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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