Saturday, June 3, 2023

Prog 55

Sunday afternoon - my favourite part of the week. The noise of the day is receding and all I have left is my pile of comics and the spectre of work tomorrow. My first priority is Prog 55 and all within it. Everything else can wait, lets peek inside. 

Prog 55

11th March 1978

Dan Dare is facing down five clones of his shipmate Bear, and one real one, in the opening dilemma of this week's strip. 

Thinking quickly and acting quickly, Dare calls for Bear to pull his gun. He does so, and the five closes also grab for the same weapon, giving Dare a chance to blast two of them. 

The other three take to their heels, leaving Dare and Bear to consider the pods in front of them and the cause of their problems. The pod reveals its workings soon after, shooting Bear with a light ray. Before Bear can be cloned, Dare rips open the pod where a vegetable form of Bear is still forming. 

With a quick blast from his weapon, Dare shoots it back to its vegetative state, or cauliflower cheese as he describes it. 

From here, Dare briefly outlines how these creatures work, before the remaining three Bear clones appear. 

Exploring the nearby Star-cruiser, Dare finds just the weapon to fight them off - a flame thrower and another weapon that will solve his larger problem. The flamethrower works a treat and soon Dare and Bear are flying back to their fortress orbiting the planet. 

Once on board, we find out what Dare's final solution is for this planet - a planet bomb that destroys the planet and all life on it. With this obstacle out of his way, he has one final command - he doesn't want to see cauliflower cheese on the menu ever again. 

I agree totally with his last point, and I briefly feel like a space hero myself as I read this line. This was a pleasing outcome to the story, and it felt like an appropriate time to wrap up our visit to this planet. There was limited scope to these vegetable doppelgangers, and after seeing them pull the same trick three times we have about run the course. The drama on the plant was tight but never felt life-threatening. Dare found a solution to his problems almost too easily, and one hopes the next villain he encounters will be a tougher prospect. A tidy story with a neat end, this was pitched just right. 

Rating: 8/10

Best line: "Re-programme the forts food dispenser--I do not want to see cauliflower cheese on the menu--ever!"


With a knife stuck in his torso, things looked bad for John Probe as we left him in the previous issue of MACH 1. This week things improve for him as we learn that he has grabbed the knife just in time to prevent it from going deeper. With death temporarily averted it is time to fight back, and this he does at his hyperpower best.

 He puts up a great fight against a group of guards but is outdone by Luigi Scarlotti, who strikes him over the back of his head with an iron bar. 

Tumbling into the pool, Probe looks done for as Scarlotta prepares to drop the temperature at such speed that the water will freeze instantly. This he does, leaving Probe frozen in a pool size block of ice. 

This upsets Professor Fisher, who fears that his precious dolphins may be next. He briefly wrestles with Scarlotti before he too falls to the hands of the surrounding guards. 

The following morning Scarlotti is preparing to move to Miami, but back in the pool of ice Probe is preparing his own escape. Using his computer data, he calculates that he needs to raise his blood temperate to avoid freezing to death. There is a chance that this could lead to brain damage, but Probe decides it's a risk worth taking. 

As his temperature rises, the ice around him melts just a little, enough that he can finally move his fingers, and with one final effort, he smashes his way out of the ice. 

Probe runs into Professor Fisher, and Fisher explains that they've taken one of the dolphins who knows the way to the secret area, and they will be using her as a guide to get there themselves. Probe is soon heading there himself, with his own guide dolphin, Zuma. 

It took a long time to clean up the fallout of the last issue, but it was well-paced and worth every page. Seeing Probe cheat death twice was worthwhile, and it was refreshing to see him use his hyperpower in other ways rather than just brute force. The final page of the strip was where the story took a leap forward. With Probe in pursuit of the wider mystery and the secret agent who went missing before him, we are in a fantastic position for the next issue. Not as good as previous issues, but still worth it.

Rating: 7/10

Best line: "Yes, sir - I've dealt with everything. You could say- our opposition have got cold feet!"


I thought James Hunter and his comrades were doomed as an alien robot started down the stairs towards them at the end of last week's issue of
Colony Earth. However, on the first page of this week's edition, we find that the robot has a weak spot in its balance system and it can't come any further down the steps. Talk about a lucky break, all the tension in the panels beforehand leaks from the page in an instant. 

With a helping hand from Hunter and a swift kick, the robot is sent crashing down the stairs, leaving the team free to head to the surface. 

They surface to find the army in chaos. They are being decimated by the alien robots and ships, the alien heat rays wiping out all before them.

The army may be done for, but Hunter hasn't given up the fight, and as the robot attack comes to a conclusion and the aliens reveal themselves he makes his move. Jumping on one of their hover planes, he punches out one of the gnome-faced aliens. The craft is now his, as is the other alien who has survived his surprise attack. 

Flying the craft, by randomly pushing buttons and seeing what happens, Hunter, the Professor, and the alien hostage, take shelter in a cave, whereupon we find the alien can understand English, and indeed, all of Earth's primitive languages. We also learn that the aliens laid claim to the Earth many thousands of years ago as one of their colonies.

We have little time to digest this, as in the final panel they are discovered by the rest of the aliens. 

The aliens are ugly-looking creatures, but nowhere near as scary as their robot army. I was a little deflated when we first meet them, and as Hunter correctly pointed out, they do look like gnomes. Still, it is good to finally see what Earth is up against, and with Hunter on the case, I do feel I can sleep easily. This was an enjoyable and fast-paced story, with something happening on every panel, while all the while the story moved constantly forward. Next week should provide more of the same, and I for one can't wait to see what happens next. 

Rating: 8/10

Best line: "I don't know where you come from, gnome - but you sure ain't going back there!


Judge Dredd is still trying to put an end to the murderous car Elvis and this week it becomes personal. 

The car takes refuge in an apartment block, pushing his way into one of the apartments and forcing the owners into a corner while he plays with the children's toys. He may be a murderous car but at heart, he is just a child. 

Dredd uses this to his advantage, sending out a broadcast of Elvis's human mother asking him to come home. He follows up with a broadcast of his own face, goading Elvis and telling him that he is too chicken to face Dredd. He makes it clear that Dredd is just too good for Elvis, and can't even be bothered chasing him. 

Elvis falls for this and makes a threatening call to Justice Central. Telling Dredd that he is coming for him, Elvis leaves the apartment and heads out on the streets. This brings out a wave of Judges, but Elvis is quick and disappears into a network of underground caverns. 

With little chance of finding him, Dredd returns home. He arrives to find Water tied up and an angry Elvis waiting for him. Elvis has gained access to his apartment via an unknown elevator from the underground caverns. Holding all the cards, it seems Elvis has triumphed, but we'll have to wait until next week to see how that plays out. 

This story is getting a surprisingly long run. I would have thought that some of the earlier stories would be far more worthy of the extra pages than this one. The story is solid but isn't tugging at our emotions or overwhelming us with action, instead, it is a smooth ride from page to page, and there is little here that raises my pulse. I thought this might have been the last instalment, but we have at least one more week left. Fingers crossed the intensity will increase and we'll see this one out on a high. It's failed to excite me so far, a big ending is in order to win me over. 

Rating: 6/10

Best line: "Yeah, I could whip Elvis with one hand...I could whip him with that little finger there."


Future Shocks covers similar ground to several previous Future Shock stories we have read before.

On a distant planet, man has struck oil. The prospector radios back to Earth to stake his claim, while telling us that he will rip this planet apart got get every last drop of oil. 

Over the page and he is stung by an insect and faints over his console. We then see that these insects are a miniature version of his own exploration. A well has been struck on his skin, and the insects are about to harvest every last drop of blood from this human. 

This is not new, there have been cases before in Future Shocks we see human activity replicated in miniature form. The alien landing from several months ago springs to mind, when a tiny alien craft landed on Earth, unseen by the humans who are looking for them. This doesn't make this story any less enjoyable, but it doesn't surprise me like it might have if I hadn't read the previous story. A nice idea, and a tidy story, even without the twist I found I liked it a lot. An enjoyable read and that's all I expect from any story. 

Rating: 7.5/10

Best line: "Calculate that there will be at least enough blood-food to last us for ten decons of time!"


Inferno always suffers by being the last story in the comic. We have read and seen so much in the previous five stories that by the time I reach it I am already tired and ready to move on. It's desperately unfair, and we have had a good run from this story recently. 

The Long Island Sharks look mean, and they talk mean, their slogan "We don't just beat 'em...we eat 'em!" splashed across the first page of the story.

From here on it's all about the game, as the Hellcats in their borrowed gear struggle to beat the Sharks. They start well enough, their newest member Marvin a revelation as he snares the ball, delivers some smart lines, and sets up the first points. 

The Sharks are equal to the task, and they too make several aggressive moves. Moody Bloo matches them and repels the attack while setting up an offensive move for the Hellcats. We never see the outcome of this, as Eegle becomes spooked by something and crashes in an inferno. What or how, we don't know, but it's a bad way for the Hellcats to finish the comic. 

This game filled the four pages of the story, with large panels capturing the scope of the game and the onfield struggle of the teams. Some impressive dialogue between the players broke up the action, and of all the stories this week, this was the quickest to read. With bold action, and the wider plot temporality parked, it was easy to digest. It may not have challenged me, but it was an excellent way to finish out this week, and as I put down the comic I am very happy with everything I have seen. 

Rating: 8/10

Best line: "We don't just beat 'em...we eat 'em!" 


Prog 55 final ratings:

Overall: 7.5/10

Best Story: Inferno

Best Line: "But why should I bother? Why should I waste my time on a kiddie car that's not fit to lick my boots?"   

Best Panel:




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:




Saturday, May 20, 2023

Prog 53

The Visible Man is gone but we have an old friend returning this week - MACH 1. After a short break he has returned better than ever, and the first page is one that immediately sold me on the story. The rest of this week's comic is packed with other thrilling stories, and the comic is living up to the hype as we enter the second year of publication. 

Prog 53

25th February 1978

Dan Dare is on the run on his own ship and trying to outwit his doppelganger. Watching the monitors, Dare can see that the alien Dare has got his face, his voice, his memories, and now his ship. 

Dan Dare doesn't get too long to ponder this, a crew member entering the room recognises that there can't be two Dares and assumes Dan is the alien. 

On the run again, Dan evades capture and smashes his way into the bridge. There he takes Pilot Polanski hostage while the alien Dare commands the other crew to shoot him. The alien loses his upper hand at this point, as Dan points out that the alien has a gun but never uses it. 

This is because, like the alien Dare, the gun is merely a copy, a perfect copy to be sure, but it is not the real thing. With this revelation the story comes to a quick conclusion as Dan Dare pulls Polanski's gun and shoots the alien dead, leaving a pile of stinking rotten vegetables. 

It seems the alien is plant-based, but we are about to learn a whole lot more about it as the ship approaches the planet that the alien had set course for, but that can wait until next week. 

This was a fast-moving episode, and I was secretly pleased to see this alien swiftly dealt with. There is some intrigue though about its origin, and the appearance of this new planet bodes well for the forthcoming issues. The alien was an interesting concept and there is still a story to be told here, I for one look forward to seeing what happens next. Another solid issue, it just tops what we had last week and still leaves space for more to come. 

Rating: 7.5/10

Best line: "Look out! Rogue cargo-buggy!" 


John Probe is back! Yeah baby, I sure am glad to see the return of MACH 1. It finished on a high, and the start of this week's issue picks up later in the story, with a stylish and intriguing opening page. 

Hard times have befallen John Probe, and we are introduced to him in a rundown nightclub in New York, passed out at the bar. Two sharp-dressed men pull him to his feet, intent on returning him to their employer, Mr Sharpe. 

John Probe is never one to come quietly, and although his hyperpower is waning he makes a good account of himself as he fights his way out of the club. In the shadows he meets his match, as an unseen assailant clubs him over the head.

We jump to England where he is brought before Mr Sharpe. John Probe is in poor condition, and Sharpe bullies him before ordering him to clean up. After a hot shower and a shave, Probe has his hyperpower restored before we end the issue with Sharpe informing him that he is now ready for his next mission of the dolphin tapes. 

I don't know what the dolphin tapes are, but I sure do want to find out. I didn't know I needed MACH 1 in my life, but I was hooked from the first panel to the last. I have had a little experience myself with dirty dive bars, and the opening scene with Probe drinking himself to death in a dive was evocative and just the hook we needed. To see a powerful man reduced to this, the only way he can go is up in the future issues, and this story should be a good vehicle for his resurrection. Next week the dolphin tapes should see him reintroduced to the world, and that promises to be another great issue. 

Rating: 8/10

Best line: "So listen to this! I was responsible for giving you hyper-powers, and making you what you are. I don't just employ you. I own you!" 


I greatly enjoyed the first part of the Colony Earth story last week, and it continues to build momentum through this week's issue. 

Commander Hunter is still investigating the disappearance of the nuclear submarine, The Drake. He finds it, and much more, in the opening panels as it is discovered in the middle of a South American village, three miles from the sea. 

With the crew of the sub and all the villagers dead and some mysterious footprints in solid rock, Hunter isn't taking any chances and calls in some helicopter gunships to back him up. 

It is just as well that he does, for as they approach the ruins of a 10,000-year-old civilisation, one that used the same markings they found on the capsule, they run into a large mechanical monster. 

Hunter orders his choppers to attack, but they never get a chance as they are shot out of the sky by twin fire bolts from the being. 

All Hunter and the professor can do is hide behind a rocky outcrop, where they witness an even more unbelievable scene. A spacecraft approaches at great speed, before suddenly stopping dead above the robot. The professor stammers that perhaps it has come to take the robot home, but that's a story for another time, namely next week. 

I liked this story last week, and this week I loved it. A lot is happening and the story is moving fast. It is wonderfully drawn by Jim Watson, who seems to specialise in helicopters, explosions, and pained expressions. The story is yet to fully bloom, but I am already deeply in love with the artwork, and that is more than enough for me at this stage. I can't wait to see what happens when this story fully develops. 

Rating: 8/10

Best line: "Commander Hunter - we've found the sub, Sir! But you're not going to believe this..."


Last month in Future Shocks we saw a story of killer cars, and here we have a similar story played out on a much wider scale in Judge Dredd.

Dave Paton has saved for ten years for his car, and chosen one with the personality of a boy, named Elvis, making Dave a father figure to the car. 

Tinkering under the bonnet, Dave drops a spanner which damages the personality of Elvis the car. Elvis seeks retribution by taking Dave for a wild ride before eventually killing him. 

With this taste of freedom, Elvis goes on a killing rampage, cutting a bloody swathe through Luna-city. This brings him to the attention of the judges who decide to tackle him en masse.  

Seeking security in numbers Elvis makes some adjustments to the other cars in the parking tower, giving him a small car army to fight off the Judges. This week's story ends with a pack of killer cars descending on the helpless Judges.

Although we saw this idea a few weeks ago, it has much more room to breathe in Judge Dredd, with the deadly consequences given time to play out. This adds to the horror of the situation and gives the story some weight. Judge Dredd has many panels of this story yet the story belongs to the exploits of the car called Elvis. This imbalance will be addressed next week, but I was happy to see the villain of the piece given time to build into a worthy foe of the judges. I don't think this story will get too many more issues, but it looks great here, and with the idea fleshed out I am happy with everything we have here. 

Rating: 8/10

Best line: "Mount up, you men. We're going after that rogue car - and we shoot on sight!" 


We are introduced to Bob McKinnon in the first panels of Future Shocks, a Hollywood actor, and a strong believer of horoscopes. We learn this in the very first panel as he turns down a studio dinner because his horoscope advised him to stay in. 

The next day he reads in the paper about a computer that can predict the future and decides he must use it. The computer scientist he meets at the lab explains that the paper has oversold the accuracy of the computer's predictions, and although it can predict the future, not everything will occur in exactly the same way. 

McKinnon is undeterred and allows sensors to be placed on his skull while he watches his future unfold on the screen in front of him. He doesn't like what he sees as the computer shows him crossing New York's Fifth Ave, only to be run down by a speeding car. After this, the screen goes blank with only the message that the following was too disturbing to show. 

McKinnon makes an immediate decision, he needs to leave the country as soon as he can. He makes calls from his phone as he drives to the airport, and soon is on his way to Britain. 

Upon arrival, he is taken to a film studio where he is offered a part. As he walks around the studio a lighting rig topples. Acting instinctively, McKinnon leaps out of the way, but directly into the path of a car driven by a stunt driver. 

Lying bleeding on the ground, he says it happened just as the computer foresaw, although is far from New York. It is then that he takes in the set around him - he is on the studio version of Fifth Ave. 

It was a shock, but only a slight one this week. The story never quite engaged me, and the final twist wasn't enough to make it all worthwhile. I liked the idea of it but it didn't translate well to the page and overall I found the thought of it was better than the story of it. Nicely put together, but not strong enough for me to rate it highly.

Rating: 5/10

Best line: "I happen to believe that people can predict the future, and so, if my horoscope says 'stay in' - then I stay in!" 


Louis has reassembled the android Pearly, and she is quite a sight to behold as we kick off this week's Inferno. Giant is horrified by the sight of her and so am I, with her open mouth and wires hanging out. 

Louis is nonplussed, he has merely reassembled her so he could measure her relay patterns, something he does with the aid of a converter cap he places on her head. This cap projects images from her memory cells and in the next few panels we see a little of her history. 

A technician is part of these memories, and Giant notices a certificate on the wall behind him. Zooming in they find the technician's name is A.D. Kalmann. This nugget is short-lived, the process is too much for the android and Perarly's head once again explodes into a grotesque death mask. 

This clue is put to one side as we return to the sports side of the comic. The Hellcats are still patching up their team, and are currently in the process of training Moody Bloo's cousin, Marvin. Marvin shows promise but is still rough around the edges. However, with little choice, the Hellcats give him the nod to play in the next game against the Long Island Sharks. 

The Sharks live up to their name, with a massive stadium shaped like a shark with its jaws open. There is little time to soak this in, however, for as the team discusses the prize for today's competition, a new Roadliner vehicle, their current vehicle suffers a blowout and leaves them facing a crash into the sea.

I found I enjoyed the first half of this story much more than the second half. The rebuilt Pearly looked fantastic, enough of her human look apparent through the twisted wreckage of the android to give me a sense of sympathy. Finding the clue moved the story along another step, and I'm almost frustrated by the appearance of another game before we get back to the big picture. If the game is good, then the story will remain overall strong, but if it's weak, then it's up to Louis's detective work to hold my interest. Time will tell. 

Rating: 7/10

Best line: "Weeowww! Look at that firebowl...l-like it's waitin' to swallow us!" 


Prog 53 final ratings:

Overall: 7.5/10

Best Story: MACH 1

Best Line: "This is the guy Sharpe wants...John Probe!"   

Best Panel:








Saturday, May 13, 2023

Prog 52

The last year has passed by incredibly fast - I can't believe we are at Prog 52 already. It's been quite a year - I was introduced to 2000AD, and have enjoyed the ride that was its first year of existence. There have been changes, stories have come and gone, and I have had a few favourites along the way. In particular, we said goodbye to Invasion last week, a mainstay since the start. I must admit, I was emotionally attached to Invasion, and it was a sad goodbye. But every cloud has a silver lining, and this week we do have a new story to look forward to. I have yet to peruse the issue, so it remains a surprise for me, but I am confident that it will be just as strong as the story that preceded it. 

Prog 52

18th February 1978

With the Starslayer Empire behind him, Dan Dare faces a new challenge this week. This new challenge appears right away, a floating coffin on the cover of the comic that becomes the focus of this week's story.

Donning a space suit, Dare floats out to take a closer look at this coffin, only to be blinded by a light as he approaches.

Back on the ship, Dare learns that he had blacked out and that the crew had to pull both him and the coffin onboard. There is something unusual about this coffin, and soon enough we get a first-hand experience as the coffin mysteriously opens by itself, revealing another Dan Dare. 

Leaping from the coffin, this alien Dare attacks our own Dare, leaving the crew confused about which is which. Both claim to be the true Dare, and there is a standoff as both put forward arguments to the crew. Alien Dare is more convincing, and soon the original Dan Dare is running for his life through the ship as the crew and alien shoot at him. 

In the final portion of the story, Alien Dare shoots at Dan Dare, seemingly evaporating him, only for us to see in the final panel that Dan Dare is still alive and wondering just how he can get out of this predicament. 

A nice change from the previous weeks, my initial reservations about the coffin came to nothing, and I enjoyed the story. I am intrigued about how we will progress from here, and I look forward to seeing Dan Dare untangle this knot. Although the crew were actively involved throughout the story, they did seem passive, and I would like to see them take a stronger role in the coming weeks. However, that is neither here nor there, and overall I found this an interesting start to what could be a compelling story over the next few weeks. 

Rating: 7/10

Best line: "It's even got my voice, drokk it!" 

I have been a big fan of Visible Man since it started. The last couple of weeks have seen the story twist and turn, and today's episode sees it return to the fore with a crackering twist that has me enthralled.

We started with our hero Frank being put through his paces on a sickening-looking centrifuge. It is all in the name of gathering information for the British and US cooperation in space scheme, although Frank has little interest in that aspect. All he cares about is the promise of an antidote if he goes along with the testing. 

With this promise dangled in front of him, the second half of the story accelerates as Frank is told that his last task is to be sent into space, with cameras focussed on every part of his body to record the effects of outer space on the human body.

Being alone in space gives Frank time to reflect on his situation as he sees a potential escape. The flight started well enough, but ground control has trouble communicating later in the story as Frank ignores their calls to return to Earth. It all comes to a head in a final panel that sees Frank and his spaceship heading out towards deep space and Frank telling them all that he resigns from the human race. 

It is ambiguous if this is the end of the story, the question mark on the final "The End?" raises just enough doubt in my mind. If this truly is the end, then what a great way to go out. This was fantastic on every page this week, and I felt it was a fitting ending (if it is the end). I must admit, as Frank headed towards the spaceship the thought crossed my mind that it might end like this, but that didn't detract from the moment, or the drama of the last three pages. I hope this is the end of the story now, it was short but ended on such a high, I would hate to see it come back and be diluted in future issues. Still, that's not for me to decide, but one thing I can say for sure was I loved this from start to finish. 

Rating: 10/10

Best line: "And there's nowhere in the world I can escape to, but out here...the norms can't follow me..." 


A new story this week - Colony Earth. This first issue is all about setting the scene, and it goes something like this. 

A trawler is pulling up cod from the North Sea when they dredge up a strange-looking mechanical humanoid. Thinking it might be worth some salvage money, they place it in the hold. 

We learn later that the trawler was missing for three weeks before a chance sighting by a British nuclear sub, The Drake, as it returns from Arctic patrol. As the sailors approach the vessel and the mysterious figure, it suddenly shoots a beam from its head, and the sailors never reach their target. 

Back in Greenland, we learn that now The Drake is also missing. Commander James Hunter is tasked with finding it, and soon enough his long-range helicopter has the trawler in sight.

Commander Hunter and one of his crew explore the trawler, there is no sign of the crew, and although they find a navy hat, there is no sign of The Drake's crew either.  Taking the ship's log, Hunter returns to his frigate and they sail for the spot where the trawler discovered the mechanical figure. 

They find the spot alright, and after diving deep they pull up a capsule. Initial thoughts are a Russian mini-sub, but closer inspection reveals it to be more of a space capsule rather than an ocean-going vessel. 

We end on a note of intrigue, as the vessel displays similar markings to a 10,000-year-old civilisation in Peru. The capsule itself remains tightly sealed, refusing to surrender its secret to Hunter or the professor looking at it. For now, speculation is that it's extraterrestrial. 

Written and drawn by Jim Watson, I have a soft spot for this story from the start. It looks gloomy in a style that screams Jim Watson, and his busy pencil work on the page is matched by the storyline. It is still too early to get a firm grip on the story, but I like what I see so far, and it bodes well for the future. Safe to say, this will be the first story I turn to next week, eager to see how the story will develop from here. 

Rating: 8/10

Best line: " 'er, bosun - whassat!" 


Judge Dredd is still in Luna-city, where a strange robbery is taking place. Apparently Laurel and Hardy, along with Charlie Chaplin, have turned to a life of crime and currently holding up the First Luna bank. 

Things don't go one hundred percent according to plan, and the security system slides heavy bars down over the doors, trapping the three robbers in the bank. With the Judges arriving outside, and Judge Dredd leading the call for them to give themselves up, the three have limited options. 

They still have the hostages though, and they release them slowly before their own escape plans appear. Using a face changer, they quietly leave the bank with the hostages, disguised as the Marx brothers.

The Judges are fooled, and storm an empty bank on the back of some explosive charges and with weapons drawn. With the robbers already gone, it is here that Dredd rumbles their scheme, deducing that they must have a face-changing machine. 

The crooks are laughing at their own escape, but already Dredd is on their trail, speaking with the only supplier of face-changing technology on the moon. Looking at the list of sales, he comes across a name he recognises, Al Tooley. Not only is Al Tooley a crook, but he has two brothers he works with. Convinced he's found his man, all Dredd needs to do now is prove it. 

Dredd pulls the three crooks in for questioning, only for their lawyer, Manny Bloom, to turn up and insist they are freed- after all, it's not a crime to own a face-changing machine.

Dredd reluctantly releases them, but not before waving his finger at Manny and telling him two can play a dirty game. Some minutes later, Manny leaves the building and joins the gang of three in a car, returning to their apartment. There they all laugh at their own cleverness and the way they have fooled the law.

But the law has not been fooled. Manny pulls a pistol out on the gang and tells them they are all under arrest. It's not Manny at all, but rather Judge Dredd with his face changed. He has taken a leaf out of the villain's own book and used the face-changing device at justice central to change his face to infiltrate the gang. 

This was a tight story with some of the best artwork we have seen in Dredd for some time. The art is clean and stays out of the way of the story being told. Although it wasn't the most dramatic of stories, it did have a twist that reminded me of some of the Future Shocks we have seen. Overall I found it liked it for its clarity of storytelling, and the way it stayed tightly focused on all the essentials. 

Rating: 8/10

Best line: "The face is Manny's - but the fist is Dredd's." 


This week's Future Shocks is all about what it takes to become a long-haul space flight pilot. We start with a simple set-up, a pilot in his empty ship, travelling through space on a six-year mission. In the emptiness of the ship, thoughts begin to run through his head about how far he has to travel and how alone he is. 

It's all too much for him, and he is gripped by madness, making a run towards to an airlock with the intention of throwing himself into outer space and dying instantly. 

Airlock released, he throws himself out, only to land on a plywool mat outside. It has all been a simulation, and he is just another failed pilot. Even worse than that, he only lasted a mere ten seconds in the simulator before he flipped out. 

Like the very best Future Shocks, I didn't expect this ending, and I was delighted that the writer managed to get one over me. The Brian Bollard artwork was a star, and the emptiness of the spaceship was well rendered. There was nothing too taxing here, but it was just as enjoyable as anything else in this week's comic. 

Rating: 8/10

Best line: "Another crummy failure! He'll never make the grade as a cargo pilot on the long haul!"


On the final panel of Inferno last week we met Regal Eegle. This week we learn a lot more about the man who claims to be the greatest stunt-biker in the world. He certainly lives up to the hype with an awesome display of his prowess.

As good as he may be, he does bring conflict, continually talking down to Moody Bloo, and anyone else in earshot, as he rides rings around the team. His spot is cemented, but it may prove to be a rough ride long term. 

Elsewhere, the wider story makes an appearance in the final panels as Louis informs the team that he may have a lead on the possible identity of their enemies. A final image of the previously destroyed Pearly, now roughly restored and rewired ends the story on a high and is instantly enough to have me ready to pick up the next issue. 

A solid edition, we were well and truly introduced to Regal Eegle. I enjoy his style of talking, he lived up to the regal part of his name, and this coloured his interactions with the other members of the team. Perhaps he had a little too much time on the page, but I feel I have a good handle on who he is and how he will fit in the team. The most exciting part of the strip for me was the final panels showing a restored Pearly. Even though we only saw her in a couple of issues, she was an important part of the story, and it looks like she has more to contribute in this new iteration. Next week should peel back another layer of the story and I for one can't wait.

Rating: 8/10

Best line: "I suppose one must learn to humour such buffoons." 


Prog 52 final ratings:

Overall: 8/10

Best Story: Visible Man

Best Line: "Maybe I'll meet someone or something out there that won't treat me as a freak- maybe it'll just be blackness! Either way, it doesn't really matter!"   

Best Panel:


Saturday, May 6, 2023

Prog 51

Today we say goodbye to a very good friend of mine - the Invasion story.  For fifty-one issues we have been with Bill Savage and every step of his fight against the Volgs. I don't know I will feel next week when I turn the page and Bill isn't there. So this is it, my last chance to say goodbye to a constant ever since 2000AD began. Thank you Bill, its been emotional.

Prog 51

11th February 1978

Dan Dare is just seconds from death as Dark Lord's star weapon flies towards his head. With only a split second to react, Dare activates the laser sword in his hand and manages to block the killing star. That's not the end of it through, and the killing star continues to circle him, looking for a weakness. It finds the weakness it is looking for, and Dare is injured in the arm. He continues to fight though and with one last effort manages to destroy the killing star with his laser sword. 

The killing star is defeated, but not so Dark Lord, and while Dare seeks medical attention Dark Lord escapes. Dark Lord immediately calls upon his men to launch the Armaggedon missiles, which they reluctantly do. However, his ship is in the path of the missile as it is launched, and Dark Lord is killed in a massive explosion. 

From here it is just a simple matter of tying up the loose ends of the story. The slave planets are freed and begin to work together. Dan Dare and his men prepare to leave on their next adventure and we finish with Dare telling his men that their next job might be a tough one. 

This was the ending that I expected and that the story deserved. There was no padding in the story, nothing outrageous, just a clean fight between Dare and Dark Lord, with the right outcome. Some may say that having Dark Lord killed by his own weapon cheapened the victory, but I felt that it was fair and true to the story, with his own ruthlessness counting against him at the end of the day. This has been a good ride through the slave planets and fighting the Starslayer Empire, but the timing is right to wrap this one up. The bar is set high for whatever comes next. 

Rating: 7/10

Best line: "Dark Lord--your craft...it is...in the path of the armageddon missile!"


Poor Frank Hart is still on the run in the Visible Man. A man has to eat to live, and Frank finds nourishment at a wedding breakfast, that is until the Bride and Groom enter and catch him in the act.

Frank runs off and later laughs at the situation and the look on their faces. It is also at this moment that he realises that he wants to be part of the human race and can't go on living like this. 

With this in mind, he calls Dr Burnard, asking if he can return and potentially be healed. The doctor keeps him talking on the phone, all the while tracing the call, and soon Frank finds himself surrounded by uniformed men. 

Frank puts up a fight but is soon overwhelmed and loaded into the back of a van. He is taken to the doctor's laboratory, where the doctor reneges om his promise to help Frank. Once again it looks like Frank will be injected with all manner of poisons to see how the human body reacts, but Dr Burnard promises him he has something much worse in mind. 

What could be worse, I didn't know, but I'm scared for poor Frank. This is one dark story, and it feels pretty hopeless. I can't help but read this story with sadness, and sympathy for Frank, and although I know I'm being manipulated by the writers, I can't help it. Once again, another great entry into this storyline, with the artwork just as dark as the story. I'm not sure I'm looking forward to next week, but I certainly want to see it. 

Rating: 8/10

Best line: "Why, you double crossing-! You had the call traced!"

Another inventive Future Shocks for this issue. We begin by meeting Arthur Upshot, a space garbage collector who gathers space junk and catapults it to the waste disposal centre. 

While Arthur is picking up junk in space, one hundred light years away an alien race prepares to invade Earth. They shoot a tracking probe towards Earth, with their flotilla of warships following. 

It is here that the two threads of the story collide. Arthur finds the probe, and thinking it is junk fires it off to the disposal centre. Meanwhile, the invading aliens report that their battle fleet has been destroyed. We see the hows and whys in the final panels - Arthur Upshot shoots his garbage into the sun, and that is where the battle fleet blindly followed their probe. 

A likeable story, told in a crisp and clear manner, I really couldn't ask for anything else from Future Shocks. The main character, Arthur, was made likeable in just a few panels, and that was enough to carry me through the whole story. A sweet template for how Future Shocks should be, I found this story very much to my taste. 

Rating: 8.5/10

Best line: "Not sure what it is, mate, but I reckon that I'll hang on to this. It'll make a nice ornament for the wife to put on the sideboard at home"


It's war in this issue of Judge Dredd, but not as we know it. The Sov-cities have declared war on Luna-1, a war that consists of teams of four, with one reserve, facing each other in combat, all broadcast live on TV for the enjoyment of those at home. 

With Dredd stepping into the reserved spot, we get a close-up look at this war and modern combat. The Sov-cities have the advantage of better armour and a beam gun that can pierce anything. 

There is only one way they can be beaten, by using their own weapons against them, and with this in mind, Dredd charges headlong into the Sov-cities soldiers. He is too fast for them to get his range with their weapons and before they know it Dredd has disarmed them and won the battle with their own weapons. 

Dredd is given the last word in the strip as the commentator offers him the microphone for a few words. Dredd obliges, by stuffing the microphone back in the commentator's face before giving the viewers the very strong message that war is hell. 

Great stuff, and with some scintillating artwork that goes blow for blow with the story. I didn't foresee this modern war, and I was clapping my hands in joy to see this twist. With it turned into a game broadcast to homes, Dredd has a great soapbox to stand on with his anti-war stance. This was captured well with several intense panels, and there were many contenders for my favourite panel in this week's story. Dredd has been consistently good but is still capable of surprising me at times, and this is the best surprise we have had for some time. I rate it highly and for very good reason. 

Rating: 9/10

Best line: "Sure I got a few words. But first there is something I want to do" 


Invasion is at boiling point, and this week's strip is where it all comes to a head. With Savage facing down the powerful Georgi alone on the boat, things have tilted in favour of the Volgans. 

However, Savage is as resourceful as he is tough, and after taking an early beating from Georgi's fists, he finds himself scrabbling through a locker looking for a solution. He finds one quickly, a distress rocket launcher, which he then fires at close range into Georgi, sending him high into the air and overboard. 

From the other boat, a delighted Rosa assumes that it is Savage who is the victim, and she is shocked a minute later when they pull her own man from the water. With his rocket launcher still in hand, Savage becomes a one-man boarding party, taking out Volgans with his weapon before climbing about the Volgan vessel. 

The story is rapidly coming to a conclusion as a chained Nessies wraps herself around Rosa before plunging overboard. At the same time, American and Canadian aircraft and ships appear and escort Savage to safety. 

There is little left to tell. The Prince is safe, and as the US mobilise to take back Britain from the Volgs we are told that Savage plans on being the first one ashore when that day comes. 

A new story is promised for the next Prog, so this is goodbye to Invasion. It has been with us from the start, and for the previous 50 issues has always delivered a tight, thrilling story. It finishes on a high and all the boxes are checked with what I expected to see. I was very happy to see Nessie get one final cameo, and her self-sacrifice was a fitting way for her to go out. I have enjoyed the last year of this story, and the ending was a great capstone on a long-time favourite. 

Rating: 9/10

Best line: "Stuff them, Sunbeam. I reckon we can make it under our own steam, give us a hand to get to the bridge."     


Moody Bloo is fighting mad, and the first panels of Inferno see him striking out at his opponents. The match controller is unimpressed, sending him to cool off in the cage for two minutes, leaving the Hellcats to look for a replacement to take his place in the cave. 

Junk Jackson volunteers, but his skills aren't up to snuff, and soon enough the scores have been levelled. It's more than Slim can stand, he takes the game to the opposition in a rash move that leaves him with third-degree burns and a burnt-out jet pack. 

With the game lost, and most of the team injured, the Hellcats resort to placing an ad on TV in the search for replacement players. It attracts a weird crowd, but the most striking figure appears in the final panel - the man who calls himself the greatest biker in the world, Regal Eegle. 

Not a great story this week, but the final image has me enthused for next week. The game had a lot happening, but it was all bad and there was no ebb and flow to the story, rather it was just a series of bad events. Some new faces next week should hopefully inject some new life into the strip, so although I don't rate this highly, I still think the story has plenty of potential. 

Rating: 6/10

Best line:  "That ad sure pulled a weird crowd, Giant, it's dredged up the scum of the bike world...misfits...infernomaniacs...punks with nothing to live for" 


Prog 51 final ratings:

Overall: 8.5/10

Best Story: Judge Dredd

Best Line: "D-Don't" worry about me, your Highness - it won't be long before the Yanks hit the beaches of Britain- an' Bill Savage'll be the first one ashore!"   

Best Panel:

 



Prog 139

We have a couple of goodbyes in this issue, as we see the end of A.B.C. Warriors and Disaster 1999. Both have had a strong run and will be s...