Friday, August 30, 2024

Prog 113

This week's 2000 A.D. was an issue of new beginnings and as such I found myself thinking about the potential of each story as much as what was written on the page. Dredd is strip-mining pop culture again, this time digging deeper into the cultural past with a Frankenstein-inspired story. Rick Random is a new story emerging from the chrysalis, and after a slow opening page is already beginning to stretch its wings, while Ro-Busters feels like it is reaching the end of its curve, with a new horizon appearing as it once again engages in its emotional heart. Dan Dare and Strontium Dog both park the main characters and in Strontium Dog it's the world around them that takes centre stage, while in Dan Dare it is some other characters that do the heavy lifting rather than Dan Dare. Not the greatest issue in the world, but certainly an interesting one with plenty of seeds planted to be harvested in future issues.  

Prog 113

19th May 1979 

Judge Dredd begins with a mad scientist using DNA to recreate himself. As he creates a monster I put in mind of Frankenstein, and by the end of the story we learn that the scientist's name is indeed Milton D. Frankenstein. In between, we see the monster come to life, kill Frankenstein's assistant (the aptly named Beaker) and help him dispose of the body. Dredd also becomes involved once some witnesses come forward who have seen Frankenstein and his DNA-man, now named Dennis, disposing of the dead body. By the end of the strip, Dredd has found a set of prints and identified both the dead body and the possible murderer.  

Very early days for this strip and it's hard to gauge how seriously I should take it. I'm unsure if this will be a sprawling epic, or a simple story told across two weeks like the previous Exo-men. The concept is strong and I see potential in it, it all depends on how much the creators are willing to invest in it. There was very little Dredd in the strip, which is perhaps to its detriment, but the story laid out was interesting enough to retain my interest without needing Dredd to appear on every page. This is drawing from familiar source material in regard to a Frankenstein monster, so I shall be curious to see what the creators can do to put a unique spin on it. Given what we have seen before on these pages, I have no doubt that what will follow will be fresh and liven up a story that has become stale with time.  

Rating: 6/10

Best line: "The line between madness and genius is a fine one, assist me with my experiment - and you may decide which I am!"


With the demise of the Robo Hunter strip in these pages, we now have a new story in the shape of Rick Random, Steller Investigator. 

In a story that smells like the premise of Star Wars The Phantom Menace, there are complicated interplanetary trade negotiations in progress, negotiations that become even more complicated when Baron Odana of Guebin is murdered. 

Rick Random is called into action and with his beautiful pilot Vanda Lane he arrives at the Ship Colombia two days later to begin an investigation. 

The investigation gets off to a rough start as Rick Random clashes with Garon Aldo, another member of the Guebin delegation. However, his investigation must continue, and soon he has narrowed the suspects down to nine. 

Late that night, Rick Random hears a noise and leaving his room he finds that the door to the laser waste disintegrator has been left open. Thinking it dangerous to be left open, he bends to shut it, only to be pushed from behind and into the disintegrator. 

Well, that was a short story. Pushed into a disintegrator, that's tough to come back from. I am enjoying what I have read so far, and I am most curious to see how Rick Random will get out of this one. Tharg did say that this story will only be running for six weeks, so fast-moving action should be the name of the game over the coming weeks. I wasn't fussed by the opening page, but things picked up once we met Rick Random proper, and I was quite taken by his co-pilot Vanda - it seems I will never grow out of my comic-book crushes. The artwork also got stronger as the story progressed and the most memorable panels all occurred on the final page. This bodes well for next week, and from these humble beginnings we should see an exciting detective story emerge, something we can all look forward to. 

Rating: 6.5/10

Best line: "Murder on the Columbia? Okay, Marius - keep things cool till I get there. Sorry, Vanda - I've got to make tracks..."


Strontium Dog Johnny Alpha and friends have arrived at the city of Hate, the second city of Hell, and things are about to get weird. 

First, they see the Gargoyles, the trapped souls of businessmen cursed to forever feed on human flesh. They then meet Mr Moon and Mr Sun, the two mayors of Hate, one for daytime and one for night. These two mayors talk of the daily hate, and soon this hate arrives as Gargoyles drop five tickets from the sky, tickets that guarantee an escape from hell. 

While the populace fights over these tickets, Johnny and his friends see the city transform before their eyes. Mr Moon and Mr Sun are revealed to be merely balloons before Wulf's cup of tea transforms into worms and Fly's-Eyes' handcuffs melt from his wrists. 

Flys-Eyes makes a run for it, but the road transforms into a river, and Johny dives in as he attempts to recapture his prisoner. The consequence of this rash action is revealed in the final panel as we see that Fly's-Eyes and Johnny are being swept towards a waterfall. 

What a wonderfully weird issue that delivered visually while keeping the story moving forward at a good clip. I feel like the characters in the story as the plot shifts and moves around me like the city around them. Nothing is firm beneath the reader's feet and what I thought was the main focus of the story vanishes as the comic continues to morph. We had some images that fired my imagination and had me questioning what I was seeing, and this kept me engaged in the story as I turned the pages. Normally the colour pages steal all my attention, but in this case, the artwork remained central throughout as I got deeper into the comic. Another issue that raised far more questions than answers, and I will definitely be back next week to see how this will wash out.

Rating: 6.5/10

Best line: "Agh! Vulf feel...sick as der cucumber..."


It is the Mekon and Hagnar, leader of the Thraxians, who introduce us to this week's Dan Dare

The Mekon is negotiating to join forces, although the mighty Hagnar can't see how a little alien on a floating cooking pot can help him. A display of power from the Mekon and some manipulative chat soon has the pair working together and the Mekon calls on Hagnar to check the monitors around the central spaceport. 

There Hagnar sees Dan Dare and he tells the Mekon that he will deal with him, sending some skirmishers there immediately. 

Meanwhile, Dare and the guerillas are approaching the main entrance to the inner chambers where the crystal of life is kept. They are about to enter when they are attacked by the Thraxian skirmishers, and the strip ends with Dare about to use the claw of Eternicus to defend himself. 

Dan Dare was late appearing in his own comic, and to be honest, it was better without him. The Mekon and Hagnar had the best lines, and the conversation between the two of them stood head and shoulders above anything else in the strip. I temporarily lost interest in the wider story as the Mekon and Hagnar dominated my thoughts, and I could have easily enjoyed a few more pages dedicated to the interaction between the two. When Dan Dare did appear, his role was small and was little more than seeing the location where the crystal is kept and then approaching it. It was only in the final panel that he had any agency, and although this panel looked good, it didn't add anything else to the strip. The best artwork had already come and gone on the previous pages, as too had the best dialogue. It was a strong issue, just not a strong issue for Dan Dare, and would have been better titled "The Mekon and Hagnar"

Rating: 7/10

Best line: "...why should I, Hagnar--warlord of Thraxian host--join forces with a dwarf who floats on a cooking-pot?"


Ro-Jaws and Hammer-Stein have escaped the P.D. Troopers in a ship called the Saturn Dart, and are now speeding to pick up the rest of the Ro-busters to escape the planet.

The Saturn Dart proves to be a versatile ship, and Gottlieb pilots it out of the underground travel tubes and onto the roads on the surface. From there the story moves quickly with the rest of the Ro-Busters collected and they are soon at the spaceport. On the way, there is a lot of chat about what freedom on the planet of the robots will be like, with Hammer-Stein having aspirations of being made a general. 

At the spaceport, the robots are surprised when Gottlieb takes them airport section. As Ro-Jaw points out, they can't escape in an aeroplane. Gottlieb tells him it is all part of the plan, and soon the robots are queuing up to board a large aircraft. 

Meanwhile, the P.D. Troopers are staking out the spaceport and watching every spaceship being loaded. There is no sign of the robots they are looking for, but seeing the large aircraft easing out of the hanger the leader of the troops realises what is happening.

Out on the runway, the heavily armed P.D. Troops approach the aircraft with evil intent on their minds. The robots can see what is coming, and Hammer-Stein asks for eleven volunteers willing to sacrifice themselves for the greater good. The response is fast, and the strip ends with these twelve robots jumping from the back of the aircraft and charging the troops. 

Fast moving, this continued the romp that started last week. However, on the final page, the pathos of the story returned and once again this felt like the true Ro-Busters. The excitement of high-speed vehicles racing through the city was fun, but the true heart of Ro-Busters will always be these moments when one empathizes with the robots. The emotion on the page was understated, yet tangible, and I already sense that next week will be one to pull at the heartstrings. Part of me wants to do some research and see how much longer this story runs, but that would completely defeat the purpose of this blog and my weekly reading, so I shall plunge forward, completely oblivious to what comes next and what the future holds. Ro-Busters is back to what it does best and once again I rate it highly. 

Rating: 7/10

Best line: "Hell, who wants to be a General, anyway? This is one mission we ain't comin' back  from, Ro-Jaws - but we'll go out in style!"

Prog 113 final ratings:

Overall: 6.5/10

Best Story: Ro-Busters

Best Line: "When it is learned that the mighty Hagnar single-handedly slew a green-skinned dwarf who floats on a cooking-pot, the whole universe will tremble at his courage and daring!"

Best Panel:



Saturday, August 24, 2024

Prog 112

 We are a week away from Spring and with the days longer and warmer I really should be outside getting some vitamin C. Instead, I have devoted my life to indoor hobbies, and now find myself on a lovely Saturday afternoon sitting inside with a pile of musty old comics. Needless to say, my wife is thrilled. If only she could see the joy that hides in the pages of these newsprint treasures and the thrills that await as I read my way through Prog 112.  

Prog 112

12th May 1979 

Do-gooder Marjory Blackshack has been kidnapped by one of the Exo-men gang and, despite his feelings about her, Judge Dredd is tasked with getting her back.

Dredd has one advantage and that is Marjory is insufferable and the kidnapper regrets his decision, especially when the rest of the C.C.C.C. (Citizens Committee for Compassion for Criminals) refuse to pay the ransom. It is during these negotiations that Dredd traces the Exo-man, and he is soon on the way to the basement of the Cyclon Metal Works.

There is the obligatory fight and shoot-out before it all climaxes with the Exo-man falling into the furnace. However, Dredd hasn't finished dispensing justice there, and he sentences Marjory Blackshack and Councilor Petty to six months of penal servitude for aiding the escape of a criminal. There are no exceptions to the law. 

There were some funny moments in this, moments that had me laughing out loud, but it didn't seem to work as well as the previous week's issue. The fun of seeing Mary Whitehouse parodied had lost its lustre and wasn't as impactful as previously. This was offset by the glorious panels of her arguing with the rest of the CCCC and the pettiness of infighting that seems to occur across a spectrum of organisations. That was a highlight, and the rest of the story was a by-the-numbers pursuit and fight scenario. A fight in a factory with the Exo-man falling into a furnace is by now a cliche. I can't comment on if it was a cliche at the time, I was far too young, but I would think that such situations have played out many times ever since robots first appeared in print (thanks Karel Čapek). I enjoyed the fight, and the fun of the comic in general, and once again it only suffers in comparison to its previous highs. Still, with its strong artwork and equally strong characters, Dredd remains a firm favourite. 

Rating: 7/10

Best line: "Don't try that laser claw! I know all about those Exo-suits now!"


After two months on the robot planet Verdus,
Robo Hunter Sam Slade, and Kidd are travelling back to Earth. 

There is a crowd to welcome them back, and soon they are surrounded by reporters, although all the female reporters are more interested in Kidd than Sam Slade. However, Slade has the last laugh as a robot nanny appears and carries away Kidd. 

At the de-brief, Slade tells the backers of his trip that although the robots on Verdus have been destroyed, the planet is now burning. 

Chan and Rogers are furious, but to announce the trip was a failure would reflect badly on them and they instead present Slade as a hero to the masses. He has even been awarded the World Medal Of Honour. 

Kidd isn't so easily pacified, and he blames Rogers and Chan for his predicament, stuck in a toddler's body. Seeking revenge, he pulls a blaster on them, and as they take cover he starts blasting. Once again it is the robot nanny to the rescue and Kidd is safely removed. 

The story ends with Slade speeding off into the sunset with two beautiful women beside him and not a care in the world. 

It's a farewell to Sam Slade and Robo Hunter this week, and this strip concentrated on tying up the loose ends and making sure that Slade leaves us on a high. Not a lot happens in the story, but that is irrelevant as Slade was at his most likeable and each panel was filled with joy. Seeing Slade in the company of beautiful women alleviated the muddled nature of recent weeks, and we had much more of his character highlighted on the page. His character was always the most enjoyable aspect of the story, and it was fitting here that the issue stayed solely on him, his dialogues, and the way he interacted with the world. Robo Hunter has been inconsistent, but seeing Slade at his best in the final issue was a timely reminder that this could have been great if only the story had trusted the character and remained in focus. 

Rating: 7.5/10

Best line: "Anywhere, toots. Just drive!"


Strontium Dog brings us up to speed with the recent trials and tribulations of Johnny Alpha. Lured deep into the desert by Lord Ky, Johnny has started to change into a skeleton. Lord Ky may be immune to Johnny's weapons, but his horse isn't, and a handful of sand thrown by Johnny sees the horse rearing up and throwing Lord Ky. Johnny is quick to take the saddle, and as we turn the page he is riding at speed away from Lord Ky. 

A screech from Ky brings further cloaked horsemen to the scene, and suddenly Johnny finds himself facing the four horsemen of the apocalypse.  

What follows is a wild ride through the desert as Johhny outruns the four riders intent on stealing his soul. This ride ends with Johnny throwing a nuke grenade that gives him the break he needs. However there is one final play by the four horsemen, and in desperation one of them throws a battle axe that catches Johnny in the back of the head. Luckily Johnny's armor takes most of the impact, and as he and his friends scramble through the gate to safety they see that they are out of the frying pan and into the fire for now they have reached Hate, the second city of hell.

 The four horsemen of the apocalypse were wasted in this story and I would have loved to see them play a bigger role. While they were on every page, they didn't carry the weight that one might expect, and having Johnny Alpha ride away from them, and then escape with the help of a nuke undermined the threat of the awe-inspiring opening panel. I can only hope they will return to play a bigger part in future issues. On the art side of the story, they looked fabulous, and it is a shame that they weren't better serviced by the story. The story itself continued to move forward, although we weren't afforded any real explanation about the four horsemen, nor the new city that Johnny Alpha and his friends have entered. Perhaps we are laying the groundwork for something that will be rewarded in future issues, and for now, my interest is piqued by what we have here. 

Rating: 7/10

Best line: "Up ahead - A walled city is appearing! If I can reach it we're safe!"


Dan Dare is about to take control of Eternicus, the cosmic claw, a weapon that will aid him and his fellow guerillas in their battle against other Thraxians.  The power can only be unlocked by blending one's own life energies with the claw, and although there are certain tests to be carried out first, Dare plunges right in and grabs the claw. 

Despite the inherent danger, this works for Dare, and the gauntlet is bound to his hand and he gives several demonstrations of its power. 

Meanwhile, in another part of the city, the Mekon has an audience with the leader of the Thraxians. Both have intentions of killing each other, despite the diplomatic overtones, and the strip ends with Hagnar, the Thraxian leader, telling his men that he will listen to what the Mekon says, and then he will kill him. 

Another issue of Dan Dare that concentrated more on the weapons and the world they are in rather than the characters and plot. Dare is finally equipped with the weapon, although we didn't see much more than him giving a few trial blasts with it. Attention was stolen away from this aspect of the story as we returned to the Mekon, Again, not a lot happened with the Mekon, apart from putting pieces in place for next week. Even though I found this issue mundane, I do like where we ended, and with trouble brewing between the Mekon and Hagnar, there is enough here to make me want to read the next issue. The final image of Hagnar was the most arresting of the entire strip and did enough to ensure that I would be back next week for more. 

Rating: 6.5/10

Best line: "But why? What does this green-skinned abomination want with us?"


in the bar Greasey Gracies, things are out of control as Gottleib, Ro-Busters link to the escape line, is beaten by P.D. Troopers. Wading into the fight, Hammer-Stein hands out some rough justice himself before the situation degenerates into a massive bar brawl with the robots fighting amongst themselves.

This all shakes out with the robots escaping via a back door, taking the captain of the P.D. Troops as a hostage. 

Their escape vehicle is the Saturn Dart, a sleek and fast ship designed to travel through the underground travel tube. The team make haste and speeding down the tube they attract the attention of a police Shark Car. What follows is a high-speed chase through the tubes, with Gottlieb driving, that sees some hair-raising moments that all culminate with the police Shark Car being blown to bits by the Saturn Darts guns. 

The trouble isn't over, and with more police vehicles in pursuit Gottlieb hurtles into the carasol, the heart of the travel tube system where all tubes merge, and chaos ensues. With smashed-up vehicles everywhere, and two more police patrols destroyed, Gottlieb tells us that the action is just starting. 

After some of the previous issues, this was a lighthearted romp that lifted us clear of the heavier themes of recent weeks. It was a good old-fashioned police chase, and although I would normally shy away from such things, probably labelling them as boring, I found this to be a lot of fun and just what I needed today. Gottlieb is still giving us the best lines in his heavy Chicago accent, and coupled with his piloting of the Saturn Dart, he was easily the standout character this week. In my enjoyment of the chase I almost forgot about what it was all for, or the punishment that Gottlieb endured last week, and for a few minutes I was lost purely in the action on the page. This wasn't what we normally get in Ro-Busters, and I know that the black humour will once again descend upon us in the coming weeks, but for now, this was a timely change of pace that kept the pages quickly turning and a lust for more next week.     

Rating: 8/10

Best line: "Maybe I ought to stay behind and get a few more P.D. Troopers...yeah, I'm just getting in the mood..."


Prog 112 final ratings:

Overall: 7/10

Best Story: Ro-Busters

Best Line: "You ungrateful hussy, Pamela! How dare you! After all I've done for the C.C.C.C! Who organised the jumble sales and whist drives? Who started the fellowship of the young offenders last year? Who?"

Best Panel:



Saturday, August 17, 2024

Prog 111

 "All that is necessary for evil to triumph is for good men to do nothing"

Not a quote by Judge Dredd, but rather Mary Whitehouse. Mary Whitehouse came to the fore in the 1970s as the moral defender of all that is good and to say she was a divisive character would be an understatement. I thought being mentioned in a Pink Floyd song (Pigs- Three Different Ones ) was the high point of her cultural cache, but seeing her parodied in this week's Judge Dredd has me reconsidering. Mary White had clashed with the IPC and several of the 2000 AD creators previously in her stern opposition to Action Comic in October of 1976. Revenge is a dish best served cold, and Mary Whitehouse appears in this week's Dredd, recognizable by her moralistic attitude and thinly veiled name change. She is parodied in every panel, and the final twist to the story means that we should see plenty more of the same in the coming weeks. The rest of this week's comic is a mixed bag, and although I liked all of the stories, none of them delivered the complete package. Close, but no cigar, and I look towards next week to right some of these wrongs.  

Prog 111

5th May 1979 

Judge Dredd's foes this week are the Exo-men, a gang currently robbing the First Mega-City Savings and Loan Bank. 

These robbers aren't the only problem Dredd is facing, earlier that same day he had a visit from the Citizens Committee for Compassion to Criminals. The CCCC, as it is known, is led by Mrs Marjory Blackshack and Councillor Frank Petty, and the pair of them have been appointed to observe Judge Dredd and report their findings.

Straight-talking Dredd tells them to leave the law to him, and that there is no place for busybodies in the Justice Department. 

Shortly after, a call comes that the Exo-men are robbing another bank, and Dredd makes haste to the crime scene, unfortunately with Ms Blackshack and Councillor Petty in tow. 

Dredd makes short work of three criminals, although his two observers are most disapproving of his methods. With one thug still on the run, Dredd follows his trail of destruction through the city, eventually catching up to him on the old Skyrail system. 

Here Dredd outsmarts his man, and the criminal is killed by a train - the 11.45 for Megwest to be precise. 

Returning to the crime scene, Dredd finds his other prisoner has escaped and kidnapped Mrs Blackshack and Councillor Petty.

I was quietly pleased with myself for recognizing that Marjory Blackshack was a parody of Mary Whitehouse (although it was fairly obvious) although I couldn't quite put my finger on who Frank Petty was supposed to represent. In my defence, I was only 4 years old when this comic came out, so most of the context is old history to me rather than something I lived through.  Given that Mary Whitehouse was a driving force against the Action comic, one can see why she would be a prime target here, and my only surprise is that she wasn't more heavily skewered. Although we are forty-five years beyond this comic now, it is still highly relevant, and in light of the recent culture wars I found the words on the page just as alive and pertinent today as they were in 1979. The more things change the more they stay the same, and it seems we are still fighting the same enemies. The rest of the story reads well, and although the Exo-men aren't the scariest of villains, they are still throwing up a challenge for Dredd. I am left wondering, especially in light of the other parodies in the comic, whether these Exo-men are a nod to the X-Men of Marvel fame. Maybe, maybe not, but I am surprised how much I am enjoying seeing Dredd battle a lighter villain after some of the heavyweights he has been up against of late. These are bad men, murderous even,  but they aren't pure evil as we experienced through Judge Cal. It serves as a nice breather, giving us a fast-moving and humorous story that is still firmly set in the grim world of Dredd. 

Rating: 7/10

Best line:  "Tell me, young man, was your mother, um...cruel to you?"



After annihilating all the robots on planet Verdus, Robo Hunter Sam Slade is now working on repairing the original robot, Smokin' Joe. 

The repair goes well, and soon the trio of Slade, Kidd, and Smokin' Joe are pondering their next move. With no robots left on the planet, there is no longer a robotic fire brigade and the city is ablaze. Slade remembers that other humans are held deep in the city, but it is already too late and all they can do is watch it burn. 

Two days walk across the city and they are back at their ship. It's there that they find that not only has Slade's weapon destroyed all the circuits of the robots, but it has also destroyed all the circuits of the ship. 

We are spared seeing it, but after a week Slade has repaired the circuits and the ship is ready to fly. Kidd makes a beautiful take-off, and they are on their way back to Earth. Their only worry is what kind of reception they might get after destroying the planet Verdus, and wondering if any other obstacles might impede them. 

Robo Hunter has been very uneven throughout its run, and this is another episode that gives us hope for something substantial, only to see it slip away by the final panel. Sam Slade is a great character, and this issue plays to his strengths as a wise-cracking hero. Captain Kidd is equally amusing, but there is no story here for them to hang their hat firmly onto. The resurrection of Smokin' Joe was handled smoothly, although without as much heart as I would have liked. It could have been a touching moment, but it was lost in the general lethargy of the rest of the story.  A lot of this is forgivable in light of the humour that is present in almost every panel. The dialogue was a standout, with both Slade and Kidd giving me plenty to smile about. The situation they find themselves in gives space for this humour to exist, although a lot of the story was skimmed over to get us to the final panel. We have come a long way, yet we saw little of it on the page, and although I enjoyed it I still felt it could have done better. Now I feel the frustrations of all those teachers who wrote on my report card "Could do better"  

Rating: 7.5/10

Best line: "Good point, Smokin' Joe. A little late, but good point"



The first page of Strontium Dog catches the eye immediately as we see Johnny Alpha and friends still making their way through the hellscape they have been warped into. 

Also crossing the desert is an array of skeletons, humans still alive but reduced to mere bones. The lord of this living desert appears on a horse, cloaked and wielding a scythe. He identifies himself as Ky, Third Lord of the Living Dead. 

Ky points out that his mark is already upon one of the party, and looking at Gronk, all can see that he is already changing into a skeleton. 

Wulf has some doubt that they will make the Black Citadel, and Johnny points out that doubt is what Lord Ky wants, and that when people lose hope, they become skeletons. 

They soldier on, and soon all are changing to skeletons, except Johnny. Lord Ky appears again, and Johnny fires his blaster at him. It has no effect, and Johnny ends up running after Ky in an effort to snatch back Gronk. 

After a long chase, he manages to earn Gronk his freedom. However, Ky has lured him far out into the desert and he now has no chance to escape. Looking at his hands Johnny can see he too is beginning to change, and the story ends on a downbeat. 

The first page of Strontium Dog held all the aces, and although the following pages were interesting enough, they never captured the same magic as the first page. The use of colour made that first page more arresting and added a sense of drama that didn't exist on the following pages, no matter how the story progressed. And progressed it did, with Johnny and his friends venturing deeper into the desert. The story had good momentum moving forward, although rather strangely I didn't feel any real sense of peril with the appearance of Lord Ky, or the fate befalling Johnny's comrades. Knowing that no one can ever die here (although they experience pain) means that I don't fear for any of the characters and that no matter what happens to them, they'll all be here for another round next week. It sounds like I'm negative about the story this week - I'm not. In fact, I enjoyed it a lot, and my only real complaint is that it slipped by all too quickly.  

Rating: 7/10

Best line: "It is a living death! A curse of endless despair and endless pain! And it is painful, believe me"


Dan Dare and the other rebels have scaled a tower to gain possession of a weapon that will be decisive in their battle for the crystal of life. 

Facing a Thraxian solder, it seems they have failed in their quest, however, Princess Myriad acts quickly and disarms the Thraxian with her whip.

It is a short-lived victory, as they are quickly surrounded by other Thraxians. These Thraxians only have a matter of seconds to enjoy their victory, before another wave of guerillas wipes them out and Dare safely negotiates the tower. 

At the top of the tower is the dome that contains the power of Eternicius, and urged on by the Lystrians, Dare approaches the glowing dome. Within lies the comic claw. a mysterious claw that glows brightly as Dare approaches. 

The Lystrians expect Dare to master and control this weapon and Dare marvels at its power as he approaches. 

Meanwhile, the Mekon makes his way through the ruined city. Coming across a band of Lysterian fighters attacking a Thraxian troop carrier, the Mekon fires a shattering blast that scares off the Lysterians. Floating towards the Thraxian troops, he calls for trust and loyalty, until the Crystal Of Life is theirs.  

Dan Dare gets the lowest rating of all the stores I read this week, and you might be surprised to learn why. In what is primarily a sci-fi comic, I found Dan Dare to be leaning too heavily into the sci-fi, and offering up a variety of alien terms and McGuffins.  Where the other stories in the comic had realism or at least some characters with realistic human traits, Dan Dare was all too fanciful, and parts of it were dangerously close to word soup. The story itself is moving along nicely, although I don't feel truly involved. We have a series of scenes that are little more than a skirmish, followed by another scene of Dare pursuing his next goal. None of it adds to the larger story, and it keeps us scrambling around the feet of a colossus without ever pulling back and placing it all in context. A shame, as the artwork is pleasing to the eye, and this story looks great on the page. Still, I am holding onto the thought that one good issue may turn all this around, and with strong characters and a creative team with a proven track record there is no reason why the next few weeks couldn't deliver something special. 

Rating: 6.5/10

Best line: "Stand back and let him see! Let Dan Dare behold Eternicus - the cosmic claw!"



The robots of Ro Busters are enjoying their time at a club called Greasy Gracies, little knowing that they have been betrayed to the police.   

We see a variety of robots at the club, all drinking and having a good time while a hardass bar lady keeps the drinks flowing.

Gottlieb, the Ro-Busters link to the escape line, appears and telling the Ro-Busters to stay cool goes and gets them all a drink. He discreetly tells them that once they have finished their drinks, they'll leave quietly and begin their escape. 

A raid by P.D. Troopers puts paid to this plan, and all the robots in the room come under scrutiny as the police check their papers. One robot makes a run for it, and we see that these policemen mean business as the robot is blown to pieces.

Hammer-Stein,Ro-Jaws and the rest of the Ro-Busters have no papers and are quickly escorted backstage before the police scrutinise them. They don't earn much of a reprieve, the police are soon next to them, inquiring after their papers. Thinking quick, Ro-Jaws and Hammer-Stein snatch up some hats and tell the police they have to be on stage immediately, dancing their way out directly onto the stage. 

While these two stall for time on the stage, the P.D. Troopers turn their attention to Gottleib. They recognise him as the traffic droid that has been illegally operating and give him a severe beating in front of the crowd. Gottlieb is badly damaged, but when the police demand he says "Humans are our masters," he instead offers a defiant "Robots for ever" 

This moment spurs Hammer-Stein into action, and he thunders off the stage, telling the police to pick on someone their own size - a war droid. 

Another Pat Mills masterclass. This story contains many tropes that we have seen before, yet it mixed them all up and presented them in a cocktail that added an extra zest and flavour to the familiar. The opening scene in the bar gave us time to marinate in the world, and with a sassy barmaid and a large cast of characters it was at once instantly recognizable, yet alien in the way it twisted the familiar into the unfamiliar. Each panel was crammed with detail, and I was rewarded when rereading with little moments of delight such as the graffiti on the way proclaiming "Asimov rules." The tone of the story changed with the arrival of the police, and although there was a tinge of humour, we still sunk deeply into the emotional drama of the situation. I never thought I could have a feeling for a robot, but seeing Gottlieb being dealt to at the hands of the police was a moment that pulled at my heartstrings, and when he offered up his defiant words there was a tear in my eye. Must be dusty in here. A lot of this scene was recognizable from the history of slavery (indeed, much of this escape line story is drawn from that period of history) and that made it all the more heartwrenching to see it on a comic page. Pathos and tragedy on newsprint, it is stories like this that make me love comics as much as I do.    

Rating: 9/10

Best line: "You think you're all clever - sitting around drinking oil...listening to music...but it's a big act! You're machines! You're nothing!"


Prog 111 final ratings:

Overall: 7.5/10

Best Story: Ro-Busters

Best Line: "Up...up yer hooter, buddy! Robots for ever!"

Best Panel:



Saturday, August 10, 2024

Prog 110

Dredd is back. After taking a sabbatical last week, he returns after the Judge Cal story with a one-shot story that kicks ass and reminds us exactly what Dredd is all about. It's a punchy start to a great issue and with all the other stories giving us an array of beautiful art, this is an issue that looks as good as it reads. I thought I may have been losing interest in this blog, but the last two months have been an eye-opener, and I am convinced I'll be doing this for several more years to come. 

Prog 110

28th April 1979 

Judge Cal is gone, but Judge Dredd still has challenges in Mega-City One. Previously under Judge Cal, law and order has broken down too far and there are parts of the city where even Judges fear to venture. 

The Cosmic Punks have taken over part of the city, and are now dispensing their own form of justice. Chief Judge Griffin decides that the real Judges need to deal with this quickly, and one of his advisors thinks that an assault squad of fifty men should be enough. Dredd disagrees and asks that he alone be sent to tackle the problem. 

Dredd approaches the Cosmic Punks barricades, riding the front of a garbage truck. He tells the punks manning the barricades that they are under arrest, and when they offer token resistance he quickly subdues them with some sharp shooting and cutting dialogue. 

The punk prisoners are chained up in the garbage truck and Dredd continues his advance into the sector.  Using his years of experience, training, and clever weaponry, Dredd makes good ground, and soon the truck is filled with chained-up prisoners. 

Soon enough Dredd's truck is smashing through the wall and into the room of Gestapo Bob, leader of the Comsic Punks. The confrontation is brief, and soon Bob has also surrendered, but not before Dredd makes him offer up a reluctant "I'm a cheap punk"

Thus, law and order are restored and the strip ends with Dredd banishing the Comic Punks from the city for a minimum of ten years. 

Although not on the same high level as the previous week's story, this still gave us a beefy one-shot story that delivered big on art and great lines from Dredd. I wasn't enamoured by the plot, although that was secondary to everything else that was going on. It was great to see Dredd back to delivering his dialogue with conviction, while his words were backed up by the fierce artwork. This issue looked better than anything we saw in the previous ten weeks and Bolland seems to have gone up a gear in his work, if that is even possible. The week's break from Dredd was worth it, and once again we dropped immediately back into his immersive universe. Everything seems alot more sure-footed than it did a year ago, and Dredd continues to go from strength to strength. After reading this, I am again ready to drop into a longer storyline and some more new characters, and I have a feeling that next week might just give me that.   

Rating: 8/10

Best line: "I'm a cheap punk!" 



Robo-Hunter Sam Slade has created a final solution for the robot wars on the planet Verdus, and as the Second Army surrounds them he unleashes his ultimate weapon. 

The oscillator weapon works and as its signals spread out across the battlefield, the robots are destroyed where they stand. 

Across several pages, we see all the different robots we have met over the the previous weeks die in various situations. 

Surveying the damage he has wrought, Slade offers that it is a shame that Boots and Smokin' Joe also had to perish in the carnage. 

At that moment they notice that Smokin' Joe is twitching, and investigating further they find that he has survived the blast and there is a chance that he could be saved. This is down to the fact that his circuitry is so old that it is able to withstand the weapon in Slade's hands. The strip ends with Slade asking for his tools, thinking that if he works fast he might be able to save him. 

This was slower-paced than normal, and the story got extra gravitas with the time we were able to spend with each character. The demise of each robot we had met was handled well, and it felt fitting that we were able to be there at the end for each one. Some I was pleased to say goodbye to, but overall there was sadness as each died in their own poignant moment. The plot may have come to an end, yet I read on with interest as Slade attempts to save Smokin' Joe. I'm not sure how much drama can be wrung out of a man operating on a robot, I guess we'll find out next as the story wraps up. 

Rating: 7/10

Best line: "I should waste my time on those shmucks! A thunder-bolt to strike them down, that's what we need. My life! We should be so lucky!" 


Strontium Dog has a blazing start, with the first page devoted to the River Inferno, and Johnny Alpha burning within it. There is no death in hell, only an eternity of pain, and so it is no surprise to see Johnny eventually pull his blazing body from the river of fire.

Getting to his feet, Johnny acts quickly, and soon he has pulled Wulf and Gronk from the river. Johnny is surprised when he sees the Preacher standing next to him, now that they have left the city of Lost Souls, all the the Preacher's green sores have healed. There is also a new character with them, trucker Don Dork, who had been stuck on the river for two years until Johnny pulled him out with Wulf and Gronk. 

The way out of this world lies at the Black Citedal. Johnny and his friends set off, with their prisoner Fly's Eyes safely cuffed up with them. However the Preacher wouldn't be coming with them, he wishes to stay to escort others across the River Inferno, and in their final act, Johnny and Wulf cast him back into the river. Turning away from the river, the Black Citadel lies on the horizon, and the odd assortment of characters begins their journey across the desert towards it.  

An interesting issue, and we had some great art paired with new characters and dialogue. Trucker Don Dork is unlike any other character in Strontium Dog. He looks different, he talks differently, and his normality of being a working-class trucker feels completely alien not just in this story, but in the comic as a whole. Pulling him from the river was a little too convenient, but I liked him immediately and liked that we got him straight into the main story with very little need for an explanation or back story. This motley band is now quite diverse, and I can see a lot of potential for different combinations and teamwork, along with possible conflicts. It makes the story open-ended, and if the plot continues to unfold as it has been, we should be in for a wild ride. The first colour page looked wonderful, and I was happy to see that later in the story the art remained consistently strong. It all feels much bigger recently (perhaps I have been wearing my glasses more) and with each issue I read I find myself falling deeper into the story being told. Strontium Dog got off to a slow start on these pages, but now we are deep into something special, and it is beginning to challenge Dredd as my favourite.   

Rating: 7/10

Best line: "Fools! they will burn forever!"



Dan Dare is leading a band of Lystrian guerillas in an attempt to enter the city of Eternium and reclaim the legendary crystal of life. 

Their attack looks to be stalling as a force barrier blocks the gate but with the help of Sondar, Dare is able to scale the wall and disable the barrier with some well-placed hand-bombs. 

The gate is cleared, and victory belongs to the Lystrians. However, this is only the very start of their mission, and they pick their way slowly through parts of the ruined city. Looking at the Thaxian soldiers looking for them, the Lystrians can see they are out armed. The Lystrian Princess, Myriad, tells Dare they need a weapon, and she knows where they can get one.

She points out the dome of Eterium, high on a tower. Here, in a secret chamber, lies the device that could prove decisive. 

Dare ascends the tower in an elevator, accompanied by Sondar and Princess Myriad. At the top of the tower, they face trouble as a Thraxian approaches and calls the alarm. On a screen far away, the Mekon watches on, eager to see them destroy each other and leave the way clear for him to steal the crystal for himself. 

The story moved quickly this issue, with large panels filling each page making for a fast read. No complaints from me there, the art looked bold and strong, and I enjoyed reading something a little less dense than Dredd and some of the other stories. I am enjoying the story, although at times it does feel like things are falling into place too easily. The battle of the gate wasn't as intense as one might expect, and although I expected Dare to win, the manner in which he achieved it felt lowkey and almost like a cheat code. The rest of the story was similar, with them easily reaching the tower and the device that may win the day. Even the final encounter doesn't seem too serious, and I expect that Dare will easily dispatch his opponent in the next issue. These all sound like a lot of complaints. They're not, I am getting a lot of enjoyment out of Dan Dare at the moment, and just like last week it is Princess Myriad that puts an exclamation mark on it all. She highlights just how good the artwork is and adds a character to the page that stands head and shoulders above anything else. I don't know what I want from the plot, but I definitely want more artwork and characters like this. 

Rating: 6.5/10

Best line: "Die you, pathetic Lystrian swamp-lice!" 



Ro-Busters have discovered the contact they need to escape to freedom at crossing twenty-seven. Here the traffic control robot, named Gottlieb, is the one they need to reach, and when they approach him they find he has been expecting them for some time. 

They arrange to rendezvous later at Greasy Gracies, and after parting company, the Ro-Busters continue to talk among themselves. Robot Casey isn't convinced that escaping is right for him. He is worried about being in the clutches of Doctor Feely Good again and thinks that he may continue to pass himself off as a human rather than escape to the robot planet. The rest of the chatter continues with little Mo telling his story and how he came to be with the Ro-Busters. It's a story of mistreatment and bullying that climaxes with the accidental death of a human. 

The gang reach Greasy Gracies and finds it's a happening club for robots. However, little do they know that they have been observed by the robot who fought with Ro-Jaws in the last issue, and this robot is currently selling the information to a team of soldiers. 

What a great character Gottlieb is. He talks like a Chicago version of Ro-Jaws and adds a lot of sass to the page. He oozed personality, and he more than made up for some of the other robots that I hadn't warmed up to. I appreciate Casey's role in the story, but he is one of the robots that I am alluding to, and as much as I feel sorry for him, I never latched on to anything likeable about him. Gottlieb is highly unpleasant, yet he is a joy to read, and every line he uttered had me smiling. The way he treated the traffic and drivers (and later we learnt that he's not even doing it officially) was a hoot, and as someone who has worked in customer service, I was a little envious that he had the courage to do that. With his appearance the story shifted, and it was hard to return to only the Ro-Busters later in the story. The story seemed too slow, and as much as I enjoyed Mo's back story, it felt out of place at this moment. I'm not sure where else it could have been shoehorned in, but it certainly didn't add anything to this issue. The final panels suggest that things will get spicy next week, and the final panel with the soldiers looking out at us and preparing to move was one of the best of the strip. I would have clipped here if only Gottlieb had not stolen my heart earlier, as indeed he stole the whole strip.    

Rating: 6.5/10

Best line: "Up yer hooter, buddy! I'm having my oil break!"


Prog 110 final ratings:

Overall: 7/10

Best Story: Judge Dredd

Best Line: "Harsh, but necessary. Let them serve as an example. Let every man know that citizenship is a privilege - not a right!"

Best Panel:



Saturday, August 3, 2024

Prog 109

There is no Judge Dredd story this week. In his absence, several others have emerged from the shadows and given us the very things Dredd did best. The comic is packed with humour, social commentary, and grittiness, all set in a futuristic world that looks stunning on the page. Future Shocks and Ro-Busters are standouts, but Dan Dare and Robo Hunter also provided strong moments, making this a consistent issue that papered over the cracks left by the absence of Dredd. If it all came together in a single issue with Dredd this would be a knockout, and even as it is, it delivers a heavy body blow as the comic punches well above its weight. 

Prog 109

21st April 1979 

The robots on planet Verdus are at war, while Robo-Hunter Sam Slade and his comrades take a robo-cab across town. Sam is trying to think of a solution to this problem of war, but cannot collect his thoughts with the constant chatter of the robo-cab, and then the radio. 

The radio provides him with the seed of an idea, and he commands the robo-cab to take him to the radio station. 

After a car chase involving the Second army, and a few white lies told to the cab by Sam Slade, they arrive at the radio station. 

After kicking Frankie Droid, a poor man's Frank Sinatra, off the microphone, Sam Slade gets down to the nuts and bolts of his plan. Grabbing various pieces of radio equipment he assembles an Amstrand Oscillator (I don't know either, apparently it generates high-frequency sound powerful enough to blow out robot circuits).

It's a powerful weapon and one that will destroy friends and foes alike. Boots and SJ1 realise what fate awaits them, and quietly talk about it. This quiet moment is interrupted a moment later as Kidd informs Slade that they are surrounded by the Second Army.

This is the best episode in a long time as we are given plenty of time with the characters. The robot-war is temporarily put to the side, and without its heavy shadow on the page, the character's dialogue sparkles. It gives the story a lift and after a leaden few weeks, I am reminded of how much I actually like Sam Slade. He is almost upstaged early on by the talking taxi cab, but by the end of the strip we know exactly who's story this is. The radio station offered plenty of opportunities for humour, and with witty dialogue, and a guest appearance of Frank Droid, it was all a lot of fun.  I didn't expect much from this week, but I am happy to report that it exceeded all expectations. Although wordy on the page, the robo-cab, Frankie Droid, and Sam Slade delivered killer lines that had me smiling from ear to ear in a strip that has suddenly got a whole lot better.  

Rating: 7/10

Best line: "Boy, why did I ever get involved with humans SJ1?"  



With no Judge Dredd in this week's comic, Future Shocks gets extra pages to tell its tale. 

Tarka III is a dry, inhospitable planet. It was once fertile and green, but the original inhabitants destroyed the world, and themselves, in a thermo-nuclear war.

The planet is now being colonised by a team from Earth, and although they have made great strides they still have someway to go before it is inhabitable again - all they need is more time and more money

A group of assessors arrive from Earth to decide if it is a project worthy of continued investment. They meet Reed Benson, the colonists' leader, and he shows them how the project is progressing.

The accessors are unimpressed, ending the tour early and deciding it is not worth the money. Benson is angry at this, and as he drives home we see his passion for the planet and the families who have settled there. 

At home, his daughter shows him a hidden chamber she has discovered in a rock face. Benson enters this chamber and finds a second room. Here a telepathic voice speaks to him via the technology in the room. This voice tells him that it is the voice of the former inhabitants of the planet. They may have destroyed the planet, but they also put in place the technology to revitalise the planet. All it takes is for one member of Benson's race to sacrifice themselves for the love of the planet, and it can be restored.

Thinking of his family and their future, Benson surrenders to a painful end, and immediately the oxygen vents within the ground are opened and the planet is reinvigorated.

The assessors change their minds about the fate of the planet and their investment. As they fly away one of them comments that Benson couldn't care about the cost of anything- while we see him suffering an agonising death. 

With extra pages to tell its story, Future Shocks gave us not only a fantastic plot but also a whole new world that could have easily been spun into a more substantial tale. The world created in the early pages was comprehensive and was just as much a character as anyone else in the strip. It was set out very quickly, as is the way of Future Shocks, yet it contained everything we needed to know and more. The character of Benson was also well crafted, given a family and a story that made the ending all the more heartbreaking. Not every part of the story worked for me, and it was this quality of character that won me over, along with my interest in the planet that was created. Last week's Future Shocks set a high standard, and that standard was met with another interesting story that had me weeping gently into my cup of tea by the final panel. 

Rating: 7.5/10

Best line: "Can I do it? Can I die without seeing my family again...sacrifice everything for this brave new world we've tried to build?"


Last week in Strontium Dog, Johnny Alpha blasted Fly's-Eyes to pieces, only to see the body reassemble itself in the last panel of the story. 

Fly's-Eyes comes back to life, and the Preacher explains to Johnny more about this strange dimension they are in.  There is no death in this land, they are in the City Of Lost Souls, and here there is only a life of eternal pain. 

Johnny has heard enough and asks Wulf for one of Fly's-Eyes dimensional warps. Wulf tells him it's gone and they learn that nothing is impossible here and this is a hard place to leave. 

The Preacher comes to the fore in this part of the story as he explains that Satan rules here, and he lives in the Black Citidal on the Mountain of Skulls. We can see this looming in the background as the Preacher tells them that this is the heart of all evil and the only way out of this place.    

Wulf and Gronk are scared, but Johnny tells them they have no choice, and this is their only way out of hell. 

Walking to the edge of town they come to a river of flame, aptly named the River Inferno (the writer was really stretching himself here). There is no alternative- they must cross it, despite Johnny's and his friends' reservations. They talk among themselves, almost talking themselves out of it, before the Preacher intercedes to tell them they are becoming warped by Hell. They must go now before their fear gets stronger and they lose the will to leave. 

Johnny is stirred by this, taking control of the situation and striking Wulf before marshalling them onto a boat. It is obvious that the boat will be incinerated by the river, but the Preacher tells them not to fear, nobody dies in hell. 

That may be, but as they set out across the water the boat becomes engulfed in flame, and the screaming crew disappear into the inferno, leaving us with a final panel of nothing but silence and the sight of nothing but the burning river. 

Last time out I found Strontium Dog's coloured pages to be the perfect backdrop for the story being told. This week the colouring didn't work as well, and it gave the story a heavy and slow start. When the story did finally emerge from this sluggish opening it was great, and the final two pages stood out to me with their strong artwork and sense of peril for Johnny Alpha and friends. The hell world on the first page wasn't as hellish as I expected and it was these final two pages that grabbed me and pulled me into this nightmare world. The ending was a treat in itself and left the story open-ended. I have no clue where the story may lead from here, and I am happy in my blindness. The slow start was forgotten with the final panel burned into my brain, and if next week can start quickly we should remain at this standard set on the last page.

Rating: 7/10

Best line: "The boat is burning! God- the heat!"


Dan Dare is back after a break last week and we pick up the story where we left off. He is still on the planet Lystria and in the company of Lystrian guerillas while on the run from the Thraxians. 

The Lystrians see Dare as fulfilling the prophecy of a chosen one coming to release them from bondage. Dare is reluctant but takes on the leadership. His first plan is to call for further help. However, a woman emerges from the crowd and berates him for his lack of courage. This woman we come to learn is the Lystrian Princess, Myriad. She is a strong character, both physically and mentally, and Dare concedes to her, coming up with a new plan to attack the weakest gate into the city.

This attack initially starts well, and they overrun the single energy gate defending the gate. However, things take a turn with a force-barrier spanning the gateway and stalling the attack.

This story has settled now that the Mekon is no longer part of the immediate story. The plot and artwork are on a firm course and some of the extra distractions are gone as we focus purely on Dare and the Lystria guerillas. The appearance of a new character was welcome, and Princess Myriad was a favourite from the start.  She is bold and beautiful, and Gibbons has done a magnificent job of creating a species of aliens that are believable, and oddly beautiful. The artwork throughout was great, with larger panels giving us plenty of time to indulge in the work of Gibbons. I would have lingered longer on it, but the story has started moving quickly forward, and the attack on the city was just what I needed after a wordy first few panels. With good action and dynamic characters, the story is gaining traction in the absence of Dredd this week, and we are well-placed for whatever the future throws at us.  

Rating: 7.5/10

Best line: "Be silent, Earthman! I know what to do!"


The Ro-Busters have been told of a secret planet where robots can be free. To get there though they must make contact with the escape line within a human city. 

Ro-Jaws and Hammer-Stein head into the city to make contact, taking the human-like Casey with them along with Ginge who has knowledge of the city's streets. They also take little Mon, who is too scared to wait with the rest of the robots hidden in the woods.

Casey looks realistic dressed as a human, and beside the road, he manages to flag down a ride. The family in the car are surprised as three droids roll out of the bushes to join Casey, and all squeeze into the car, with Casey telling the humans that he's taking his robots into town to sell. 

Reaching London they come across a police checkpoint, but they manage to pass OK with Casey kicking the other droids and making a scene of how much he dislikes them.

In London, Ro-Jaws finds some tasty garbage to eat. However, the latest model of garbage-eating robot comes across him, and after an argument about food and who is the better robot, they fight, with Ro-Jaws handing out a beating to this new robot. 

From there it's on to finding the escape line using their only clue - X27. 

There is a lot of disagreement about what it might mean, but it is little Mo who finds the solution, seeing a crossing marked X27. It seems they have made a major stride in finding freedom but from the shadows the robot that Ro-Jaws is watching suspiciously, and about to follow them wherever they might go next. 

The usual mix of humour and plot made this a strong episode for Ro-Busters. The front half of the story was hilarious, and perhaps my favourite part of this week was when the robots hitched a ride into the city. It was relatable and funny, and I was still grinning about it as the story finished. The other moment that stands out in my mind was when the robots encountered the police checkpoint and Casey kicked the other robots to keep up the pretence of being human. His character was great throughout this issue, and it was pleasing to see a background character taking a lead role and excelling in bringing new angles to the story. Casey added humour to every panel, and along with Ro-Jaws gave us a lot of laughs as the robots looked for X27. There is no need to reiterate what a great character Ro-Jaws is, here again, he was at his best, and his personality was a key part of the plot moving forward. Perhaps better than the rating I have given it, Ro-Busters provided another burst of humour while remaining on course with its plot and the overall story being told. 

Rating: 7.5/10

Best line: "I ain't takin' your lip! I was scraping out bins while you was just a blueprint on the drawing board!" 



Prog 109 final ratings:

Overall: 7/10

Best Story: Ro-Busters

Best Line: "Yes- yes I can do it! I must! I do love this world- and if my death will help it live again...then to hell with what it will cost me!"

Best Panel:

 



Prog 119

Spring has arrived in New Zealand. A time of renewal and rebirth, and a time of new stories - three to be exact. Not only do we have the thr...