught skiving off sick from a routine training mission, his instructor puts him under open arrest.

Now, Evers loves his rock and roll, especially playing it so loud he’d annoy everyone around him. His imprisonment takes place at the far end of the base in unoccupied accommodation which just happens to be beside NATO’s records department. In the end we find out the arrest was deliberate, his instructor is working for Skull Squadron. But when Evers’ hifi speakers blow a fuse and silence engulfs the area he hears a noise and discovers the theft of computer records in process. His instructor was using Evers’ relocation and his loud music to cover his tracks, you see.

Having a double-cross like this is similar to last time but Evers is such an enjoyable character I didn’t care, especially when it led to this final sequence. My only complaint is that there isn’t more of this particular aerial battle. The brief bit of action we’re given is fab and a great climax to a character study strip, but how I wish it was longer. Another aircraft that wasn’t part of the Ring Raiders toy line too, which was always a nice addition to the comic and heightened my interest in finding out more about them as a kid.

He’s on the cover, he’s the star of a brand new strip and now Wraither is also in charge of the letters page. None of the contributions mention him and he isn’t happy about it as you’ll see. This is one of the things I loved about our comics this side of the pond, how the characters would interact with us in often cheeky, sarcastic ways. I never sent anything in myself. Even though it had become a bit of a habit by this stage, Ring Raiders simply didn’t last long enough for me to get around to it. This would be the last we’d see of the readers too, as the special the following year wouldn’t contain any more of their contributions.

Part six of writer Angus Allan and artist John Cooper‘s Trackdown is our penultimate strip. Wing Commander Thundercloud is right on the tail of Skull Leader Blackjack, but can’t do anything except follow for fear of setting off the Doomsday Device if he opens fire. All the Skull pilot has to do is wait it out until he’s home free, but suddenly he dives and stands his Harrier jet on its nose! It’s a shocking move but in the end it shows how tactical Blackjack can be.

Established in both the toy line and the comic, Blackjack can remotely control his Harrier. In this day and age of drone warfare and those silly driverless cars it’s easy to forget things like this and K.I.T.T. in Knight Rider were science fiction, and exciting sci-fi at that. So he ejects after aiming himself at a biplane far below, expertly manoeuvring so he lands on its tail. I love how this is depicted in the art, especially the angle from above the ejection.

The maniac tosses out the pilot of the biplane and takes his young son hostage, although he does tell him his dad had a parachute and will be safe (the boy will also be safe if he just shuts up, he’s told). Although it’s meant to look like he could kill the kid, he doesn’t intend to, he just wants to use him as a means of dropping his pursuing Ring Raider. Scorch himself radios through to the Air Carrier Justice, telling them Thundercloud has a choice; either follow the Doomsday Device to stop it reaching Skull Squadron, or rescue the boy.


“The future of the world against one boy’s fate? No contest!”

Joe Thundercloud

It’s a brilliant twist that I’d completely forgotten about. I remember the thrill of this particular chapter as a kid and it’s another key reason why this was my favourite issue; all the stories are firing on all cylinders, the comic had really come into its own and it was confident in its characters and the universe within which it was playing.

In the end Thundercloud radios in that he’s going after the device, that one boy’s life can’t compare to the whole world. The Ring Raiders listening in are horrified but Ring Commander Vector is defiant, he says he knows Thundercloud isn’t going to abandon the boy. So what’s he doing? Vector asks the professor what would happen if they beamed the device up but can’t get an answer. It seems everything is in Thundercloud’s hands. It’s an impossible situation he’s in as the Harrier and the biplane set off in different directions.

The cliffhanger gives us no possible clues as to the outcome. Can you imagine my reaction to this, knowing there wouldn’t be another issue in a fortnight? Only with hindsight am I able to say reading the Ring Raiders Special (which contained another five chapters to Trackdown) was incredibly exciting, and that if the comic had continued #7 would’ve contained the single most exciting piece of strip action I’d ever come across up to that point. That’s not just hyperbole, as you’ll see next time.

I’ll leave my final thoughts on the whole story until then but suffice to say Angus and John created something truly special for me with this. It’s a story that has stayed with me all these years, certain scenes tucked away in my memory refusing to leave because they had such an impact on me, they were that amazing to this Ring Raiders fan. The eleven chapters made this the comic’s first true epic at 44 pages in total.

This issue felt like the beginning of the next stage of the comic’s life

This issue saw the first time new serials joined the fray, sitting alongside continuing stories. Others would end in what would’ve been #7. I was looking forward to seeing explosive finales and new beginnings, since each story could be so completely different than what came before. Each issue would’ve brought that sense of anticipation, never knowing when one story would end or a new one begin. With this issue it felt like the beginning of the next stage of the comic’s life.

The ‘Next Issue’ boxes were still present at the end of each strip but blanked out, although adding to the frustration was the ability in some cases to just about make out what they said. On the letters page Wraither talked about the next issue in a fortnight’s time and the comic was still asking for contributions. All of this made the Special Announcement (in the space usually reserved for the Next Issue box) all the more shocking.

At the time I refused to believe it was due to bad sales with the way the first sentence was worded. It just didn’t make sense to me. The comic was too good for this to happen to it! The toys were on sale with Christmas approaching, they were ace, how could it stop before all those new owners jumped on board? All of these thoughts went round and round in my twelve-year-old head.

Speaking with editor Barrie Tomlinson recently he told me the issue was already at the printers when news came down that the plug was being pulled. Needing to get an announcement into the issue but with no time to typeset anything he instead wrote the panel on his typewriter. It feels a bit like some wartime correspondence and very fitting for the comic. It’s just a shame about the news it carried.

The comic was too good for this to happen to it!

As Barrie says in his book Comic Book Hero, the industry was struggling as a whole at this time, many titles were failing no matter how good they were. Television and videogames were stiff competition and publishers seemed to be releasing licenced comics based on every new toy or cartoon in a bid to try to reverse the trend. For a market already facing decline it was now also spreading itself too thin. Inevitably, not many new comics survived.

I cut out the Ring Raiders Club coupon that had been in the comic since #3, thinking if the comic was ending at least I could join that. I never heard back. I asked Barrie if he knew anything about it but as far as he’s concerned this was run by Matchbox so unfortunately I’ve no information about it at this time. But let’s enjoy the rest of this fantastic final issue, shall we?

As I’ve mentioned several times during this series it was amazing to see these tiny toy planes brought to life, as it were. Now writer James Tomlinson was also going to be treating us to aerial photography and details of the real world aircraft every fortnight. At least that was the plan, but we ended up with just two parts in this and the Special. But at least I did get to see a Wraither’s in this fact-file.

So our final strip is actually a new story and while he may not appear in this part it’s clear from the icy cliffhanger and the name of the story, Operation Chill, who our big bad was going to be again. I have no complaints about that whatsoever given how ruthless he’s been in previous stories. Living in Belfast the not-so-subtle references which were lost on me as a kid are plain to see. On an unspecified then-modern day date a cruise liner of the Black Star line is travelling from Liverpool to New York when all radio contact is lost before the ship crashes through the docks.

Making clear references to the Titanic, writer Barrie Tomlinson and artist Carlos Pino return in what would turn out to be a fantastic story. It would be the mission that would introduce the Skull Squadron’s Mobile HQ to the Ring Raiders, that particular chapter set for an issue originally set to be published just in time for Christmas, potentially even the festive issue edition itself.

Yes, the base has featured in previous stories but remember this was a time travelling comic and it can tell its stories in any order it wished. We could see a character in action and then later down the line read about their recruitment, piecing together the timelines ourselves. The complex nature of the overall arcs could’ve made for excellent reading further down the line.

With all of the schoolboys from the ship and its crew missing Bravery Wing and their commander Max Miles get their first comic mission and come under heavy fire when checking out the location of where the ship last checked in. But below there is only ice. Ice and open waters. Where is the attack coming from? The big reveal was another part of the Special worth waiting for if memory serves.

Much in the same way as #6 of OiNK, this issue of Ring Raiders felt like all of the pieces had fallen into perfect alignment, that the comic had settled into its run with a new found confidence. This made the cancellation all the more heartbreaking. Would it have had better sales and been given a longer chance if released just after Christmas? Probably not, because as much as I didn’t want to admit it at the time the toys just weren’t the success they deserved to be. But that didn’t put me off. The following year I continued collecting Ring Raiders sets and accessories, stopping just short of the second series’ release. Perhaps they had been successful just enough for the next series or maybe they’d already been produced. Either way, all merchandise including the comic and the cartoon had been canned.

Not long after Ring Raiders disappeared a new partwork was published called Airplane and I bought the first dozen or so issues. If I couldn’t buy the comic anymore maybe I could still find out all about the aircraft to go with my toys. The first issues were all military craft which had coincidentally featured in the Ring Raiders range but it wasn’t long until it was focussing solely on commercial airlines and I became bored and cancelled it. Hey, I was 12 years old!

I’ve already mentioned the Ring Raiders Special and this came out in February 1990 so watch out for it on the blog a few months from now. Barrie wasn’t sure if it would see publication when he wrote the announcement, given how quickly it had to be written up. But he and his team did produce it in the end and all of the stories from this issue got the remainder of their full runs printed in one big issue.

That won’t be all you’ll read on the blog about this fantastic comic or the toys that inspired it. Also, make sure you check out the two remaining comics still being read in real time that make up the Barrie Tomlinson trilogy this winter. Wildcat and Super Naturals continue and are both excellent titles.

So long Ring Raiders, you will be greatly missed but all these decades later you remain a very favourite comic. I hope that shows how much of an impact your six issues made to this reader anyway.

iSSUE FiVE < > SPECiAL

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