Totalled

The long awaited grudge match between Blaster and Grimlock takes place, with the leadership of the Autobots in the balance, as the Decepticons prepare an ambush

There are a few things you should never do to your loyal fanbase and one of them is keep them waiting too long for a conclusion.

In Transformers #144, published in the UK at Christmas 1987, the fugitive Blaster surrendered to his increasingly despotic commander Grimlock, to spare the lives of Sky-Lynx and the Space Hiker children. It was the sort of courageous, self-sacrificing act that we’d come to expect from this big-hearted fan favourite (a red shouldered robot in the Optimus Prime mould if ever there was one).

Readers were desperate for answers to their questions: How would Grimlock exact his revenge? Might the Autobots find a spine and rise-up against his tyranny at long last? Could Blaster be installed as Autobot Commander in Grimlock’s place (something I doubt this reader was alone in wanting to see).

Instead, we had to wait seven long months – until well into the summer of 1988 – for the continuation. The delay was made bearable by some great stories along the way like Legacy of Unicron, Trial by Fire, City of Fear, etc, but even so.

That long awaited sequel, Totalled, by Bob Budiansky was finally published in the pages of UK Transformers #174 and 175. Is it worth the wait? You betcha!

Not only do we get Blaster and Grimlock settling their differences mano-a-mano, but the crew of the Steelhaven are in the mix, the old guard meeting the new for the first time, and a massive ensemble cast on – of all places the Moon – including original characters we haven’t seen in a long while.

The scenes of the Steelhaven and Ark crews strolling onto the lunar surface are a visual representation of how the sheer number of characters, and therefore the commercial success of Transformers by this point in the run (mid 1988) which was still the highpoint for the franchise.

Budiansky’s Grimlock, reintroduced after a several months’ hiatus, is still a massive ass and lacking the depths or intelligence that Simon Furman imbues his version with. The Dinobots of the US comics appear to be modelled on the Sunbow cartoons, which to be fare were probably better known by many of the readers – outside of the diehard collectors that is.

The cover for #174 contrasts the old and new. Grimlock’s representing the originals, meets his first Headmaster, and on learning that a human (Spike Witwicky) controls Fortress Maximus, exclaims that it’s a “revoltin’ development!”. Perhaps there are a few purists who may agree with the sentiment to a greater or lesser extent.

The story title, Totalled, suggests something or something is about to be destroyed; I’m not clear what, but I think it probably refers to the devastating Decepticon attack against the Autobot forces, who are caught unawares, or perhaps it’s a reference to Optimus Prime getting blown to bits (again) on the opening page.

Jose Delbo does a good homage to the Don Perlin’s iconic exploding Prime from the 1987 shocker Afterdeath. This time though, it’s not the real Optimus being exploded but a new body built for him by Brainstorm and Highbrow. Either the pair are extremely negligent in their wiring, or somehow attempting to transfer the consciousness of Optimus Prime from a floppy disk has caused a catastrophic feedback loop. The problem is unclear; however, it makes for an attention-grabbing opening page and provides the catalyst for Steelhaven to seek out the Ark; put simply they’ve run out of resources to rebuild the former Autobot leader and they need help.

It’s worth noting Goldbug’s discomfort as he’s told the ‘good news’ that they’ve located the Ark space cruising nearby and are on course to meet them. Whilst Goldbug has fitted in nicely with his new shipmates, he hasn’t entrusted them enough to explain that he and Blaster were deserters from Grimlock’s army. Perhaps he fears that this would be seen as a major black mark.

Aboard the Ark, we are reminded why Grimlock is so loathsome. He’s in his dinosaur mode lounging on a throne, being fed oil, and still wearing that stupid crown (a symbol of hubris if ever there was). Ratchet pleads with Grimlock to return the Ark to Earth where humanity will be at the mercy of the Decepticons. Considering their back-history and the Dinobots would still be in a tar swamp if not for the medic, there is no quarter given.

When Snarl informs Grimlock of the contact from Steelhaven, Grimlock immediately reacts like a territorial animal in the presence of a rival. He will see them, but if there is any suggestion of who’s in charge, it’s going to be him!

Given Grimlock’s paranoia it’s no surprise the meeting does not go well. The towering figure of Fortress Maximus ought to cut an imposing figure, but Grimlock is not impressed, particularly at the suggestion the two crews could work together to rebuild Optimus Prime. Labelling Prime “a peace-loving coward,” and assaulting poor Doc Ratchet for good measure (not for the first time in fact, see the 1985 classic The Wrath of Grimlock) and dismissing humans as “worthless”, Grimlock is horrified when Fortress Maximus’ heads transforms to Cerebros and then to Spike Witwicky. Things have moved on and Grimlock has been left feeling like, well, a dinosaur!

The discovery that the fugitive Goldbug is being harboured aboard the Steelhaven is the final straw and Grimlock challenges Fort Max to a duel to determine who should lead. Max ought to be able to take Grimlock given he two to three times larger, but we’re told he’s still recovering from the injuries he sustained in his assault against the Decepticon base (in The Desert Island of Space). You might wonder why Max, as a robot, is not immediately recovered once his parts are repaired or replaced – much as F1 car, speeds out the pits with a new nose – this is not a human body that takes time to recover. Nevertheless, the threat is that Max will lose unless somebody fights for him…

Goldbug, having surrendered in a futile attempt to bring about harmony between the two Autobot crews, is unceremoniously dumped in the brig where he finds his old buddy Blaster attached to a torture device. If the seven months interim between Space Hikers and now has been tough on the fans, it’s been worse for Blaster, hooked up to the VVH and he’s now reduced to wallowing in self-pity.

Blaster gives a useful recap on what happened to him since he parted company with Goldbug, including that the Autobots had begged him to save them from Grimlock. However, since surrendering to protect his human friends, nobody intervened to prevent him being treated as a prisoner; the status quo of Grimlock’s rule continues. Goldbug suggests that Blaster could fight in Max’s place, and take his revenge on Grimlock, and so the stage is set.

Every great gladiatorial match needs a suitable arena and Bob’s fertile mind has dreamed up the perfect location – a large Moon crater. The stakes of a duel have not been so high since Prime fought a power enhanced Megatron in the cartoon classic Heavy Metal Wars. Meanwhile, Ratbat’s Decepticons (including Soundwave drawn with a mouth in place of his usual plate – argh) are poised to launch a surprise attack on the unsuspecting Autobots. How wonderfully “energy efficient” as Ratbat puts it, once a bean counter always a bean counter.

I’m reminded of a pub fight where one fighter asks a pal to hold their coat; in this case Grimlock hands his crown to Snarl, promising that it will be a quick battle. Blaster meanwhile has been reunited with his beloved Electro Scrambler gun – there’s probably nobody outside of the Dinobots who is rooting for a Grimlock win.

Omega Supreme (who seems smaller every time we see him) is referee. Let’s not forget he was originally a towering giant who bested Megatron and several of his henchmen and is now reduced to taking orders from Grimlock the tyrant. Strange. However, part one concludes in epic style with the battle getting underway and the Decepticons waiting in the wings. Fantastic stuff.

On the Transformations page for UK #174 there’s a reference to ‘Dragon’s Teeth’ – an awesome new sci-fi comic from Furman and Senior for Marvel UK set on Earth of 8162. There’s been quite a bit of build-up and now suddenly we’re told that the title has been renamed ‘Dragon’s Claws’ due to a licensing matter (a bit of googling reveals that Marvel discovered the title was already in use elsewhere – I’ve no idea how many copies of Dragons Teeth #1 had been printed or whether they were pulped). The Claws turned out to be a fun ride, with a cameo from our very own Death’s Head to boot, and one I’ll hopefully get around to reviewing in time.

The return of Sunstreaker warrants a mention as a selling point for the issue. In Streaker’s case he’s been inoperative since The Last Stand in UK #8 and last seen on Ratchet’s operating table in the Constructicon debut story, three years earlier. Now, finally he’s back in the land of the living, along with Prowl, Cliffjumper and others.

In part two, the battle begins in earnest. Grimlock, sword drawn, immediately advances with a huge slice, while Blaster displays incredible agility by ducking and diving, and disorientating Grimlock with an Electro Scrambler blast, before booting him away. Grimlock transforms into T-Rex-mode as he lands and latches his jaws on Blaster’s arm. The assembled Autobots watch in horror. Beachcomber, ever the pacifist bemoans all the violence.

Then, right on cue, the Decepticon rocket base arrives in low orbit and blasts the Autobot spectators. The advantage secured, Ratbat orders Onslaught to the troops outside and to engage the remaining Autobots in hand-to-hand combat.

During what must be described as a spectacular lunar battle (a Transformers fanboy’s dream) in which Soundwave even (near) recites his tech-specs motto of cries and screams being music to his ears, the Constructicons perform a raid on the Ark and recover the neatly packed and stored bodies of the Decepticons put out of commission by Omega Supreme in his 1986 debut story Command Performances.

Ratbat watches the carnage unfold with growing delight, while we’re reminded that Buster Witwicky is still their prisoner and indulged with a ringside seat.

During the battle, Fortress Maximus makes a strategic and fateful decision to dispatch Goldbug back to Steelhaven and order its skeleton crew of Slapdash, Joyride and Getaway (a trio we’re now familiar as Autobot ‘Powermasters’ from the latest Hasbro toy adverts) to depart immediately with the Optimus Prime disk.

All of this seems to have miraculously escaped the attention of Grimlock and Blaster (a situation parodied on the cover of UK #175) while the battle on the Moon’s dark side. Finally, explosions catch Blaster’s attention. He suggests a truce while they investigate. Grimlock on seeing Steelhaven blasting away, suspects treachery from Fort Max (or ‘Fullstrength Motleypuss’ as he nicknames him – in fact Grimlock has a few amusing names for Max this story) but Blaster convinces him that a full scale Decepticon attack is clearly underway and what’s more is their fault for causing the distraction that gave the enemy its opportunity.

Grimlock, rather uncharacteristically offers Blaster a draw, which is gratefully accepted, and the pair fight side by side and begin to turn the tide of battle. This is all fantastic punch the air stuff of course, but difficult to believe that two Autobots, even ones as powerful as Grimlock and Blaster can make all the difference.

Even more unlikely, is that the duo can disable the Decepticon ship with an Scrambler blast and well-placed impact from Grimlock’s sword. The ship begins to shake violently due to circuit overload and Ratbat orders a swift retreat.

There are some tough lessons to learn and clearly the two Autobot crews will need to work together to restore their injured and rebuild their ships. Grimlock requests the help of Max in this endeavour, only to be told that Steelhaven has set a course for Nebulos: the one place in the universe where they can reconstruct the great leader, they now need more than ever – Optimus Prime.

Some points in closing, 1) the lunar battle seems on the face of it like a desperate mismatch in the Autobots favour, as we not only have the full count of regular Autobots but the super-enhanced Pretenders/Head/Target Masters, Fortress Maximus himself and Omega Supreme, versus the regular compliment of the erstwhile Earth-bound Decepticons. Their surprise attack using the firepower of their base for the opening salvo was a tactical masterstroke.

2) Some minor editing was required for the UK version of the story. As the Constructicons retrieve the Decepticon POWs, Starscream, Thundercracker, and Frenzy have already been freed during Target 2006, while Skywarp was blown to bits in the same story, so for the UK edition the names on the caskets have been altered to Buzzsaw and Rumble, the only two left unaccounted for. That’s a lot of trouble to go to for just two minor Decepticon warriors, you might think.

3) The story draws a line under the entertaining Blaster and Goldbug deserters story arc, and the disastrous first phase of Grimlock leadership (he will of course get another chance in 1991 following another of Prime’s demises).

4) Many fans struggle to reconcile why the Autobots are so timid in standing up against Grimlock’s tyranny; even in the face of his abandoning of the Earth and torture of Blaster, they do nothing. One theory is that the Autobots are an incredibly honourable race, and obliged to obey the recognised Autobot leader, which may explain why Blaster and Goldbug’s desertion was so frowned upon.

5) While it’s nice to see so many original characters reappear, there are a couple of errors. Skids is pencilled in the background, when in fact he’s meant to be in Limbo dimension, having been displaced there by Galvatron (though not in the US continuity of course) and in Blaster’s flashback, an Autobot that looks suspiciously like Override is among the Ark crew; when he should of course be on Steelhaven. Given the sheer number of characters in this story its to be expected that there will be some mistakes, and ultimately forgivable… though Soundwave drawn with a mouth does stretch my tolerance.

Overall, Totalled is a fantastic standout story in the Marvel Transformers original run, and one I always enjoy coming back to. It sets the scene nicely for the big event of 1988, the return of Optimus Prime.

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Wrecking Havoc

It’s Cyclonus and Scourge versus Galvatron versus The Wreckers, in this enjoyable three-way scrap from 1988, set in mid-western town

Transformers meets Top Gun, or so it appears from Jerry Paris’ fiery cover for UK issue 172 and the opening pages of its lead strip ‘Wrecking Havoc,’ by Simon Furman (naturally) and the rarely-spotted-though-much-celebrated artist Bryan Hitch. In fact, as I review the story 34 years later, Top Gun Maverick is wowing audiences in the cinemas and so it seems rather fitting to be revisiting this Decepticon dogfight.

The Transformation page intro suggests that readers may have thought they were witnessing an aerial battle between ‘Action Force’ (the anglicised version of GI Joe) and Decepticons Cyclonus and Scourge. This makes sense given that there have been crossover stories in the previous year, and AF was the back up strip in UK Transformers at this point in its run (July 1988).

However, by the most exciting thing on the welcome page as far as I was concerned then and now is the glimpse of Powermaster Optimus Prime and the assurance “He’s on his way honest…” and in fact Prime would be returning to the main strip, not as a computer-generated character, but as a fully restored Autobot in issue 177, just five weeks away. Of course, at this point fans had no inkling of what ‘Powermasters’ were, so the Hasbro advert for this new toy-line, on page 17, would have been especially interesting. It features Autobots Joyride, Getaway, Slapdash, but not Optimus, and Decepticons Darkwing and Dreadwind, whose name tags were mixed up.

But let’s get back to Wrecking Havoc. This is the fifth of five two-parters from Simon starring the Cybertr0n-based Autobot resistance movement led by Emirate Xaaron, and with Ultra Magnus as their star player. It picks up from Deadly Games, where the team were last seen waiting for their trans-dimensional portal to come online and to deposit them across the vast gulf of space to Earth. It’s not a perfect technology and I get the impression it can only be used when planets are in alignment, or some such, hence they are having to leave without Magnus. (On the letters page, we’re promised that Magnus’ final showdown with Galvatron will come, although I’m not sure it ever does, presumably because Time Wars was curtailed).

In the absence of internet, Furman must have consulted the military books to look-up the Grumman F14 Tomcat and presumably Hitch will have been provided with photos of the elite warplane (which according to Wikipedia is still in service today in Iran, although it stopped being widely used in 2006). There’s some fantastic artwork from the 16-year-old Hitch of Cyclonus and Scourge zooming up on the F14s and striking with deadly force. The rear of one plane explodes and the two pilots eject – phew, no humans injured yet – but Scourge is less obliging than his teammate, blowing a second plane to bits.

It’s enjoyable to see Nightstick and Fracas, the Target master companions of the two future Decepticons, seated in the cockpits. We don’t get a strong sense of the relationships except that Cyclonus is dismissive of Nightstick and won’t let him near the controls, whereas Scourge seems to have more confidence in his companion, and they seem the stronger pairing. Both Decepticons believe they have been enhanced by becoming Target-Masters and bonding with the Nebulans. This is revealed later in the issue by Shockwave, who has agreed to provide sanctuary for the pair if their mission to confront Galvatron fails.

As the aerial battle continues, Cyclonus’ arrogance counts against him as he is duped by two planes suddenly banking left and right and leaving him to collide with a precipice that somehow crept up on him! Down but not out, Cyclonus must quite recover his bearings and destroy a sidewinder missile that is homing in on him. He and Scourge scuttle off with their metaphorical tails between their legs, embarrassed at being bested by human jets. They fear that it’s a bad omen for their meeting with their old boss Galvatron.

An interlude sees a slimmed down line-up of Wreckers (minus Magnus but also inexplicably missing Whirl and Roadbuster, a shame) going through their drills as Xaaron and Wrecker commander Springer express their concerns about the mission. A combat drop through an unstable portal is bad enough without facing one of the most powerful Decepticons in creation. There’s no backing out now… but I do have to wonder why Galvatron is such a target. They could, if they wanted, leave him to the Earthbound Autobots to deal with, while they concentrate on the bigger fish they must fry, namely overthrowing the Decepticons on Cybertron. It could be that with Prime now dead and his successor Grimlock having abandoned the Earth, Xaaron and Springer feel and obligation to fill the void.

Cyclonus and Scourge transform and land in the middle of a human settlement. Their arrival sends the human inhabitants (depicted in an array of eclectic outfits) to flee in a panic, all except one guy in a suit who is holding the shrunken gun-form of Galvatron and pleading to be allowed to go. Galvatron reverts to his robot form, surprising Scourge and Cyclonus, and although he stipulated that they should come unarmed there’s Galvy with his trademark particle cannon! He’s less happy that they have brought along the Nebulans – he also specified they come alone.

Oddly enough, given their history there are no pleasantries, nor any attempt by Cyclonus and Scourge to deceive their old boss by posing as allies and finding out about the time-jump control. They foolishly show their hand immediately by declaring to Galvatron that they have no desire to serve him and again, and they are prepared to take his trigger by force. Their intention is of course to return to 2008 and the position of power they enjoyed there.

Let’s explore that a moment. The are two ways to get to 2008. One is simply to sit tight and let the years roll around, after all 20 years is no big deal for an immortal robot. Or they can skip over those years with the device, saving themselves the wait, but then what – surely, they would run in an older version of Galvatron, laying in wait for them. It’s a flaw in the story’s logic I feel. (Or maybe they know that Galvatron is destined to die in the past?)

Reacting to their clumsy approach, Galvatron maintains the pretence that he still possesses the time travel device and challenges the two Target Masters to take him on. It’s certainly a fight I would have like to have seen, but alas it’s not to be, for at that moment the sky opens as the Wreckers descend from the portal, realising to their horror that they are smack-bang in the middle of a human settlement and the mission is already doomed. All this sets-up a strong cliff-hanger going into next week’s issue.

Jeff Anderson’s cover for issue 173 sees Galvatron busting through a wall, bricks flying in all directions. It’s okay as an image except that the Hulk or some other Marvel character of human size, he’s a giant robot. He should be a lot taller than most brick walls and the bricks and mortar itself would be tiny in comparison, but not so in Jeff’s image. It niggles with me, but I imagine most readers would not have noticed. Bryan Hitch continues one art duties, with Springer being propelled into an apartment block in the opening splash page and demolishing it. Interestingly there’s a naked silhouette in one of the shop windows, either a mannequin or somebody blissfully unaware of what’s going on outside!

Springer dodges Cyclonus’ downward punch in his direction and a laser blast before recovering his weapon and shooting a crater like dent into the Deception’s chest (the first time I’ve seen weapons have this level of impact). In a little reminder to the readers of the Target-Master concept, Springer attempts to relieve the dazed Cyclonus of his weapon, only for it to transform into Nightstick and run away.

I mentioned previously that The Wreckers are little light on troops, with some key people missing. Here they are not only battling three Decepticons rather than the one they expected to be up against, but Sandstorm is left performing crowd control.

Rack ‘n’ Ruin charges towards Galvatron, engaging in hand-to-hand combat and a close-range blast to the chest (another crater impact) but the Decepticon punches our Broadside and swings him into the others. The fight is going badly.

Fortunately, Galvatron inexplicably decides to voice out loud the irony that if the Autobots had waited, Cyclonus and Scourge would have tried to do the job for them (no internal monologue for him). Springer overhears Galvatron going on to say that the time travel device no longer exists, and – after sandwiching Cyclonus’ head between two cars (probably my favourite moment in the story) – he ambushes Galvatron and leaps away (a welcome reminder of his ability in this regard), exclaiming loudly that the “time jump trigger device is ours”. Cyclonus and Scourge immediately take the bait and go in pursuit, leaving the human settlement.

Galvatron understands that Springer has exploited his ex-lieutenants’ weakness, “their stupidity” and of course offers them a choice: ‘save your leader or try and take me in’. The Wreckers promptly go to Springer’s aid forcing Cyclonus and Scourge to take to the air and flee. Springer’s gamble worked, but presumably if they had offered to help Cyclonus and Scourge to take down Galvatron they might have collectively succeeded. The answer is surely that as soon Springer realised human innocents were in danger the priorities of the mission changed.

Despite a bold declaration that ‘Galvatron’s head will be ours’ they have been outwitted for now. Likewise, Cyclonus and Scourge will be forced into the arms (arm?) of Shockwave with rather far-reaching consequences (see Dry Run). And so, the curtain falls on an enjoyable run of UK stories. Next issue, the very long awaited (six and a half months) continuation of the Blaster versus Grimlock story. At last!

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Deadly Games!

Evil gangster lizard Zabra is making a killing from Cybertron’s gladiatorial games and pits Ultra Magnus against a hideous four-armed brute named Hooligan…

Transformers #170 was the issue that I feared I might never get. It was June 1988 and I’d been religiously collecting the comic every week for three years. My routine was to get up early on a Friday and be at the newsagent for when it opened at 7am and then I’d read my weekly instalment of Transformers from cover to cover before school. This time though something had gone wrong, there was no comic on Friday, nor the weekend and not even Monday.

Cue a minor panic. Had the comic been cancelled? Surely not, it was Marvel UK’s flagship title. However, I still remembered the fate of ‘Scream!’, an early 80s horror comic which I’d collected and loved, vanished without warning. Interestingly our very own Simon Furman had cut his teeth as a comics writer on that title.

Finally, on Tuesday the comic showed up. What a relief! It was four days late and with a 3p price rise to rub it in, but at least normal service had resumed. The editorial (Transformations), to its credit, immediately acknowledged the rise rather than hoping kids wouldn’t notice, and blamed it on rising production costs, which Marvel had held off from passing on for as long as possible.

Later in the year we’d see the paper quality dive and after that the return of black and white pages, although it would be the reprints that were the final straw for me and when I switched from the UK comic over to the monthly US title. More than to come.

Back to TFUK#170 though, we’ve a a delightful cover from Jeff Anderson which I really admire, depicting the reptilian Zabra with a huge knife and catching the horrified reflections of Ultra Magnus and the Sparklers in the weapon’s reflection. It’s such a great idea and allows us to see the main villain and the reaction of the heroes in one striking image. In fact, Deadly Games was to be the swansong of Magnus and the Sparklers. They’d had a good run together since Salvage, but all good things come to an end.

There’s a mention of a new Marvel UK title Dragon’s Teeth, from Furman and Senior (more on that later) before readers and dropped straight into a Roman-style arena and fight to the death between a multi-armed gladiator called Hooligan, and an Autobot extra named Chameleon (no surprises about how that is going to end up).

Simon Furman provides the story and to Dan Reed’s art, tipping their hats to the 1986 Annual story State Games (which established that gladiatorial combat had been a thing in Cybertron’s history and Megatron had risen to prominence and celebrity through this route) and after centuries of closure the Jekka amphitheatre is now back in service as a place where Autobots and other unfortunates meet their brutal end for the entertainment of a motley array of alien spectators.

Hooligan ‘from the planet Mil-Wal’ (a reference to Millwall FC which had a poor rep for football hooliganism at the time) wields a powerful mace and is also pretty deft with his fists. Chameleon is hopelessly outmatched but what he does have is an ability to blend into his surroundings, effectively turning invisible. This works against the lumbering Hooligan, until finally he twigs that he needs to switch to infrared where his quarry is quickly located and dismembered.

As an aside, we learn that Transformers can still transform with a limb missing but it is painful process.

The following day, Magnus and the Sparkabots are poking around and conducting an unauthorised investigation. We learn that Chameleon had been looking into rumours of a deal between the Decepticons and an alien when he met his end. However, the Wreckers are preparing to travel to Earth to confront Galvatron just as soon a dimensional portal is in alignment, and the orders are to stay put. Instead, Magnus feels that Chameleon’s demise deserves some of their time and they sneak out.

They are about to head back when Sizzle suggests they check out the abandoned Jekka Amphitheatre. Among the pile of bodies and severed limbs they find Chameleon’s missing arm, but before they can report back, they are confronted by the Firecons Flamefeather, Sparkstalker and Cindersaur, who are keen for a rematch (see Enemy Action for details). Magnus tries to help but is rendered unconscious by an attack from the scorpion tail of Zabra, the alien controller of the games. Is Zabra is organic? If so it’s hard to believe he could take down the Autobots’ greatest warrior unless he’s a cyborg of some sort.

The first half ends with Zabra announcing that Magnus will be the star attraction at the next games… setting up the exciting prospect of a showdown with Hooligan. Hurrah!

In addition to the always fun Grim Grams letters page, Furman and Lee Sullivan have produced a tightly written one-page story with Magnus fighting-while-narrating and setting the scene for the Transformers UK storyline (civil war on Earth and Cybertron and in the future) and declaring, “Only a miracle can save us,” cue an inset picture of Powermaster Optimus Prime… our first glimpse of the new incarnation of the Autobots’ greatest leader. So far so amazing! Marvel must have felt that the return of Prime provided a ‘jumping on point’ for new readers and the ad will have been intended to be rolled out across Marvel’s various UK titles.

Issue #171 has cover art by Jerry Paris depicting a battered and bloodied (oiled) Magnus in the arena with a poster showing what he’s up against. I like it a lot.

The Transformation page majors on ‘Dragon’s Teeth’ a flagship title for Marvel UK’s American-format monthly titles. It was a dystopian sci-fi story set in 8162 where survivors from a violent team sport (The Game) are recruited to a law enforcement role. What’s interesting about this plug for the latest Furman-Senior spectacular is that the title was found to be already owned by an independent, so very soon after it was rebadged as ‘Dragon’s Claws’ which is arguably better. I never actually saw an issue of Dragon’s Teeth on sale, even though Transformation suggests here that issue #2 is in the shops.

Back to Transformers – the story opens with an array of weird and wonderful aliens flooding into the amphitheatre, including a slug alien with a Decepticon insignia (is he wearing it as a fan?) and gives Dan Reed an opportunity to let his imagination run wild. There’s a nice touch with the souvenir sellers doing a good line in offering up severed limbs and parts from the games’ losing contestants.

In the dungeons below the stadium, Magnus and the Sparkabots are visited by Zabra and his Firecon minders. A painful strike from the guard’s mace sets Magnus’ hands on fire and puts him in his place. Just in case he still refuses to fight, the bad guys threaten to execute his friends, so Magnus has little choice at this point.

On the way to the arena, he attempts an appeal to Zabra’s conscience and gets precisely nowhere. For this alien mercenary it’s all about the profits and pandering to base instincts of the audience is a price worth paying. Likewise, Magnus soon discovers, as he’s being roughed up by Hooligan, that this brute enjoys what he’s doing – he’s not the fellow victim of the games that Magnus first thought, which means Ultra Magnus doesn’t need to hold back.

Much of the issue flips between the arena battle and the Sparklers tricking their guard and affecting an escape. They face a choice about getting back to Autobase in time for the transport to Earth – to fill in for Magnus in the assault against Galvatron, which given their power compared to Ultra Magnus is pretty ludicrous – and in the end they stick around an come to their friends’ aid, by ambushing the Decepticon troops who were poised to open fire on Magnus.

Finally, with the Optimus-style soul searching and compassion parked, Magnus can show his potential as a warrior and give Hooligan a deserved pummelling. At one stage Magnus picks up his opponent’s mace, only to realise that to execute Hooligan would make him no better, so he casts it aside and gives a sermon to the crowds about the sanctity of life – before taking Zabra into custody. Nobody cares and as they walk away, a couple of the alien spectators are already talking about a great murder-pit to visit!

The story feels like a satirical comment on TV/movie violence and concerns that were regularly raised in the media at the time. ‘Where’s a policeman when you need one, to blame the colour TV?’ as a popular song from the era memorably said. Is it escapist fun or the root of societal ills? I think probably more the former than the latter as Transformers itself exemplifies. We love nothing more than a clash between great rivals but also identify with the good and evil archetypes.

In summary, it’s a reasonably enjoyable two-parter with nods to Transformers history and some nice creative art, rounding off a run of stories of Ultra Magnus and the Sparkabots and Magnus’ performance as a stand-in for Optimus Prime before the great leader returns.

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Meltdown!

The countdown is on until Cybertron itself is ripped apart by Megatron’s unstable engines, but salvation may be coming in the unlikeliest of forms as the Autobots and Decepticon unite against Flame

A powerful cover by Marvel UK artist Jerry Paris illustrates the predicament that the Cybertron Autobots find themselves in. Xaaron, Ultra Magnus and the Wreckers, while not actually caught in the clutched fist of the rogue Autobot scientist Flame, are in that bind metaphorically, as captives of his zombie army.

Until last issue that army included the Wreckers’ former (now deceased) leader Impactor, who was also reanimated by Flame’s computer mainframe, but has started to regain some echoes of his consciousness. As the Transformation (intro) page for Transformers UK 168 memorably puts it: ‘Old soldiers don’t die, they get reanimated by insane Autobot scientists.’ Impactor wants revenge on the guy who interrupted his eternal rest, and you get the impression that he will play a pivotal role in what is coming next.

Meltdown, which was published by Marvel UK in June 1988, with art by Robin Smith and story by the prolific Simon Furman, is the third and final instalment of what has been a quirky and offbeat tale. It utilises a cast of Cybertron bots and cons that Furman has assembled and it a great example of the expanded story that the writer has created to fill the gaps between material from the comic’s US sister title (this is because the UK comic was weekly, and the US was monthly.)

These days it is not unheard of to have bad Autobots and noble Decepticons, I mean just look at efforts to recast Megatron as a heroic/tragic revolutionary against an oppressive Autobot State in the modern era. However, in the Eighties things were by and large nice and simple: the Autobots were the good guys and Decepticons the were the villains, so Meltdown is memorable for having an Autobot as the arch baddie. It also shows that bad apples are present on both sides.

The story begins with a recap of what’s happened so far, as told from the perspective of Flame’s computer briefing him on the threat level, and finally a countdown to the firing of the vast engines that will relaunch Cybertron as a mobile dreadnought.

As a minor point, having been told in Legion of the Lost that the events happened ‘three weeks’ before City of Fear, we’re now back to counting time in the Cybertronian vernacular established by Bob Budiansky way back in the 1986 classic, The Smelting Pool, by counting down in ‘breems’ (each one equivalent to eight point three earth minutes).

Robin Smith does a nice job of depicting Flame as a garish nightmare of a robot, utterly self-obsessed and hell bent on reviving an insane idea from Cybertron’s history so that the planet can sail the heavens with himself at the helm, everyone in awe at his achievement. The fact that a good chunk of the planet would be extinguished in the process is by the by.

The rest of the issue is mostly about getting the cast assembled and into place. Springer leads Ultra Magnus and the Sparkler Mini-bots below ground, with Sizzle still whinging about Magnus’ decision to send Flywheels, a Decepticon prisoner, for help. Magnus is charitable in the circumstances and explains that Flywheels is the only one with a jet mode and access to reinforcements, but he equally could have put this upstart back in his place. In a war situation and high stakes there’s no room for petty bickering and questioning superiors.

Below ground Broadside is about to find himself a meal for a hungry Zombie when Impactor intervenes with his trademark harpoon, decapitating the foe. He leaves armed with the information that Flame caused this situation and Broadside gets access to the armoury, which is likely to be extremely useful.

Xarron meanwhile confronts Flame, an old colleague who is still holding a millions-of-years-old grudge against him. When reason fails, Xarron tries to intervene and switch off the reactor, prompting one of the memorable moments of the issue as Flame transforms into his fire cannon mode. We learn that Xaaron also has a combat vehicle mode, but he hasn’t used it in several centuries – the shock of transforming may kill him. It’s a nice twist. I suppose it’s like asking a very elderly and long retired athlete to run a marathon.

With the Wreckers tooled-up, the zombie army is becoming manageable, so Flame’s computer takes defensive measures by sealing the reactor off with blast doors. The opening instalment ends with Springer and Broadside making a dash for the surface to get “stuff” from Autobase that can cut through, only to find their paths blocked by the biggest, most deadly Decepticon of all – Trypticon!

It’s a welcome, if totally unexpected, return for this character, who became an instant fan favourite at his debut in the 1987 story King of the Hill and sets the scene nicely for the conclusion.

This of course begins with Jeff Anderson’s cover depicting Trypticon ‘partying’ at the expense of the zombie hordes. His arrival has the potential to tip the balance heavily in the favour of Flame’s opponents, but first we’ve got three pages of Xaaron dodging blasts from Flame, attempting to transform, and finally reasoning with Flame again, so basically a rehash of scenes from the previous issue.

In the battle of the Wreckers versus the blast doors, it’s the doors that are holding firm. Magnus asks where Springer and Broadside are with the heavy artillery, only to get the answer in the shape of the monstrous Trypticon advancing towards them.

Springer and Broadside appear with Flywheels – who apparently could not get reinforcements in terms of numbers, so he settled for the biggest Decepticon of the lot. Then a memorable line from Flywheels, “Trypticon get the door,” sees the giant Decepticon headbutt the doors down and they are in (with zombie Impactor following close behind).

Magnus makes light work of Flame and the Autobots argue about who should be the one to undertake the surely fatal trip inside the reactor to switch it off. Xaaron is their talismanic elder and too important to sacrifice, but before Magnus or Springer can go in, they are forced to repel more of Flame’s zombies. This is the scene that the cover is based on.

Flame, having been an irritating pain in the arse for the last four issues, finally gets his comeuppance, as he’s about to launch himself at Xaaron and gets harpooned through the head by Impactor. The ex-Wrecker leader then becomes the one to enter the reactor and shut it off, getting torn apart in the process. As the Autobots and Decepticons escape to the planet surface, the engines destroy themselves, and the Xaaron pays tribute to Impactor – the Autobot who “died twice” so that others may live.

In closing it’s a satisfying conclusion to the story. Sure, it’s in many ways predictable, but there are a few unexpected turns, such as the return of Impactor and Trypticon, and some great moments like Xaaron attempting his transformation and Flame’s fire tank, to keep things exciting. It’s no surprise that the City of Fear saga is a fan favourite from the original Marvel run.

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Legion of the Lost!

The source of the zombies is revealed, as Wreckers leader Springer must overcome his inner doubts if he is to confront the past and save the future…

In City of Fear, fans were treated to a hugely entertaining zombie-fest as Ultra Magnus, the Sparklers, and their show-stealing Decepticon prisoner, Flywheels, fought to stay a step ahead of the armies of the undead, succeeding against all odds and probably much to their own surprise.

It wasn’t at all clear how or why the bodies of dead Transformers had sprung to life and started menacing the living, and it didn’t matter because the lack of explanations allowed us to enjoy a fun, uncomplicated and thrilling ride. Sometimes ignorance is bliss.

However, inevitably Simon Furman was going to have to explain the zombie situation, as well as the whereabouts of the Emirate Xaaron and the missing Wreckers. Legion of the Lost, the middle instalment of our story (from May 1988), is where those explanations are revealed, and the pieces put in place for an explosive finale (literally).

A bit like playtime followed by the classroom, Legion is essential learning but ultimately less satisfying than City of Fear or even the final instalment, Meltdown.

Things pick-up where we left off, with Magnus and co. having learned that a mysterious signal which animated the zombies originated from deep below the surface of Cybertron. However, the locus switches to our mysterious villain (Flame) who we can only see by his arm and its flamboyant fire markings – a bit like a bad Hot Rod tribute act – watching the Autobots and Flywheels on his monitors.

Magnus is caught on camera booting a now deactivated zombie across the floor in a moment which raised an eyebrow for me, is this the same Magnus who was so worried about injuring the zombies last week that he ordered a ceasefire that nearly got everyone killed?

We see Xaaron, once a member of Cybertron’s governing council and ever after a talisman figure of the Autobot resistance, sitting in a cell. Whoever this mysterious enemy is, he’s responsible for the disappearance of the Wreckers and everything that has transpired so far. Furman transitions into the events of three weeks earlier and a massive nuclear explosion which fried a lot of bots.

Springer, who is the main character in the second instalment, had stormed into Autobase in an absolute panic, only to find Xaaron calm and in control (no doubt this sort of thing used to wind up Springer’s predecessor Impactor also). Xaaron has already determined that the enemy were not responsible and that someone else was, and, on cue, a technician briefs the assembled Wreckers on his theory that a reactor below ground had been vented.

Xaaron reminds us that Megatron, the founder of the Decepticon movement and the instigator of the millennia long civil war, had once schemed to turn Cybertron into a space-faring dreadnought. It turns out that he might have actually got around to building the engine room before he disappeared.

Springer immediately deployed with his men to find a way underground, only to return in failure. Sitting there dejected he wallows in doubts and self-pity about his mistakes since taking over leadership of the Wreckers following the heroic death of the team’s long-time leader Impactor. These include falling for Megatron’s disinformation and nearly executing Optimus Prime, which as mistakes go is about as bad as it gets.

It’s all shaping up to be a classic Furman redemption story (I remember reading one of his Thundercats stories with Lion-O wracked with doubts and having to overcome them by the story conclusion, and similarly Prime himself in Crisis of Command or even Magnus recently in Salvage) – you get what I mean, it’s a familiar trope.

Things usually must get worse before they get better and sure enough Autobase is quickly overrun with Zombies bursting up from the floor. Springer has no idea what to do and his men are started to get overwhelmed.

Sandstorm shouts to Springer to get away and save Xaaron, which eventually he resolves to do, even though it means leaving his men to their fates. This sets up a ‘shock ending’ for the first part as the fleeing Springer comes face-to-face with his worst nightmare, a zombified Impactor!

Did we see that coming? Well yes, I think the build-up with Springer invoking Impactor’s memory – revealing that he looks up to his predecessor massively, even though they only met for a very short time in Target: 2006, pretty much gave the game away. Still, he was a great character in that iconic 1986 saga, still arguably Simon Furman’s greatest Transformers stories, and its exciting to see him return (proving that in comics, no death is truly forever).

In the second part, Transformers issue 167, we learn the Wreckers survived the attack, along with Xaaron, and are now in the cells with a band around their mid-rift which prevents transformation. Impactor enters as the zombie bodyguard of Flame, who we finally see, and surprise, surprise, he’s an Autobot! (Albeit clearly a loon).

There’s a bit of history here between Xaaron and Flame. It turns out that Xaaron was responsible for snuffing out Flame’s grand ambition to activate Megatron’s engines and propel Cybertron on a journey through the cosmos (presumably in a more controlled way than currently, with it having spun out of orbit in issue 1).

Flame had been presumed dead in an explosion, but he survived and has like a science geek who got ridiculed at school he’s returned all embittered and desperate to prove he was right all along. Luckily for the Xaaron and company, they are needed alive long enough for that ‘I told you so moment’, although Xaaron’s expects that the loopy plot will probably destroy Cybertron in the process.

A quick check on the surface sees Flywheels jetting away in his plane mode and Magnus arguing with the Sizzle about why their prisoner has been allowed to go. Magnus rather hopes he can trust the Duocon to bring reinforcements. We’ll see.

Back to what I was saying about the ‘overcoming self-doubt motif’, Springer has reached rock bottom in terms of his lack of belief in himself. It takes Xaaron to remind him of the insult he’s giving to Impactor’s memory if he doesn’t snap out of it. Finally, Springer sorts himself out, and uses his leaping ability to launch himself through a vent in the ceiling, with Impactor gripping his legs and getting carried along.

The old trick of escaping through an air vent is not very original, and I have to wonder at the point of vents on a planet inhabited by robots who don’t need to breathe. That said, much later the Neo Knights (Earth superheroes) are able to survive on Cybertron so perhaps there’s an atmosphere after all, just without plants to release the oxygen.

Springer reasons with Impactor as they tussle in the shaft, finally triggering Impactor’s limited consciousness starts to reassert. He leaves to ‘find out what he has become’ and Springer resumes his mission to alert the outside world about the impending doom. To be concluded…

It must be said that 1988 is a boom time for Marvel UK. In both issues there are plugs for new releases, as the company launches a line of American format monthly titles – there’s Action Force, Dragon’s Teeth (soon to be Dragon’s Claws when it turns out that an independent already has the name) and a one-page strip about Death’s Head which hints at his return. Exciting stuff.

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City of Fear

The dead walk the streets in the Cybertron city of Kalis! Can Magnus, the Sparklers and their Decepticon prisoner Flywheels make it out alive?

Location, location, location. Any estate agent will tell you this is the top consideration when investing in property. So, whoever decided to relocate the headquarters of Cybertron’s Autobot Resistance to Kalis really screwed up royally!

On the face of it, Kalis is a bombed-out wreck of a place, but pretty much your average Cybertron metropolis after millions of years of ongoing civil war. However, recently it has earned itself a feared reputation for supernatural goings on. Whisper it gently, but some say the dead walk the streets here!

Like I said, not the best place to open a new base. Or maybe it is if you don’t want Decepticon patrols to find you?

Welcome to City of Fear, the first chapter of a six-issue saga from writer Simon Furman and artist Dan Reed, published in issues 164 and 165 of Marvel UK’s weekly Transformers comic (still enjoying its hey day back in May 1988).

I’ll say up front that I absolutely love this two part story and for me it ranks among the best of Simon’s UK material. It also really suits Dan’s artistic style. These days a zombie fest is common enough but less so in the 80s and I wouldn’t have expected the concept to work for a Transformers story but by Primus it does.

Dan’s cover for 164, ‘Face it Sparkers there’s no-one home’ – with zombie silhouettes reaching for Magnus and his mini-bot mates lets you know what you’re in for. The Transformation intro page also ramps up the anticipation for the ‘most spinetingling Transformers story we’ve ever dared to present’. This one would have made a very good Hallowe’en story if it had been later in the year.

Simon is not adverse to stealing concepts from Star Trek (like warp drive, Hot Rod beaming down in Kup’s Story, time travel, communicators etc) and this also includes the unwritten rule that a character who is not part of the main cast (in this case the Hasbro toy line) is almost certain to die horribly.

A case in point is the anonymous green and orange Autobot making his way across Kalis in the opening scene. (I have a vague memory of him being revealed as Chuffer on a later Grim Grams page – not sure if this was a gag by Furman).

Chuffer, or whoever he is, has got the jitters alright. He’s jumping out of his skin at eery noises and big-time regretting not heeding the warnings to stay hidden. A skeletal-looking robot zombie rears up behind him, still wearing an Autobot badge, and punches a hole clean through the robot’s chest. Eeks. As openings go its dramatic and defy anyone not to read on.

On Earth, Ultra Magnus and the Sparkabots are awaiting the arrival of an interdimensional portal that will transport them to Cybertron and the new Autobase on Kalis. The mini-bots are still being referred to in the UK comic as the Sparkler Mini-bots (why I don’t know?) and Sizzle and Fizzle’s colourings are reversed. These are curiosities that endure to this day, however they are a good foil for Magnus, who is our main character and Optimus Prime stand-in.

As I’ve mentioned before, the Cybertron Autobots led by Xaaron and the Wreckers have enough on their plate trying to retake their home world without worrying about the future Decepticon Galvatron, who is at large on Earth, a very distant for them. For some reason he is a priority though, and enough to send the Sparklers to Earth to spy on him and with the secondary aim of recovering Magnus.

With the mission complete, it’s time to return to Cybertron and report back, so they step through the portal and emerge in a trashed and deserted Autobase. Magnus questions who could have been mighty enough to best the Wreckers, their elite commandos? And where is everyone now?

One clue might be a very old, severed head that Sizzle finds. Odd that the blaster damage looks recent. He drops the head and runs to catch up with the others, only for it to come alive and bear vampirical fangs. A brilliant moment.

Our intrepid heroes find Kalis a ‘ghost town’ and even the Empties (Cybertron down and outs) that they see, beat a quick retreat when they see them. They think they see movement in a window, but no-one will come out and talk, much to Magnus’ annoyance.

Instead, everyone reverts to vehicle modes (Dan Reed uniquely illustrates their transformations with electrical energy in yellow and black) and they head out of the city in search of some answers, only to run into a Decepticon cordon. Are they keeping something out or something in?

Then an unexpected character debut (I always loved those) of the Duocons Flywheels and Battletrap who attack via their aerial modes and drop a bomb on the four Autobots. The Sparklers are rendered temporarily unconscious, but Magnus, who is still standing and pretty riled up by this point, whacks Flywheels with a girder and forces him to crash-land and revert to his robot mode.

Duocons, as we know, separate into two vehicles and therefore Flywheels’ jet should only be able to form his robotic torso and would have been parted from his tank mode (needed to form his legs). To get around this obvious problem, Furman has the Duocons function as triple changers, which is a real shame. Better I think, to have had the vehicle mode teleport across.

Flywheels is actually the unexpected star of the show from this point on. He’s such a brilliant addition to the team – wise-cracking, untrustworthy and one real cool dude. Initially though, he’s freaking out after discovering that he’s been bundled into Kalis – don’t they know the dead walk the streets in Kalis and their victims become like them, the living dead?!

Right on cue, hands burst from the floor and grab their feet. The dead have risen… and it’s a hell of cliff-hanger to top off a downright entertaining opening instalment.

On the letters page Grimlock deals with the confusion over Jawbreaker/Overbite, explaining that Jawbreaker was the Seacon’s name on Cybertron and it stuck. Hmm. He also reveals that the message that the Headmasters received which brought them to Earth was sent by Goldbug from the cave at Mount St Hilary. Since the message was received before we saw the story where it was sent, I’d assumed that it must have been Soundwave’s message sent in The Next Best Thing to Being There, way back.

In the opener for issue 165 there’s the first mention of Dragon’s Teeth, a new title on the way from Furman and Senior (a real classic) that would end up being renamed ahead of its release to Dragon’s Claws. I think at some point I’ll review it.

Back to City of Fear, and part two opens with zombie hordes spilling out from the sides and surrounding our protagonists like circling wagons from a Western. They’ll have to ‘fight their way out’ declares Magnus, and everyone starts gunning down their attackers using their identical blasters (Dan Reed standardised the weapons which was a shame as often the guns were unique to each Transformer and certainly looked different).

Magnus won’t allow Flywheels to have a gun back (he’s their prisoner after all and being a Decepticon, he’s not to be trusted) but the latter has a tank mode which comes in rather useful. The Sparklers unleash a fire bath from their engines, until Magnus realises some of the zombies are Autobots – they are killing their own troops.

It’s a dumb move and risks getting everyone killed. Luckily, Flywheels takes not a bit of notice of the order and saves Magnus from getting mauled by a flying zombie. Not that Magnus is particularly grateful!

Having beaten a retreat they regroup nearby and theorise what might be reanimating these dead Autobots and Decepticons. If it’s a remote control (or computer transmission as stated) Flywheels suggests they jam the signal. Obvious huh?

Cue Magnus and Flywheels heading into the Baird Beaming Transmitter (a nice nod from Simon to the Briton, John Logie Baird, the inventor of television) and he reluctantly agrees that he’ll have to hand the Decepticon back his gun. Can Flywheels be trusted? Magnus doesn’t think so, but feels he has no choice, he needs the help.

Magnus is successful, only to find himself staring down the barrel of Flywheels’ blaster. Luckily, his target turns out to be a still reanimated zombie – phew!

The threat is over, and Magnus was able to learn something significant – that the signal which activated the zombies was coming from hundreds of feet beneath the surface of Cybertron. Interesting.

In closing, what a fun ride and a distinctly different Transformers story. The rank-and-file Sparklers compliment the more senior and serious Magnus, our stand-in Optimus who is comfortable getting his hands dirty as well as commanding. The Sparklers are a nice, easy-going bunch (as much as anyone can be with zombies on their trail) but they don’t register as separate personalities.

Flywheels steals the show. His wanton disregard for life is just the ticket in this situation and gung-ho philosophy contrasts with restrictive Autobot morality. He is the black humour element and enjoys the Autobots’ discomfort in having to side with their prisoner. There’s always the feeling that Flywheels is about to turn on his new allies, but instead he saves Magnus twice. Perhaps he was starting to like his new Autobot allies?

With that, we’re on to Legion of the Lost, the next instalment, where the explanations begin and events go from bad to worse.

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Pretender to the Throne!

Optimus Prime returns from the dead as a video game character, just in time to witness the launch of a new breed of Transformer – the Pretenders…

The cover of Transformers US #40 featuring the new Pretenders

April 1988 saw Marvel UK going potty for the Pretenders. No, not the eighties rock band fronted by Chrissie Hynde, the Autobot and Decepticon Pretenders were Transformers hiding inside giant humanoid or monster-alien shells.

They were the latest bright idea from Hasbro as part of their perpetual quest to push new products and if it all sounds a bit far-out and wacky, well it was. We’d previously had concepts that pushed the envelope a bit like transforming heads and weapons here but the Headmasters and Targetmasters were at least recognisably Transformers. Pretenders were not, although I suppose that was the point.

The shells, though a chunk of plastic, were the main attraction and the robot inside – skinny and unimpressive with a poor transformation – seemed like an afterthought. I’d still take them over the Action Masters which came later, but that’s not saying much.

It wasn’t only the toys – the Pretenders were flawed as a concept too. I mean, a 30-foot human is not the most inconspicuous disguise, and if a gigantic monster came at you with a sword or gun, you’d probably open fire anyway regardless of whether you realised it was a Decepticon.

Despite these being one Hasbro idea that should never have got off the drawing board, the Transformers comic dutifully does its best to talk up the latest big event. By the time of issue 162’s release, we’d had a couple of weeks of build-up, and the hype was in full flow.

Jeff Anderson’s cover depicts Cloudburst, one of the new Autobots, and the character also adorns on a sticker badge ‘free gift’ that readers are encouraged to detach and “wear with pride.” This would be followed by a competition to win 50 of the new toys.

As you can tell, I was somewhat unimpressed by the Pretenders so you would imagine I refused to buy any of them, right? Err, well not exactly. I hate to admit it but being a Transformers superfan I shelled out for all the new releases, and in this case invested in Skullgrin who seemed the best of the bunch. The Decepticon Pretenders were visually much more interesting that the rather bland Autobots.

I think over time the Pretender toys got better, such as the Beasts and the Classics (I also owned a Pretender Bumblebee and Snarler) but this first wave was underwhelming. In the UK only six of the original twelve were released, and for once I was not envious of our American cousins.

So, what of the story Pretender to the Throne? The first thing to note is that there is no would-be king seeking a throne as the name suggests. The title has been chosen for no other reason than it’s a well-known phrase containing the word ‘Pretender’, so a bit more product emphasis (as I said Marvel was trying hard). Ironically, although this is their debut story, the Pretenders are pretty much incidental to the plot, which is about Optimus Prime returning from the dead as a computer game character. This is actually a saving grace for the story as it’s far more interesting.

It begins in a “reality different from our own” where Optimus is at his heroic best, leading a group of Mechabots into battle against the evil Bombasticons. With the inspiring leader of the Autobots at their side the battle is quickly won, and Prime stands victorious as ‘GAME OVER’ flashes across programmer Ethan Zachary’s screen. Long-term readers will remember Ethan as the guy who allowed Prime and Megatron to fight in his Multi-world simulation with tragic real-world consequences for the Autobot leader. At the conclusion of that 1987 story Afterdeath! we saw Ethan with a disc labelled ‘Optimus Prime’ which suggested he’d made a back-up of some sort and perhaps Prime’s death may be reversible.

Ethan is now a bigshot owner of his own games corporation and has even created an early precursor to the webcam – a camera peripheral that allows Optimus to see the real world outside cyberspace. He show’s Optimus the day’s paper and a photograph of Scorponok’s Decepticons seizing a genetics lab. Prime doesn’t recognise them, and questions Ethan on whether they are opponents in the next game.

There’s a fun scene where Ethan recovers an image of Buster Witwicky from Prime’s memories, then tracks down a number for Sparkplug only for Buster’s dad to slam the phone down (so angry is he with the Autobots for endangering his family) with Optimus remarking that some players are “sore losers,” which is hilarious and also incredibly apt for his current level of self-awareness.

On board the Autobot spacecraft ‘Steelhaven’, orbiting the Earth, we see that Goldbug has been gifted a new body, which is surely a relief for his many fans among the readership, after he was transplanted into a toy car and crushed by Ratbat. The Autobots are aware of the call from Ethan thanks to a listening device that Spike left at his father’s apartment previously (sneaky) and so it’s a good opportunity for Goldbug to hop on a shuttle to Earth and try out his new form while investigating.

He finds Ethan and asks if he is psychic, seeing as he “claims he can talk to the dead!” Moments later Goldbug is stunned to see Optimus Prime alive and well inside the computer intranet. If Prime could command the Autobots in battle again, Goldbug thinks it might snap him back to full consciousness. Instead, Ethan sends Prime through the grid to invade the Decepticon-ensnared genetics lab and spy on their enemies where, by coincidence, they are poised to initiate Scorponok’s latest mad-science experiment.

Positioned in front of Lord Zark and Vorath (heads of Scorponok and Mindwipe respectively) are six Decepticon volunteers stood within ‘synthoplasmic chambers’, which crackle into life and coat the warriors in synthetic flesh and tissue. The Decepticon Pretenders – Iguanus, Sub Marauder, Skull Grin, Bugly and Finback – are born, with virtual Optimus getting a ringside seat.

Prime is detected by Vorath (who refers to their ‘file wall’ being breached, most likely he means firewall, let’s not forget that in the late 80s this would not be a widespread term) and repelled with a data surge. Scorponok orders the intruder to be tracked down and eliminated, and Prime formulates an appropriate response to the threat – which is that the Autobots must create six characters of their own (how convenient).

Thus, ends the first instalment, which at 12 pages of story is one more than usual (all part of the Pretender giveaway fest we’re assured) and part two opens with Brainstorm having hastily reproduced Scorponok’s experiment and found six willing volunteers of their own – Landmine, Cloudburst, Waverider, and three that were not released as toys in the UK, Groundbreaker, Sky High and Splashdown. Readers are asked to believe that these six were always part of the Steelhaven crew, though we’ve never seen or heard from them before.

With a trap set for the Decepticons, Prime decides to he must bait it by travelling back into the Decepticon computer and luring them to Ethan’s lab. Goldbug is fearful that Prime could be terminated by a protection program but he is showing more courage and leadership than he has up to now, so they’ve got to see the plan through.

It’s fun to see Prime as a game character moving across cyberspace and an original idea with quite a lot of potential. The gaps in his memories also strengthens the idea that not all his original mind was able to be retained on the disk, which makes sense given that floppy disks in 1988 could store about 1MB of data and not even scrape the surface of a robot with millions of years of existence. That’s a hell of a Winzip.

Scorponok suspects that something strange is afoot and orders Vorath to input him into cyberspace, setting up the mouth-watering prospect of Prime versus the Decepticon Headmaster leader. It’s also nice to see RAAT forces surrounding the lab in a nice throwback to past stories, and even better to see them getting routed by the Decepticon Pretenders (at least RAAT were fooled that they weren’t robots).

The Decepticon Pretenders fly to Ethan’s lab where they spy six giant humans standing guard. This ought to set alarm bells ringing, considering that they are about five or six times the size of your average human, but Scorponok assures them (ridiculously) that it simply means their cowardice is greater! This gives the Autobot Pretenders the opportunity to ‘reveal and roll out’, separating from their shells and mentally controlling the shells to double their fighting force.

Optimus is able to watch the battle via a video link with Goldbug, which glitches for a short time leaving the Autobot Pretenders in disarray, but Prime saves the day by subjecting Scorponok to a data surge and defeating him and then commanding the Autobots to victory of the Decepticon Pretenders who retreat.

Ethan and Goldbug are delighted, and Optimus Prime believes he has discovered a renewed purpose as a warrior and a leader before asking, “when is the next game?” Oh dear.

This is to be Ethan’s final appearance in the comic, so we can assume that he hands over the disk of Optimus Prime to Goldbug. In closing, we get zero development from any of the new Pretender characters, but you imagine that Bob Budiansky has done just enough to get the suited Hasbro executive off his back for now. Unlike the Headmasters who seem to have made the comic their own, the Pretenders are quickly forgotten about, though unfortunately the concept is here to stay.

Next issue, from monsters to the undead, it’s one of my favourite 1988 stories and one that was made for Dan Reed’s art – the City of Fear.

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Salvage!

Shockwave recovers Megatron from his watery grave to use as an agent against Galvatron, who appears to have mentally broken poor old Ultra Magnus…

‘Look who’s in Transformers’, teases the Transformation page for issue 160 with Lee Sullivan’s realistic drawing of a familiar face from the ‘real world’ – Richard Branson. Genuinely this was unexpected.

Branson was/is one of the Britain’s most recognisable business personalities, and in April 1988 when the comic was released, he was famous for high-profile marketing stunts such as driving a tank through New York’s 5th Avenue or wearing a wedding dress to launch his Virgin Brides line.

It’s easy to imagine that when Marvel UK asked if he would like to appear in Britain’s best-selling weekly comic, Branson was tickled by the idea. It may well have engendered some goodwill from young readers towards Virgin corporation (and sales as the Virgin Media stores) but if Sir Richard was hoping to look cool and down with the kids, he might be disappointed. If anything, he’s on the receiving end of some Decepticon humiliation, in a manner that other billionaire GB Blackrock knows well.

Our story opens with a full-page of Megatron and Centurion being dredged from the bottom of the Thames by Mr Branson, while still locked in the battle poses they were in when bombed by Action Force in the Ancient Relics crossover story.

Mr Branson is dreaming of his corporation being splashed across the headlines – all good publicity for his environmental credentials (that was a thing in the 80s too!) -when an employee shouts a shark warning. This sounds ridiculous, as ‘there are no sharks in the Thames’, but the Seacon Jawbreaker pops up and bites through the chains that are holding the two petrified giants. Then Blitzwing, Ramjet, Dirge, and Thrust swoop down make off with Mr Branson’s prize, leaving the tycoon shaking his fists.

Hours later at Mount Verona, USA, the Sparkler Minibots – Sizzle, Fizzle and Guzzle – free Magnus from his tomb, where he’s been contained since the 1987 Transformers Annual. Magnus is at first disorientated and then overcome with fear as images of his fateful last encounter with Galvatron flood back. Sullivan’s nightmarish depiction of Galvatron’s laughing face inside a Decepticon sign is genuinely creepy.

FYI Salvage is Lee Sullivan’s first ‘interiors’ for Transformers UK after cutting his teeth on a series of covers. I wasn’t a fan back in the day, as I didn’t think robots should have human expressions, wrinkles and saliva – metal faces shouldn’t contort. But revisiting the story now I think Lee has done a much better job than I’d initially given him credit. His splash page of Optimus Prime looming over a cowering Megatron in part two is particularly inspired.

When Magnus and the Sparklers catch sight of the Decepticon jets flying Megatron and Centurion in the direction of Fortress Sinister, their original and long abandoned base, the Autobots set off to investigate. Meanwhile, a shadowy figure keeps watch outside the said base. Sullivan does well to conceal the figure’s identity, but most fans will have immediately twigged it was Galvatron.

Why’s he there? Well, ever since Enemy Action Galvy has been keeping tabs on Shockwave and plotting his moves to overthrow him. He thought the present day Decepticon leader had ‘escaped’ him by blasting his island base into space, only for Shockwave to fall to Earth moments later in a blaze of fire. As we know, he was shot down by Fortress Maximus in last week’s story and got sucked into Earth’s gravitational pull. His demise looked conclusive, and it will see Shockwave written out of the US comic for the next two years, while Ratbat rules.

However, Simon Furman has need of Shockwave for his developing storyline in the UK and downplays the demise, which is a shame as Bob Budiansky had written such a good exit for the character. Now the Earthfall is relegated to a minor setback leaving Shockwave stranded with a handful of remaining Decepticons but free to pursue his long-term aim of ending the threat of Galvatron. What’s odd about this of course is that Shockwave is worried about Galvatron stealing his command, when Ratbat has actually gone and done exactly this. How has Shockwave not realised?

Inside the fortress, Snaptrap shows himself to be quite capable as Shockwave’s mad scientist sidekick complete with ‘psycho-probe’ equipment. Finding Megatron in a vegetative state, it will be necessary to stimulate coax his catatonic mind back to consciousness and requiring the former Decepticon leader to overcome his greatest fears along the way.

Ultra Magnus is about to face the same mental trial, as he arrives at Fortress Sinister with the Sparklers hoping to prevent Megatron’s revival, he runs into his archnemesis Galvatron. Magnus sinks to the ground screaming ‘nooooo’ as part one ends on a suitably dramatic cliff-hanger.

In part two, Megatron once again strides confidently through the corridors of the Decepticon fortress, is he restored to his past glory? No, as it turns out. Where once he was a force of undiluted evil, feared by the enemy and his own troops alike, now he is reduced to a quivering wreck as he is confronted with a ghost from his past… that of Optimus Prime. In the real-world Shockwave is frustrated – he needs Megatron back to his aggressive and arrogant best if he is to be of any use.

Furman now runs the twin plots of Megatron and Magnus in parallel as both are forced to confront their demons. Magnus is on his knees, broken by the haunting memory of past battles with Galvatron, battles where he’s been utterly defeated. The fear is suffocating but if he can’t get snap out of it his new friends, the Sparklers are about to become Galvatron’s next victims, having rejected the offer to take Magnus and scram.

In possibly the finest moment of the story, we’re treated to the return of Lord Straxus – who asks: ‘why so surprised to see me?’ – after all he shares the same mind as Megatron following a botched body takeover back in issue 103. As if to revel in Megatron’s weakness, Straxus proceeds to tear Prime limb from limb, just as Galvatron is busy knocking seven bells out of the Sparklers as Magnus is in the grip of despair.

Then comes the turning point for both protagonists. Megatron remembers how he used to be – previously if any being dared to challenge him, he would crush them utterly, and with that his anger swells and he punches a crater sized hole in Straxus’ face, tearing him in two! Megatron is victorious and Shockwave is pleased, his subject is now ready to receive new programming.

Likewise, Magnus finally comes to his senses, knowing he has to act to save his fellow Autobots – better to die than live a coward. He reigns blows on Galvatron, taking him by surprise and amazingly wins the battle. Galvatron is hurt and retreats (first time for everything). Magnus does not pursue but he knows now that he could have beaten his foe all along, he just lacked the confidence. Next time will be different he vows, and they will fight for the last time. That next encounter was, I think, intended to happen in Time Wars but fell by the wayside when the saga was shortened.

All in all, Salvage is a satisfying read and lays the building blocks for epic upcoming events that will take us up to and beyond the milestone 200th issue.

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Desert Island of Space

Spike’s first mission as Fortress Maximus and Autobot leader may be his last as he gives way to emotion in a desperate bid to rescue his brother from Decepticon clutches…

Our second Transformers story of 1988 from the Marvel US team of Bob Budiansky, Jose Delbo and co and its one of my favourites.

After the hugely enjoyable Headmasters mini-series, which spanned 16 weeks of the Marvel UK comic in the back-up strip spot, readers were left thirsting for more of the adventures of this great new cast of Autobots, Decepticons and their Nebulan companions. In Trial by Fire the Headmasters returned, this time in the main story, and sadly it was to prove the final curtain for Galen Kord, a central figure in the Headmasters saga, but who died passing the helmet of Fortress Maximus to Spike Witwicky. As mentioned in the last review this was inevitable if the comic was to keep in step with the Hasbro toy line which has Spike as Fort Max’s partner.

No sooner had Galen succumbed to his injuries, and a volcano’s blast, Spike was anointed by the other Autobots as his successor. Essentially, we’ve got a young man who’s straight out of college, who’s an alien to the Nebulans and Autobots, and has no military experience or credentials other than he made a promise to Galen and enjoyed one successful rout of Scorponok’s Decepticons. To say he’s a risky choice is probably an understatement.

Added to this, Spike’s judgement – and by extension Fort Max’s – is clouded by the emotional pressure he’s under to try to rescue his brother Buster from Decepticon captivity. It’s a perfect storm which comes to a head in Desert of Island of Space, where the Targetmasters take their turn in the spotlight and Kup provides the mouthpiece for all those pent-up doubts about their new ‘leader’.

It’s also a pivotal story in that it removes the Earthbound Decepticons from the stage (temporarily) to clear the way for Scorponok’s group to fill the gap, and the unlikely ascendancy of Ratbat – a subplot for several US stories now – comes to fruition as he successfully sees off Shockwave for the Decepticon leadership.

Dan Reed provides the cover for issue 158, which depicts ‘The Hostage’ aka Buster Witwicky on Shockwave’s palm as seen through the binoculars of the US Navy. The Transformation page also trumpets a four-page mini comic about The Visionaries, who are due to get their own Marvel UK monthly comic and talks up the ‘bizarre and exciting’ new Transformers that are on their way… the Pretenders.

The action begins with Buster coming-to on the shore of an island off the Florida Keys, which we know to be masking the current Decepticon undersea base. For someone who was once pursued, terrified to near death by Shockwave, the site of the cold and imposing Decepticon leader, plus Ratbat, doesn’t seem to faze him. Quite chipper, Buster asks whether he might be provided with breakfast – at which Ratbat catches a raw fish (what a skinflint) and Shockwave proves the more generous by firing a nifty laser beam from his eye to fry several fish. True to form, Ratbat complains of the waste of energy resources! LOL

Why are they keeping Buster alive? The answer is the naval armada that has gathered on the horizon, thanks to Triple I tracking the recent Decepticon raids back to their source. Head of the organisation Forest Forsythe is aboard the flagship and welcomes back Walter Barnett, who by rights should be in the firing line for stealing the Throttlebots’ brain modules prior to their execution (see the story Toy Soldiers). Lucky for him, Forsythe had a close run-in with Ratbat and the Predacons that persuaded him that there might indeed be two warring factions of Transformers.

Walter has brought along five Throttlebot brains inside toy cars (minus Goldbug of course, who has since been crushed by Ratbat and recovered by the Autobot Headmasters) and spots Buster through binoculars. This complicates things as it means the navy can’t attack while there’s a human hostage.

Bob seems to be having a moment and forgets how many Throttlebots there are. Seven are mentioned and then later in the issue Hot Rod’s Nebulan companion is mis-labelled as Sparks rather than his actual name Firebolt. This requires a bit of editing for the UK edition, some Tippex and overlay text.

Slightly silly is Sparkplug not noticing that Spike has majorly bulked up in the couple of days he was away. In fact he’s wearing a suit of Autobot armour under a baggy overcoat which ought to have raised a question mark with his dad. Perhaps it was because Spike is visiting his dad’s motel room at 5.36am and Sparkplug is a bit sleepy? Barnett calls to say that Buster has been located but he’s not at liberty to divulge the location. Spike holds the wire and ‘traces the call’, one of his many new abilities since binary bonding to Fortress Maximus.

This rather gives the game away so Spike leads his dad outside and introduces him to Fortress Maximus and Cerebros, demonstrating that he can now transform and combine with the pair of them (you can only imagine how Sparkplug must be feeling about this, having sought to keep his other son away from the Transformers war, now here’s his eldest becoming intimately involved). Spike reassures that this is the best way of rescuing Buster and goes on to introduce the six Targetmasters emerging from the bushes, and their Nebulan partners.

As mentioned, the Autobots had taken quite a chance on bonding the inexperienced, alien Spike with their leader, and it would be quite understandable for this to have thrown up some concerns in the camp. These misgivings are voiced by Kup, in private to his Targetmaster colleagues, that Spike is ‘too emotional’ and will lead them to the junkyard if they let him! He’s at least consistent, as he’ll be on the verge of leading a mutiny against Optimus Prime in the run up to the Unicron war.

I very much enjoy the humorous moment where Forsythe, on being prevented from blasting the approaching Autobot shuttle by Rollbar who protests that it’s their comrades coming to help, complains that he cannot believe that he is expected to take orders from a “*$@# toy”! (he he).

Issue 159’s cover, dated 2nd April 1988, depicts Fortress Maximus harpooned in space and Shockwave closing in. For reasons I could never fathom his robot mode remains uncoloured. An oversight? The story opens with the Targetmasters storming the beach WW2 style, as Kup restrains the eager Fortress Maximus to hang back and provide covering fire in his battle station mode, lest his feelings get in the way.

Spike at this point feels too much like the new boy to argue, but it’s a mistake as the Targetmasters quickly come under heavy attack by an array of automated weaponry that emerges from below ground. They are repelled just as glass encases the island and the bases transforms into a rocket which starts blasting off.

Fortress Maximus, motivated by Spike’s strong desire to rescue Buster, launches himself at the rocket and clings on as it blasts into Earth orbit. Kup’s concerns appear to have come to pass, but was this foolishness or guts?

Inside the craft Ratbat continues to goad the rather patient Shockwave in the manner of a nagging spouse, pointing out that Max had tagged along and risks dragging them down (surely, he’s not that heavy in context of a huge rocket?). Shockwave clearly feels he has something to prove to Ratbat, this representative of the Cybertron Decepticon leadership, and activates the ship’s external defences – a huge pitch fork WTAF? It’s followed by a harpoon fired from a palm tree in the island section that spears the Autobot leader through the chest. Fortress Maximus’ new and improved body is incapacitated but he can still transform to Cerebros and continue his advance.

So, Shockwave ‘takes matters into his own hands’ heading outside in space gun mode to put Cerebros out of commission. Spike ejects and transforms, again demonstrating solid tactics or perhaps a lucky streak by commanding Fortress Maximus’ guns to blast Shockwave, sending him into Earth’s gravitational pull and sending him into sky fall, with Ratbat smugly welcoming the leader’s demise and seeing this as his chance to seize his chance to take command of the Decepticons.

Spike and Buster come face to face on opposite sides of the island dome. The big brother vows to find a way of freeing his sibling, just as Decepticon craft accelerates away. Spike is stranded in space but not for long as the Autobot shuttle shortly arrives and collects him. On board he’s gutted about the loss of Buster and shamed by the damaged to Fortress Maximus. However, Kup now sees things differently. He realises that he should have had more faith in Spike who has shown himself to be a true hero and worthy of the Autobot name.

In closing, the harpoon and pitchfork are a bit camp and gimmicky, typical Bob Budiansky lighter moments, but it all helps to make the story enjoyable and Spike’s heroism and the loss of his brother at the end are genuinely touching.

Clearly, Shockwave is meant to be written of the US storyline at this point and he’ll be gone for two years or so before turning up off the coast of Blackpool falling his planet fall. However, Simon Furman is not done with the character and intends to use him going forwards, starting in the very next issue. For this reason, Shockwave’s commentary in UK version of the story has been changed to ‘logical that I fall to Earth’ rather than burning up. Of course, this means his later appearance at Blackpool will be somewhat awkward and not satisfactorily explained.

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Trial by Fire!

Joy of joy, the Headmasters arrive on Earth but it’s a bittersweet moment as tragedy strikes… and Spike Witwicky makes his comic breakthrough.

In the 1980s, Transformers fans were mostly divided between those who celebrated the Sunbow cartoons and considered them canon, and that other more sophisticated bunch (at least we thought so) who worshipped at the altar of the comics. As much as I enjoyed the cartoon, I was firmly in the latter camp.

The cartoon had its classics – Heavy Metal War and War Dawn being two – but a lot of it was light entertainment. Whereas the comic seemed to set the bar consistently higher, with sublime stories like Target 2006 and The Smelting Pool (admittedly there was the odd dodgy number, like Car Wash of Doom).

The Marvel UK letters pages, hosted by Soundwave and then Grimlock, enjoyed taking a poke at the cartoons and insisting that the comic had the greater claim to being considered canon. It dismissed Spike Witwicky as a figment of the cartoon’s imagination, at best their version of our own Buster Witwicky.

So, as UK issue 156 rolls around in March 1988, the editorial team finds themselves eating humble pie, forced to acknowledge that Spike not only exists within the comic universe but that he’s about to play a major role from here onwards.

The game changer here is (as always) Hasbro, omnipresent owner of the Transformers brand. They’ve released a Fortress Maximus toy that has Spike as its Headmaster partner, so of course that means Spike must now appear in the comic.

The trouble is that, in the 3-4 years since we met the Witwickys, Spike has never been mentioned once. So what to do? Writer Bob Budiansky comes up with the explanation that Spike is Buster’s older brother and he has been at college these past four years. In that time nobody thought to tell him of the family’s close involvement in the Transformers war. That’s pretty lame but probably the best Bob could come up with on the spot. The Transformation page in #156 notes that if readers think Spike’s arrival at the same time as the Headmasters is purely coincidental, they ought to know better.

Trial by Fire opens with Fortress Maximus on the operating table, undergoing enhancing surgery to double his size, as the Headmasters’ ship ‘Steelhaven’ warps from Nebulos to Earth. Max seems to have gone from being this focal point and the conscience of the Autobot cause during the Headmasters mini-series, to now being a barely speaking tool of war whose Nebulan partner Galen does all the talking for him.

It’s unclear how much time has passed since the Autobots left Nebulos with Lord Zarak and the Decepticons in pursuit, but it’s time enough for Galen to have had a major personality reset. Gone is the compassionate, committed pacifist and in his place is a focused, single-minded warrior, intent on achieving victory in the Transformer war. Ironically, Galen is reminiscent of how Zarak was after bonding with Decepticon leader Scorponok. ‘If war is their fate, they must accept it and do all they can to win’ is the new mantra.

Galen can sense the awesome new power of Fortress Maximus, ‘power enough to destroy the Decepticons once they reach Earth’ and that’s as good a plug for the Fort Max toy as any (sadly, like so much else in the toy range, he wasn’t on sale in the UK). Galen’s lack of concern for the fact that Earth is teeming with innocent life jars with Autobot values – it’s the very opposite of Optimus Prime for example – and there’s a sense that momentary abandoning of responsibilities will come back to bite.

On Earth, Spike arrives at the scene of devastation that was his dad’s auto garage. When we last saw Sparkplug, he was at the mercy of Ratbat and the Predacons so you immediately fear the worst. Thankfully Bob doesn’t drag things out. He has Sparkplug reappear almost immediately, having been pulled from the rubble ‘off camera’ and thankfully unscathed. He’s able to quickly bring Spike up to speed about their connection with the Transformers and how Buster had gone to Mount St Hillary to find the Autobots.

Spike resolves to find his brother. Luckily, he knows the way, as we’re told he used to play in the Mount St Hillary caves as a kid, though this seems a stretch when you consider that it’s a two-hour drive away (a vacation perhaps?).

He’s at the cave and marvelling at the ginormous machinery left behind when the Ark departed, when the five Autobot Headmasters arrive. They discover the battered toy-car form of Goldbug and Chromedome patches himself in and projects images from Goldbug’s memory of Ratbat attacking and carrying off Buster. Fortress Maximus squashes suggestions of a rescue, as outside their mission parameters, and the first part ends with Spike emerging from his hiding place to protest.

Part two establishes Spike and Galen as the story’s key dynamic.

Spike feels that the Autobots, as ‘the good guys’, are obligated to help him find Buster. When Fortress Maximus refuses, he is accused (by Spike) of being a cold-hearted machine and Galen reveals himself as flesh and blood, the man in the machine. They may be alike physically, but they have very different priorities. Galen insists that the needs of the many outweigh those of an individual, and they all depart leaving Spike to camp down for the night, alone.

Next, the Decepticon craft emerges from hyperspace (if the vessel has a name, readers are not privy to it). As if to illustrate his all-around rottenness, Galen’s opposite number Lord Zarak sees no beauty in the Earth and dismisses their new home as ‘flyspeck mudball’. He’s impatient to get to the surface and track down the Autobots, who are most likely to be found near the source of Goldbug’s distress signal in the cave which formerly housed the Ark.

They make their way down (do they skydive from orbit like the Autobots? I’m surprised they don’t melt) and Mindwipe identifies the source of the interstellar signal that brought them to Earth. Spike can tell that these guys are bad news, and when they aren’t looking he hits a switch to reactivate Goldbug’s distress call, knowing that the Autobots will come back and he can warn them.

It does the trick but not before Spike is discovered and is shot at before being trapped and menaced by Scorponok. Luckily for Spike the Autobot Headmasters arrive in the nick of time and the two sides pick up where they left off on Nebulos – except this time Fortress Maximus is bigger and more powerful. Soon the battle is turning in the direction of the Autobots. Scorponok needs an advantage, and the sight of Spike’s blanket presents an opportunity.

Spike flees into the caverns, finding himself at the molten core of the volcano (!) as Scorponok closes in. Fortress Maximus spies Scorponok’s absence from the fight and pursues, but his enlarged form is too big to get through the caves and so he detaches as the regular sized Cerebros. The smaller Autobot attacks Scorponok and his head transforms into Galen who takes on Zarak. The pair fight on a rock bridge just metres above a molten lava river. Their titanic struggle has come to this moment, thousands of light years from their native Nebulos.

Zarak is pinned down but wily as ever. He radio-commands Scorponok to blast the rock above Spike. Galen heroically pushes Spike out of the way and takes the impact of the boulders himself. Mortally wounded, but at last restored to full nobility, Galen instructs Spike to take his helmet so that his death will not be in vain.

Then, in an incredible closing page which packs and amazing amount into 10 panels, Scorponok is topside and turning the tide of the battle when Fortress Maximus arrives very much alive and ready to fight. Spike wears Galen’s helmet and controls Max now – he unleashes the power of the Headmaster leader on the Decepticons, who beat a swift retreat.

Finally, as the Autobots get clear, there’s a spectacular explosion/eruption at Mount St Hillary, signifying a fitting tribute to their lost leader Galen and, Hardhead suggests, a suitable welcome to their new commander, Spike Witwicky! Wowzers!

In closing, it’s a fine story – brilliant to see the Headmaster cast on Earth but so frustrating and sad to see the end of Galen. He’s been effectively killed off and replaced by his omission from the toyline, which is a real shame as he had a lot more developing to do. How would Galen have settled on Earth, how would his feud with Zarak have played out, would he ever have returned to Nebulos to clear his name and reunite with his lost love, Llyra?

Sadly, this is the last we’ll see of Galen. A main character in the Headmasters mini-series but not destined to play a role in the saga now that the cast has arrived on Earth. However, the question of how Spike will cope with being thrust into the forefront of the war is also an intriguing prospect, and one we’ll get a chance to explore in the next instalment, the Desert Island of Space. At this point in its run, the Marvel Transformers comic is really going from strength to strength.

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