Child’s Play

The Protectobots are escorting the Autobot deserter Blaster back to the Ark for trial when they run into a Combaticon ambush – and four human children get caught in the middle.

In issue #122, when Blaster and Goldbug deserted rather than put up with Grimlock’s tyrannical leadership, it was obvious that a reckoning would be coming. Last issue it looked like that moment had arrived, when the Protectobots caught up with Blaster and placed him under arrest. Anyone reading Child’s Play and expecting a showdown between Blaster and his old commander will be disappointed, as the situation is destined to drag out for two more stories before taking a long hiatus and coming to a head in issue #174 – eight months on from this point.

For the moment Blaster is wearing a mode locked (the Transformer equivalent of a car clamp) trapping him in cassette-deck form, and chained to Groove, who is in turn in the back of First Aid, as the Protectobots keep the prisoner secure for the journey back to the Ark. We’re about to meet four human children – Sammy, Allen, Jed and little sister Robin, and Daisy her teddy bear, who look like being this issue’s human support cast but are destined to be around for a surprisingly long while (much to the annoyance of some fans).

Bob Budiansky’s story (which is published in Transformers UK issues #141/2 in November 1987) opens in a rail yard in northern California where the boys are playing with toy guns. Little Robin just wants the game to finish so she can go home. When the children see a police car approaching they decide to hide. However, it’s not the authorities come to reprimand them for playing where they shouldn’t, but Streetwise leading the Protectobot convoy.

Their update to HQ triggers Grimlock, who makes another embarrassing outburst about Blaster being “leader of traitors” and will be punished. Wheeljack, who is fast becoming Grimlock’s whipping boy, is thinking he can hardly blame Blaster for going his own way. Grimlock orders the Protectobots to hurry back as the Ark is repaired and ready for take off! Why there is a need to get space-borne is unclear, particularly as Wheeljack has just constructed a device which draws heat from the volcano in order to supply the Autobots’ fuel needs.

As Blaster contemplates the diminishing possibility of escape, Blades spots tanks treads in the area, possibly belonging to the Combaticon Brawl and suggesting an ambush (in fact the Combaticons have been hanging around like a bad smell since the events of Ladies Night two stories ago). Groove is told to deposit Blaster somewhere out of the way for safe keeping. Jed witnesses the driverless motorbike and tries to persuade his doubtful friends, while Blaster is stuck in an open water pipe and sees the kids. There’s nothing he can do to keep them out of harm’s way.

In a train shed a mile away, Brawl and Swindle lay in wait and startle a railway worker. When Vortex gives the signal they roll-out, demolishing the shed, and confront Hotspot’s team. Sammy is shocked to find a talking cassette deck and run back to tell the others, who think his winding them up. Robin collects who tells the kids to evacuate the area (wise advice given the fierce battle ensuing nearby).

With too much going on the previous issue to feature the Combaticon and Protectobot combined forms, Budiansky makes up for that now by having Bruticus enter the fray and blast the Protectobots. They retaliate by forming Defensor and the two giant gestalts go at it, throwing carriages at each other. A quick check in at the Ark, shows Cosmos and Beachcomber completing Grimlock’s infamous ‘Variable Voltage Harness’ torture chamber for Blaster, their old colleague in the Cybertron resistance. (You have to wonder when exactly the Autobots are going to stand-up to Grimlock and his ever more extreme ways).

Back at the fight, a dialogue box which I think is intended for Bruticus is ascribed to Defensor. The giant Autobot shows off his forcefield ability to repel his opponent’s weapons discharge. Meanwhile two of the boys are arguing with each other again in a tedious and unnecessary way that brings to mind that old Harry Enfield Scousers sketch until Allen pulls the mode lock off Blaster, enabling him to transform. He goes on to win the kids’ trust by saving them from a falling pylon.

When Bruticus uses a train to batter Defensor into submission (echoing Dan Reed’s cover), Blaster shows up claiming to have turned against the Protectobots who had kept him prisoner. Bruticus asks Blaster to prove it by destroying one of the kids (which reading that now feels a little uncomfortable). He pretends to open fire on Sammy who fakes being dead. The distraction is enough for Blaster to whack Bruticus with the downed pylon, sending thousands of volts coursing through the Decepticon’s body and causing him to break into his component parts.

Later Blaster offers his surrender to the Protectobots but Hotspot has other ideas: if he arrested someone who does a better job of protecting than he does he ought to ‘turn in his engine’. Instead they decide to mode-lock Blast Off in shuttle mode and allow Blaster to take the kids for a trip into orbit as a thank you. As they launch you get the impression that the Protectobots are now going to be in a world of trouble with Grimlock, since they have now effectively defied orders too and should also be fugitives like Blaster.

Finally, the children are just starting to enjoy weightlessness, when Jed spots a large ship bearing down on them – it’s the Ark! After four million years of be buried inside Mount St Hillary it is free and space-bourne again, and what timing. To be continued…

In closing the Ark has been under repair for a long time but ironically it’s under Grimlock’s otherwise disastrous leadership that progress has been made. (He obviously has ways of motivating his troops to deliver). Now we know what the Autobots were doing during the period of Grimlock’s tyrannical reign, because they weren’t out battling Decepticons, although some were looking for Blaster and Goldbug! Luckily the Decepticons have been quite idle as well with a hypnotising car wash the height of their global masterplans of late.

Next story
Previous

Afterdeath!

It’s March 1987 and after two and a half years of writing the Marvel US Transformers comic, Bob Budiansky is about to do something incredibly bold to shake things up – he’s about to kill off the two stars of the franchise, Optimus Prime and Megatron!

Pictured: The US cover to the Afterdeath! story

Of course, with this being comics, death is never really permanent but for the best part of the next 18 months or longer these two much loved characters (or love to hate in Megatron’s case) are about to disappear from the pages of our favourite comic.

The question is how to do it in an original way. After all the two leaders have clashed on countless occasions on the battlefield and had been seen in a fight to the death in the Transformers Movie less than four months previous. Bob being the super imaginative writer that he is, comes up with a novel way of having his two main protagonists do battle for the ‘last time’ by having them duke it out in a computer game. This is a game with very high stakes as the loser must be destroyed in real life. For this reason Afterdeath! is one of the most controversial stories in the history of Transformers comics. It’s a decent story but is detested by many because of the ending, as we will see.

First a quick mention of the cover to issue #105. Lee Sullivan, who admittedly is not one of my favourites when he’s illustrating the main strip – mostly for his tendency to draw saliva in the mouths of his robots (I’m picky I know) – nevertheless has been turning in some really solid covers of late. There was the Battlechargers on Transformers UK #94 and his latest effort has Defensor and Bruticus squaring up alongside Prime and Megatron. Deadlock indeed! It’s great to see the two remaining Special Teams finally making their debut.

Following a public health warning on the Transformation page, letting readers know that the demise of one of the two leaders is coming up, the stakes and the stage is set for the story to come. It begins with the genius programmer and gaming enthusiast, Ethan Zachary, playing his Multi-World creation on a huge wall-sized screen. His character is overwhelmed by the hordes of Hazzak just as his colleague Margaret arrives and wonders why Ethan wastes so much time playing silly video games. We learn that they are working inside a top security facility which houses the Hydrothermocline, a revolutionary new technology for extracting energy from the thermal layers in the ocean. (Eighties kids were already learning about green technology years before they became a thing!)

Ethan demonstrates his technique for restoring his game character to life using the command ‘AFTERDEATH’, which is a pretty significant detail as we later find out.

Little do they know they are being monitored from above by Vortex in helicopter mode. Here’s our first glimpse of a Combaticon in the comic for real as opposed to appearing as part of Buster’s Matrix-induced dream. As Ethan re-immerses himself in the Multi-World, at the Ark, Wheeljack is extracting the Cerebro Shell which the Insecticon Bombshell had implanted within Optimus Prime’s head module (as seen in the story Heavy Traffic). This shell has already served its purpose as the Decepticons were able to use it to siphon off the Matrix as Prime was giving life to the Aerialbots, allowing them to breathe life into the Stunticons. Now can assume that the same thing happened in respect to the Combaticons and Protectobots.

Wheeljack turns the tables by using the device to eavesdrop on the Decepticons and they learn of Megatron’s plans to seize the Hydrothermocline. And later that evening, when Onslaught, Brawl and Swindle roll through the perimeter fence, they are met with the sight of Optimus Prime and the Protectobots laying in wait. Megatron jumps out from Onslaught’s cab and they are joined by Vortex and Blastoff. In a blatant bit of product placement both teams combine to their respective gestalts and it’s clear that the situation is a stalemate. That is until Ethan Zachary decides to make a run for it right by Bruticus and is easily snatched by the fearsome but insanely stupid Decepticon. His request to crush the Zachary is denied, as Megatron thinks he might make a useful hostage.

Ethan suggests a way the two sides could fight it out without destroying the plant, by connecting to his Multi-World. Amazingly they all agree and pretty soon the teams and their leaders are attaching cables to their heads in order to appear as avatars in the game (a good thing Ethan keeps these cables handy eh?). The rules are simple, if the Decepticons destroy Optimus Prime in the game they can take the Hydrothermocline, but Megatron is loses then they can’t. Ethan assures a sceptical Groove that there is no way to cheat (famous last words!) and Megatron decides to up the ante by insisting that the loser must be destroyed in real life.

So Ethan controls two joysticks that can trigger a lethal explosion in one or other leader, which strikes me as incredibly trusting of Megatron to allow a human he’s only just met to hold the power of life or death over him. Additionally, it was only a few weeks ago that Prime was so concerned about his warriors’ inability to cope without him that he was faked his own death to test them, and yet now he’s entering into an agreement where the outcome could well be his actual death! Very strange.

The first half ends with Optimus Prime and the Protectobots arriving in the strange computer generated landscape that makes up Multi-World, and Prime preparing to lead his troops. Issue #106 again reminds readers of the stakes. This is the honest to gosh ‘final battle’ between Prime and Megatron we’re told… and one will die! The story then resumes with Hotspot basically ordering Optimus to stay put and allow the Protectobots to fan out and pick off the enemy. After all in this game their deaths are meaningless whereas if Prime dies they all lose. Prime agrees, but reminds his warriors that even though nothing is real, they must all remain true to their Autobot principles avoid harming any of this world’s inhabitants.

Hilariously, we see the mirror situation with Megatron and the Combaticons. Onslaught is almost cocky about inviting Megatron to take the lead. That earns him a swift boot up the rear as the more canny Megatron realises that he must be preserved and his Combaticons are mere fodder. He sends them ahead and tells them “let nothing stop you” – Multi-World inhabitants need to beware!

Now usually the Autobot concern for innocent life tends to be handicap in their encounters with the Decepticons but this is one of those rare occasions where doing the right thing brings powerful dividends. Streetwise and First Aid take great care to avoid harming any of the vines in their path, which leaves them open to ambush from Brawl and Swindle, who also take out many of the vines in the process. The two Combaticons transform and are ensnared by the vines, who it turns out possess sentience. This allows First Aid to crystallise the stunned pair with his roof mounted gun (it’s nice to see their weapons being spotlighted in addition to the characters) and Streetwise to shattering them with a blast of compressed air. Back in the real world, Ethan Zachary cheers the victory.

In the Cloud-steppes region, Blast Off and Vortex cut the skyway support cables, sending Grove and many of the Cloudstepper inhabitants falling. Blades swoops down to save his comrade, but is told to catch the Cloudsteppers instead as Groove just manages to grab a ledge. Blades does so, leaving himself wide open to a Combaticon attack. But one of the Cloudsteppers lets off a smoke bomb, blinding the two Decepticons who crash into each other while Grove finishes them off with his Photon Pistol.

Two more down and one to go as Hotspot and Onslaught face off in the Slimepit region. Onslaught makes use of the mud to launch a surprise ambush. His random laser blasts decimating the homes of the local Slimepit people and Hotspot uses his body to shield the defenceless creatures. They reward him by pulling him and resurfacing behind the Decepticon. A powerful blast from Hotspot allows him to claim an unlikely victory. Ethan applauds the win, while Megatron screams to know what is going on.

With the Combaticons failing to return, Megatron goes searching for Prime and soon finds his foe in the Metropipe region. As the pair stand either end of a bridge over a bottomless chasm, It would appear that the final battle now comes down to just the two leaders – or not, as the ominous form of Defensor appears behind Prime! Megatron screams at his fellow Combaticons to aid him, but with all having been defeated he can only lash out at them blindly in the real world. Vortex explains there’s a way to cheat by inputting the word “Afterdeath” when you lose. Thus when Defensor carries himself and Megatron over the ledge to their dooms, Megatron reappears behind Optimus and blasts him with full force. In the real world the Protectobots and Ethan are puzzled as to what just happened.

Back in the game, Prime hangs off the edge by a single arm, with the other a mangled wreck. Megatron looks down at his helpless foe when suddenly with the last of his strength, Prime yanks at one of the support pipes toppling one of the towers above and knocking Megatron to his death a second time. This time there is no reprieve as Megatron and many of the small Metropipe inhabitants plunge to their doom. The game over message appears, with Prime the sole character left on screen, and the Protectobots hailing their leader as everyone’s optics are switched back on.

Streetwise tells Ethan to press Megatron’s detonator before he can escape, but a far from happy Optimus Prime speaks his disapproval of the win. He argues that because he deliberately caused the deaths of the innocent inhabitants of Metropipe he in fact violated his own sacred Autobot principles. He cannot accept this victory and insists that Ethan press his detonator, which the incredulous human reluctantly does. In a full page to convey the sheer enormity, Prime explodes spectacularly as the Protectobots – and the readers presumably – watch in utter shock and horror!

Pictured: Don Perlin’s iconic depiction of Optimus Prime’s destruction!

With the battle over, Megatron and the Combaticons prepare the Hydrothermocline for transport and the Protectobots round-up the remains of their fallen leader before departing in utter silence. Now alone, Ethan reflects on what he witnessed, Optimus Prime was the most noble being he had ever met in his entire life. In a final, teasing image he writes the name Optimus Prime on a disk and files it away, taking comfort that in the realm of Multi-world, for a character such as Optimus Prime there is always the Afterdeath!

Wow! So where do I start? Optimus Prime is dead (just like in issue #78 and #97 of course) but this time he really is! So what will happen now for the Autobots? Who can pick up the mantle of the greatest Autobot of them all? Prowl, Ultra Magnus? Intriguing questions remain and of course Bob will have plenty more surprises in store. In the end I really enjoyed the video game scenario, but the way Prime insists on his own death is disturbing, and many people despise this story for that single reason. The fact that Megatron cheated just seems to rub it in, and the way this fact is unaddressed at the end leaves readers feeling angry and dismayed. But hey, great art and literature is meant to have an emotional impact right, and why shouldn’t that apply to comic books?

The final scene where Ethan Zachary appears to save Optimus Prime’s mind onto disk also brings up a lot of points. If a Transformers mind can apparently be backed up (as shown back in issue #53 using high density crystals) then why don’t all Transformers do this as an insurance policy against death, not to mention the fact you could potentially use this to create as many Optimus Primes as you wish. Lastly, it seems unlikely that Prime’s vast personality and millions of years worth of memories could be backed up onto a single floppy disk. In 1987 a gigabyte of data was practically unheard of, and you would expect Prime’s memory to be vastly in excess of that.

The US comic was running a Transformers/GI Joe crossover series in parallel to this and the next few issues. Although initially excluded from the UK continuity, it was printed much later on as a space-filler in UK #265-281.

Next story
Previous

Second Generation

The Autobots and Decepticons are shown a vision of their future – the Special Teams, courtesy of Buster Witwicky’s Matrix-induced nightmares, and Megatron battles Shockwave for the Decepticon leadership once again.

Late May 1986, the big summer event from Hasbro is the release of the new combiner teams – the Aerialbots, Protectobots, Stunticons and Combaticons. Unlike the Constructicons, which are fiddly to combine (and not for sale in the UK anyway) these new teams are more streamlined. A larger ‘team leader’ becomes the body of the combined robot and the other four members easily click into place as arms and legs. All are interchangeable. As a disgruntled Mixmaster wryly observes in the story, suddenly the Constructicons are “yesterday’s news”.

There’s one problem. The new toys are not scheduled to appear in the UK comic until late November. That’s good timing for Christmas sales but not ideal for Hasbro execs looking to give the Special Team toys a push as they go on sale in mid 1986. The solution is this story, Second Generation, where the Special Teams debut in a dream, ahead of their actual debut.

Issue #63’s cover by Alan Stevens is an arrangement of Superion and Menasor from their box art. I can’t be sure whether Stevens is the box artist or the guy who arranged the compilation, but it’s reminder (if any were needed) of some major product placement on the way. There’s the third and final Robot War round-up explaining the saga so far, and then straight into the action from Simon Furman and artist John Stokes.

It starts by delving into Buster’s dream and this time the readers are along for the journey. Buster runs from Shockwave in a strange barren dreamscape with fire and orbiting moons. His legs scream in agony and oxygen-starved lungs beg for release (all told, it reminds me of the first 10k I ever ran). Shockwave is like the Terminator, he’s relentless and unstoppable, making light work of Optimus Prime, Jazz and Ratchet, as you can see above. It’s a great sequence apart from the blunder with Shockwave being drawn with two hands in one panel, rather than his distinctive gun arm, oops.

Buster is saved from certain death by the appearance of Superion, who blows Shockwave to pieces! Then Menasor attacks the giant Autobot and Buster flees the madness again, only to have his path blocked by the Combaticons, who combine into Bruticus.

Buster wakes with a scream – he is safely within the Ark. His father and Jessie are there, along with Prime and Ratchet. Sparkplug complains bitterly that the Autobots and Prime personally have made his son a “walking target” in their civil war. Stokes does a good job of drawing robots and making the dream sequence other-worldly and vivid, but I’m not keen on his humans. Buster like he’s about 12 and in need of a haircut, and Sparkplug like a wrinkly old crone. Not appealing.

Prime correctly interprets Buster’s nightmares as a message from the Matrix. And, in the Wyoming coal mine Soundwave explains the same theory to Megatron. The dynamic with Donny Finkleberg (aka Robot Master) irritating the hell out of Megatron is good fun. Megatron is desperate to blast him to a pulp (a sentiment shared by a fair few readers) but cannot because Donny is integral to the Decepticon propaganda war. Presumably, Ravage is with Megatron full time, guarding their captive.

In flashbacks we’re reminded of Buster’s sacrifices on behalf of the Autobots (for the benefit of new readers presumably, though this feels a bit like filler). He will help the Autobots again, this time by re-entering the dream with Optimus Prime at his side. At the Decepticon base, Shockwave has dusted down the technology he used to plunder Prime’s mind of the Matrix a while back, and will use it to eavesdrop on the visions.

It’s interesting to see how close Soundwave comes to being discovered as a double agent. Luckily for him, Shockwave is more concerned with the bigger picture stuff and tends to ignore trivial details. For all his vast intelligence and logic, he is easily duped.

And so, to issue #64 and chapter two of the saga. It’s the first time I’ve seen Shakespeare quoted in the comic (‘perchance to dream’ being mentioned on the Transformation page – I’m not sure I would have got the reference aged 12) and the first French quotation, with Defensor delivering the “coup de grace” to Bruticus. Barry Kitson is on art duties for the final time (though he’d draw a few more covers).

The story is a re-do of the mini comic that readers were treated to in Transformers #54 except longer and better drawn. The first team they (and we) meet are the Protectobots (this is only fair as they were missing from the opening instalment). They helpfully namecheck themselves for a proper introduction. Their mission is to make sure that the plant is safely evacuated. Blades, in helicopter mode, spots five vehicles approaching, who turn out to be the Stunticons.

Moments later, the Decepticon cars demonstrate their ability to combine “in one fluid move” into Menasor. Shockwave is watching along impressed (hopefully he missed the bit where his rival Megatron was depicted as Decepticon leader in the vision). He thinks Menasor is infinitely superior to the Devastator. Unsurprisingly Mixmaster is less convinced, probably realising the Constructicons are likely to get even less exposure in the comic once the new teams come along.

Buster and Prime observe Defensor wrestling Menasor (possibly the only time in the comic that we see them clash). Three military vehicles pull into the plant along with an army helicopter (Vortex mis-coloured as Blades – whoops), while high in the air, space shuttle Blast-Off dodges five planes (the approaching Aerialbots) to merge with his fellow Combaticons into Bruticus! It is two against one, until Superion arrives to even the odds.

Menasor turns out to have a pretty major weakness – his component parts can’t always agree. Dead End takes exception at being told when to fire and misses the opportunity. Also, embarrassingly he’s been drawn as Dragstrip. With so many new characters being introduced, it’s perhaps not too surprising that Kitson got confused who he was meant to be drawing. The kids will have noticed though.

Superion directs the blast at Bruticus and Defensor stamps on the stunned Decepticon’s head (brutal for a kids comic). Menasor’s retreat is halted by Superion’s Stress Fracture Cannon creating a mini earthquake under his feet. And so the battle ends with Prime and Buster waking up and saying with them the phrase of the moment…. SPECIAL TEAMS!

There’s also no mention of Matrix dreams after this, which suggests that the merger with Prime exorcised the visions from Buster’s mind. For that matter, there’s no explanation why the dream was a coherent story when Prime and Buster accessed it, and a hellish nightmare previously.

Megatron learns about the combiner teams from Soundwave and resolves to challenge Shockwave again for the Decepticon leadership. This is the premise for the third and final instalment (and the best). Though still under the banner of Second Generation its only loosely connected to the previous two parts. As the Transformation page suggests, this is a rematch that has been inevitable and eagerly awaited by readers.

Jeff Anderson takes his turn on the art duties, introducing us to coloured borders around frames to denote flashbacks. It’s a technique that he uses again in the upcoming Target 2006 to good effect.

Donny Finkleberg plays up his Robot Master alter ego, introducing the two challengers and the fact they are fighting for leadership. While it’s great fun to read this presented like a heavyweight boxing bout, it’s totally illogical the Decepticons would have Robot Master do this. His cover is meant to be that he’s the commander of the machines, so why introduce the idea of factions in the public consciousness, or the idea of there being a commander of the Decepticons with rivals contesting the job?

Apart from the doubtful set-up, the fight itself is pretty good. It’s no holds barred using fists, weaponry and discarded army tanks. Though evenly matched, you get the impression that Megatron at full strength (he wasn’t last time around) is the more powerful of the two (and the dirtier fighter). My expectation before reading the issue the first time around was that it would result in a Megatron victory. However, the outcome really isn’t in the hands of Simon Furman, as the UK comic reprints all the Marvel US stories, so any change of leadership would need to marry up with want Bob Budiansky is doing over the pond.

Soundwave cannot believe the Decepticon leaders are scrapping around for the benefit of humans. The scene where he spits at Donny, making the sound PUTTUP answers one of the long-standing questions of the letters page hosted by Soundwave. Every time an Autobot is mentioned on the page, he would accompany it with the word PUTTUP. Now we learn it’s the sound he makes when spitting oil. How Soundwave does this with a plate over his mouth is a whole other matter.

Soundwave hopes that the Autobots aren’t watching the broadcast. They are, but Prime is not too bothered as humans are not in danger. He hopes the pair will destroy one another. Their attention is on creating the Special Teams, with Wheeljack having already created a schematic of Superion. Wheels are in motion for future stories, including the mention that the Autobots do not yet understand the combination process and will need to observe someone. He is interrupted by an alarm before he can finish the sentence, but we know Prime is referring to Devastator. This also dovetails with the upcoming story Command Performances. I assume Furman got quite a bit of advanced warning of what Budiansky was planning State-side.

That alarm is the Dinobots waking up. The madness which caused their earlier rampage is now gone (as evidenced by the return of their usual bad attitude) and there’s the intriguing hint of more about their recovery in the 1986 Transformers Annual. This is a reference to the superb Furman/Senior story, Victory. With the Dinobots also due to appear in Command Performances, Furman has taken the opportunity to revive them here.

Soundwave, ever the grown up, intervenes to bring the fight to a close by offending both Megatron and Shockwave in unison. He cites their very different approaches – one logical and patient, the other action orientated – and proposes that they work together as joint leaders. The one who’s approach results in the most Autobot casualties will lead. Surprisingly, both agree, perhaps sensing that they are more evenly matched as fighters than they care to admit.

Remember what I said about the result needing to concur with the US storyline? This joint leadership is what results when the two leaders meet in the upcoming story Bridge To Nowhere, except in the UK the panels are edited to refer to an existing situation. It’s much better in my opinion that we’ve had this issue establishing the set-up instead of Bob’s approach which feels rushed and perhaps a bit underwhelming given the anticipation of a rematch.

And so the story ends, with Prime feeling confident that with Dinobots active and the secrets of the Special Teams solely in Autobot hands, they are finally on the front foot. If only they knew. Then finally we see the message that Soundwave transmitted to Cybertron in issue #36 finally reaching its target.

The blurb for next week’s return to Cybertron epic sounds amazing! There the war is over and the Decepticons have won. Plus, Ramjet, Dirge and Thrust and the Insecticons will appear, along with someone called Lord Straxus! And there’s fact files on Soundwave and Blaster. In hindsight it’s a hint of Blaster’s imminent debut in the comic. Onwards to one of the best Transformers stories of all time… The Smelting Pool.

Next Story
Previous