Tag Archives: Ian Kennedy

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 (image above from eBay). 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

RiNG RAiDERS MENU

WiLDCAT #2: STiCKiNG AROUND

We all know the risks of buying classic comics on eBay and that’s why I always check either in the description or with a message to the seller that all the pages are included and intact. This was listed as being in mint condition and it really is, but what the seller failed to mention was that it also came complete with its free gift. In fact two copies of the gift. To go along with that lovely depiction of the Wildcat spaceship by Ian Kennedy are stickers also drawn by the man himself.

These were to be attached to the free poster that came with the previous issue, which I haven’t been able to acquire yet, but even on their own they’re a cool gift. None of the aliens (at least in these stickers, there were more given away with the first few issues) relate to any of the stories inside, so this was simply a case of Ian’s imagination running wild. I think you’ll agree they’re great and very typical of his work. Brilliant stuff.

With this being only the second issue there’s another recap page to kick things off for new readers who missed out on the preview and issue one, although the comic does ask them why they missed it! The page itself feels a bit like an 80s tabloid layout which is a nice touch, giving the headline news of the story an immediacy I’m sure was appreciated at the time.

After this it’s on to the second part of Turbo Jones‘ story and unfortunately it looks like Ian is no longer the artist for the leader of the daring planetary expedition.

But you needn’t fear because in his place is Vanyo (Death Wish, Storm Force, Ghost Squad), which was actually the pseudonym used by two Spanish brothers, Vicente Vano Ibarra and Eduardo Vano Ibarra. I asked Barrie if he remembers which brother drew Turbo but because they worked through an agency he was never sure which one was contributing which art to his comics. However, on their work he did say, “I do know they kept up a very high standard of artwork and I am a great fan of their work.” I think we can all agree on that.

Their line work brings dramatic facial expressions to Turbo that really humanise him, and adds a real solid feel to the ground-shaking action throughout. In this part of the story we find out the aliens who captured Turbo last issue are called the Burroids and they aspire to be a peaceful race. However, their war with the savage Arglons has been raging for so long now they were instantly suspicious of these new human aliens. Their leader is a giant brain suspended in a large glass dome, who tells Turbo of the history of their races, the war and of the planet itself.

A radiation storm, not unlike that which Turbo predicted for Earth (coincidence?) struck the planet a millennia ago. The resultant conditions upon the world resulted in all species developing a lung deformation and the inability to survive for any length of time above ground level. This rules out air travel and with giant monsters and raging seas stopping travel across the oceans each continent was thus cut off from their neighbours. This also explains the interference in communications prevalent in all of the strips.

This is the perfect set up for the comic. Each continent evolved across a million years separate from all others, meaning each of our landing parties (and our strips) can discover completely different environments and inhabitants, and are all cut off from calling for help, meaning they must explore. It’s quite an ingenious idea by Wildcat‘s creator and editor Barrie Tomlinson. It’s like having lots of different planets to explore all at once.

The Brain explains the two races signed an anti-nuclear treaty to ensure their war wouldn’t destroy the planet or negatively impact those on other continents. But the Burroids are still losing and need a new military leader. Guess who they want? That’s the set up to Turbo’s initial story arc complete and it’s an original one. Let’s see how it develops.

The scenes of murder and mayhem feel like they’re drawn with real relish

David Robinson‘s Joe Alien is up next and his team aren’t really having the best of days. Confirming contact with the Wildcat is being disrupted, I like the fact this only happens after Turbo’s strip has given us readers the explanation why (Loner was cut off last time but we figured it was just the area he was in). It’s just one way in which each strip feels connected to the larger story, which was the whole point of the comic in the first place.

The bad luck continues as he loses another team member, all the while taking shelter from their stalker among the thick vegetation, unable to work out that this is actually the source of their woes. Joe himself keeps sensing danger all around them but continues to be just as confused as his men. When they see something move in the shadows they open fire and hear a scream but find no body. It was the tree that screamed, unbeknownst to them.

I know I’m making a bit of an assumption here but the scenes of murder and mayhem feel like they’re drawn with real relish, like artist Massimo Belardinelli is really enjoying drawing this strip with its weird and wacky antagonists. I do hope that was the case, as it’s such gruesome fun so far. A real classic gem.

We return to Kitten Magee next, written by James Tomlinson and drawn by José Ortiz, and she finally meets some of the locals. First they befriend a cute little furry eight-legged creature, only for it to be eaten on the very next page by flying blobs with big teeth. Her team fire back to scare them off, Kitten stopping her team from killing them, pointing out this is just nature’s way and their lives aren’t in danger. This is a nice moment because after the action of last issue it could’ve been easy to make these characters trigger-happy. Instead, the readers were given all-out action in issue one to draw them in but now things are settling a little more and proper exploration and research is beginning.

There’s quite a funny moment here when two of the team members are talking about when the next attack will come. They draw the conclusion it’ll be a while because their initial actions probably scared off the animals, when this happens.

The two-headed, three-mouthed tiger and its dinner disappear as quickly as they appeared, not even noticing the humans, making for nothing more than a fun piece of comic timing. The laughs soon stop when a tribe of multi-eyed men walk out of the shadows, not flinching when warning shots are fired in an attempt to halt their advance. Cassandra wants to fire directly upon them, based solely on how scary they look, but she’s told by Kitten she’s assumed incorrectly. The tribe are instead conveying a message through a form of sign language.

They wish for their leader to fight Kitten, who they’ve observed as the leader of this strange new tribe. Accepting the challenge, it doesn’t go her way but despite the cliffhanger of a giant rock held over her head, ready to crush her, she tells her team they can’t interfere if this is the custom of the local people. With what seems like an endless array of weaponised jewellery, we’ll have to wait 14 days to see which one she pulls out of the bag (figuratively speaking) to get herself out of this one.

The art here is suitably creepy or suitably action packed when it’s called for. José’s use of dark shadows and scratchy lines is a great contrast to the glorious full-colour assault on the eyes that is Joe’s strip. In fact, I think Kitten’s really benefits from being in this place in the line-up right after Massimo’s work. The sudden change almost forces us to read this differently. The contrast is striking and helps the story convey the darker tone it wants to get across.

There are then two pages of reader’s letters and drawings, although most likely not by actual readers of the comic yet (I explained where #1’s came from last time). One of the alien designs stands out, although not for the reason you might think. Take a look at ‘The Mighty Mouth Monster’ by Paul Ramsey. The second I saw it I recognised it from the myriad of marketing images for The Real Ghostbusters, a franchise which had only just launched in the UK (complete with its own comic) at the beginning of the same year. Here’s the image in Wildcat alongside one of the TV tie-in novels. Notice anything similar? (Novel photo taken from eBay.)

The question about the destruction of our home planet being different to that predicted by Turbo is raised on these pages too, answered with the hope that six pages will be devoted to explaining it in a future issue. Intriguing, although I do know from speaking with Barrie that this story was never developed. What a shame.

On to my favourite strip now and former mercenary Loner uses his modified six-shooter Babe to fire flares into the air, scaring off the cute-but-deadly little furballs from last issue’s cliffhanger. Loner was created by editor Barrie Tomlinson and written by both him and his son, James Tomlinson (Johnny Red, Storm Force, Ring Raiders) and I think you can tell they were having a blast with the scripts here. As he tries to run for his life, Loner jumps into the water but there are floating versions of the little balls of fluff. Then on higher ground he gets attacked by cuddly bat versions!

It doesn’t descend into farce but it’s still quite comical without ever losing its edge or drama. Quite the feat considering how they look. What I particularly like is how he recognises himself as the intruder. He laments having to use his gun to scare them and he refuses to open fire. Again, Wildcat lured its younger readers in with the action but is now showing them there’s more to being a hero than fighting. Constantly getting stung, becoming weaker and weaker he’s unaware of a pair of lizard eyes watching his every move and reading his every thought, or that this creature is controlling the furballs with his mind.

When Loner comes up against a wall of the little creatures the image makes the reader stop and take notice! It’s a great looking page; the wall of electrified death is the background, the panels leading up to that moment on top. I especially like the perfectly aligned little row of eyes between the two groups of panels. But nothing could’ve prepared the young version of me for what was on the next page.

Wow. This is the creature that’s been in control this whole time and would you just look at this image! The detail here is quite remarkable. I love the little details such as the scars, the veins, the shading giving real weight to the figure and that hand in particular. When you have an artist of the calibre of David Pugh drawing something like this it’s almost criminal to know the likes of 2000AD told its readers Wildcat was for their little brothers or sisters. Well, it was their loss and those of us who bought Wildcat were treated to the very best.

Across the page, under those adverts for stamp collecting that seemed to appear in every comic throughout the 80s is the Next Issue panel. At the end of Joe’s strip he used his telescopic limbs to grab hold of a small plant high up on a cliff, trying to look down and see who was attacking them. But the plant started to unravel its roots from the rocks and Joe realised they’re more alive than he bargained for. His realisation came too late though as it ended with him plummeting to the ground. Below you can see what happens next.

The second Wildcat Complete is called Space Madness and readers of classic 2000AD might feel right at home with this one. Although not 100% confirmed, my usual sources of help in identifying artists believe this issue’s story was drawn by Jesús Redondo (Dan Dare, M.A.C.H. 1, Nemesis the Warlock). It all kicks off with a DJ at the ship’s radio station being murdered by a robot while he’s still broadcasting to the last several hundred human beings in existence. As his death is played out live one of his listeners suffers the exact same fate in her room somewhere else on board.

Their untimely deaths make the front page of The Wildcat Express newspaper, which now feels somewhat quaint for being set in the far future (there are even horoscopes despite them being in deep space), but I always enjoy seeing how the future was predicted in stories from our youth. Anyway, I digress. Panic hits the Wildcat, which is understandable given the fact there appears to be a serial killer among them when there really aren’t that many people left, and they’re all trapped inside an orbiting tin can.

As the killings continue you begin to realise each one could be a major blow to the mission. For example a professor is carrying out experiments into the thoughts and feelings of plants in an attempt to understand them. I could see that being of particular use to Joe! Remember, as stated in the preview issue everybody was handpicked by Turbo and his team to be the best of the human race and here the story is just picking them off one by one.


“Mad Newspaper Boss Responsible For Wildcat Murders”

Newspaper headline

In the end, a witness to a fourth murder identifies the culprits as printing robots, leading security to the editor of the paper whose sales were failing because everything was so peaceful on board. It wasn’t exactly a hard case to solve but that’s not the point. The editor is diagnosed with Space Madness, “a kind of insanity triggered off by dwelling too long on the fact that Earth is destroyed and we’re in an unknown galaxy”. Apparently it’s happening across the ship.

It sounds similar to ‘Future Shock’ from the earliest 2000ADs, although here it makes a lot more sense. (It always confused me why people in the future would diagnose others as being unable to cope with living in the future; it’s not the future to them!) I instantly think this would’ve been interesting to expand upon, perhaps it spreading across the Wildcat could’ve been the basis for future stories. I’m not alone in this thinking, because that’s exactly what happens in #10. The fact the doc’s experiments could’ve related to Joe’s story is also interesting. Perhaps if the comic had lasted longer we’d have seen plot points from the strips develop, crossing over into others since they’re all part of one bigger story after all. We’ll never know.

The back page pin up is Joe Alien this time and it’s drawn by the hugely talented Ron Smith (Transformers, The Dandy, Harlem Heroes) and I’m happy to say there’ll be more of Ron in future issues. With all the danger inside, it’s nice to see Joe taking a moment to do some alien meditation surrounded by his new, erm, friends.

Just one thing I’d like to add before I sign off. During The Wildcat Complete I reiterated the point about how so few people were actually saved from the cataclysm. This hasn’t stopped Barrie and his writers from killing off plenty of them so far though! Between Joe Alien and the Wildcat Complete stories so far we’ve lost seven of our survivors already and we’re only two issues in. I think I’ll have to keep tabs on this, just for fun.

Already showing confidence in its scenario and where it wants to take us, this second issue has been a joy to read from beginning to end. If it were in the hands of anyone other than Barrie this is the kind of solid quality we wouldn’t expect until much later in the run, so we really are off to a flying start. Come on back on Friday 19th November 2021 to see where he takes us next.

iSSUE ONE < > iSSUE THREE

WiLDCAT MENU

RiNG RAiDERS #4: A COMiC WiTH TEETH

With a gorgeous hand-painted Ian Kennedy cover and a larger logo there’s an air of confidence about this issue, the fourth in Ring Raiders‘ short life. It really felt like it was settling in for the long run. But just look at that piece of art! The covers don’t actually relate to a particular strip inside, but this was never an issue for us readers. We just wanted glorious, attention grabbing art like this every issue and that’s exactly what we got, with every one by Ian from now on.

While the pin up inside would tell a short story explaining the cover image, the covers for the likes of Mask, Super Naturals and even Teenage Mutant Hero Turtles Adventures (all edited by Ring Raiders’ Barrie Tomlinson) would instead highlight some of the characters (or planes) featured inside that issue rather than a particular plot point. Known for his love of painting aircraft, Ian is the perfect cover artist for Ring Raiders and never fails to bring the little toys to spectacular life.

Inside, all of our stories continue apace beginning with part three of Barrie’s Battle Zone ’99, drawn by Carlos Pino. The comic has a great mix of scripts with some focussing more on the action, some on the plot and some on individual characters, with the best incorporating all three elements. The comic likes to kick off with pure action. Skull Leader Chiller has been able to get inside the gravity-powered sub after subduing the last of the crew and made his way to the weapons controls, firing off the anti-aircraft missiles. When the Ring Raiders fire their flares the missile is blinded and locks on to the first thing it detects, Skull Commander Scorch!

There’s some funny tit-for-tit between the two Skulls, their leader expertly evading the missile and setting it on a course for the sub, where it passes metres above Chiller’s head! Summoning his Bandit Wing through time the stage is set for a final confrontation, but is it going to be between the two sides of the conflict, or the two Skulls who, through one misunderstanding after another believe they’re firing upon each other? There were no lengthy plans for the comic’s overall story yet but throughout the run it does seem Chiller would like to assume control, and with some of his schemes he could be manoeuvring himself to make a play for Scorch’s position. An interesting dynamic, played for laughs in this story.

Eagerly I move on to part four of Trackdown from writer Angus Allan and artist John Cooper and the tension is building. Upon first reading we may have thought this was building to a climax but in reality it’s far from its conclusion. With Blackjack‘s Havoc Wing lying in wait to ambush the Ranger helicopter occupied by Riley, Runtz and the professor, Riley’s commanding officer Joe Thundercloud and his men swoop in to save the day. In the chaos Riley overpowers Runtz, knocking him unconscious and using his radio.


Housed in Sky Tiger’s forward underbelly, Tigerclaw is a retractable pod of 25 miniature missiles that can each be remote controlled by the plane’s on board computers.”

Those Characters From Cleveland/Matchbox

With no radio on board the original plan had been to pass one from one aircraft to the other so that the Air Carrier Justice could triangulate their position and beam them and the Doomsday Device safely to the landing bays. There’s also mention of using the telepathic circuits inside the rings, which is the first they’re officially mentioned. They’ve been hinted at, that somehow they can communicate with each other using them and how the rings can send warning signals through time, but this is the first we’ve discovered the pilots can speak to each other in a kind of Bluetooth fashion (before it existed) via the high-tech jewellery.

But, with communications back thanks to Runtz’s radio the Raiders no longer need to make such a dangerous play, much to the chagrin of their Wing Commander.

I really am enjoying the original character of Riley and the brilliant writing (only four issues in) has me believing these men really do have a solid friendship and history together, despite very obviously coming from completely different backgrounds. With the Ring Raiders assembled from various points throughout history and from all across the globe they were an extremely diverse bunch. It was one of the things I liked about the set up as a kid and, I have to say, still do.

The humour between them is very natural and I think it’s wonderful how the wing’s leader, such a noble warrior on the surface, just wanted to show off. Some comics could be painfully obvious in being licenced fare, their one purpose being to sell toys, the stories feeling little more than action figures moving about in long, elaborate adverts. But it’s a testament to Barrie as the driving force and his assembled creative team that Ring Raiders feels like it’s an action adventure comic first, a licenced title second.

When I see my second favourite comic ever paying homage to a favourite film of mine, it just brings a huge smile to my face

We have a change of artist for the complete character tale this issue. ‘Salty’ Salton: Super Stunt Pilot from 50 Years Ago gets brought to life by another member of Barrie’s regular team, Geoff Campion (TV Comic, Battle Picture Weekly, Action Force). Geoff brings a lovely classic comic feel to the strip (beyond the fact the comic is already 32 years old), which is just perfect for a tale about Salty as a young gung-ho stunt pilot in his prop plane, a mysterious cursed lake and hidden underground lairs.

After being freaked out by a set of clockwork toy teeth in the dining hall of the Air Carrier Justice, Salty relates a story of the death of one of his stunt partners. Due to perform low-level aerobatics over the idyllic Murchison Lake in Wyoming, a local tells Salty of missing people, dead bodies on the shore and giant teeth marks on the sides of sunken boats. Not believing any of it, Salty watches in disbelief as one of his best friends flies behind an island in the lake and, instead of pulling up to do his stunt, his plane explodes while he’s out of sight.

One of the other stunt flyers had been in the air and lands safely but is terrified of going back out over the water again. Salty takes to the air to investigate and over the wreckage he gets the shock of his life as a giant shark, bigger than anything he could imagine, leaps out of the water and damages his plane, only his unique skills saving him from certain death. His inner thoughts echo those of his terrified friend. “It’s teeth… all teeth… and jaws!” That final word is important.

Crashing on the island and noticing a manmade cave entrance, Salty soon discovers a secret Skull Squadron base under the lake and a control centre for a huge robotic shark, used to terrify locals into staying away. This is all revealed through this wonderful panel arrangement above, the lair taking up the middle of the page while the story plays out around it. What a wonderful design and a fun way to tell the story as Salty programmes the shark to home in on the base and crash through the observation window, flooding everything. Below is part of the final page of the story and this is where that important word above comes in.

Firstly, I should explain my favourite film of all time is Jaws and I have a soft spot for its second sequel, Jaws 3D. I even upgraded my TV and BluRay player about five years back so I could finally see it the way it was intended. Hands down the best 3D I’ve seen in film. Anyway, at the end the giant shark in the film spots our heroes through an underwater observation window and swims straight through it, the gushing water scattering bodies everywhere. It’s also set in a fictional Sea World where underwater caverns are manmade and stunts are performed above on the water (and of course in reality the shark was mechanical).

The end of this strip feels very familiar, right down to the little details like the shark coming head on at the glass in the background. If intended (and I can’t see how it wasn’t) I personally think it’s a great homage. I can’t remember making this connection as a kid but now when I see my second favourite comic ever paying homage to a favourite film of mine, it just brings a huge smile to my face. It’s fun, silly (in a good way) and completely far-fetched. I think fans of the movie would appreciate it. Writer Scott Goodall is either one of those fans or is having a great time poking fun at the film.

After a page of letters we have a brief look at the next issue. No story details, just the fact Skull Leader Mako‘s Mig-29 ‘Sea Hunter’ is on the cover and that he’s the pin up. Of course, we know Mako is one of the stars of the ongoing Freedom Flight strip so his being on the cover makes sense, as I mentioned above. I have to say I’m looking forward to seeing his shark motif aircraft (this image below) painted in full colour by Ian Jackson.

The fourth part of James Tomlinson‘s Bomber Blues once again takes place almost entirely in the air, as Skull Leader Hubbub narrowly avoids death at the hands of the youngest Raider, ‘Cub’ Jones during World War II. Using his jamming system at the last second he sets the missile on a return course back to its sender, the decor of Jones’ plane suddenly looking less fearsome and more terrified!

I joke, of course. The strip is packed full of action and plenty of twists and turns, the reader never quite sure who’s going to come out on top. If there’s one thing the comic had taught us already it was the good guys can get shot down just as often as the bad guys. Even last issue’s cliffhanger for this story was the missile homing in on Hubbub, for all those young Skull Squadron fans. So the outcomes of individual battles was never certain.

From here it turns into a battle of wits between the two air aces. The missile is bounced back and forth until it’s finally destroyed by Jones blasting it out of the sky with his 20mm cannons. It’s at this moment the personal nature of this mission takes a hold of him. Plucked out of the war to join the Ring Raiders it’s like he has unfinished business in this time period, so he’s taking the chance to save those the likes of whom he left behind first time around. It adds an air of determination to the character so when he unleashes his ultimate weapon you know he’s here to end this once and for all.

Well that missile pod is rather unique! I’ve looked up the licence information Barrie and James kindly sent me (which I’ll cover in-depth at a later date) and while the toys were obviously too dinky for detachable weapons and hidden compartments, in the information provided was the following:

“But of all the modifications done to his F-5, the most hazardous to Skull Squadron planes has been its Tigerclaw mini missile system. Housed in Sky Tiger’s forward underbelly, Tigerclaw is a retractable pod of 25 miniature missiles that can each be remote controlled by the plane’s on board computers and used against air, land and sea targets.”

The little mini-comics we received with our plane packs must’ve contained these details, to ignite our imaginations while playing. This particular weapons system certainly sparked James’ imagination and results in Hubbub ejecting as his craft explodes, although he does make quite the impact (figuratively and literally) as he lands, thanks to artist Don Wazejewski‘s expressive faces. Details like this and James’ obvious enthusiasm for the subject matter, both in airplanes and the actual licence, shines through in a real treat for die-hard fans of the toys.

It’s commercial break time and another advert created by the comic’s creative team with a Sandy James drawing of Ring Commander Victor Vector and some Wings photos. Recently Barrie told me he couldn’t remember if these photos were taken in-house or supplied, but he did say if it had been up to him they would’ve been more professional. I never thought anything of it at the time, but now I can see they could definitely have been better. I think they’re just black and white photocopies of the colour images on the packets, resulting in a rather muted end result.

Next to this is the pin up I mentioned earlier. It’s also drawn by Sandy and then it’s on to the fourth chapter of Freedom Flight where he adds his particular style of colouring to the tale of a government on the verge of being toppled by a rebellious uprising, written by Tom Tully. Last time we saw Wing Commander Yuri Kirkov use his ring to energise his failing F-4 Phantom ‘Comet’ just enough so he could touch down on solid ground, much to the annoyance of Mako.

Kirkov has unknowingly landed in rebel territory and quickly finds himself surrounded. As explained before, when a ring is used this way it also floods the pilot with energy in order for them to be able to control the aircraft, but all of this drains the pilot’s nervous system, so Kirkov isn’t in any condition to make a run for it and finds himself captured. His wingmen are soon on the attack though, strafing the advancing troops and again it’s nice to see a strip namecheck the pilots who were left unnamed in the toy line.

From speaking with Barrie it seems Matchbox and Those Characters From Cleveland told him he was pretty much free to expand on what the toys had set out. Apparently they were very happy with what was being produced in the comic and when you have strips like this, who can blame them? I just adore Sandy’s colouring, with the bright, bold livery of Freedom Wing replicated throughout the rest of the art. I think this is really rather neat, his colour scheme for the whole strip centred around those of the toys (backgrounds, strafing gunfire, clothing etc.).

Thus ends another issue of a simply fantastic comic series. When you take a look at the comic as a whole it’s great to see so much strip content here for the licence. Marvel UK comics would have had one or two strips, maybe a non-related one as well and in some cases a small text story, the rest of the pages filled out with extra features. Some were great, some were fillers. Fleetway‘s own Super Naturals was more like an anthology comic, with two of its five strips not related to the licence. However, for Ring Raiders we got five superb strips, each taking us on completely different adventures with this huge ensemble cast.

The next issue was the only one from my original collection I lost over the years and I had to track it down online. It’s a corker and well worth the inflated eBay price. We’ll actually see some of our current stories come to their conclusions too. So check back on Thursday 11th November 2021 for #5.

iSSUE THREE < > iSSUE FiVE

RiNG RAiDERS MENU

SUPER NATURALS: PREViEW iSSUE

Given away free with a handful of other Fleetway comics a week before the launch of the new Super Naturals fortnightly was this full-sized 16-page preview edition. Inside it contained a five-page introductory strip, a shorter humorous back-up and a few full-page photographs of the Tonka toys in all of their holographic glory, as well as a competition and full details of the contents of #1. But it wasn’t the only thing falling out of comics that week.

Also included was this glossy comic-sized card with that great logo on one side and a fact-file about the characters on the other with images drawn by Sandy James. The toys were just launching in the UK around this time so the preview comic was also like a preview/advert for the toys. Well, it’s a licenced comic after all and that’s kind of the whole point. This card highlighted the good and evil characters we’d be following each issue and introduced their illustrated look for the comic.

At the time I wasn’t aware of either gift, only stumbling across both a few years ago on eBay. I came across the premiere issue on Hallowe’en itself, which I’ll whitter on about in the next review. But having this card bundled in with the preview, and the fact a Super Naturals Blockbuster Advert like the kind OiNK had was also produced (which you’ll see soon), gives the impression there was a big push for this comic. The toy adverts seemed to be on TV constantly and the comic launch was next with a few issues before Christmas to help build the hype.

Ian Kennedy‘s gorgeous painted cover kicked things off in a suitably creepy fashion with skulls, ghosts and powerful animal images. He was even able to perfectly encapsulate the feeling of three-dimensional holograms, particularly in evil leader Skull‘s shield. Surely intriguing to those who received it, inside the background story is equally atmospheric. Drawn by John Gillatt (ScorcherEagleRing Raiders) he does an incredible job invoking the themes of mystery, darkness and the supernatural in this opening spread.

Throughout history humans from various points in time have discovered the Tomb of Doom, an ancient doorway to another realm called Ghostworld, overseen by the unknown entity Specter. These people would be attracted to its power for good or evil purposes, becoming trapped inside. Killed by Specter and transformed into the Super Naturals, they would be imbued with special powers best reflecting their individual personalities.

Specter did not care whether these people wanted the power to protect or to rule, only that their heart was dedicated to their desires. Who or what was Specter? Why were they doing this? To what end? Was it all a game to them? We didn’t know. Enter two brothers who end up leaders of the opposing forces in our main story The Legend of the Super Naturals, part one of the main ongoing strip. While their backgrounds are a mystery, Lionheart and Skull are descended from royalty of some description and it’s interesting to find out after all these years they were so closely related when they were human.


“It’s a judgement on us all!”

Eyewitness to the arrival

The story rockets along. Yes, it has to in order to set up the comic’s premise, but it’s full of possible story points which could’ve been explored further down the line; the origin of Ghostworld, were there other Super Naturals in there, the living history of every character, the list goes on. Unfortunately none of this would be explored because the comic’s life was cut short, but it’s intriguing to think of the potential storylines because these characters and this setting are crying out for development and for depth of storytelling on an epic scale.

All of those swirling doors and windows within the Tomb are entryways to the real world, the only place they can use their powers to do battle because it is forbidden inside Ghostworld. The end result is truly terrifying if the faces of the church goers in the above panel are anything to go by.

Their first breach flings them into their far future but to the reader it was the present day, Hallowe’en 1987, the date the first issue of the comic would be released. At this point in the story they’re unaware of where they could end up, the places and timezones seemingly random. As the comic gets underway we’ll see Skull and his cronies plot and plan like all good evildoers, choosing where and when to crash through to spread as much fear as possible; their ultimate goal was to turn reality into a dark underworld with them ruling all. The usual stuff.

I love the fact they’ve smashed through a church window here, showing straight away there’s no safe place in our world. For me, it also shows the comic wasn’t afraid of exploring certain horror themes, because I can imagine some parents wouldn’t have been too happy about a child’s comic showing evil demons battling in such a religious setting. It’s great stuff and reads like a classic 80s horror movie, the atmosphere perfectly captured by John.

The comic was edited by Barrie Tomlinson (see also Ring Raiders and Wildcat on the blog) but unfortunately it seems very little is remembered about the creation of this particular comic. John had worked with Barrie before on titles such as Tiger and drew Billy’s Boots for a long time, as well as working on both of the comics mentioned above. This was released earlier than either of them and John really does seem to relish drawing the darker material here after all the sports strips he was known for at the time. Skull looks appropriately manic as he breaks through and the nighttime scene of their arrival wouldn’t look out of place in something like Scream. This won’t be the last time I mention that comic.

This preview also acted as advertising for the toy line and I don’t just mean because it had a licenced comic strip. There are also pin-ups of the various figures and vehicles produced by Tonka, who were always known for their high quality toy trucks so naturally the Super Naturals wouldn’t drive about in any old cars, they had to be large Tonka trucks!

The images were supplied for the comic by the toy manufacturer and are expertly lit to show off the intricate and highly detailed holograms. I only owned one of the toys but from seeing these images and others online they were in a class of their own and superior to Hasbro‘s Visionaries. (I went into more detail about the toys in the introductory post to Super Naturals.) I can just imagine how I would’ve poured over these images in anticipation of Christmas if I had owned this at the time, but unfortunately the preview comic wasn’t given away with OiNK for some reason.

To lighten the mood after the main strip is Ghostlings, a shorter story based on the smaller ghosts; long-time inhabitants of Ghostworld who acted as helpers to the main characters. Again, each has a background of their own, in fact we’re told exactly who they were before they were killed, albeit without their original names. Among them, a former stage magician, a court jester, a witch and even a teen wannabe rock star. They’re certainly a diverse group. Their stories would bring a bit of humour to the main fortnightly comic.

Little did we know the lasting effect that story would have on us!

Below is the line-up for that first issue. I do think it’s strange the preview printed the story already planned for issue one rather than its own introduction, but beyond that is another Super Naturals strip which really did look epic and really showsedoff the kind of stories the set up would be capable of telling. The Ghostlings would return, there was the promise of complete horror stories (which do live up to the hype) and innocently listed there is The Doll. Little did we know the lasting effect that story would have on us!

It’s interesting to see even before the first issue the two non-franchise stories taking second and third place in the line-up. You’ll see these in the review of #1, but already it’s clear this is going to be more than your standard licenced comic. In some ways it felt like a reimagining of the horror classic, Scream! I’m incredibly excited to get reading these. As per usual I’ll be doing so fortnightly in real time and it all begins on Hallowe’en itself, one week from now.

To finish off this whirlwind introduction to these very different characters the back page has a special competition to win a Tomb of Doom and action figures to place inside it. The slogan from the TV adverts adorns the top left of the page and should be read in a suitably creepy voice. The competition had been put together by Tonka themselves as an advertisement just for the comic and would become a regular back page addition with various prizes along the way.

There really is no other comic more suitable for review at this time of the year, so join me (if you dare) on Sunday 31st October 2021 for the first issue of a forgotten classic.

GO TO iSSUE ONE

SUPER NATURALS MENU

WiLDCAT #1: NEW ARRiVALS

So it begins! I can remember the excitement of buying this after the hype of the preview issue’s end of the world storyline. This may have been the same size of paper as OiNK but there was something about Wildcat that just made it feel bigger in my hands. It was such a complete package (the stories, the art, the characters, the scenario) the excitement kind of overwhelmed me, to be at the start of such an epic comic! Of course, with hindsight I know it only lasts 12 issues, but I didn’t at the time. I’m sure as hell going to enjoy the ride again.

Ian Kennedy draws the attention grabbing front cover. Ian was a mainstay of many of creator and editor Barrie Tomlinson‘s comics and you’ll see plenty of his work this winter in blog reviews for Ring Raiders and Super Naturals, my other favourite creations of Barrie’s. As for that brilliant logo, Barrie recalls it was created by him and group art editor Doug Church and its design would be carried throughout every strip. So a mere week after my first ever comic (OiNK, keep up!) was cancelled I was collecting the first issue of its replacement. Hey, we moved on quick at that age.

Editor Barrie said it was hugely important to have both a female lead and a black lead

We kick off with a brief, one-page recap of the preview and then we’re straight into the action. Wildcat is broken down into four five-page strips following the leaders’ expeditions and a six-page complete tale set aboard the spacecraft itself. Our first strip is Turbo Jones, the man who predicted the destruction of Earth (although it did explode instead of being hit by meteors, and a few years early) and as with all the main strips this issue we begin with his landing on the surface of our potential new home.

Barrie takes lead as writer (it’s his baby after all) and Ian stays around to bring the inaugural strip to life and Turbo down to solid ground. With a bump. The first thing I notice is how, after he mellowed when surrounded by his fellow crew towards the end of the preview, he’s reverted to being more hard edged again, particularly towards his poor android sidekick, Robo. In the preview he would snap at Robo when he called him “master”, but only because he believed friends shouldn’t do that, but here their strange relationship reminds me of that between early Judge Dredd and his home help, Walter the Robot.

If memory serves me correct (which is quite the ask these days) Turbo loosens up as the strip goes along, particularly thanks to Robo’s friendship. I have a recollection of warming to him and rooting for him with each cliffhanger. But when you think about it, it’s natural for him to be tense, he’s leading the first landing on an alien world with the survival of his species at stake after all and it isn’t exactly going well.

Upon arrival his team is instantly captured by a race of beings who call this region of the planet home and who are naturally suspicious of these strange alien creatures called humans. Turbo doesn’t take kindly to this and his inner thoughts are full of plans for fighting his way out. But there are a couple of little hints that there’s more than meets the eye here, a key theme in Wildcat throughout all of its stories. Our initial reaction as kids is meant to be of shock, to think the same as Turbo, that these wonderfully designed aliens are frightening monsters.

However, the comic would teach the characters (and thus us readers) the important lesson of not judging a book by its cover. For example, as they fly over what looks like a dinosaur one of the aliens laments how others treat these “magnificent beasts”. These lessons would play out over several issues, varying from one strip to the next. This was long-form storytelling and, while there was plenty of action and building to cliffhangers, nothing ever felt rushed. Twists and turns kept us guessing and we soon understood things weren’t always as they seemed. More on this below.

The next strip leaps off the page. Joe Alien, written by new comics writer David Robinson (Eagle, The Unbeatable Squirrel Girl, Army of Darkness/Xena) and drawn by Massimo Belardinelli (Ace Trucking Co., Sláine and a simply stunning Super Naturals strip) is the only colour strip and suits his style just perfectly. It’s also the right choice for the colour strip, being full of wonderfully grotesque plant life and that intriguing main character himself. Joe is the last of his race, who were all fitted with external brain packs at birth to absorb as much knowledge as possible throughout life to share with other species. Oh, and they had telescopic limbs.

In this first chapter Joe and his team get acquainted (Joe showing them what happens if his brain becomes disconnected) and notice the landing craft’s scanners indicate the area is rich in vegetation but no other lifeforms at all, so it’s safe to explore. Have they never seen a horror movie in the distant future? It’s not long before a trooper goes missing after encountering a hallucination plant, giving him a vision of his favourite night club, making him want to walk inside without realising the imaginary doors are actually its big, slobbering mouth.

The “burp” just makes this scene. This is a sort of mini-cliffhanger as the strip is split between a three-page chunk and another two pages in the centre of the comic. This was my first exposure to Massimo’s work as a kid and I loved it. The plants feel really textured and the humans themselves have unique chunky proportions to them, bringing a real cartoony feel to proceedings and giving us a false sense of security before the horrors begin.

Our next character is our female lead and by far the most intriguing going into this issue, Kitten Magee. Between mysteriously avoiding discussion about her father’s death whose money she inherited and telling her robotic pet Crud to make sure her “life dust” supply is packed, the preview certainly piqued my interest in this character more than any other. Refusing to have any men on her team, she and her colleagues land on the planet in a remote jungle swamp area ready for action.

Kitten’s team are the only ones named and given unique character traits rather than being unnamed troopers. We’re introduced to Casandra Cardeti and Doc Barnes in this first chapter, and to see the beginnings of a proper working team and their interactions as fleshed out characters set this strip apart from the others. It may be all-action from beginning to end, but it also manages to cram in enough drama and character to make for compelling reading.

Encountering a slug-type creature and a giant water-based monster that work together to catch prey, Kitten uses her cunning, physicality and some unique jewellery to cut, slice and burn her way out of trouble just in time. Written by James Tomlinson writing as ‘James Nicholas’ (EagleRing RaidersScream), the fantastic, almost scratchy artwork of the late, great José Ortiz (The House of Daemon, The Thirteenth Floor, Rogue Trooper) adds a great deal of atmosphere to the jungle and an immediacy to the action. It’s thrilling to look at.

As a child I was wondering if we humans were always going to assume anything different was to be feared but then Doc Barnes laments the creatures’ demise. This was another hint for me that this comic was really teaching us something. It was original and it was laying down the basics here before developing really rather quickly.

In the end Kitten and her team walk off, unaware of the fat male presence floating menacingly above them, hidden in the trees. I can remember the look of this guy and his race but nothing else, so I’m eager to get stuck into further chapters of this strip and see where it goes.


“I was delighted to be offered Loner as my character.”

David Pugh

After Kitten there’s a double-page spread of apparent reader contributions but how is that possible for a first issue? According to Barrie he has memories of visiting neighbouring families of his, knowing where children of the right age bracket were living and asking them to contribute to it after showing them a dummy issue. I know of only one other comic which did something similar and that was #1 of The Transformers which took a dummy issue to a local school to gather feedback on the comic for letters.

Back to the strip action and the moment I’ve been waiting for has arrived. A former mercenary who always worked on his own, with only his specially modified classic six-shooter ‘Babe‘ for company, a rare black hero in British children’s comics of the time takes centre stage at last. Meet my favourite Wildcat character, Loner.

Still arriving down in a multi-person pod, highlighting the sense of isolation with the very first panel, Loner finds himself in a desolate part of the planet and he isn’t happy about it. Seeking some action he finds a previous radiation storm causes him to lose contact with Wildcat so he takes to exploring the rocky desert landscape.

Below, a wide image really brings home the feeling of him being all alone. At least for now anyway. A falling rock is no accident and he spots some indistinct alien figures in the shadows. It surprised me to read this for this review and spot sort-of-humanoid beings were responsible because I can only remember the little fur balls and the giant, crazy lizard monster to come. More on him in a later review and believe me, if you think the art here is great it’s incredible in coming issues!

Loner was created and written by Barrie specifically with artist David Pugh in mind. To quote David from 2019’s Loner graphic novel, “I was delighted to be offered Loner as my character. I had perfected a black and white style which I felt had enough texture to not need colour. I enjoyed the challenge of creating a handsome, cool and tough black guy. I was listening to a lot of West African music so my Loner became a cross between Jimi Hendrix and Senegalese singer Baba Maal.” I can see it! Indeed, Barrie told me it was hugely important for him to have both a female lead and a black lead because they were woefully underrepresented in UK children’s comics.

Falling through the ground and discovering a whole hidden world lit by luminescent rocks he finds little furry creatures he thinks could be a source of food. But when one suddenly attacks him, electrifying him, he shoots it dead. Next thing a deafening chorus of chirps erupt from dozens of the creatures surrounding him. One shock may have been a slight annoyance, but this many could kill him. Remembering how these creatures would become his friends later, it’s so interesting to go back to their first encounter.

David says working on Loner was the happiest year in his comics career and you’ll see as we go along how this comes across on the page. For now he’s the main attraction (alongside the free gift) for the second issue in a fortnight’s time. Interesting to see the planet get named here first instead of in one of the strips. Loner was not only my favourite Wildcat character, he was one of my very favourite comics creations from all the titles I collected at the time. I’m looking forward to seeing if he matches up to the memories.

The final strip is The Wildcat Complete: Final Mission. Each issue would end with a slightly longer story set aboard the Wildcat itself. Just right, since the comic is named after it. This anthology series would often be of the horror genre with a Twilight Zone feel to the stories. For this first instalment the artist is Enrique Alcatena (Batman, Conan, Aliens) and his art brings a suitable spookiness to the Wildcat pilot Lancelot Knight‘s (subtle heroic name) discovery of a strange object outside.

It’s nice to see the inner workings of the Wildcat and get a chance to meet some of the crew. I’m also very happy to see a perfectly 80s sci-fi bridge to kick things off in. What he spots looks remarkably like one of NASA’s Explorer craft, which the young readers would’ve known about at the time. While they were current designs to us, they’re an ancient space craft here.

We find out the one now cruising past the Wildcat famously went missing in 1999, still 11 years in the future to readers but soon enough to make this fantastical tale feel closer to home. With a diverse crew from all over the world this Explorer was sent into space to explode our planet’s last nuclear weapon. We were so optimistic in the late 80s, weren’t we? It has now suddenly reappeared right next to the last remaining human beings in the universe. Naturally Lancelot has to go and explore.

I’ve distinct memories of seeing these ghostly figures and their rotten corpses and the impact it had on me. I knew right there and then this comic was going to continuously surprise me. The Wildcat Complete tales in particular, being an anthology, could be absolutely anything! What a rush that was.

After his own shuttle accidentally disconnects from the Explorer, Lancelot is trapped on board with the souls of the brave crew, who can’t rest until their mission is complete. His shuttle drifts away, as does any hope of ever returning to the Wildcat but Lancelot surprisingly makes peace with his predicament, seeing it as an honour to be able to help these personal heroes of his. It ends with the now deceased crew, content at last, with their new eternal companion.

Each issue would have a colour pin-up of one of the main characters or alien creatures and they kick off with Kitten Magee and Crud on the back cover, bringing to an end a very original premiere issue. A fortnight sounds like a long time to wait for the next instalments of all these great stories but I know it’ll be worth the wait.

I remember thinking the comic somehow kept outdoing itself each issue. Let’s hope it lives up to those expectations now. Remember, remember, Wildcat returns to the blog on Friday 5th November.

PREViEW iSSUE < > iSSUE TWO

WiLDCAT MENU

WiLDCAT: PREViEW iSSUE

It originally took me the best part of a week before I read this free preview of brand new sci-fi comic, Wildcat. It wasn’t from lack of interest but rather the fact it was inside the last issue of OiNK. After realising this I wasn’t in the mood to read my favourite comic, never mind the free gift inside. But when I got around to it I found an original, exciting and yet oh so bleak story awaiting me. A day or two later I was in the shop buying the first issue proper and placing a regular order.

Created by editor Barrie Tomlinson it was very much his baby. It would be a comic with one story told over various strips but it had to kick off with a big, dramatic event, something so huge it would justify having all the strips tied in together. So how about the end of the world? The cover may have Earth at the mercy of meteors but it’s the first page inside, where these have turned into meteorites striking the surface that really hit home to me. This was a seriously attention grabbing start.

The first page makes no bones about what the predictions for Earth are and I can remember being shocked as a kid. I didn’t think comics could do that and so I was instantly hooked into the scenario. It has all the markings of a disaster movie, right down to the government ignoring the expert and as I continued to read I was surprised this awesome Wildcat spacecraft, humanity’s last chance of survival, was only going to hold several hundred of us.

Quite brutal for kids to read. That’s why I loved it so much back then!

This preview story is all about introducing life on board and the regular characters. Written by Barrie and drawn by Ian Kennedy the eleven pages of strip action cover a lot of ground, move at a blistering pace and conclude with a cliffhanger to get the young readers excited for the premiere issue. Also given away inside Fleetway’s 2000AD, Eagle, Buster, Whizzer and Chips, Roy of the Rovers and Mask it certainly had a large pool of potential readers to pull from.

Predicting the end of everything is our main character, research scientist Turbo Jones. An apparent billionaire through some form of inheritance (being rich allows him to address the governments of the world, so some things don’t change) he buys worldwide advertising space, asking for volunteers to take humans into the stars, but he only has room for several hundred. He mentions picking suitable colonists but not what makes someone suitable, and the whole project is handily funded by more inheritances and lottery wins. While this reads as convenient nowadays, as a young reader these sorts of things wouldn’t have interested us anyway so they only needed glossed over in the first place.

Saying that, Kitten Magee‘s finances seem to have a shady history and later she asks her robotic assistant, Crud (whose voice I always end up reading as K-9‘s from Doctor Who) to ensure her entire supply of something called ‘Lifedust’ is stored safely aboard. Along with animals reacting badly to her presence and even plants pulling away from her, there’s definitely a lot more to this particular character than her colleagues realise.

Given the welcome changes happening in our modern world now, I also like the fact she was once part of the World Campaign Against Male Domination and how she’ll lead an all-female team. Forward thinking for the day, it actually reads as quite topical now.

This is in contrast to all the lovely 80s futuristic spaceships and cityscapes. Think of the best sci-fi movies from that time and the kind of visuals they’d portray for future worlds. We’ve got shuttles that wouldn’t look out of place in Thunderbirds, self-flying taxis, futuristic “vid screens” which are clearly chunky CRT TVs with extra bits added on, as well as references to “massage slippers” (no, really), hi-tech shops, light-reactor engines and more. All this while at the same time Robo tells Turbo he’s successfully videoed the latest episode of EastEnders. It’s all great fun and has a lovely retro feel to it.

While the purpose of the preview is to set up the main story and make people aware of the new comic, with Kitten it feels like those early episodes of Babylon 5 when hints, questions and mysteries abounded, setting up larger stories for the unwitting audience. Loner and Joe Alien are introduced although their development is kept for the regular comic. Turbo himself comes across as rather self-important to begin with, but given the circumstances this is understandable. He does seem to relax a little when around his new seconds-in-command though.

He has a robotic aid called Robo who appears to be a hybrid between robot and chimp and Turbo can be rather snappy with him, but only because Robo insists on calling him ‘Master’ which irks Turbo. He tells Robo his friends call him Turbo, but his companion has his programming and keeps on using the term. It’s clear this back and forth has been going on for quite a while, which explains Turbo’s responses. It makes for a unique partnership and one I’m looking forward to more of.

The main characters and the Wildcat itself were all originally designed by Ian Kennedy although various artists would take them on for the fortnightly. (In the Wildcat Holiday Special you’ll be able to see some of those original designs.) Above is a small poster which makes up the middle pages and shows just how colourful the spacecraft responsible for the survival or extinction of the human race actually was.

An interesting little coincidence I spotted was how Turbo’s calculations proved the extinction level event he predicted happens to Earth every 67 million years. At one point he says, “It’s happened before… and it’s about to happen again” which coincidentally is similar to a popular phrase in the newer Battlestar Galactica produced years later. In the previous post I’ve already covered the similarities between Wildcat and the original version of that series, and Barrie’s assurances it had no influence over his idea. It’s a nice coincidence though and, given how Earth is to be destroyed by collision with natural forces that orbit our galaxy, it makes sense in this story.

Or at least that’s true as far Turbo’s prediction goes anyway. But on the last page at all suddenly changes. Just after the crew finally (after what must have been months of searching) find a planet which could in theory support human life, and a few years before the predicted event, planet Earth just blows up! No meteors, no long-term destruction, no slow deaths by radiation. Just like that the entire planet and the billions left behind are gone.


“I was piling on the pressure, indicating that anything could happen in this story!”

Barrie Tomlinson (Editor)

I asked Barrie about this sudden change in the final panels. “It was creating a mystery which perhaps would never be solved,” says Barrie. “Turbo had predicted something different but it happened quicker than he had anticipated. It had a shock element for characters and for readers. I was piling on the pressure, indicating that anything could happen in this story!”

Whether we’d ever have found out what really happened will itself remain a mystery but for now it ends a chapter which was quite brutal for kids to read. That’s why I loved it so much back then! As as adult I can see how it had to rush through so much in such a short period of time, because the comic was going to kick off its regular strips with all of the teams landing to explore this potential new planet.

I was engrossed as a ten-year-old and now as adult I’ve enjoyed the rollercoaster and am in awe of how much Barrie and Ian were able to squeeze in here. The exhilarating ride of the strip has me hyped for next week and as such the pages of “The Creatures to Come!” aren’t even needed, but I can understand why they’re here. Again, you have to remember the target audience.

I do recall the so-called “Nightmare Alien!” is actually one of Turbo’s allies but this is just one piece of the misdirection the comic would be great as, which you’ll see as its stories develop.

The preview issue was smaller than the comic it was slipped into. It’s about the height of an American comic while being a little wider but the fortnightly was going to be the same size as the monthly OiNK. A small panel on page two of the piggy publication pointed this out, as did the promo on the back of the preview itself.

There was plenty to look forward to including free gifts, lots of serials and an anthology, all on big, glossy pages that I remember made the action feel epic in scale. That premiere issue of Wildcat will be reviewed on the OiNK Blog in just seven days on Friday 22nd October 2021.

Wildcat had landed.  Figuratively speaking. For now, anyway.

GO TO iSSUE ONE

WiLDCAT MENU

RiNG RAiDERS #3: CHiLL OUT & ENJOY

Skull Commander Chiller pops up on the cover to the latest Ring Raiders introducing the free Skull Squadron poster, which I’ll show you later in the review. He’s easily the star inside too; a main character of two strips and he’s also the star of the pin up. Chiller was a fan favourite, so much so that his Wing was hard to come by. By the end of my obsession over a year later I still hadn’t been able to add him to my collection.

With a sleek plane equipped with a freeze ray and an equally slick haircut equipped with a cool white stripe he was the epitome of 80s villainy, probably more so than their leader Scorch at this early stage. Although to be fair the comic is slowly moving its way through the large ensemble cast, taking its time with certain individuals. In the final issue we’ll start to see the second batch of stories begin and the focus moving slightly, so over time all of the characters would’ve received fair development.

In part two of Barrie Tomlinson‘s Battle Zone ’99 the remaining gravity-powered submarine is still under attack, as part of Skull’s aim to destabilise the governments of the world. This is a vital part of their overall goal of assuming control through a mix of all-out warfare and covert operations. Here, dozens are already dead but while trying to fire upon the sub Skull Leader Scorch accidentally damages Chiller’s F-104 ‘Ice Machine’ when Ring Commander Vector expertly dodges an attack, forcing his comrade to eject and abandon his craft to the waters below.

Adding insult to injury, Chiller is almost killed when his leader fires upon the sub again, not knowing he’s been pulled onboard and is assuming control. The episode is left with us unsure if Chiller is going to complete his mission or take revenge on Scorch. There’s a certain air of Starscream about this character. What I love the most is Carlos Pino‘s energetic, colourful art. In particular that panel of the F-104 being shot down. For my younger eyes his work was an action-packed start to each issue.

Apart from Thundercloud‘s Rescue Wing launching there are none of the toy range’s planes in the third part of Angus Allan‘s Trackdown. Instead the action takes part either on the ground or aboard (and hanging off of) a forestry service helicopter. A rather bold move for a tie-in based on those toys but it just goes to show the team wouldn’t confine their characters and stories to the cockpit.

The scale of these stories compared to what we might’ve expected was incredible to our young minds

It was exciting to see our Matchbox planes in action but look at that opening panel by John Cooper; the scale of these stories compared to what we might’ve expected (given the toy line) was incredible to our young minds. There’s a real feeling of confidence here, of being unrestricted and free to tell the story the writer wanted to. Trackdown is the best example of how they weren’t being expected to shoehorn the planes into the stories. Character, action and story came first, and the planes became an organic part of the stories.

Our two original characters are still the stars, with Ring Raider Freddie Riley and the professor commandeering a helicopter to get above the mountains and radio for help. Runtz, however, clings to the side and the chapter ends with him bursting in and holding the professor by the throat! There’s a great little bit of humour above too from the Skull when he contacts Scorch. It’s an exciting read and, even though at this point we had no idea how long Trackdown would last, something in the way it was being told made it stand out as the main strip.

Trackdown might be the most fondly remembered tale in the whole run but this is the best strip in this issue. The complete character story is all about the leader of Bandit Wing, Chiller and it’s his turn to reminisce about an important part of his past to his wingmen. But first can I just point out he’s killed a Ring Raider! Max Miles has only appeared briefly and his Bravery Wing haven’t made the pages yet, but he’s definitely a man down, one of his pilots frozen into place in his cockpit, no parachute visible and the plane shattered on the mountainside. It’s dealt with in a throwaway manner but again backs up how the comic depicted the Skull Squadron, as I mentioned last time.


“You’re gonna stay down here and freeze like the scum you are!”

Skull Commander Chiller

The story continues with its bleak theme and the bodies really do pile up. I know you’ll think I’m cracking a joke when I say it’s a chilling tale but there’s no other way to describe what is the best of these anthology stories. Writer Scott Goodall depicts Chiller as an average guy with a job as a freelance mail service pilot flying between the mountains and the sea. Bitter and angry it’s clear he has an issue with the wider world and (as well as beginning his obsession with the killing potential of cold and ice) this moment appears to push him over the edge and become the kind of person Skull Squadron would appeal to.

Remember that “twisted by war’s cruelties” line from last issue’s brief look at the history of the Squadron? That rings true here. We’re not told (yet) what made him into the character we see here but perhaps if the comic had continued we’d have had a look further into his past. The person hiring him ends up forcing him at gunpoint to land on the Devil’s Throne mountain where his diamond smuggling partner crashed his plane, within which he still sits.

John Gillat‘s art certainly sent a shiver down my spine when I first read this back in 1989. It was the most adult tale the comic would produce in its short life and cemented Chiller as the best villain and the most defined. It looks like the Devil’s Throne is going to encase him and the criminal who hired him until he sees a mountain climber, dead and perfectly preserved in the ice. Chipping away with his knife for a long time he lets the smuggler (whose leg broke in their fall into a newly opened crevasse) tell him what he needs to do to lift him out.


“Time’s running out, Kirkov! You can’t fly on Ring-Power forever or you’ll burn out your nervous system!”

Skull Commander Mako

Letting the man think he’s listening, he gets a sudden awakening as he watches Chiller climb out, leaving him to freeze to death. The takeaway from all this is how hardened it’s made a man who previously had a chip on his shoulder, but who wouldn’t necessarily have considered leaving someone to die. This was his tipping point and it’s expertly brought to the page as a tense little thriller.

Leaving with the diamonds, when he was approached to join Skull Squadron he helped fund their efforts and I’m sure they welcomed him, given how his appearances seem to be amassing the biggest death toll in the whole comic. In addition, though it isn’t confirmed, the way he berates the American makes me think he’s actually British. Given his dress sense I think this could very well be the case and I hear a British accent every time I read his stories. A brilliant character.

With this third issue some input from the readers has made its way in and it’s been decided the Skull Squadron will get first crack at choosing who gets to appear. The opposing sides would take it in turns each fortnight, with the prizes also changing between those featuring the good guys or the baddies. The toy package images have also been replaced by a Sandy James illustration of the guest editor and icing things off is the big bad himself, Scorch.

Just across from this is the first proper Next Issue promo and it looks like the plane stars will be back in full force in Trackdown. Just to answer the question posed here, yes my copy was on order at the paper shop, in fact it had been ever since I bought issue one, before I even took it home.

Just below this is a coupon for The Ring Raiders Club. This was just a preliminary coupon to show interest, a bit like when we sign up for updates on new websites or Kickstarters today. When the final issue of the comic arrived I was desperate for more Ring Raiders action and sent off my own coupon but I never heard anything back. With a different address to the comic this wasn’t a Fleetway club and in fact I’m unsure who was actually planning it, but unfortunately it looks like it never took off (ba-doom-tish).

Moving on to writer James Tomlinson and artist Don Wazejewski‘s Bomber Blues and after a last minute pull out of a crash dive, ‘Cub’ Jones crashes through the air traffic control tower and pancakes his F-5 ‘Sky Tiger’, destroying its undercarriage and rendering it unusable. The World War II airfield has been destroyed, the leader of Hero Wing is down and Hubbub‘s Rebel Wing are returning with replacement planes to attack at full strength and enact his revenge on the American pilots. He and his men could easily wipe them all out.

Don’s artwork is gorgeous here and oozes atmosphere, whether that’s on the eerie, flattened airfield or just a couple of panels later with the Air Carrier Justice cruising the night skies. Vector stops any rescue attempt, telling the other Raiders this is a personal mission for the new pilot Jones and it’s something he has to figure out for himself. Well, figure it out he does with a rather surprising moment you can see above.

It’s a fun solution to the problem although my adult mind can’t help but think how that possibly worked? The bomber wouldn’t have been able to hover over the F-5 while they attached it, so are they meant to have scooped it up on a flypast? Oh, who cares?! Given the set up for the whole comic I’m not going to get hung up on this! Plus, as a kid I loved it, it was genuinely surprising, I laughed and I do believe I reenacted it when the larger bomber toys were launched the next year. It’s fun! That’s the point and it certainly ticks all the boxes in that regard.

The Skull Squadron weren’t just the stars of the letters page, they also had a full page advert all to themselves. With illustrations by Sandy James and some rather lacklustre toy photographs, it was still enough to elicit excitement for the upcoming Christmas season in this young reader. With my birthday four days before Christmas Day it was a bumper Matchbox festive season so these adverts were all hype to me, tying these tiny planes into the characters from my new favourite comic.

I do wonder if the comic and toys had carried on for longer (as they both deserved to) would we have seen this relationship develop further and where would it have led? Would we have seen Sandy’s artwork on the toy packaging? Would Barrie and his team have taken responsibility for the little comics we got with our planes? Just wondering aloud as someone who really saw their potential and continues to do so to this day.

Chiller continues his comic takeover with this issue’s pin-up, also drawn by Sandy. In fact, the last several pages pretty much belong to Sandy as this leads on to the final strip, part three of Freedom Flight and his glorious, full-colour artwork bringing Tom Tully‘s script to life. It was a particularly exciting one for readers because this was the first time we saw a ring being used to connect pilot and plane.

As well as communicators or time-traversing warning signals the rings could be used to “receive improved flying skills in times of crisis”, to quote last month’s issue. By being inserted into a special part of the cockpit they flood the plane and its pilot with raw energy. At the end of last issue’s episode Commander Kirkov was plummeting towards the fort in his F-4 Phantom ‘Comet’, his death (and the destructive changing of history) seemingly imminent. Here’s how it’s picked up.

With the energy of the ring the plane gets a burst of power. However, in order to control it so does Kirkov. While the ring is inserted it’s obviously affecting his body too. (Each ring was programmed specifically for each pilot and their own aircraft.) The fact it could be incredibly damaging to the human behind it means this use is only brought into play in absolute emergencies, as a last resort and can’t be used for long for fear of the pilot passing out.

Mako makes reference to this while he tries to gun down Kirkov, but the two men are such incredible pilots they can’t get a lock on each other. But this doesn’t matter to Mako, he knows all he has to do is keep Kirkov in the air long enough for him to either disengage the ring and lose control of the failing aircraft, or pass out and crash anyway.

In desperation Kirkov banks into the smoke-filled sky above the battle and loses his pursuer. But he’s still in a predicament and upon spotting a landing strip behind friendly lines he lands so quickly he doesn’t spot it’s about to be overrun by the rebels. It’s an exhilarating ride and even all these years later a real thrill to see the ring power finally used in this way, bringing back many happy memories. There are so many fantastical elements to introduce in the world of the Ring Raiders it makes sense to do them a little at a time and this was well worth the wait.

On a side note, in the cartoon the ring power was used to kind of ‘supercharge’ the planes and a previously unseen silver armour would slide out from hidden panels and cover the entire aircraft, even the cockpit. How did they see out? I much prefer the comic’s version. Why would you want to cover these wonderfully designed decals?

There’s the free poster, up on the wall of my current home office. I’ve various free posters and the like plastered all over these walls, making it the perfect spot to write the blog. Now if only I could track down the Ring Raiders one to go with it! It’s been lost over the years but one day I will reunite them.

So that’s it. The third issue of Ring Raiders comes to an end and it’s been a rollicking good read. I can’t wait for the rest of the series simply because I know it just keeps getting better. You’ll see what I mean in a fortnight when #4 lands on the OiNK Blog on Thursday 28th October 2021.

iSSUE TWO < > iSSUE FOUR

RiNG RAiDERS MENU

RiNG RAiDERS #2: iN THE BATTLE ZONE

I’ve a distinct memory of reading this issue of Ring Raiders on the school bus and hearing one of the older kids behind us proudly proclaiming, “I’m Joe Thundercloud!” at the top of his voice. Ian Kennedy contributes that sole figure with the free poster taking centre stage. (You’ll see #3’s poster next time.) They were proper gift posters, separate from the comic and I had mine up instantly. My collection of planes was growing, I knew certain large boxes in my parents’ bedroom were bases for Christmas and this was my first reserved issue of the comic. These things had me hooked.

Inside, things kick off with a new multipart tale written by editor Barrie Tomlinson and drawn by Carlos Pino, Battle Zone ’99. The Skull Squadron pilot causing havoc here is Skull Commander Chiller and with this story he immediately became my favourite baddie. I’m sure I wasn’t alone. What kid wouldn’t love a jet with a sci-fi freeze ray? Chiller would love experimenting with various killing methods involving cold and ice and it would appear he fired up the imagination for the writers too, as he would star in more stories than anyone else.

Launching an attack on a futuristic gravity-powered submarine by freezing it, making it brittle, then destroying it with a well-placed missile, he kills the entire crew. This toy comic wasn’t afraid to show its baddies actually being bad and killing innocents to meet their foul goals. In the year 2057 aboard the Air Carrier Justice the Ring Raiders get a warning that a moment in history is being changed by the Skulls and they set off to rescue the second submarine.

There was going to be a Northern European Republic and Scotland was very much a part of it. It feels somewhat prescient

Interestingly, it appears they can’t just set their time travelling planes to appear at any moment they want for fear of altering history further. Instead, once the alert is received via their rings that particular moment in time continues to play out as our heroes scramble. Fans of Doctor Who will know all about how she can’t simply rewind moments in time once they’re in motion and it’s interesting to see this was also part of the rules here.

In this version of our world there was going to be a Northern European Republic and Scotland was very much a part of it in 1999. The Victor Vector strip later in this issue is set just one year prior and there’s an appearance by the British RAF. So I can only assume Scotland had become independent and joined the European Republic, with England (at least) outside of this union. It feels somewhat prescient, doesn’t it?


“Some people believe that Sea Hunter is capable of operating underwater… and I’m one of them!”

Ring Commander Victor Vector

Moving on to the second strip and it’s the ace Trackdown written by Angus Allan and drawn by John Cooper. Professor Deke Martin‘s Doomsday Device is thankfully mobile and the unnamed toy pilot Freddie Riley is taking it and the professor deep into the woods to buy time while his wing, led by Thundercloud, tries to dispatch Havoc Wing. By the end of the story two planes have been destroyed and another original comic character is out to track down the device. It was always a thrill when the comic created these characters for our other toys.

What stands out the most is the amount of ground action that occurs and the level of characterisation being slipped in, in just four pages. The military characters interact realistically, grounding the fantastical set up and giving the aerial action a real feeling of danger. Especially when we’ve seen so many shot down already. We also see Wing Commander Thundercloud break off and order his men to return to base and all we’re told is that his instincts have come into play. So for now his apparent abandonment of Freddie is a mystery. Colour me intrigued by this layered storytelling.

Back then, leader characters in our toy ranges and cartoons were somewhat clichéd, a caricature of what either side stood for. Compare the 80s cartoon Optimus Prime to the nuanced, troubled version from the movies and you’ll see the difference. Ring Raiders is off to a good start in this regard. Moving in to this issue’s complete story which focusses on a moment from Ring Commander Victor Vector‘s past, showcasing his strategising and leadership qualities in a unique way. He’s on holiday from the British Royal Air Force (in the comic he’s British it would seem) before his Raiders days, and Skull Squadron attack the French side of the recently completed Channel Tunnel in the year 1998.

In the real world the tunnel was completed in 1994 so it wasn’t a bad prediction and I remember the regular British tabloid attacks on its construction being headline news around the time of this comic. With no plane at hand Vector befriends a local deckchair salesman who leads him to one. Sort of. I laughed at this I’ll admit.. The comic isn’t short of well written humour.

This is great fun and involves Mako‘s Mig-29 ‘Flying Shark’ which (as I touched upon previously) was one of my top toys in the range because of its shark motif and the apparent ‘rumour’ it could be flown underwater. As you can see here it’s no rumour as he begins to drill down to flood the tunnel. Vector also believes it’s true after apparently shooting Mako down with a handheld rocket launcher, however it’s a fact the readers would be in on but the Raiders could never verify.

It’s written by Scott Goodall and expertly drawn by John Gillatt. It has a Flight of the Pheonix feel to it, with added sci-fi elements thrown in, that ghostly underwater sequence, great action, a topical subject for the time and a little bit of comic relief. I also love the ending when we find out the entire flying aircraft carrier makes a trip far into the future just to drop Vector off for his hols! It’s a shame we don’t get the chance for more development for him (or indeed, more development for everyone) due to the short lifespan of the comic and the ensemble nature of the cast, but I have enjoyed this softening of his character.

Obviously there’s still no content for the letters page because of deadlines in getting this issue to print, so instead stars of two of the issue’s strips introduce one page apiece. They outline the history of both sides of the conflict and request input from readers in all its various forms, for editor Barrie and editorial assistant Terry Magee to sort through.

It appears the Ring Raiders were plucked right out of raging battles (which fits in perfectly with ‘Cub’ Jones’ affection for the bomber crews in the next story) and there’s a little hint for readers of some of the additional abilities of their rings, something toy collectors were already aware of but it’s nice to see a certain one mentioned given how this issue ends. The little throwaway line of how Skull Squadron recruits had been “twisted by war’s cruelties” hints at possible future character plots too.

Cub is back in the war he was plucked from in Bomber Blues which makes a surprise return as an ongoing story after last issue’s apparent one-off. Following what was now clearly a prelude, Skull Leader Hubbub‘s Rebel Wing return to take their revenge on the crew who rescued Hero Wing, unaware they were grounded after their fantastical tales to their superiors. Nor is he aware they’re also in possession of a signal ring to summon Cub and his team.

I’m so happy to see this story continue. The premise is just too good to leave at one issue. Writer James Tomlinson‘s fondness for the subject matter and Don Wazejewski‘s art style are just perfect and there’s a true vintage war comic vibe going on here, even with the mixture of aircraft and electronic weaponry.

In the toy packs there could be a mix of prop planes and jets and I often thought how on earth did they fly in formation together? Well they don’t, instead each is used for a particular purpose. For example the prop craft often being brought in for low-flying raids on slow moving targets or navigating close to difficult terrain. This is what happens when someone who knows their stuff writes for kids. I mean, just look at this glorious action panel!

The comic certainly wasn’t shy in destroying the planes we were playing with either. Throughout this issue about half a dozen altogether are outright destroyed, giving an air of jeopardy to the stories. Instead of vast battles where no one actually gets shot down or injured as we’d see in our cartoons, here anything seemed to go.

Before the final strip we’ve an advert for the toys and a pin-up of Vector. The advert is very basic and appears to have been put together by the comic itself rather than Matchbox, but they’d get more creative in future issues, even incorporating new artwork by Sandy James. Speaking of Sandy that’s his work on the pin-up before the full-colour second chapter of his story, Freedom Fight.

As part two commences the fort’s soldiers are frozen in fear at the futuristic aircraft and the rebels, though just as confused, see their chance and charge the fort. What’s compelling here is finding out another rule to the overall story, and that’s how the Ring Raiders must never fire upon or harm anyone caught up in Skull Squadron’s plots, even if those people are firing upon them.

This leaves Commander Kirkov in a predicament. How can he push back the rebels without opening fire on them? He can’t take sides, he’s just trying to preserve history as it was originally written. Writer Tom Tully uses the unique features of the plane mentioned on the toy packet to great affect here and has Kirkov blast the ground with his laser cannon, setting it on fire and stopping the advance. It reminds me of some classic set pieces from Airwolf, which is perfectly fine by me. Sandy’s bold colouring is spot on here.

Once again the comic ends on a riveting few pages, finishing with Kirkov’s ‘Comet’ F-4 Phantom on fire and plummeting towards the very fort he’s trying to save. The final caption simply reads, ‘In A Fortnight’s Time: Flying on ring-power!’ Look back at that letters page preview and you should know why I was so excited to get my hands on the next issue back in October 1989. In fact, I can’t wait for it now!

I think I can say with confidence Ring Raiders had a very firm foundation to its universe, characters and stories even at this very early stage. Building on the basics from the premiere issue, Barrie and his team were wasting no time in exploring different characters, scenarios and the various kinds of aerial action they could depict. It honestly feels like its writers and artists were having a whale of a time with the subject matter. I know I am.

Don’t be late for #3’s departure, right here on the OiNK Blog on Thursday 14th October 2021.

iSSUE ONE < > iSSUE THREE

RiNG RAiDERS MENU

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

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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

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