Friday, May 26, 2023

Prog 54

I was hyped for the return of MACH 1 last week, and not only did it deliver a knockout, but the rest of the comic was strong across the board. This week I am looking forward to the next part of MACH 1's adventure, seeing what becomes of the Hellcats in Inferno, and, I never thought I'd say this, hopefully, the end of the car story in Judge Dredd. I'm keen to crack on, so let's go ahead and have a look at this week's issue. 

Prog 54

4th March 1978

Dan Dare has managed to destroy his deadly lookalike, but his ship is now in orbit around an unknown planet. The logical thing to do is send down a scout craft, but it is immediately in trouble as it comes under attack from the planet's surface. 

Hit by a beam of light from the jungle, Eagle Nine plunges towards the surface, despite Dan Dares desperate calls. Following it down in his own craft Dare takes the only course of action available, shooting at Eagle Nine in the hopes that the pilot will snap out of it and regain control of his craft. 

That he does, and Eagle Nine pulls up just above the surface. It's then that things turn weird, with an identical Eagle Nine appearing out of the jungle. Dare's Eagle Nine refuses to shoot at it and is so intoxicated by the sight of it that it crashes into the trees. 

Dare gets immediate retribution, shooting the imposter Eagle Nine out of the sky in an impressive explosion. 

Landing in a clearing, Dare and Bear take in their surroundings. There is the wreck of a star-freighter directly in front of them, and then further beyond that they find the wreck of a star-cruiser. 

Bear is curious about the plants and strange pods growing on the ship, but as he approaches he is hit by several beams of light. We finish with Dare facing six identical Bears, and wondering which could possibly be his crew mate. 

This story picked up the threads of last week and wove them into a coherent and thrilling adventure. The planet looked as fantastic on the page as it did in my imagination, and I love a good jungle full of wrecked spaceships. Once again Dan Dare is on his own facing trouble, and it does seem short-sighted to land with only the two of them. I'll give them the benefit of the doubt and assume it was to protect the rest of the crew. My only disappointment is the cliffhanger of Dare facing multiple Bears. We saw something similar two issues ago as Dare's crew faced multiple Dares, and this feels like a retread. However, the rest of the story had me well and truly hooked, and I would have been back anyway, despite this final panel. 

Rating: 8/10 

Best line: "Bear! Where the hell are you? We've got to keep together on this deadly planet! We've..."


MACH 1 is up and running like it had never been away, with John Probe already out on a mission to steal a secret US government project and find out what happened to the last agent, Robert Peel, who was sent on the same mission. 

It does take long for things to unravel for as he approaches the research centre John Probe is clubbed over the head by a pistol-carrying guard. 

John Probe uses his hyperpower to good effect, disarming the guard. In the next panel, we meet Professor Fisher who apologises for Hacker, his overzealous Chief Of Security. 

Professor Fisher gives John Probe a tour of the facility, but across the continent in New York, a much larger story is playing out. At a meeting chaired by Luigi Scarlotti, we find that Hacker has reported that the time is right to move if they want to steal the same project that John Probe is after. 

There is a dissenting voice, a gentleman called Venner declares he's out and stands from the table, preparing to leave the room. Leaving the organisation isn't so easy, and Venner is thrown down a lift shaft, making it clear that once your in, you're in for good. 

Back in Florida Probe is still at the dolphin research centre talking to Fisher. Fisher is happiest with his dolphins and doesn't offer up much information to Probe about the secret of the facilities. But later Probe plugs himself into the computer system to download all the data to his brain, unfortunately, it proves too much for him and he has to give up.

The computer recommends he tries again, but outside the door Probe hears Hacker and Fisher talking, Fisher is refusing to tell Hacker about the dolphins despite Hacker threatening him. 

Probe bursts through the door, but Hacker reacts quickly, throwing a knife at him which Probe fails to catch and takes in the stomach. With the computer telling us that death is imminent we finish the episode with a grim outlook for John Probe. 

Last week we got off to a strong start, and although this week is very good, it isn't quite at the same level as last week. The story is good and promises much, which is reassuring. I like that the writers haven't shied away from thuggery and violence, and the panels when Venner is thrown down the lift shaft reinforced the idea that we are dealing with people with no mercy. Stakes are high, and with John Probe bleeding out, next week promises more of this intense action. 

Rating: 8/10

Best line: "Hacker! Whoever this super-guy is - stop him now!" 


In Colony Earth, we last saw Commander James Hunter and Professor Philip Vandenberg watch on in awe as an alien spacecraft approach the giant robot they had been observing. There is little time for contemplation in the opening panel as they rush back to the helicopter and take off. The professor expresses disappointment that they just avoided a close encounter with an Alien being, while Hunter tells him that the only encounter he wants with aliens is through nuclear weapons. 

Back on the carrier, Hunter requests the use of nuclear weapons, while the professor pushes for a closer examination of an ancient site two hundred miles away. The commander considers them both crazy, but an incoming red alert from Nato changes the story. 

The Americans report that they have lost all communication satellites, all of them hit by high-energy laser weapons. 

The commandeer concedes that they should investigate further, electing to visit the ruins, while telling Hunter that nuclear weapons are off the table. 

The Americans have already started on the site when Hunter and the professor arrive. With a defensive perimeter of four tank squadrons, they have brought in heavy machinery and currently have bulldozers tearing up the site with the aid of explosives. 

This heavy machinery pays off and they discover an underground bunker that has the professor amazed. There is little time to appreciate what they have found, action on the surface has them scurrying out of the underground bunker and into a scene of chaos as the alien craft and robot arrive. We finish much the same as last week, with Hunter and the professor watching the robot and alien craft and wondering how they are going to fight their way out of this. 

We may have ended pretty much where we started, but that didn't detract from my enjoyment of this strip. The images of the Americans tearing up the ruins with their heavy machinery looked great and gave a sense of scale to what is taking place. I also appreciated the way the stakes escalated, with the request for nuclear weapons arriving early in the strip. This also gave way to the divergent views of the professor and Hunter, something else that helped to propel the story along and another hook that kept me engaged. These robots are still somewhat of an unknown quantity, and the next few weeks should see the story spread its wings further, something I look forward to. 

Rating: 8/10

Best line: "The hell with what it is! Shoot it down!" 


Judge Dredd and his fellow judges are facing a vehicular mutiny. Led by a car called Elvis, the parking tower has become a death trap as the cars attack the judges on all fronts. With the battle pouring out of the parking building, the judges are up against it and struggle to get the upper hand. 

They gain a reprieve, fighting off the first wave, but Dredd is aware that Elvis is the key and they must capture him to win the war. 

While the cars fight the judges, Elvis slips out the back door, and true to his childlike personality he makes for the nearest toy store. Running riot, he kills the store detectives as part of his murderous rampage. 

Meanwhile, help has arrived for Dredd and his depleted forces. The riot squad bring corrosive spray, and this quickly ends the cars resistance. 

However, the most dangerous car is still on the loose, and next week Dredd will face him head to head. 

Not as funny as some other Dredd stories, but there were still some moments that made me smile. The biggest problem is I can't get behind the car uprising storyline, and in particular, I dislike Elvis. The best moment of the story occurs without Elvis, and with minimum input from Dredd, as the cars are sprayed with corrosive acid. Everything else left me cold, and while I appreciated the art and the storyline, it just wasn't my cup of tea. A solid enough storyline, but it is far from spectacular. 

Rating: 6/10

Best line: "Holy shuttles! A car running riot in the toy department!"

Future Shocks is only nine panels, and it is the best we have seen in some time. We meet a woman who has been working on a stasis generator, a machine that makes time stand still. 

Her colleague tells her it is ridiculous, and despite her warning he pushes one of the buttons, telling her, "Nothing's happened, has it?"

We turn the page to find that something has happened, and that same panel is repeated in the next four panels. 

I thought it was a brilliant idea, and I was delighted to turn the page and see this outcome. The whole story was nine panels, but it could have been less, I think the first page was padded out so the reveal could occur over the page. Yet again, an original idea that you would only see in the pages of 2000AD. Future Shocks continues to deliver these wonderful short stories, and this is a real gem. 

Rating: 10/10

Best line: "There! Nothing's happened, has it?"


A literal cliffhanger ended last week's Inferno as the Hellcats hover-liner skidded off the causeway on their way to compete against the Long Island Sharks. 

Hitting the water and sinking fast, the Hellcats spring into action. Rushing to the drive-deck, they struggle to close the door against t the rapidly increasing water pressure. Luckily, they have the massive Moody Bloo with them and he is the one that slams the door shut, sealing them in the water-tight cabin. 

There is only enough air for a minute, and Giant hits the eject button, sending the cabin towards the surface. 

With no cycles and no jetpacks, it looks like the Hellcats will have to forfeit the game. They are made of stern stuff though and elect to compete without any of their gear. 

The Sharks luckily believe in fair play and they offer the Hellcats some of their gear from their museum. 

Clad in their antique gear, they are shown up by their own teammate, Eegle, who arrives on a newly purchased inferno-bike. This attracts a lot of attention and resentment in the team, but this is quickly forgotten with the appearance of their opposition, clad in dangerous-looking shark gear. 

I found I enjoyed this story far more than I expected. Sometimes Inferno can be hit and miss, and this week it is a hit in this house. Eegle has impressed with his style, and his contrast with the rest of the team, especially this week, translates well to the page. The opening scene with the team working together to avoid a watery grave looked sharp on the page and was dealt with quickly, without becoming a one or two-panel throwaway solution. I did briefly think the team was going to play with no gear at all, which would have been very interesting, but the solution of borrowing from the museum also highlighted the difference between them and their new team member Eegle.  The story finished strongly, and I hope this momentum will be maintained through next week's issue, but for now, I'm going to read this story one more time and appreciate it for what it is - very good indeed.

Rating: 8/10

Best line: "No way, ya yallar-toothed punk! We'll play ya with no gear if we haveta!" 

 

Prog 54 final ratings:

Overall: 8/10

Best Story: Future Shocks

Best Line: "You're asking me to make a nuclear strike on the strength of some crazy story about robots and spaceships, Hunter?"   

Best Panel:




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