Tag Archives: Sandy James

SUPER NATURALS #3: ACTiON, HORROR, LAUGHS!

One thing that’s very apparent with this particular issue of Super Naturals is how each artist has a very different way of interpreting the characters. In fact, artist Sandy James even changes his Skull from the rotting flesh colour of the cover to a bright green for the poster (the same as the hologram on the toy). The cover itself is more simplistic this time with the main focus being the competition inside.

The logo is also bigger, making an even bolder statement on the newsagent shelves than before. First up inside is the next chapter of The Legend of the Super Naturals and time to introduce two new toys into the fray, the Tonka trucks Bat Bopper and Ghost Finder. These possessed vehicles were great looking additions to the range and I’m happy to say they make quite the entrance here, drawn by Dave D’Antiquis.

With facial features like these I imagine they’ve been bestowed with some form of spirit, although how this was achieved in the real world and without Ghostworld‘s overlord Specter isn’t explained. Controlled by Ghostlings Vamp-Pa and Spooks they battle it out and in the process destroy half a city block when they blow up a tanker truck. 

I think it’s safe to say this strip has now fully committed to going down the action route rather than the creepy horror-tinged story we got as an opening chapter when it was drawn by John Gillatt. Perhaps the action genre better suited Dave’s style, and in no way am I disappointed, just to be clear. So surely all this destruction can’t go unnoticed in our world?  As a matter of fact no, it doesn’t.

This final page brings a sudden maturity to the strip which was a surprise.  Seeing real world (as it were) military people and their response makes this far-fetched tale suddenly feel grounded in some form of reality and in turn brings a whole other level of drama to the proceedings. The fact this small band of Super Naturals are about to face the full force of all this military might may seem like overkill, but as humans we really didn’t know what we were up against.

These generals, despite brushing aside as absurd the theory that’s actually closest to the truth, have concluded this is the appropriate, balanced response. If that’s the case then we’re in for one hell of a fight next issue. It may have moved away from horror but this has been a blast and the sudden change in tone has me very interested in the next instalment.

The Ghostlings strip drawn by Anthony Williams continues to bring the laughs like it did last time. There are a couple of genuine giggles here too, for example Scary Cat falls off a high beam above the stage and Vamp-Pa turns into his bat form to save her. But she doesn’t want nor need saved, as she can simply transform into her cat persona to land on her feet. As cats do. In the end the two of them are so busy bickering they plummet right through the stage below!

With some fun banter again, whoever wrote this strip seems to have been having a ball with the possibilities of these characters and I hope one day I can properly identify and credit them. It all comes to a satisfying end with both sets of Ghostlings returning to Ghostworld, eager to do battle but once again stuck in the one place they’re forbidden to do so. However, Spooks isn’t done yet and on the next page shows off the first contributions from readers.

They don’t disappoint. My favourite is the one in the Big Battles box where David Phethean has just written in to tell Spooks what toys he has and that he’s trying to save up for some Ghostlings. The fact he’s going to receive five pounds from the comic that could buy him one of the toys is really rather heartwarming.

After the action and humour so far it’s time to get back to some classic children’s horror stories

There’s a funny non-answer to the question of why the Ghostlings all have four arms, and with hindsight a comment in Spooks’ introduction about “sold out signs appearing in paper shops, referring to Super Naturals comic” almost reads like a jinx. It reminds me of the prediction in the Ring Raiders preview comic of readers needing to place an order because it was about to become the biggest selling comic in the shops. When both of these comics were starting out everything was pointing towards these franchises taking off as the Next Big Things.

After the action and humour of the issue so far it’s time to get back to what we were promised and some classic children’s horror stories. First up is The Doll, another strip I wish I knew the writer of, to see who was responsible for this masterpiece. When the strip began we thought young David Wickham would be the star when he found the creepy ventriloquist’s doll in his new foster home, but interestingly it’s older brother Simon who appears to be the lead. The chapter begins with a visit to the hospital to visit their single father, the whole reason they’ve been placed into temporary foster care.

Poor cat! David’s blasé response to the shocking death of the family pet is completely out of character. Even though we only really saw his true self in a few pages of #1, he was written well enough for us to recognise something is clearly wrong here, even without the explanation from Simon. As the story progresses Simon keeps tabs on his younger brother and at one point in the day is searching for him in the garden when he notices the garden shed is open. Assuming David is inside he starts to poke about.

We may not know the writer but we certainly know the artist. Francesc Masi is once again quite the master of horror. His use of shadows, quick movements and silhouettes is fantastic, building a feeling of suspense as Simon catches little glimpses of things out of the corner of his eye, or outside his bedroom window late at night. At one point his uncle sneaks up behind him with a small toy action figure to scare him, but it’s drawn in such a way the reader thinks it’s the doll (who we’d seen in the shadows with a weapon ready to pounce).

It’s perfectly clear here the doll is out to kill Simon, which for a kid’s comic based on a toy franchise was shocking. In a good way of course. It’s no wonder this strip was talked about in the school playground so much. Simon finds the diary of the previous foster child, Alan and it’s full of hatred towards his guardians, a world away from the kid described previously. Clearly something changed him.

Picture the scene of young children reading this comic in bed late at night by lamp light. That’s how I did it with my first two issues back in 1987. We wanted to be frightened by this comic and The Doll was a guaranteed scare. I may now be an adult but if a (much) younger comics fan was to read this now I doubt it would have lost any of its edge.


“The Death Mask of M’Tali! No-one must wear that! I promised!”

Dudley Carrington OBE

The next strip is a bit lighter by comparison but the Scary Cat Challenge anthology series is definitely beginning to step up a gear. Simon’s Mask is all about Simon Purcell, a lonely schoolboy with no real friends, a quiet lad largely ignored by his peers. Invited to a costume party he sees a chance to stand out from the crowd, to make an unforgettable impression and hopefully find some friends to boot. He visits his uncle Dudley Carrington OBE, a former world explorer and his collection of masks from every corner of the globe.

The one Simon wants to borrow, the Death Mask of M’Tali is grotesque and he is forbidden from taking it. No explanation is given other than his uncle promised someone, so he is adamant it’s not to be touched. Simon tricks him into believing he’s taking a different one but the Death Mask is hidden under his shirt. On the night of the party he frightens all those around him and he’s loving every minute of it.

The whole idea of the party was that no one was to reveal their identity until a certain point in the proceedings, after the prize giving for best costume. As he frightens people they congratulate him on giving them a scare and on his apparently homemade mask. He’s sure he’s going to surprise them even more when he reveals himself. Everything is going exactly as planned. That is, until the moment comes for him to unmask.

I had predicted by this stage the mask simply wouldn’t come off, however in a neat twist it does but underneath it Simon’s own face has been transformed. He rushes to the nearest telephone to contact his uncle for help, only to be told by the butler that he’s died. Seeing the Death Mask had been taken by Simon terrified him so much he had a sudden fatal heart attack. The realisation that he’s never going to return to his normal self hits Simon and we’re left with this final panel below.

Simon screams and the story fades to black. It’s a great wee complete tale, a quick but interesting set up, a well-paced build and a twist at the end for the well-meaning kid who lied and stole from his uncle. It’s quite ‘Twilight Zone‘ and is the best of the series so far, but still tame compared to what the young readers themselves would send in (as I recall from reading these about seven years ago)! You’ll have to keep coming back for the rest of the reviews to see what I mean.

On to that competition that was hyped on the front cover, with 50 Super Naturals action figures of either Lionheart or Skull to give away. What’s a little strange is the fact the back page competition run by Tonka themselves is in every single issue, so we were already getting lots of chances to win these. In fact, the competition on the back page this time is for a Tomb of Doom playset with lots of action figures as runner-up prizes, which is an even bigger haul than here. But this one was organised by Fleetway themselves, so it got front page coverage.

Alan Langford‘s Skull is a much more horror-inspired interpretation in the continuing saga of Mount of Athos. Having stolen the sacred casket it looks like his plan to spread a little chaos and evil is about to come to fruition, until Eagle Eye literally swoops in to save the day.

It all leads up to another battle between these giant forces of supernatural energy and the clashes feel suitably epic. We get to see many of their special powers in use, such as Burnheart‘s flames where his entire body inside his armour turns to fire which he projects all around him. There’s an air of Judge Fire from the Judge Dredd comic strips with him. Snakebite tries to use his hypnotising eyes but Lionheart is able to project this right back at him using the mystical jewel hanging from his neck.

There may be less in the way of frights this issue in the Super Naturals stories themselves but the large scale battles are perfectly presented in Mount of Athos, complementing the lighter but no less action-packed vehicular destruction in the first strip. Athos culminates in a one-on-one between the two brothers, and it’s no exaggeration (for me anyway) to say this feels like a clash of the titans on an early Optimus Prime/Megatron scale.

The comic may only be three issues in and this may have been the first I didn’t buy when I was a kid, but it’s my favourite so far. It’s perfectly balanced between the action, the horror and the comedy. Usually we’d be celebrating if a comic was able to achieve a good level of enjoyment in one of these genres, but for editor Barrie Tomlinson and his team to give us all three has been a delightful surprise. As I’ve been writing these reviews, blog readers have been commenting on social media about their memories of Super Naturals and how wonderful it was. It gladdens my heart to know I’m not alone in my high praise for the work put into this comic.

Just to finish off, here’s a look at a large advertisement that graced an eye-catching double-page spread inside this issue. I can remember my friend having the ZX Spectrum +2 with the cassette deck and going to his house to play it for hours at a time. It would be four years later when I’d finally replace my brother’s hand-me-down Atari computer with my own Commodore 64, but this advert takes me right back. For younger readers of the blog I’m sure this looks so quaint.

As I end this review I look around my living room and the Christmas tree is blinking away (my office upstairs where I usually write also has its own little desktop tree) as my very favourite thing in the world is getting closer. Getting to relive this classic comic again over Christmas is going to be so enjoyable; there’s just something wonderful about reading ghost stories around the festive season. Especially when they’re as good as these.

The next issue’s review will be up on the blog on Sunday 12th December.

iSSUE TWO < > iSSUE FOUR

SUPER NATURALS MENU

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

SUPER NATURALS #2: NO GARBAGE

I’ve really been looking forward to this after enjoying the premiere issue so much. A licenced comic which came across as a spiritual successor to Scream!, Super Naturals had a great start but can that momentum be maintained, even built upon? We kick off with another Sandy James cover which is as colourful as that memorable logo and I initially thought it contained a glaring mistake, but it was I who made the error.

The evil Ghostlings are the star of this front page and in the background we can see their human forms as they lift the cover and reveal the horrors they transform into. Except for Scary Cat, whose hissing cat and witch forms seem to be the wrong way around. But inside, during one of the stories she calls her cat persona her “true form”. While it’s not elaborated on, could it be she was a stray cat who wondered into the Tomb of Doom? It’s an interesting idea. She was the only toy I owned at the time but I can’t remember what it said about her background on the packaging.

The issue opens straight into the second part of The Legend of the Super Naturals and unfortunately it appears John Gillatt has already moved on. Perhaps as a high profile artist he was brought in for the first chapter to either draw readers in or to define the tone and style. Something similar would happen two years later in editor Barrie Tomlinson‘s Wildcat, when Ian Kennedy drew the preview issue and the first chapter to the Turbo Jones strip but then handed it over to Vanyo from #2 onwards. In the case of Super Naturals they’re now in the capable hands of Dave D’Antiquis (2000AD, Eagle and co-creator of Brigand Doom).

There’s no rush to get everyone properly introduced, so it doesn’t feel forced and I like this approach

While John brought a horror comic feel to the origin story, especially in his depiction of Skull and his cronies, Dave’s is more of a traditional adventure strip. The story is action-packed but I do miss the more horrific interpretations of the characters. The story basically continues the fight from last time, playing out over four of the five pages and it’s highly entertaining, right down to their medieval-style speech patterns. These may feel forced to some but they make perfect sense when you take their origin story into account.

Fighting it out amongst modern 80s technology, Skull and Lionheart are impressed with the vehicles and the story ends with them entering separate junk businesses to build their chariots. More on these later. The Legend of the Super Naturals would run for the length of the comic and perhaps the original idea was for it be an ongoing tale of the first months after the characters first entered our world; a way to introduce new toys and features into the stories. We’ll unfortunately never know. I like how it’s taking its time in setting up the world within which our comic will tell its tales. There’s no rush to get everyone properly introduced, to get every single toy front and centre, so it doesn’t feel forced and I like this approach so far.

While the first issue was very much a children’s horror comic with the more light-hearted Ghostlings strip in the middle, this time we’ve started with more of an adventure feel before the comedy, so with only its second issue the comic feels very different. In the Anthony Williams strip the evil Ghostlings bicker and fight about the best way to cause mayhem at a punk rock concert while Spooks, See-Thru, Hooter and Mr. Lucky take centre stage in a completely different era. Accidentally travelling through a different Ghostworld exit they came out in the time of Henry VIII.  Right in front of him as a matter of fact.

There are plenty of jokes and sight gags, as well as funny banter between the characters. It really does give the impression they’ve known each other for a very long time before we the readers came along. What was interesting is how it’s forbidden for the good Ghostlings to frighten a human, so when they find themselves trapped Mr Lucky turns into his giant bunny form and burrows their way out of trouble instead of simply scaring the people away. Enjoyable silliness but now it’s finally time to get back to some frights.

It’s time to return to the foster home where brothers Simon and David Wickham are spending their first night. With his little brother sound asleep, Simon worries about earlier events and the anger he saw in David’s face over a toy. He begins to hear creaking and shuffling noises and The Doll leaps at him in the dark! But he jolts upright and realises it was just a dream. Or at least he thinks it was, it was so real. Thirsty, he heads downstairs, unaware his brother isn’t asleep at all. The panel showing this is really rather creepy. Oh I love this strip!

It’s such a shame we don’t yet know who wrote it, because whoever’s script this is works incredibly well with artist Francesc Masi to create a truly unnerving atmosphere for the young readers. We knew the doll was alive, knew it was probably in the house but we didn’t know if Simon really saw it and we certainly didn’t know where or when it could pop up next. Looking out the window Simon sees the dustbin and breathes a sign of relief, unaware of what happened at the end of the last chapter, and as he enters the kitchen in the dark we young readers were checking every inch of the panels.

The caption here echoes that of the one when David opened his eyes. The two events are linked. Reading this now I can clearly remember this issue from 1987. Well, this strip anyway and the feeling of what I now know was suspense, but which at the time was a new experience for me.

We get a little light relief when Aunt Louise comes downstairs thinking Simon was looking for a midnight snack. It’s a tender moment between the foster parent and the teenager on their first night living together, while it also teases us with hints about the past and their previous foster child Alan, who also had a fascination with the ventriloquist dummy. For a children’s comic it’s certainly doing its best to tell a story like a classic 80s horror movie.

After Louise leaves the cat startles Simon when she enters through the cat flap. She begins to hiss, apparently at him, before running back outside again. Cats normally like Simon and there’s nothing else there that could’ve scared her. Confused, he heads to bed, unaware of the shadowy presence watching his every move from the cupboard behind him, which the cat obviously sensed.


“But it isn’t in the dustbin!”

The Doll

We don’t actually see the doll until the final panel of the five pages, but we somehow feel it throughout. It’s still compelling 34 years later. Even though I wouldn’t buy the next issue as a kid (something else must’ve grabbed my fickle attention) I can remember reading this instalment in bed late at night with only my bedside lamp on and the feeling it produced. The pacing is perfect and it suits being read one chapter at a time much more than binge-reading it, which for me would ruin that pacing and suspense if rushed through. It was designed to be read this way after all.

What an experience it was and for the life of me I don’t understand why I didn’t have a regular order. I was only allowed a certain amount reserved at once but at this early stage of my comics reading I only had two orders (OiNK and Thomas the Tank Engine & Friends). Perhaps that’s all I was allowed at the time, later I could have up to four at once. Whatever the reason, I missed out on all but the final issue. Remembering how this creeped me out I regret not experiencing the rest of it as part of the target audience.

Sandy James brings heroic leader Lionheart to life for a centre page poster and it’s classic Sandy. I especially like how the faces of the lion on the shield, Super Natural and complete lion forms all have similar characteristics. They’re not just generic lion faces, you can tell they’re the same character.

Next up is another complete story in this issue’s Scary Cat Challenge. It’s still too early for any reader suggestions due to deadlines so another unknown writer takes the helm, as does an unknown artist. I’m making it my mission to find out more about the making of this comic but information (even from those that worked on it) is hard to come by. It really does seem to be a forgotten comic in every way, which is heartbreaking. But for now these two creators, whoever they may have been, bring us Spider.

It’s a rather basic tale of an unlikeable guy bullying his younger step-brother and then getting his comeuppance. Darren Benson sees young Clive as unmanly by his own so-called standards because he doesn’t like sport, relaxes in hot baths and helps people. From the very start we know Darren is the bad guy here. He buys a toy spider to scare Clive while a spate of deadly spider attacks are reported on the news. We know where this is headed.

The final two pages are above and I will admit the furry arachnid in the final frames is superbly drawn, highly realistic and for anyone with a fear of spiders I’m sure it would’ve made their skin crawl. It’s just a shame it’s all rather predictable and seems to end just as it gets interesting. It’s a six-page story and really could’ve used those pages better. It could’ve got to this stage quicker, using the remaining space to really terrify Darren and maybe have his step-brother save him or, to really scare the young readers, maybe he wouldn’t have. When you see what happens to some of the kids in later stories you’ll understand how this wouldn’t have been too much for this comic!

Mount of Athos is once again our final strip and I’m so glad Alan Langford hasn’t been replaced by another artist. He brings a truly epic scope to this Super Naturals tale. They feel bigger than life, which suits them perfectly of course since they’re not alive and even the toys were huge compared to their contemporaries. In Alan’s hand their other forms can be horrific (see Snakebite in #1 for the perfect example) and their battles Earth-shaking. The opening page looks superb but then you turn it over and this image of Skull just grabs you! I mean come on, look at him!

Skeletor never looked that good. A truly terrifying leader and a world away from the depiction in the first strip this issue. I particularly like Alan’s choice of not giving Skull eyeballs, deviating from the toy and the original comic designs by Sandy James. While the version of him in The Legend of the Super Naturals is a crazed skeleton bent on conquering via endless battling, in Mount of Athos he’s a calculating, cunning foe and has a genuinely frightening presence.

This takes place in an unspecified time after the origin story so perhaps this is the character he was to evolve into, but I think it’s more likely the unknown writer and Alan simply decided on a more serious villain for their story. It certainly raises the stakes. This is also when Scary Cat reveals the hissing cat is her true form as I mentioned earlier. The evil Ghostlings finally show their fangs too, proving they’re more than comic relief and both Eagle Eye and Skull get to show off their supernatural powers. Athos and The Doll are worth the price of admission on their own. Both are compelling reads.

Time to wrap things up for now.

On page 31 there’s a quick preview of the next issue which focuses on those so-called chariots the two sides are determined to build in their respective junk yards. The Ghost Finder and the Bat-Bopper were the two big Tonka Trucks available that Christmas and readers had already been able to check out photographs of them in the preview issue. They looked great so I’m looking forward to their inclusion in the action story next time.

Below that you’ll see the instructions for the free Lionheart mask and I can remember they actually came with little elastic bands for our ears. Funny the things classic comics dig up from our ageing memories, isn’t it? On the back page is the third Tonka competition and it’s a chance for readers to design their own Super Naturals. I’m a bit disappointed Tonka assume they’ll all be male though, but unfortunately this was par for the course back then. (What about Scary Cat?)

Just to finish, when I mentioned “the price of admission” it got me thinking about that price of 40p. It’s easy to dismiss it now, but in 1987 that placed it a little above most similar comics. Marvel‘s Transformers was 30p at the same time, albeit it on smaller paper, with 24 pages instead of 32 and less original material was needed. OiNK itself was a good bit more expensive than Fleetway‘s (publisher of Super Naturals) other humour comics due to its glossy paper and being an independently created comic yet it was 35p. Even MASK, also a licenced comic by the same publisher was 35p in November 1987. Could the price have put some parents off buying it? At the end of the day the toys weren’t a success anyway so it probably wouldn’t have mattered.

Nothing will put me off returning in two week’s time for #3 so join me back here on Sunday 28th November 2021 for more chills, thrills, action and laughs from the comic that had all of that.

iSSUE ONE < > iSSUE THREE

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RiNG RAiDERS #5: ELECTRiFYiNG STAKES

Being the only issue I somehow lost between childhood and bloghood this cost me a pretty penny a few years back but it was worth it to have the complete collection again. The superb Ian Kennedy cover featuring my favourite Skull Squadron aircraft, Skull Leader Mako‘s Mig-29 ‘Sea Hunter’ certainly softened the blow to the bank balance. Regular readers may wonder why the question on the cover is being posed when we’ve already seen the answer in #2, but that was a secret for the readers. As far as the Ring Raiders were concerned it was still unconfirmed and made Mako one to fear.

I love the details in the cockpit (something the toys simply couldn’t include due to their size) and the size and power Ian brings to his renderings of these planes. I also love that crosshatch effect for the sky which adds the illusion of texture to the glossy cover. Inside, editor Barrie Tomlinson‘s Battle Zone ’99 comes to its conclusion after beginning back in #2. A more lighthearted affair than the other strips, it’s acted as a great way to introduce the relationship between the calculating Skull Leader Chiller and his own leader Skull Commander Scorch, which comes to a funny conclusion on the final page.

Carlos Pino‘s work has been colourful and fun throughout, perfectly suiting the fast action script and bringing the comedic moments in the air to life. But in this final part there’s something of an anomaly. Chiller’s wingman just doesn’t look right, does he? It’s a mystery, the answers lost in the mysts of time that were the late 80s, but it looks like he’s been altered after the fact. Perhaps the wrong character was drawn originally?

As for the story, which started off with the death of so many sailors on board a submarine, it ends more like an episode of the cartoon series. Chiller’s wingman lands to rescue him but his plane is a single seater so instead of joining the fight on the ground he’s unceremoniously strapped to the prop plane’s tail while Chiller commandeers it. It may have been light on plot but as an action-packed way to kick off every issue it’s been a short, to-the-point bit of fun. With the comic introduced, Barrie and Carlos will team up again next issue for its replacement in a serial which features more plot and the return of Chiller as the lead villain.

In the continuing Trackdown written by Angus Allan and illustrated by John Cooper it looks like Freddie Riley and the professor’s adventure is coming to an end as they approach Wing Commander Joe Thundercloud on a supposedly deserted airstrip, unaware Blackjack and his Harrier ‘Battle Bird’ lie in wait. The panels showing the Ranger helicopter and then Riley’s point of view feel like the camera (for want of a better word) has zoomed inside in one fluid movement. Just me? Well, that’s how it felt to me. John Cooper was certainly cinematic in his storytelling.

In this episode the story transitions back to the characters from the toy line as Riley and the professor are beamed aboard the Air Carrier Justice where they watch the unfolding drama alongside Ring Commander Vector. As much as I enjoyed the comic’s original creations Riley and Runtz I never felt disappointed with the way the story changed its focus here. It was just the natural way for it to go when Riley’s situation was resolved. It’s a fast-paced story but it’s full of character and each issue brings another layer to the plot. It feels masterfully planned out, so kudos to Angus for doing such an amazing job with his first story for a brand new franchise.

As a kid I loved the scenes on the ground just as much as the air combat that was at the heart of it all. While they could be shot down, which we’ve seen plenty of in fact, there’s a feeling of invulnerability in the air and a vulnerability when they’re on their feet. Here it adds suspense as Joe lies unconscious, helpless as Blackjack does his cool vertical takeoff with the doomsday device, after confirming the ambush worked perfectly because he can radio-control his bird. A nice little piece of information from the toys there.

(I have to admit I’ve always found the way Harrier jets take off and land just amazing to watch too.)

Skull Leader Hubbub is a Vietnam vet. Having fought for America he’s been left damaged by the ravages of war

In pursuit, Joe can’t shoot down or even cripple the Battle Bird, not with the Doomsday Device on board. Unable to stop it being taken back to Scorch the strip ends with a feeling of complete helplessness. I can’t remember what happens next, so just as I had to originally I’ll be waiting two weeks to find out. One thing to note here, there are a couple of references to Thundercloud’s heritage which read rather differently today and which I’m ashamed to say I glossed over at the time. But given how they’re used by the Skull pilots it adds to their viciousness in the panels in which they’re used.

Scott Goodall‘s complete tale this issue focusses on the Skull star of the Bomber Blues serial, Hubbub the Skull Leader of Rebel Wing. We’ve seen him use his electronic weaponry in that story and here we learn of where his fascination with electricity’s power began. It all kicks off with this glorious splash page by Geoff Campion showing the kind of air battles only this comic could be capable of. The lightning, Vector’s stealth fighter powering into the scene, even another Harrier doing a daring manoeuvre with those vertical jets, it’s all there in one panel. Exciting stuff!

Originally the owner of a rigged slot machine parlour, Hubbub thought he was a tough guy, emperor of his own little domain. He’s also a Vietnam vet. Having fought for America he’s been left damaged by the ravages of war. This theme of the Skull Squadron was pointed out in an earlier issue. We were used to our heroes in everything from The A-Team and Knight Rider to Airwolf and Magnum P.I. being veterans of that war and we learned how it affected them. To see it played out in my toy licence comic was great, especially how it told of the horrors faced during that war turned the vets into the bad guys instead.

With all of these little details building up issue-by-issue, character-by-character, it’s all the more heartbreaking to know they didn’t get to flourish in a long-running comic where these aspects of their personalities could have been revisited in future serials. However, it wouldn’t be the last time the ghosts of Vietnam would be felt in Ring Raiders, although you’ll have to wait for the Ring Raiders Special in the early months of next year for that particular story.

Surprisingly, when he’s robbed at gunpoint in his office we see how much of a coward Hubbub actually was in the days before Skull Squadron, cowering while the thieves use harmless pop guns to escape. The police don’t care either because they know he’s a crook himself (and actually in the end this cop is the ringleader of the thieves). Through contacts in Chicago’s rough South Side he’s able to stake out the next target and hide on the roof of their van while they make their escape.

Falling off when the driver loses control on the wet runway of the airport from which they’re going to flee the country with their last score, Hubbub finds himself at their mercy, outnumbered and this time their guns are very real. It’s at this point his life is miraculously saved and thus begins the creation of the character we’d grow to love to hate; a sudden bolt of lightning strikes the metallic dish on top of the van the thieves had put there (to make it look like a repairman’s vehicle). The bolt blinds them long enough for Hubbub to make his move. We then finishes things off with a little more of his history and a gorgeous final few panels as he rounds off his tale.

After Ring Raiders was cancelled the new year brought a new partwork to my newsagents called simply Airplane and I collected the first handful of issues. My interest was in no small part thanks to how the comic would treat these fantastical airplanes in as real a way as possible, always referencing them by their proper code numbers and names, and then there were historical scenes like these and other real world conflicts. A new series of pin-ups next issue heightened my enthusiasm too. I’ll talk more about that next time, but for now just look at those final few panels, making the transition from Vietnam to the world of the Skull Squadron via the different aircraft Hubbub used. Beautiful imagery to end an engaging and fun little story with surprising depth.

After the letters page the Next Issue promo feels retro even for this 1989 comic. Featuring a biplane, a big banner to the left and a headline along the wings of the plane, it reminds me of what Barrie might have used to promote an issue of Battle for example and I love it! If the Ring Raiders toys had been more successful I honestly believe this comic could easily have been seen as a modern, high-tech version of those classic war comics. It certainly had the writing and artistic talent for it.

Moving on and another story comes to a rather sudden end in part five of James Tomlinson‘s Bomber Blues, drawn by Don Wazejewski. It also includes what I originally thought were contradicting actions from Raider ‘Cub’ Jones. He begins by blasting a crashing Skull plane out of existence to save Hubbub who had ejected from his own aircraft last time and was standing in the crash zone. I like this; the Raiders have a code and will always aim to capture rather than kill.

But then on the very next page he inadvertently places innocent lives in danger. One of Hubbub’s wingmen sees an opening but isn’t prepared for Cub dropping his flaps and undercarriage to drastically reduce his speed, letting the Skull pilot fly past before returning fire. It’s a neat move and the pilot ejects to safety but the plane crashes right into the airfield below, the very one Cub had been trying to protect this entire time.

The World War II pilots run for their lives and barely escape. I remember thinking this went against that code I mentioned, so why did he shoot the plane down there? The key moment here is the Skull pilot’s final radio communication. “Double engine flameout! All power lost… entering terminal dive!” In other words, he’s known he was going down and at the last moment forced the nose down early, aiming the flaming plane towards the hanger.

It’s certainly a dramatic twist, which makes the sudden ending all the more strange. Another wingman lands to pick up Hubbub who takes a leaf out of Chiller’s book from earlier in the issue and forces the pilot out, taking the airplane up alone to face off against Cub for the final fight (leaving the pilot in the middle of World War II I’d assume). There are some great acrobatics as his slow prop plane tries to angle itself into the path of the jet but ultimately he flies out of the time zone in retreat. We’re now down to the final few panels and Cub opens up a time jump too and simply signs off!

He disappears, leaving the wreck of the airfield behind him, telling the men he’s befriended that he’ll see them again when needed. He could at least have helped with the clean up. To be honest, Bomber Blues has been a blast from the start and Cub’s affinity for the people battling in the time zone he was originally plucked from was something I would’ve liked to see return in a later issue.

I do think this final chapter could’ve been split over two issues though, so that it could’ve included at least a page of some kind of epilogue. As it stands, it’s still a great action-packed story notable for taking place almost exclusively in the air, the ending is just a bit rushed.

This issue’s advert hasn’t got much in the way of original art this time that’s for sure, just a tiny F-9 ‘Sky Tiger’ taken from Bomber Blues. But what it does contain is a lot of memories. Looking back at this I’m thinking, “Oh I had that, and that, and that!” In fact, I had everything shown here! Well, except my Battle Blaster was a Ring Raiders model and not the Skull Squadron one.

I can remember opening the giant boxes for those three bases on Christmas Day, although unlike the photos here (or indeed the images on the box) my Sky Base Freedom was just the Sky Base Courage mould painted another colour with different guns. (I see in this photo some of its accessories are missing too.) Those are some very happy memories, only marred slightly with the knowledge the comic had already finished.


“Mako got Baker in that last scrap over the fort, Commander! Didn’t see him bail out!”

Tremlet, Freedom Wing

While Mako and Yuri Kirkov both made the cover it wasn’t in relation to their strip. Perhaps that’s a sign they were arch enemies, destined to face off time and again. For now, Tom Tully‘s Freedom Flight continues with part six and the fort is on its last legs with Mako leading the rebel planes in a spectacular assault as presented here by Sandy James. Mako and his men easily take out the government planes, leaving the ground forces at the mercy of the rebels.

Kirkov’s plane is nearly repaired, catastrophic damage from Mako’s previous attack being averted thanks to his use of the ring last time, and he’s frustrated as he helplessly watches the battle unfold. Interestingly, he uses his ring to power the monitors and surveillance cameras of the fort which had lost all electricity. Getting impatient he finds out that repairs have stopped because of a very simple reason: it’s 1966.

His incredible F-4 ‘Comet’ is from another time and the ground crew have never seen anything quite like it. They’ve been able to slap together repairs on the physical damage but when looking at the hydraulics they come across computer circuits and controls like something that might as well be from a sci-fi movie for them. I liked this small bit of technical information and it brings up a conundrum with the whole time travel thing. Little scenes like this show the writers are thinking the time travel aspect through properly. Yes, it’s all fun and far-fetched nonsense, but ground that nonsense with some moments like this and you can inject real jeopardy into the fantastical set up.

Kirkov takes a gamble, assuming that after the physical repairs all that’s needed is a little bit of power, something that normally would be out of the question but which the ring may be able to provide (as established with the fort’s equipment). There’s a rather corny caption to go with it, but apart from that it’s another enjoyable episode. It’s the only story so far to use the ring for its main purpose and we saw how it could have a detrimental effect on the pilot last issue. I’ll assume here it’s more like jumpstarting a car.

By this stage all of the members of Freedom Wing have been named and we find out Baker has been shot down, with no sign of a ‘chute. We’re left to presume one of the Ring Raiders has been successfully killed by Mako as they fly to a three-on-three battle next issue. High stakes indeed. In fact, Freedom Flight and Trackdown both have the highest stakes for our characters and a real feeling of peril, and it’s because of this that they’re my favourites. So far anyway.

From memory the next issue is the best of the run but of course it would also contain the very worst news imaginable. You can see how it manages to both thrill and sadden when the review lands on the blog on Thursday 25th November 2021.

iSSUE FOUR < > iSSUE SiX

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SUPER NATURALS: BLOCKBUSTER ADVERT

When I was building up to OiNK‘s own read through I wrote about how IPC Magazines promoted its release in new ways compared to previous comics. These included a four-page ‘Blockbuster Advert’. Rather than a regular advertisement these actually added four pages to those comics that contained it and acted as a large pull-out promo which could be enjoyed separately, just one week after the preview issue had also been given away. By 1987 Fleetway had taken over IPC’s comics and decided to employ this tactic for Barrie Tomlinson‘s Super Naturals tie-in.

So, one week after the free preview comic and on the same day as the premiere issue went on sale (Hallowe’en 1987) came the Super Naturals’ own Blockbuster Ad. At the same bigger-than-A4 paper size it surely must’ve made an impact when Sandy JamesSkull fell out of readers’ regular comics. Unfortunately just like the preview issue this wasn’t given away with OiNK so I didn’t discover it until decades later. The exact comics that included this is unknown but I think it’s a given the likes of Eagle and the licenced Mask would have.

The Blockbuster Advert, as seen below, included samples of Super Naturals art by Sandy James, Francesc Masi, John Gillatt, Jim Watson and Alan Langford.

So it was included in the issues released on 31st October, the perfect day for some added spookiness to tempt new readers over. Inside, the layout shows off all the main highlights of the issue in stores that very day, including that bloody doll as drawn by Francesc Masi. (I mean this endearingly because I loved being scared by that thing.) A few of the toy characters are shown in their new comic form and there’s a preview of three of the strips, perfectly highlighting the creepy artwork to be found in this very different publication. I must admit though, I’m not entirely sure what the “Be Patient” is all about.

The back page highlights the free gift and the physical details of the comic. I always did love the way Fleetway would draw pages behind the cover, something they did with adverts for their annuals. It gives the impression of a thick, meaty read and that was no word of a lie with this one.

Back on Hallowe’en 1987 I discovered the comic by accident in the shop, but if this had fallen out of one of my OiNK’s I’d have been right back down to the newsagent straight away anyway!

There was definitely a big promotional push behind Super Naturals both in terms of the toys and the comic.  It was all set to be a hit for Tonka and Fleetway, but alas it was not to be. Let’s not get hung up on that though, instead let’s enjoy the journey through all the regular issues and specials to come.

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SUPER NATURALS #1: PERFECT TiMiNG!

I’ve never really been into Hallowe’en and could count on one hand the amount of times I’ve really celebrated it. The first time I did anything remotely tied to the season was in 1987 when I sat down on the evening of Saturday 31st October with this Sandy James cover, wearing a mask of a rotting face and read the comic it had come with. That comic was the first issue of Super Naturals from Fleetway and surely its release date was the perfect bit of marketing in itself!

I ended up only buying the second issue before being distracted by something else (easily and often done back then) and I’ve gone into more depth on how my fascination with these returned too late in the introductory post. Right here, right now, I’m ready to read this complete series in real time and enjoy every page along the way I’m sure. As mentioned last time the first story is a reprint of the preview comic’s origin story. Of course, I didn’t originally know this and I’ve a vivid memory of pouring over this particular page from editor Barrie Tomlinson‘s The Legend of the Super Naturals for a long time.

I think it was because of the panel on the top-right. John Gillatt‘s depiction of terrified church goers, fleeing their place of sanctity on the same night I was reading the comic was a powerful image to someone who was only approaching their tenth birthday in a couple of months. The way their faces are cloaked in shadows makes their eyes almost blank with fear, the fact the comic chose a church of all places to have these supernatural entities explode into our world, the date giving it an immediacy when read; these all combined into something that seared itself into my memory.

This is coming from someone whose Reminders app on his iPhone is always full nowadays because he has a head like a sieve, so the fact this memory has stuck with me should say a lot. I won’t go into detail on the story here because I’ve covered it already in the preview issue’s review, but I felt I had to hold back on describing reading this page until now. This was how I first read it so it seemed more fitting for this review. After that heart-pounding beginning it was on to something a lot lighter.

Moving into more comedic territory, Ghostlings was very appropriately illustrated by Anthony Williams (Sinister Dexter, The VCs, Batman) who I knew from the ghostly goings on of an equally comedic variety in The Real Ghostbusters. So who were the Ghostlings? These little helper spirits were Spooks, who in a previous life had been a court jester and can now switch between that form and a traditional ghost, Mr. Lucky the magician who could transform into a giant rabbit, Hooter the wise old wizard whose spells were hit and miss had an owl form and See-Thru, who was a take on The Invisible Man and whose holographic toy could lose its bandages.

There’s such potential within this comic

The evil Super Naturals had their own Ghostlings. Scary Cat the witch could change into a hissing cat (although I assume in the comic she wouldn’t be constantly hissing), Rags was an Egyptian Pharaoh and mummy, Weird-Wolf was a very 80s villain in his punk teen and teen wolf variations and finally Vamp-Pa wasn’t a fatherly old gentleman bloodsucker, he was a vicious vampire and a bat, obviously. In their own story they want to be seen as more than assistants assigned by Specter, who we actually see take form which I don’t remember happening.

Weird-Wolf decides to crash into our world at a rock concert to cause a bit of havoc. It’s not exactly a grand evil scheme, but that’s the whole point of these characters, they wish to play with the bigger kids and impress them by causing a little chaos and showing their potential. It’s a fun set up but as Spooks and his pals give chase the doorway inside Ghostworld changes randomly and they end up in a setting more befitting his previous life, in the court of Henry VIII! Well, I didn’t see that coming. A fun, light-hearted strip to ease the tension for the young readers, giving them a false sense of security before the next story.

The Doll appears to be the most memorable of all the strips in the comic if social media responses are anything to go by, and it’ll soon become clear why. David Wickham and his older brother Simon move in with a temporary foster family after their dad’s accident, their mum having died when they were very young. They’re soon settling in and making friends and it’s all so idyllic to begin with. Illustrated by Francesc Masi (Jackie, Warlord, Bonanza) like a traditional, wholesome comic story it puts the reader at ease. A classic bit of misdirection.

I think it’s worth mentioning this was a year before Child’s Play hit cinemas

David soon finds an old ventriloquist’s dummy hidden away in the back of a closet and immediately takes a shine to it. Simon just thinks it’s ugly. He’s more concerned with his baby brother playing with what he considers a girl’s doll. David wants to show off his discovery of what he thinks is just a forgotten toy and goes to ask Frank and Louise if he can play with it. Frank’s reaction is one of outright anger and he snaps the doll out of David’s hands. Louise tries to explain that it belonged to a previous foster child who had an accident while under their care, and the doll just brought back painful memories. When the kids are in bed though, Frank tells Louise he doesn’t understand how it was still in the house, he thought he’d gotten rid of it years ago, and he throws it in the bin outside.

David isn’t happy one bit. He gets angry when talking about it in bed with his brother, a side to him that Simon has never seen before. He doesn’t understand why his brother is acting this way just because of a doll he found only moments before. Of course, we know by now it’s not just a doll. Aside from the title page, when you look closely at some panels of the strip you can see the doll giving a little side-eye here and there. It’s subtle but it’s clear it’s not being done by the person holding it.

The strip ends with a noise outside as the bin lid clatters onto the ground. Thinking it’s just cats digging about the trash again, Frank goes to have a look. While he’s on his way we get that lovely creepy image above of a hand slowly rising up under its own power. Two staring eyes lear over the rim and this is where the story ends for now. I think it’s worth mentioning this was a year before Child’s Play hit cinemas.

Kids love being scared by their chosen entertainment. Whether it’s Doctor Who, Hallowe’en games or storybooks etc. Tabloids try to rile parents up with fake outrage about such things but kids love this sort of thing. It’s a safe scare. The Doctor will arrive and she’ll save the day for example. Or we’d know it was just our friends jumping out at us from the dark. Or we could always put down the book, but we never did. The Doll did frighten me back then but I lapped it up. I’d never known a comic could do that and the strip was a hot topic amongst friends at school, copies being passed back and forth with those children whose parents didn’t allow them to read it.

Just to clear up some online misinformation, some people think The Doll was written for another comic aimed at older kids and was simply printed here to fill space. This is rather insulting to the team behind the comic. Just because it’s a toy licence it can’t possibly be scary? The fact The Doll did scare us shows these people are wrong. Francesc Masi even drew the cover to the final issue and inside that edition the story was given a proper conclusion. This was written for Super Naturals and is another reason why this comic deserves more attention and recognition.

Sandy James returns for the double-page poster above, showcasing The Tomb of Doom, the gateway to Ghostworld and he does a superb job of turning the plastic toy into a creepy monstrosity. We then move on to The Scary Cat Challenge. Hosted by the Ghostling, she’d ask readers to send in their ideas for a scary story and, if chosen, the team would turn that idea into a fully fledged comic strip. There was even a tenner for each one used! That was big bucks to us back then. But the real thrill must surely have been seeing your idea brought to life on the page.

Of course the first few stories couldn’t be based on these yet so instead the comic’s writers (as yet unknown to me) came up with some of their own. In The Hunchback of Hinkley Rest a typical teenage game of Dare goes horribly wrong when Ian agrees to spend a night in the local cemetery and accidentally wakes someone up. That someone is the late Cornelius Grudge, a gentle, lonely hunchback who just wants to make friends, but who was bullied by children when he was alive because of his looks. He never gave up on people though and here he comes out to keep Ian company.

Despite opening up to the boy, Ian and his friends do exactly the same thing as people had done throughout Cornelius’ life. They fear him because of his looks, they think he’s a monster and call the police in, who in turn instantly think he’s a criminal or monster of some kind, all based on how they perceive him with their eyes. In the end he’s forced to return to his grave, the police thinking he’s run off, leaving only Ian to know the truth. It’s actually a sad tale in the end, if rather simplistic. But the downbeat ending adds another layer to the comic and the atmosphere is thick, thanks to artist Jim Watson (Scream, Commando, Battle Action Force).

We’re back into Super Naturals territory with a two-page introduction to all the characters which builds upon the card given away with the preview issue. Sandy James is once again on hand and his character models add so much personality to the toys, really bringing those little green holograms to life. In fact it was Sandy who designed the comic’s take on the toys, a process we’d be let in on in a future special feature.

It’s these characters we return to for the final strip of the issue in part one of Mount of Athos. While at this stage readers would be unaware of how long each of the individual stories were to last, the opening page of this gives the impression of a real epic. I just love the grand scale of Lionheart and Skull in battle. The scenario for these characters is such a huge idea, it really is capable of having scope and this page sums it up perfectly for me. There’s such potential within this comic.

In reality, Athos would last a handful of issues before another Super Naturals tale would begin in its place, but that epic feel remains. This is testament to the art of Alan Langford (Eagle, Judge Dredd Megazine, 2000AD), who brings a mature feel to this toy licence tale. The story involves the Monastery of Athos and the Sacred Coffer relic which contains the remains of Saint Servius, known as The Essence of Perfection. As a symbol of all that is good it’s the perfect target for Skull and his group.

All the players are here and more of their abilities are shown off in the heat of battle. Best of all we see Snakebite transform himself into his giant snake form. Snakebite does this to terrify the monks into revealing the location of the coffer in order to save their own lives. I think this image is incredible. This is the kind of horror-action our imaginations would’ve been full of when playing with the toys, but we’d never have been able to imagine it brought to life as such.

For fans of the toys everything they could possibly wish for is here in #1 of Super Naturals. All the characters are introduced, their abilities have been established, toy likenesses elaborated on and more importantly they’re well developed for a first issue. For young fans of children’s horror comics the licenced strips offer spooky adventures (alongside some comedy) and the extra content brings an anthology feel and the promise of real chills to come. It really is the best of both worlds.

It’s a great start. I really hope this read through can bring some overdue attention to this forgotten comic, it’s a truly unique title and deserves a place in the history of UK comics alongside Scream! For now we close off issue one with another competition on the back page from Tonka. This time the two vehicles are up for grabs but strangely aren’t shown.

Next week on Sunday 7th November 2021 I’ll take a look at the four-page Blockbuster Advert found in some of Fleetway‘s other comics as part of the marketing for Super Naturals, followed closely on the 14th with #2’s review. With all three of editor Barrie Tomlinson‘s comics now being read side-by-side, this could be a great winter on the blog!

PREViEW iSSUE < > iSSUE TWO

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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

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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

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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

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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

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