1989: Ribit!

Ribit! (1989) #1-4 by Frank Thorne

Comico’s 1989 lineup seems paradoxical — Comico were bringing in more established creators than ever before, and publishing better comics than ever, but complete bankruptcy is just around the corner.

But perhaps one is the result of the other? Time and time again, creators in interviews will point out the lengths editor Diana Schutz went to keep books on schedule, having material on hand up to nine months before publication. As Comico were apparently paying for the work then Comico received it (or even beforehand), this must have been a huge drain on liquidity? And for longer series that were underway when Comico went bankrupt, this was presumably a straight-up loss, as Comico allowed the creators to take their books elsewhere and publish them there (like with The Maze Agency).

Which brings us to Ribit, a series by Frank Thorne. By 1989, I guess he wasn’t really a big name any more, but it’s a name, at least.

Thorne was big in the 70s, with his Red Sonja run and the Ghita of Alizarr series (was that for Warren?) as well as comics for Playboy &c. He is a very talented artist, of course, but his writing is pretty much always like the above: He has a tendency to natter on a bit, and sometimes the text makes sense, and sometimes not. You get the feeling that he has a short attention span while writing.

But while florid, this one makes more sense than most of the books I’ve read by him.

Thorne is controversial for other reasons, too — mainly because he has a tendency to draw a lot of characters that look like nude children, and mostly girls. There’s always an in-story explanation for this, like — “oh, they’re elves and/or gnomes and that’s just what they look like; of course they’re all adults”.

This one… is because of a botched magical potion/ritual thing, where that big lummox’ amphibian pet jumped into the pot (along with his favourite porn VHS tape), and what came out of the cauldron looked like that. Sure! Makes total sense.

Not beating the allegations.

Thorne writes a very bubbly kind of book — at the drop of a hat, you get some character spouting nonsense and … playing a video game console. The world building in this book is basically “whatever”. And the characters have names like “Vomick” — guess whether that’s a villain or a hero.

Oh no! She’s talking in funny speak! Noooooo

Thorne puts himself into the book (as a wizard he would portray as cosplay at conventions with a bikini-clad sidekick).

Epic skateboard fight!

Like I said about world building… but the thing is, I think it kinda works? It’s an everything-but-the-sink-but-then-throw-the-sink-in-anyway kinda book, and if you just let it wash over you without thinking too much about it, it’s a fun read, really. The storytelling works, and the (over)writing pulls it together.

It’s a very likeable, amiable book — Thorne’s obvious enthusiasm for the project carries it along.

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Unfortunately, the production on this book leaves a lot to be desired. Throughout the series, it’s plagued by out-of-register printing, and with artwork as busy as Thorne’s, it’s really a problem — you feel like you’re seeing double all the time. And it’s a particular shame because Thorne’s line is as attractive as it is. (It’s like… Joe Kubert mixed with Moebius?)

Thorne likes his alliteration.

Oh, the storyline? There’s a lot of magic and fighting and vanquishing of evil wizards and the like… but it’s a love story at heart. And it ends happily, with both the lummox and Ribit being transformed into these new bodies and they live happily ever after. Or something.

I haven’t read all that much of Thorne’s work, but among those, this is hands down the best and most readable thing he’s done.

Rob Rodi writes in The Comics Journal #134, page #32:

Frank Thorne is a lot like Howard
Chaykin — he long ago chose an ar-
chetype, and Therefrom All
Descendeth. If Cody Starbuck is Iron-
wolf is the Scorpion is Reuben Flagg,
likewise Red Sonja is Ghita of Alizarr
is Lann is Ribit. Both Chaykin and
Thorne are pop manipulators of a
highly slick cast, and are fond of
mating the wheezy iconography of
genre comics with the kind of sexuali-
ty Hugh Hefner once thought would
take over the world (i.e., dirty). Your
appreciation of these cartoonists
depends, largely, on your visceral
reaction to their archetypes (in
Thorne’s case, the Warrior Woman as
Playmate of the Month), and, beyond
that, how great a sense of humor you
have about the shaggy, omnivorous,
unstoppable beast of pop culture. My
own sense of humor on that score is
fairly accommodating. There were
parts of Ribit! that had me pretty close
to giddy.
As American Flagg! was Chaykin’s
first mature work – his first to feature
any kind of political awareness and
fully-realized characters, the first to
reflect an original and idiosyncratic
sense of humor – so, too, is Ribit!
Thorne’s first really adult book. I
remember all the blood and other
viscous stuff that used to run through
his earlier works, which kind of made
my mouth twitch with the icks; I
remember Ghita of Alizarr mastur-
bating on her sword, not looking like
she was being too careful about it (I
wondered who could possibly get off
on that); I remember Lann walking
naked through a hail of body parts;
and I remember all the big ugly
demons and monsters Thorne used to
use, and generally I thought he was
creating books that really horny
fantasy-geek adolescents would create
if only they could draw like that. All
the posturing used to get to me, too
– I don’t mind fantasy comics every
now and then, but I generally like the
ones where people stand and speak in-
stead of pose and declaim.
Well, that’s Ribit! It’s a mass of stuff
you’ve already seen, from Rabelais to
Road Warrior, but there’s a benevolent
principle at work in it that may shock
you because it’s never been in
Thorne’s adventure comics before.
Suddenly everything is merry and
larky, and quite funny; it’s filled with
pratfalls and puns and a spirit of silly
playfulness. It’s set in the far future,
when magic is (again) slowly giving
way to technology, which is
represented by the evil warlord
Vomick. The world’s last magical
forces — the elf-queen Calliope, the
sorcerer Boomer Fen, and the
sorceress Sahtee – have teamed up to
beat the tar out of Vomick. But the
lines between sorcery and technology
are all kind of blurry here to begin
with; Vomick is really hot for Sahtee’s
all-powerful crystal orb, and Sahtee
herself references her mainframe
computer to see how her spells
worked. Sahtee and her oafish assis-
tant, Thog, set out to create a warrior
woman, molding her to the image of
Thog’s favorite pornographic starlet;
but one of Sahtee’s familiars, a little
lizard-thing named Ribit, jumps into
the mixture so that what comes out is
a kind of warrior pixie with green skin
who doesn’t really speak so much as
spit out syllables that sometimes you
can decipher, sometimes not. Sahtee
would like to repair the damage, but
before she can, her magical orb – and
her body – get blown to bits by
Vomick, and she has to take refuge in
the body of another familiar, which
looks a lot like a deranged Muppet.
All of this is played for as many
laughs as possible – the tone
throughout is dazzlingly daffy. The
dialogue is especially wild, from
Ribit’s warrior cries (“Sonna bccch!
Ribit pizzzdd oftt!”) to the goofy in-
vocations of the fatuous Friar Squiff
(“I exorcise thee, most vile spirit!
Vamoose from this sufferer”). Thorne
mocks the whole fantasy genre – and,
by extension, himself – by juxtapos-
ing the purple with the prosaic, even
in his narration (“And so, as her
Tristan is struck down, this mini-
Isolde explodes like a butane cigarette
lighter”). There are passages that read
like inspired screwball comedy,
especially the completely disarming
exchanges between Boomer Fen, the
inevitable wizard character (inevitably
based on Thorne himself), and
Sargasso, his been-around-the-block-
since-birth girlfriend (based, so the
back-cover photographs would in-
dicate, on Linda Behrle). They bill
and coo like two aging romantics who
have no illusions and suddenly realize
they don’t need any; it’s probably the
most adult sexual romping I’ve ever
seen in a comic, and that includes
undergrounds and alternatives. At one
point they’re lying on a beach, drunk,
and Sargasso consents to demonstrate
her ability with foreign tongues by
playing with her toes and reciting
“This Little Piggy Went to Market”
in different accents (“An’ thees leetle
peegay vent oui oui oui – all ze way
homm! Ole!”). Boomer Fen finds this
rapturous (“Sargasso – my en-
cyclopedia! My reservoir of all
knowledge!”). It’s so dizzy, you may
feel yourself transported by bliss. The
object of fantasy is to take you into
another world, and, in these panels,
Ribit! takes you to one you may never
want to leave.

[…]

The only suggestion you want to
make to Thorne is that he slow down;
everything whizzes by, as if Tex Avery
were doing a seven minute spoof of
all the Tolkien books ever written.
There’s no time to savor anything. But
that’s a small complaint; this is such
a huge step forward for this gifted car-
toonists. The only aspect of the book
that doesn’t reflect a newer, wiser, bet-
ter Frank Thorne is the cartooning
itself, and that’s only because you
can’t improve on perfection. (You
could, however, improve on the terri-
ble color separations, which sabotage
Thorne’s images throughout the four
issues.) His linework is still the most
seductive in the industry; it’s thick and
fluid and unarguably sensuous. And
his evocative use of shapes and planes
is still gorgeous and sophisticated.
You can see that his style owes
something to Joe Kubert, but whereas
Kubert is lean and mean, Thorne is
rich and voluptuous – especially,
need I say it, in his depiction of
women. You may wonder how I could
have made a face at She-Hulk’s green
skin in a recent review, only to turn
THE COMICS JOURNAL #134, February 1990
around and call Ribit a genuine femme
fatale; well, the answer is obvious:
Frank Thorne’s women make John
Byrne’s look sick. They make
everybody’s look sick. When Ribit
stares out of a panel, with saucer-eyes
and pouty-pouty lips and nostrils that
are like two pricks of a pen, and spits
out something adorable like “Ribit not
taddpol!,” you may find yourself close
to swooning. She’s a masterpiece of
pop sexuality – a cross between
R2D2 and Charo. Now that Comico’s
books are being distributed by DC, I
foresee an entire nation of young boys
encountering Ribit and bursting into
spontaneous puberty. Something tells
me that’s the kind of tribute Frank
Thorne would like.

Uhm, OK…

Amazing Heroes #158, page #74:

It seems that Frank Thorne by and
large ignores most of the current
comic trends. No incredibly realistic
“torn from today’s headlines” ap-
proach. No pseudo ultraviolence. No
whining introspective characters.
Thorne approaches Ribit! as a whim-
sical adventure-fantasy. It works
splendidly.

[…]

Frank Thorne seems to have at last
come up with the proper vehicle for
his formidable talent and wit. If you’re
tired of depressing, cluttered claptrap,
this book should excite your pleasure
circuits and restore your faith in an in-
cestuous medium. Tons ‘o fun.
GRADE: PRISTINE MINT-John A. Wilcox

Amazing Heroes #123, page #33:

THORNE: Yeah. I’m afraid this is
going to be non-controversial
[laughs]. Anyway, Phil LaSorda was
there with Diana and Bob Schreck,
who used to hang around with the
Creation Con guys when we were
doing the Wiz and Sonja show at the
Statler Hilton in Manhattan. We did
it on the same stage that Glen Miller
band broadcasts originated.
Fabulous. I was misty-eyed, being
and old trumpet player. It was a big
hall, and we filled it. Wendy was
great as Sonja. Did you ever see her
in the role?
AH: Yeah, once.
THORNE: Ohhhh. . . She was Red
Sonja. Anyway, the chemistry was
right at the Comico meeting and, for
the record, if the new series is suc-
cessful we’ll have to credit Diana for
tagging it, because I was thinking of
calling it Dread Spawn or Green
Spawn, or maybe just Spawn. Diana
said we gotta call it Ribit!, with the
exclamation point. I’m sure it’s a
good choice, because Comico has
been doing very well. Ribit! is a
four-issue, full-color mini-series.
Twenty-six pages each. It will be
released in the spring of ’88. It’s
mainstream. Actually, Ribit! is flat
chested, green, and thirty inches
tall.
AH: That must be quite a change
for you.
THORNE: [Laughs] Yes, but the
sorceress Sahtee is amply propor-
tioned. She’s named for the com-
poser Eric Satie, who’s one of my
favorites. Anyway, the first two
books feature the origin of Rib and
her battle with the chrome clad
warlord. The second two books will
be a story called The Isle of the Sea
God, which was an idea I had for
the third Ghita book.
AH: Have you found it difficult
adapting to the idea of doing some-
thing that’s less adult oriented?
THORNE: I think passion does not
necessarily have to be libidinous
passion. Rib’s un-libidinous passion,
and I’m enjoying this as much as I’ve
enjoyed anything. It’s all part of a
whole. Still, if Ghita and the rest
hadn’t done so well, I might be back
drawing Korak. I might have to take
another look at the passion meter.
AH: Do you want to talk about the
concepts and characters in Ribit!,
since that seems to be your current
flame, as it were?
THORNE: The back cover blurb on
this one reads: “Medieval sorcery
confronts the deadly weapons of
modern science when the chrome
clad warlord commands his demon
hordes to exterminate the prac-
tioners of obsolete magic and
destroy the Orb of Green Crystal.”
That sets the tone of it.

[…]

THORNE: I’m definitely in the low
range and love it down here. Let’s
hope that Ribit! lives up to the ex-
pectations of Comico.
AH: Comico has had a really ex-
cellent track record so far.

So this interview was published in August 1987, almost two years before Ribit was published by Comico…

The Comics Journal #280, page #60:

GROTH: You did Ribit for Comico.
THORNE: Ah, my little green Sonja. Diana Schutz
called; she was an editor at Comico, located
in a decrepit house in Doylestown Penn. that
was right out of Charles Addams. I believe
Diana was Mrs. Bob Schreck at that time. We
met and I offered a miniseries, that I would
own, called Spawn of Sorcery. She loved my
workup and script ideas, but she felt that the
title conflicted with McFarlane’s Spawn. She
euchred me into calling it Ribit! I loathed the
title, and years later I heard that she wished
she hadn’t insisted on the change.
GROTH: There are some beautiful images and in-
tricate panel arrangements in the series, but I’m
curious as to why you think it’s the best-written
stuff you’ve done.
THORNE: Well, I like the flow of it. It had an
anticlerical feel to it, like all my work. For
instance, Bobby God on the motorcycle and
the creatures drawn from mythology, there
is great power in myths; zealous religiosity
has produced a blood-soaked laundry list of
mythic figures. That’s why I’m not a person
of faith, my role as a maker of myths gives me
license. The worlds I create are blood-soaked
at times, but it’s fictional carnage.
GROTH: So what was the editorial direction at
Comico like when you were producing Ribit?
Did Schutz do much editing of your work?
THORNE: Zip. Nada. She had her name on it but
she had no input whatsoever. Comico was
run by a shlepper whose uncle was Phil La-
sorda who owned a sports team. Good old
Uncle Phil set him up in business. He didn’t
know his ass from a turnip. Comico folded
ignominiously, shortly after the fourth book
of Ribit hit the stores.

Heh heh. Well, that explains where Comico got the money from in the first place. I’m not sure how much stock to place on Thorne’s memory here, though — McFarlane’s Spawn was published in 1992, right? Right. So Schutz objecting to the name Spawn of Sorcery (somewhere before 1987, since in the 1987 interview, Thorne calls the series “Ribit”) either means that Schutz possesses magical capabilities, or Thorne is confabulating a bit in this interview.

Amazing Heroes #131, page #29:

Ribit!—written and drawn by Frank
Thorne of Red Sonja fame. The series
will be a four-issue one. Ribit!, whose
exclamation point is creidted to
Comico editor Diana Schutz, is a flat-
chested, green and thirty-inch tall
woman, who sounds like a frog, eats
worm beetles, and had hair that looks
“Like a riot of leeches,” as creator
Thorne described it. Ribit! involves a
weird battle twixt sword-and-sorcery
and high technology weapons. Thorne
has produced the book utilizing the
same kind of watercolor techniques he
used on Moonshine McJuggs, which
appeared in Playboy [I never saw it.
I only read the articles-EDJ. Editor
Schutz calls Ribit! a “very well writ-
ten, a G-rated Ghita,” and stresses
that while it will have no nudity, it will
nevertheless be an adult book.
About his work in Ribit!, Frank
Thorne said, in an interview in Amaz-
ing Heroes (#123) “I’m enjoying this
as much as I’ve enjoyed anything.” As,
undoubtedly, we readers will, too.

Fantasy Advertiser #111, page #14:

Any critical attention paid to Frank Thorne’s
work has tended to be overshadowed by his
reputation as a “good girl artist” ever since
the days when he was enlivening run-of-the-
mill Roy Thomas Hyborian scripts for Mar-
vel. While his penchant for drawing women
in classic pin-up style has undoubtedly led to
financially rewarding work for National
Lampoon and Playboy, it has obscured the
fact that he is virtually the only creator to
have extended the “sword and sorcery” genre
beyond the guidelines laid down by Robert
E. Howard. It is a delightful coincidence that
Thorne drew the Elrod cover for Cerebus 7,
since Dave Sim is the other notable excep-
tion to the Hyborian rule; but the praise duly
accorded to Sim’s remarkable achievement
may also, quite incidentally, have contrib-
uted to critical neglect of Thorne’s very dif-
ferent work. Comparison of the two would,
in fact, be ridiculous; Cerebus has long since
developed beyond its genre origins, whereas
Thorne continues to re-examine that genre
from different perspectives.
Even under Thomas’ direction, Thorne’s
unique, phantasmagoric art injects a night-
marish quality into the Red Sonja issues he
handled which is noticeably lacking in the
Conan comics. The horrific menaces which
beset the ludicrously-clad heroine appear to
have been inspired not by Howard’s pedes-
trian prose but by Clark Ashton Smith’s
overripe, decadent imagery. Thorne’s ensu-
ing essay in the field, Ghita, retains the
Hyborian style of topography and nomen-
clature but goes far beyond comics’ tradi-
tional pulp origins in drawing its inspiration
from the works of Rabelais. Although it
lapses too frequently into soft porn, Ghita
amply demonstrates Thorne’s increasing
mastery of his art; the drawings are much
more detailed yet also much more precise
than his Marvel work, and the inventive,
boisterous scripting revels in its origins with-
out ever being derivative.
His latest project, Ribit!, turns elsewhere
again for its inspiration. Thorne appears to
have been struck by the essential oddness of
“sword and sorcery” computer games – fan-
tasy adventures played out on high-tech
equipment – and has accordingly developed
a complex and subtle premise in which sci-
ence and sorcery are depicted as simultane-
ously opposing and compatible forces. A
sorceress uses a computer, an elfqueen furi-
ously manipulates an arcade game, a techno-
crat is magically turned into a dwarf. As if
overwhelmed by his first colour comic for
years, Thorne excludes black and white
definitions from his story; the “heroes” are
clearly on the losing side, the sorceress vain
and incompetent, the elfqueen enamoured of
technology. From that inherent paradox of
“science and sorcery” he derives a tale full of
ambiguity in which each page presents a new
contradiction to be savoured.
Thorne’s artwork for Ribit! is perhaps his
finest to date. He appears to be caricaturing
his own notoriety; the eponymous heroine,
for instance, would be a typical Thorne pin-
up were she not green, three feet tall and flat-
chested. The conventionally beautiful sor-
ceress ends up trapped in the form of a small
muppet monster. The drawings themselves
represent a refinement of the techniques used
for Ghita and are surprisingly free of any
nightmarish qualities, reinforcing the im-
pression that this comic is intended for
younger as well as older readers.
If that is indeed Thorne’s intention, he may
well have succeeded – Ribit! is a fine piece of
“wholesome” entertainment “for all the
family” which also provokes thought and
never plays down to the reader. It is his most
satisfactory creation to date, and it is to be
hoped that its sales benefit from the DC/
Comico distribution deal; a comic as intelli-
gent and diverting as this deserves to reach as
wide an audience as possible. Unless Thorne
loses his grip on the narrative during the
issues yet to come, Ribit may turn out to be
one of the best American colour series pub-
lished this year.
Mike Kidson

Comic Shop News #82, page #5:

Ribit! is Frank Thorne fantasy. That
should pretty much sum it up to fans who
are familiar with Thorne’s work.
The book mixes magic, nazis, skate-
boards, heavy munitions, bizarre critters,
and mystical quests in a surreal fashion
that manages to utilize almost any plot de-
vice that comes to Thorne’s mind. It’s sort
of sword-and-sorcery, sort of hip fantasy,
and yet something else at the same time.
Ribit! also presents the beautiful women
that Thorne is well-known for; ever since
his work on Red Sonja, Thorne has become
a masterful illustrator of scantily-clad bar-
barian heroines, and Ribitl certainly falls
within that description. Prior to this book,
there weren’t too many Thorne heroines
riding skateboards, though–and it’s that
“break-down-the-traditions” approach
that’s the charm of Ribit!

So Ribit received a lot of attention when it was published, and the reviews were all raves.

Comics Scene Volume 1 #6, page #53:

“She’s put to the test, and although
she’s small, she’s ornery enough and
thereby capable of doing everything that a
fully grown warrior woman can do,” ex-
plains Thorne. But in Ribit’s unnamed
world, “everything” can range from
skateboarding through bullet-ridden con-
frontations with parademonic soldiers se-
questered in Nazi war tanks to slashing
away at 20-foot tall automated constructs
with nothing more than a dagger. Com-
pounding the conflicts she faces in her
transition from froggy familiar to femme
fatale, Ribit slowly learns how to speak
like the humans to which she now bears a
passing, if miniature, resemblance.

The Slings and Arrows Comic Guide #2, page #541:

Magic is being driven out by science, and Sahtee, the last
remaining sorceress, decides to fight back by creating a
warrior woman. The recipe is nearly finished when Ribit,
a lizard-like familiar of Sahtee’s, jumps into the cauldron.
Ribit does indeed turn into a warrior woman, but
she’s only three feet tall, and she’s bright green. Not
that this stops her fighting – it just stops people taking
her seriously. Frank Thorne’s story has its self-indulgent
moments, but is generally quirky fun, and the ending is a
true surprise.~FC
Recommended: 1, 4

I think resistance to summarising is a good thing:

RIBIT is almost impossible to summarize. It takes place in some vague future in which there abound references to 20th-century culture, but there’s no physical resemblance to any 20th-century settings. Thorne’s world is a phantasmagoria out of Bosch, in which both magic and science are hopelessly intermingled. In essence, it’s a one-shot feature that allowed Thorne to draw any damn thing he felt like drawing, whether it worked within the context of a narrative or not.

The Goodreads score is oddly low, but there’s few votes.

Right:

Ribit! #1 is the first of a four-part story as presented (I suspect it was created as one big album, especially given how abrupt this one ends) and it remains as impressive a work now as it did when I discovered it in college, with phenomenal art and a cute story that does a lot of things right, earning 4.5 out of 5 stars overall. If you’re a fan of ‘Heavy Metal’ or Thorne’s art on ‘Red Sonja’, I’d recommend fishing it out of the next back-issue bin in which you encounter it.

Ribit was reprinted by Hermes Press, but in a limited edition, which is a shame. I can’t really find any reviews of it — I was wondering what an audience these days would think of it.

1988: The Maze Agency

The Maze Agency (1988) #1-7 by Mike W. Barr, Adam Hughes and others

I read quite a lot of mysteries, and Barr’s name gives me good vibes without me knowing quite why, so I was looking forward to reading this series.

And that’s a quite high concept way of selling in the series — it’s a detective book, but they take unusual cases. So everything as usual, then.

And… are they going for a very “modern” storytelling style? (Modern for 1988, that is.) That’s some aspect to aspect type storytelling, but there’s just one problem — this is the first page of the story, and we don’t know who these peple are, so the reader finds themselves going “there’s probably just one character with red hair, and he did wear a blue shirt, so now he’s put on a jacket before talking to Miss Mays, so perhaps she’s the boss, but who’s that baldy? And is the guy with the brown jacket the secretary, then?” So many question from three panels.

But no, not really — after those three panels we go to bog standard old fashioned comics storytelling, which is both disappointing and a relief, I guess.

It’s a very dense story, anyway. There must be over a dozen characters to keep track of…

The resolution is both “well, duh” — I had the main gag figured out immediately (I’m so smart S.M.R.T), but on the other hand:

… wat? Blakemore’s not The Rogue… but Miss Mays says he is? “Sure!” But then Blakemore says that Ro is The Rogue!? Did I get their names confused? It wouldn’t be the first time. *makes confused sounds*

It’s a kinda stupidly convoluted plot, and could have done with twice as many pages and half as many characters, really.

And then we get the explanation — Barr wrote this story in the early 70s, in his late teens/early twenties, and it was (justly) rejected by the Ellery Queen magazine. So is this series just going to be a dumping ground for Barr’s rejected scripts from his youth?

The setup is a bit odd — Miss Mays runs a (possibly large; it’s vague) detective agency (the titular Maze Agency), but she seems to handle all the cases mostly on her own. Except that she does have a helper — the guy with the glasses, who’s the self-insert character — he’s a writer who’d rather run around helping out with the detecting instead of actually writing. But he refuses to take any money, because he wants to date Miss Mays, and I guess he… can’t… date the boss?

Moonlighting says different.

So we get lots of scenes of the writer guy asking Miss Mays out, and it could have developed into a running gag, but it doesn’t really.

*gasp* A reversed bowling shirt! Could it be a clue!

The awful Glenn York makes porn… and calls Miss Mays “Ms. Mays” and is soundly slapped down. That’ll learn him! Barr strikes against… er… woke pornographers, I guess?

Hughes’ artwork is pretty attractive, and the storytelling mostly works. There’s some oddities in word balloon placement, but the strangest thing of all is that most of the male characters wear exactly the same shape of glasses. Did a) Hughes use himself as a model, and b) use glasses, and c) use those glasses? I tried googling him, but couldn’t find any pics of him from the 80s…

But he seems to be wearing glasses here in this 2002 shot, and aren’t those the same shape!?

The spectivation continues!

Remember that reversed t-shirt? Here’s the explanation — they wanted to film fake versions of a sitcom (or something), but the actor was right-handed instead of left-handed! And that’s something you can totally see! So they had to create a reverse image set to film on! And then flip the film! Amazing! I think you can kinda see how Barr had become a successful Batman writer…

We also get the backstory for the series — Alan Davis was originally going to be the artist, but dropped out.

The next issue was another 70s script — Barr had apparently written a script on spec for a series called Benacek, which I’ve never heard of.

You can kinda see that Hughes was using porn and or fashion magazines as basis for some of his female characters. The woman above is supposed to be a hard-nosed police officer, and… er… it doesn’t really come off that way? But it’s a good drawing.

The book improves a lot as the series progresses. The actual mysteries themselves are consistently risible, but the rest of the book gets better. There’s more fun bits, like that cat there, and insights into how this character thinks defrosting is done.

See? More fun. I wonder how much of those sight gags is from Hughes, though.

Unfortunately, he leaves by the sixth issue.

Joe Staton is more MISS MAYS SMASH.

Did I mention the risible mysteries? *sigh*

A reader writes in to say that the plot in the TV episode issue didn’t quite make sense.

In the final issue, we get yet another artist pair…

… and the editors announce that they’re leaving Comico, along with half the people who were working there. Because Comico was hobbling along towards a bankruptcy in 1990, and shedding both series and employees at an alarming rate.

One person who’s not mentioned is Gerry Giovinco — there were three co-publishers, but he was the main guy running things, is my impression. But he’s out now, and the publishers now are the two LaSorda brothers. And! There’s a new trade dress:

As if it were the stylish checks on the cover that was the problem.

And this is how the series ends.

Or is it? Barr says that he’s shopping the book around…

Which was successful: It continued from Innovation and Caliber, sporadically, before ending in 1997. A revival in 2023 was not successful.

The book has not been collected, but it was reprinted in some Scandinavian anthologies.

Back Issue #2, page #9:

ME: Adam Hughes, you were a
promising young artist at that time. This was your first
regular series.
ADAM HUGHES: Yep, I was wearing long pants and
ready to shave.
ME: (laughs) And yours truly, Michael Eury, a newly hired
editor at a relatively small, but cutting-edge, comic-book
publisher in the “metropolis” of Norristown, Pennsylvania.
So, do we feel ancient yet?
MWB: Yes, I have for some time. (laughs) It’s got nothing
to do with this conversation, I assure you.
ME: Mike, in case anyone reading this interview is
unfamiliar with The Maze Agency, why don’t you
define the series?
MWB: Back in 1985, ’86, I’d wanted to do a creator-
owned detective series. By “detective series,” I mean in
the sense that it would have actual mysteries, actual
whodunits, which would be solvable by the reader if the
reader was sharp enough to pay attention to the clues.
Based, of course, on my love of the classic detective stories
of Ellery Queen. Later, of course, I would pay homage to
Queen by using Ellery Queen in Maze Agency #9.

Back Issue #2, page #12:

MWB: Yes. Well, they seemed to be interested. I had
mentioned it to some editors before the story was actually
in print. I mentioned it to Archie Goodwin, who was edit-
ing the [Marvel imprint] Epic Comics at the time, and
Archie seemed very interested because he liked the work
that Alan and I had done together.
ME: Oh, Archie Goodwin should have been interested
in mysteries since he was a character in a series of
mystery novels.
MWB: That’s right, he is, yes. [The narrator of the Nero
Wolfe mystery novels by Rex Stout is named Archie
Goodwin.] Archie said, when he sold his first story to
Ellery Queen’s Mystery Magazine, he had to send a copy
of his birth certificate. (laughs) They didn’t believe that
was his real name and not a pseudonym.
ME: But the series eventually landed at Comico, but
not with Alan Davis or with Archie Goodwin. What
happened to Alan and to the other publishers you sent
The Maze Agency to?
MWB: Well, when Archie saw Maze, he immediately
passed on it. This was his right, of course, but it was very
confusing to me as every time I had seen Archie for weeks
before, he had told me how much he wanted to see the
ashcan, and how I shouldn’t talk to any other publishers
without talking to him. I told him there may not be any
physical action in the strip whatsoever, but he said that
was fine. So I don’t know what happened. Maybe it was
just as well, as the Epic Comics, with some exceptions,
were kinda the ancestors of Image Comics-lots of pretty
pictures, but not much to stick to your brain.
As to Alan’s involvement, as soon as Epic passed, so
did Alan. Alan has always been very security-minded-
which I understood completely-and he didn’t want to
take a chance on any of the independents.
As it turned out, Comico was the only publisher who
made us a serious offer. I realized, later, that I had read
most of the independents wrong. I had thought Maze
would appeal to the publishers who didn’t like super-
heroes, but what I didn’t realize was that the publishers
and readers who don’t like super-heroes don’t like any
series characters, except for reprints of newspaper strips
by guys who are long dead. They’re largely more inter-
ested in the “real world” stuff-you know, “my job sucks,
my life sucks, come look at the boils on my ass.”
So Comico was the place to go, which was okay
with me. My lawyer and I worked out a swell deal and
we were all looking forward to it.
ME: Adam, before you came on board The Maze
Agency, did you have any interest in mysteries as a
reader, or as a viewer?
AH: No.
ME: So this was uncharted territory for you. Adapting to
this material must have been a challenge.
AH: Well, for all the little giblets reading this interview
who don’t remember the 1980s, there was a big boom
going on. Anybody with two thousand dollars could
publish a black-and-white comic book, so any slob with
a pencil could get a job. (laughs) So I, fortunately, was
able to elbow my way in, in that respect. And the fact
that Comico was just across the river-I was from New
Jersey at the time-it was pretty easy to get your work
noticed back in those days. But at the time I was like all
great American teenagers. I was quite brain dead and all
I cared about was super-heroes, and I wasn’t aware that
there was a larger literary universe to explore in comics.
I had no idea there had once been western comics, or
romance comics, or horror comics. All I wanted to do
was draw people in their underwear.
ME: Who was your
primary contact at
Comico before I came
along? Did you just send
samples over the transom,
or did you actually go
meet with somebody?
AH: I went to a convention
in Philadelphia with my
samples. But I was more
interested in finishing off
my collection of Love and
Rockets and Nexus. My
girlfriend grabbed my
photocopies and took
them to Diana Schutz.
Diana gave my girlfriend
her card and said, “Have
Adam call us.” And I sort
of backed my way into it.

Back Issue #2, page #26:

DC sort of swooped down and said, “Look, your
future’s over here because that other thing was dead,”
even though it wasn’t. Obviously, DC saw the distribu-
tion deal as a chance for them to do away with more
competition and raid some nests.
AH: Wow!
MWB: I’m sorry?
AH: No, I was just wowing. I didn’t know that. Wow.
MWB: I just found my notes, and what actually hap-
pened was this: “Black Friday” was actually Monday,
February 27, 1989. At about 12:15 P.M., I got the call
from Diana, telling me of Comico’s financial difficulties,
and saying many artists were being told to stop work on
all titles, as the titles were being put “on hiatus.” Maze’s
“hiatus” began after the publication of #7, which was to
go on sale in June. Diana said I could leave the book with
Comico for possible resumption of publishing after a
minimum six-month interval-and contract renegoti-
ation-or I could contact other publishers. I opted for the
latter, but was later told by Phil LaSorda, one of Comico’s
founders, that Comico had not cancelled Maze, and they
were still considering publishing it. Comico was also
holding onto the unpublished artwork, still owed me
$1430, and owed the rest of the creative team, too.
Long story short, after I got a lawyer involved the
artwork was released and I was “allowed” to take Maze
to Innovation. The Comico brass got harder and harder
to find, so I’m still not sure whether I was ever paid the
$1430, let alone whether everyone else was paid. I was
just glad to get out. Natch, this ate up the good will
between me and Comico, though I remained friends
with Diana, who had nothing to do with Comico’s
legal maneuvering.

Amazing Heroes #190, page #28:

The first time around, they sent us
some of the Alan Davis Maze Agency
material and we were supposed to
come up with our own. I didn’t real-
ly have an idea what the characters
were about and I misinterpreted them.
Mike Barr, at that point, had his own.
ideas about how they were to look,
which is why I know I didn’t get the
job the first time around.
The second time around, I had a
better idea-especially since there was
a two-page script to work from. It was
from that Comico made the offer for
me to come and do the book. So I
finished up the first issue of Death-
hawk, which was my last issue of
Deathhawk, and moved on to the
Maze Agency.
AH: Were you ever a mystery fan be-
fore that?
HUGHES: No, I’ve never been a big
fan of the fair play whodunit, which
is what the Maze Agency is. I’ve
always leaned more toward hardboiled
detective work, as opposed to the kind
that Mike Barr likes. I was really com-
ing in cold and I think that hurt the
book.
There was pretty good fan response.
The people who come up to me at
shows and mention the Maze Agency
are nice about it. They seem to be very
loyal to the book. It really surprises
me sometimes how much some peo-
ple really like it because all I could
see was how the book didn’t end up
looking.
I really enjoyed working on it, but
it could’ve been a lot better if I had
been a) a little more experienced and
b) more into the genre the series was
coming from.
I always pictured the book look-
ing like The World of Ginger Fox
graphic novel by Mike Baron and
Mitch O’Connell. The Maze Agency
should’ve been that sort of late ’80s’
art-pop kind of thing. That’s going to
sound weird to a lot of people, but the
image I got of Jennifer was similar to
Ginger Fox-very fashionable, very
glitzy. I was hoping it could go a lit-
tle more like that, but it didn’t.
But I’m kind of glad for the ex-
perience because I had to spend a year
drawing real people. Nobody in the
Maze Agency could pick up a bus.
They couldn’t duke it out and destroy
New York City. I had to learn to draw
people in suits and average people. I
appreciate the experience of that
because it’s helped a bit nowadays.

Amazing Heroes #190, page #30:

AH: Getting back to Maze Agency for
a second, do you have a favorite
issue?
HUGHES: Yeah, the Ellery Queen
issue. Even though Innovation ran
them out of sequence (which is O.K.
because the Maze Agency is very
episodic), the Ellery Queen issue is
the last issue I produced. All the In-
novation Maze Agencys that came out
were Maze Agencys that I had drawn
for Comico. They were just in the
drawer. When publisher rights went
from Comico to Innovation, those
stories went with them. I never did
anything for Innovation except a cover
or two for the Maze Agency.
The Ellery Queen issue, I thought,
was the point where the art was ac-
tually getting to a point where I was
enjoying it. I was getting more com-
fortable doing establishing shots and
long shots, which I never was good
at. To this day, I’m still having trou-
ble with them, but I was doing more
of them.
A lot of the early issues of Maze
Agency are very claustrophobic; it’s
all done in close-ups and medium
shots. Never really had a sense of
where you were or what the room was
like, which was a detriment. In a
mystery story, the reader should be
presented with as many facts as possi-
ble and I really wasn’t doing it very
well.
Rick Magyar and I were getting bet-
ter every issue. Issue #9 was the last
issue that we did together and that was
our best. My favorite.
AH: I was going to ask you about
that. Were the last two Comico issues,
#6 and 7, planned to be drawn by
other people? I thought maybe Mike
Barr put your issues in the bag to help
Innovation sell the book.
HUGHES: No. In fact, the two fill-
in issues, #6 and 7, were done long
before Comico put the book on hiatus
and it passed on to Innovation. There
was no sandbagging involved.
Basically, what it was is because I’m
slow. I’m not the fastest artist in the
world, and there’s many an editor out
there who’ll chuckle at the understate-
ment in that.
I’m more concerned with making
the book look nice than I am with pro-
ducing a periodical. That might get
me less assignments in the future, but
I can’t change the way I am. I will take
more time than I need to do a book
if I need to make it look good. I was
very dissatisfied while I was drawing
the Maze Agency because I couldn’t
get my hand to do what my brain
could see.
I look at it this way: when a book
is late it bothers you, as a fan, until
it comes out. But a book has to sit in
a collection for the rest of your life.
If I spent my entire career producing
work that was, for me, medium
quality—even though I’m not the best
artist in the world, I try to give it my
best shot all the time-I don’t want
people to look back and think, “Well,
these books are medium quality, but
I remember they came out on time.”
Nobody remembers that. When it’s
a part of the history of comics, it just
depends on how good it looks or not.
I’d rather have a good piece of artwork
out there than a timely delivered thing.
It’s a horrible thing to say and I
hope no one takes that as advice.

Ah, so Hughes was still on the book — another example of Schutz’ policy of having more than half a year of issues on hand before publishing. But Hughes’ issues were eventually published by Innovation.

Amazing Heroes #154, page #26:

Equally important influences on
The MAZE Agency were the mystery
writers whose work he loved: Ellery
Queen (actually two writers, Manfred
B. Lee and Frederic Danay), John
Dickson Carr, Rex Stout, Margery
Allingham and Raymond Chandler.
Barr himself is a published mystery
writer, his first published fiction
having been in the May 1973 Ellery
Queen’s Mystery Magazine (set at a
comics convention, no less) and in a
Sept. 1977 Sunday supplement of his
hometown newspaper, The Akron
Beacon Journal.
“Of course, I have a whole closet”
full of rejected stories, but I hope to
have some more published in the
future,” Barr said. “In fact, my con-
tract with Comico allows me to use
The MAZE Agency characters in prose
stories.”

Ahem.

Amazing Heroes #159, page #67:

The Maze Agency is a new detective
series from the computer pen of Mike
Barr, long known for his Batman
stories. It concerns a detective agency
run by Jennifer Mays (Maze, get it?),
and her partner/boyfriend Gabriel
Webb. Jennifer is a classy, refined lady
who can hold her own against what-
sername from Murder She Wrote
anyday, and Gabe is a scruffy, bespec-
tacled guy who looks as comfortable
in mismatched socks and boxer shorts
as he does in a tuxedo. The two of
them are both good detectives; made
better when paired together to
combine wits.
In this introductory issue someone
has stolen the frames off of a set of
paintings by horrendous pop artist
Roald Trask, leaving the valuable
paintings hanging on the showroom
walls! Is it Winston Blakemore, his
agent, a cool cucumber if there ever
was one, Clarissa Whyte-Morgan, his
vengeful ex-wife, gallery manager
Jorkins who has an illicit background,
or Roald Trask himself, seeking his
last 15 minutes of fame? Think I’m
going to tell you? Naaah. Buy it and
read it for yourself.
Mike Barr is back on familiar ter-
ritory, although the detecting work of
the Maze Agency is far more subtle
and less brutal than that of a certain
darknight detective. Jennifer and Gabe
don’t swing down from roofs and beat
the information out of thugs, they go
the cerebral route. Barr has the mys-
tery formula down pat, but does not
write his stories in formulaic ways.
Given the heroes of the piece, you
would almost expect a re-run of
Moonlighting or Remington Steele,
and it would be a fallacy to say there
wasn’t a little of both in there. Here
though, Barr infuses into his charac-
ters—in one issue—as much person-
ality as we’ve seen in a whole season
of the previous shows!
Barr’s writing is crisp and clean,
fun to read and fun to figure out the
mystery behind. I got some of the
solution but not all of it, a mark for
me that the mystery is not too difficult
but not very easy either. Barr is much
better in this mode than any past
comic-detective writer that I can think
of; certainly he’s much better than
Don McGregor and his Nathaniel
Dusk or Detectives Inc.
But if Barr is crisp and clean, Adam
Hughes is more so. Hughes’s work
looked remarkably similar to Steve
Rude’s in the past; here he combines
that with Alan Davis’s style to come
up with a beautifully pleasant art style
not entirely new but not exactly ob-
vious in its influences. I was appre-
hensive about Magyar’s inking when
I first heard he’d be on this book, as
his beautiful Question inking seemed
a little rough for Hughes’s pencils, but
he pulls the job off wonderfully,
lending an edge to it that may not have
been in the pencils.
Overall, Maze Agency is extremely
well-written and excellently drawn.
Whether you like detective series or
not, this is suggested; it is so very
good. Colorist for the series is Julia
Lacquement, who has always turned
in impeccable work on her other
series, so all-around, I expect this to
be one nice-looking and (hopefully)
successful book. Good luck to all con-
cerned. The detective market is an
unknown quantity in comics, and I
hope it proves successful.
The grade? It shouldn’t be a mystery
to you by now.
GRADE: MINT — Andy Mangels

Here’s some internet chatter:

It was a great series, but in the dog-eat-dog world of indie comics it only lasted twenty or so issues. Still, in the world of comic books, no character ever truly fades away… ask Slam Bradley.

Right:

I wish this wonderful mystery series could somehow manage to catch on, but it faces the same struggles so many creator-owned titles do: not enough sales to make enough money to keep a top-flight artist, and without artistic consistency and talent, it can’t get popular enough to break the cycle, no matter how good the writing is.

1988: Comico Christmas Special

Comico Christmas Special (1988) by Douglas M. Wheeler and lots of others

This is a forty page special with five stories, all written by Douglas M. Wheeler, but drawn by all these people:

That’s a quite interesting selection of artists, isn’t it? I must confess that I’m not expecting much from this book, though — a collection of shorter pieces written by somebody who had previously only done some stories for Alien Encounters? About Christmas? Eeeh.

Ken Holewczynski! I know that name… did he do some issues of Mister X over at Vortex? I feel like I’ve read some books by him… Yes, that’s where I know him from.

Very stylish artwork; a kind of American ligne claire, right?

I didn’t know at all where this story was going — we’re in 1988, so I had expected some kind of deconstruction or something, but instead it’s a super straight forward story about learning the real meaning of Christmas: Fambly. It’s cute.

The Bernie Mireault-drawn story is funnier — it turns out that Santa is real! But in a science fictional way.

As you may be beginning to guess, all these stories are pretty high concept. The third one is also science fiction, and is about a dystopian future where Xmas celebrations are restricted to December (*gasp*). It’s a good concept, and Tim Sale’s artwork is solid, but it goes on for too long and runs out of steam. Unfortunately, it’s the longest piece in the book.

And then amidst all of these sci fi stories, we have a very simple story about a kid who has to shovel snow. That’s basically the entire story, so I’m guessing it’s autobiographical? I mean, it’s amusing, but it might have done with… something more.

Finally, we have a short piece drawn by Steve Rude and Al Williamson, and it’s about aliens discovering Santa. It’s totally fine.

So… that was a surprisingly straightforward Christmas book — it nails the atmosphere, really, with the mix of wistful bits and funny bits, and the artwork on four of the stories is outstanding. It’s a fun read.

I can’t really imagine it sold well, though? Anthologies seldom do. And it’s never been reprinted.

Amazing Heroes #158, page #85:

I’ve known Doug Wheeler for several
years (he used to buy comics at a shop)
I managed), so it’s a great pleasure for
me to be able to discuss his work in
the Comico Christmas Special. Doug
once told me that he prefers to work
in the short story medium as opposed
to the mega-opus mode favored by
most new writers, who apparently
believe their errors won’t be as
noticeable in a long piece. I believe
Alan Moore once said that new
writers should work in short stories
for a time to sharpen their skills before
moving onto more complex works,
and if that’s good enough for Mr.
Moore, that’s good enough for me.
Wheeler has been given the oppor-
tunity of a lifetime. How many relative
unknowns are allowed to work with
this caliber of artists (and the Dave
Stevens cover doesn’t hurt, either)?
For the most part, I’m pleased to say
the author acquits himself honorably.
As you might guess, all five stories in
the CCS deal with Christmas, most
directly but a couple very tangentially.
Doug has a gift for setting up quirky
situations, as is the case in “The
Stiflemix Diaries.” In it, he depicts a
world in which any reference to
Christmas is illegal from January 1st
through November 30th. Any infrac-
tion of the code results in “the
Grinches” goose-stepping an offender
off to some grisly fate (probably
they’re forced to listen to Andy
Williams Christmas albums until they
plotz). Now this doesn’t sound like
such a bad idea to me, but as Wheeler
observes, “As with all laws…there
are a few people who resist them,”
whether they’re worth resisting or not.
Stiflemix (great name!) is a bespec-
tacled little twerp who belongs to the
Noel Liberation Army, an organiz-
ation devoted to returning Christmas
to its usual year-’round commercializ-
ation. They salute each other by
clenching their fists and chanting,
“Ho ho ho.”
It’s a wonderfully goofy concept,
like something out of the sillier epi-
sodes of The Twilight Zone, but unfor-
tunately it doesn’t really conclude so
much as sputter out. Tim Sale should
be complimented for his fine pencils
and inks on the story.
In fact, everyone seems to have
devoted more than minimal effort for
the package. Bernie Mireault, easily
the most undernoticed artist in comics
today, provides brilliant pencils and
inks on “Too Many Santas.” Steve
Rude, Al Williamson, and Bret
Blevins bring a fine, soft-edged look
to “Traditions Everlasting.” The big-
gest surprise in the book is Bill
Willingham and Chris Warner’s art on
“One Winter Day,” a wonderful tale
about the trials and tribulations of
shovelling snow. I had no idea Wil-
lingham had such a gift for comedy.
Editors Diana Schutz and Michael
Eury should be noted for putting
together these teams, and Comico
should be congratulated for having the
guts to put out a book like this.
They’ve always excelled at specials,
items less daring publishers might not
consider (Gumby’s Summer Fun Spec-
ial and The Jam Color Special are
examples that come to mind). So give
yourself a nice Christmas present this
year: get the Comico Christmas Spec-
ial. Ho ho ho.
GRADE: NEAR MINT
— Jeff Lang

The Slings and Arrows Comic Guide #2, page #140:

COMICO CHRISTMAS SPECIAL
Comico: One-shot 1988
Doug Wheeler supplies a selection of unashamedly
heartwarming offbeat stories with Christmas as the
uniting theme. Contributing artists Ken Holewczynski,
Bernie Mireault, Tim Sale, and the teams of Steve Rude
and Al Williamson, and Bill Willingham and Chris Warner,
all excel, and you’d have to be a humbug of enormous
proportions not to be charmed by this sentimental
selection.~FP
Recommended

Doug Wheeler would go on to write a run on Swamp Thing and Negative Burn.

Scarce #19, page #15:

Comico Christmas Special 1 :
Warner, Mireault, Rude, Williamson, Sale et Dave
Stevens (pour la couverture, faut pas trop en de-
mander !) réunis pour un numéro spécial (comme
l’indique le titre) pas génial mais à ne pas né-
gliger pour autant.

Not brilliant, but don’t overlook it either — I guess that’s the best summation, really.

Here’s somebody on the interwebs:

I love this little book (at 44 pages it’s actually not that little). It’s unique and it’s fun and it’s one of those hidden gems from the 1980s that makes you wonder, why it not in more demand. Well I for one have long forgotten about it and I bet I’ve thumbed past it in long boxes destined for the Bargain Bins without ever noticing.

And a comment:

I have to reread that book every year before Christmas.

And I guess it really didn’t sell well:

I was kinda riding shotgun on this book while Diana Schutz and Michael Eury were running the boards. As a marketing guy I asked Dave Stevens to do our cover. He begged me to do a different sort of cover image and that this one wouldn’t help sales one bit. As usual… he was right!

I didn’t even realise that it was a cover by Dave Stevens — it looks so Steve Rudish that I assumed that it was by him.

This is a rare Comico comic that goes for a more substantial price on ebay, so I guess that Dave Stevens cover worked after a while.

1988: Trollords

Trollords (1988) #1-4 by Scott Beaderstadt and Paul Fricke

Trollords was a title I was aware of during the 80s — it was one of those black and white boom/bust speculator books that (after Teenage Mutant Ninja Turtles paved the way) eventually led to yet another one of the American comics market melt-downs. So I saw it mentioned in a lot of news stories and articles, but I never actually read it myself.

And while trying to buy the four Comico issues of the series, somebody sold me #2-4 of the original Tru Studios series. This has happened a lot during shopping for this blog series, because you buy “Trollords #2” from somebody, and they send you the wrong #2. And it’s happened so much because Comico took over so many series that had previously had runs elsewhere…

But now that I’ve got these issues, I might as well read them.

The editorial in #2 comments on #1 being an unexpected hit — it sold out and became a collector’s item. Let’s see…

Yeah, here’s a price list from 1988.

And then ten years later things are getting chilly…

And then ten years later after that again, the demand has collapsed totally, of course.

But how’s the book? It’s not bad! I had expected something really kinda crass and amateurish, but it’s pretty good.

I had expected it to be just a bunch of sight gags based on the trolls not having clothes, but that doesn’t come into it at all. Instead it’s an amusing story about these trolls fighting against death (?)…

… and stopping this woman from committing suicide! Not at all what the words “Trollords” and “black and white boom” conjures up in your mind.

It easy to forget how influential Dave Sim was at the time — Cerebus wasn’t just successful critically, but shifted a lot of copies (especially during the boom and bust years, I guess).

Anyway, we finally arrive at the Comico issues. And it’s not like with Fish Police, where Comico reprinted the original series in colour, but we apparently just continue whatever storyline they had going for the first fifteen Tru Studios series.

The first three pages are in black and white…

… but they turn out to be just a bad dream! Which is a nice touch.

But… who are all these characters? Once again, a Comico series starts without any explanation as to what’s going on, just dropping us into the middle of the storyline. It works better here than in many of the other series, but I’m starting to wonder whether Comico had a policy of never explaining anything to the readers. I mean, recaps are tedious, and infodumping is old-fashioned, so it makes sense. But…

Anyway, it looks like the trolls have settled into a routine of being sort of minor do-gooders — just going around helping people? While having fun?

And then… like in the first #2, they stop a person from committing suicide! So it’s like a callback, I guess, but it’s still pretty weird.

It turns out that the guy tried to kill himself because he was reading depressing books, but he convinces the author to start writing funnier stuff, and that vanquishes Death? Makes sense to me.

There’s merch — pins, posters, and they have almost all the back issues still in stock. So I guess people who found this non-introduction to the Trollords confusing could just send off for an almost complete set of books.

But it’s still weird — there’s not even a hint towards explaining what this is all about. “We heard all about it… gross!”

My first issue of Cerebus was #49, and if you’ve read Cerebus, you know that’s possibly the absolutely worst issue to start on. (Well, if you ignore all issues after #200 — all of those are even worse, but for very different reasons.) But I was still totally into it, and I knew immediately that there was an intriguing story behind what I was reading, and I eventually caught up. It worked great, even if nothing was explained.

Very few comics are Cerebus #49, though. While the above is a pretty good scene, I’m not really going to go back and get the previous fifteen issues to find out, and I don’t think I’m in the minority here.

And I guess this feverish retelling of a previous encounter would be funnier if you’d read the previous encounter.

Anyway, the issues basically follow the same structure — the trolls learn of somebody needing help, and then they go out and help them. So it’s mostly one-and-done issues, but with a couple of B plots that continue throughout the series. It works well.

After just four issues, the book is cancelled. It’s not because sales were horrendous, but Comico was in a cash squeeze at the time and had to dump the lowest-performing books. But it looks like Comico gave the creators heads-up in time to allow them to take the book elsewhere without too much disruption. Which is nice — another example of Comico treating the creators fairly. The only people they stiffed were the printers, I think…

The artwork on Trollords continues to evolve — the cartoony bits get more cartoony, and the non-cartoony bits grow lusher. But sometimes not much in the way of backgrounds.

The comic timing is pretty good. And I love that final panel.

And we even get a goodbye to the Comico readers from the trolls.

It’s a much better series than I had expected. Good art, amusing gags, and an overall plot that (perhaps) was going somewhere? It’s had to tell from these seven issues, though.

Trollords continued on with six issues from Apple, and then two issues from Caliber in the late 90s, and that’s it. The book has never been collected or reprinted, but you can pick up a complete set from ebay at about cover price, usually.

Comic Book Collector #3, page #28:

Perhaps we should point out that
no one is accusing all comic book
publishers or employees of being
careless, avaricious, and/or easily dis-
tracted. When, after two years of self-
publishing, Fricke and Beaderstadt
took their Trollords to Comico,
Fricke is quick to point out that “all
the people there were really well-
intentioned and they really wanted to
do good comics.” Still, good in-
tentions and all, Comico eventually
filed for bankruptcy, and the
Trollords floundered at Apple
Comics.

The Slings and Arrows Comic Guide #2, page #696:

TROLLORDS
Tru Studios: 15 issues, 1 Special 1986-1987
Comico: 4 issues 1988-1989
Apple: 6 issues 1989-1990
An odd, and strangely compelling for some, series,
presumably an attempt to teach responsible behaviour to
young readers, about Three Stooges-like playful monsters
who live with a realistic suicidal female character and learn
lessons about decent human interaction. It can be pious,
though it’s usually funny, but hanging around on the off-
chance of the arrival of amusing little green chaps is a dubious
hope for a cure for depression. Story and art, by Scott
Beaderstadt and Paul Fricke, improve fairly consistently
throughout the run but the late Tru Studios issues, in black
and white, are the best representatives.~GK

The Comics Journal #130, page #106:

GROTH: Tell me if I’m wrong here: I haven’t taken any
kind of statistical survey during the black-and-white boom,
but my impression was that it was less creators self-
publishing than it was a number of shlocky black-and-
white outfits smelling a buck and sprouting like weeds.
Is that your impression?
SIM: I think the first real experience I had of it, and this
is probably the stupidest perception to go by but I’m go-
ing to say it anyway, was the 1986 San Diego Con, which
was right in the middle of the whole thing: everybody
had a comic book out. I thought it was great; I was tickl-
ed to death. I couldn’t walk five feet without somebody
handing me another black-and-white comic book and I’d
get them to autograph it for me and tell them I’d save it
for the day it’s worth a million dollars and all of that stuff.
It seemed great to me. I think right on the heels of that
you end up getting people who put out 20 titles: “We’ll
basically expand our market share.” There’s nothing you
can do about those people. But certainly that was what
I think killed the first wave, all of these black-and-white
number ones coming out. All you needed was three com-
panies like Solson soliciting for 12 different number ones
and obviously everybody’s orders have to go down. I
mean, it was an amazing level. There was no way you
could keep a level that size going; it had to burst. But
for the brief moment it was there, it was a hell of a level.
GROTH: Yeah, right.
SIM: And then the problem was that it wasn’t the guys
with 10 or 11 titles that were wiped out first. If they had
two or three that were selling not too bad it kept a lot
of the shlock going, and what does that cause them to
do? Well, produce more shlock. The first things that died
were the guys doing just one book. Trollords goes to Com-
ico; Fish Police goes to Comico. That’s merger mania.
Welcome to the last half of the 20th century: one big en-
tity. That’s conventional wisdom now.

Amazing Heroes #154, page #61:

When the black-and-white boom
burst—the Trollords survived. When
no-talent hacks prospered—The
Trollords survived. Now they face
their greatest challenge—Color!
Yes, the sublime slapstick silliness
of the supernatural stooges is available
in glorious, living color.
Perhaps it’s the need we seem to
have for a certain amount of silliness
that makes this book work; perhaps
it’s the metaphysical underpinning (the
Trollord’s arch-enemy, after all, is
Death—the Ultimate Bully.
Their first color issue finds Larry,
Harry, and Jerry preventing a suicidal
Cliff Barker from committing said
self-destructive act. In so doing, they
learn he has become the ultimate
Stephen Muerte fan.
Believing Cliff’s death wish to be
related to Muerte’s books, the stooges
(sorry, Trollords), transport Barker to
Muerte’s unusual abode. Before long,
it becomes apparent that Death has a
hand in the scenario.
Because of the simplicity of the
plot, Trollords is able to set up a
situation of horror and humor with
seeming ease. The Cliff (Clive)
Barker and Stephen Muerte (King)
characters different enough from their
models to create a sense of unpre-
dictability. The Trollords do not so
much thwart Death as allow him to
thwart himself in his eagerness.
The story telling here is beautiful.
The combination of almost kaleidos-
copic layouts, serious foreshadowing,
slapstick and characterization is pro-
bably unique in comics. The storyline
is propelled forward with a minimum
of fuss. As a result, the reader is
hooked before he can even realize it.
This book is a good one. Creators
Beaderstadt and Fricke will almost
certainly benefit by the move to
COMICO and color.
Highly reommended.
—Sheldon Wiebe

Presumably one of the reasons Comico dumped Trollords was that they had to shift “distribution” to DC (i.e., DC paid for printing because Comico didn’t have any money left) and DC nixed Trollords?

Amazing Heroes #114, page #45:

Fricke: Dave Sim said it wasn’t pro-
fessional enough and we should try
to publish it ourselves.
Bryan Augustyn: So it’s his fault.
Beaderstadt: Bill Loebs from
Journey was a real biggie, and there
were a few other people. Of course,
some people just pat you on the head
and send you on your way.
Fricke: Comico was interested in it
for a while, as were a couple of
smaller companies who have since
folded, but Comico was probably
the most interested.
Beaderstadt: We took it to Jim
Shooter and he…
Augustyn: You showed it to Archie
Goodwin at Epic, didn’t you?
AH: And they probably gave you the
corporate brush treat-
Beaderstadt: Well, before, everyone
wanted to see more, but now we had
this 24-page story which apparent-
ly was too much due to the whole
convention atmosphere, and the
most we got was just a quick initial
response.
AH: That’s a nice Catch-22 some
guys in the business like to set up
in order to keep people away.
Fricke: Finally it sank in about five
or six months later when we started
seeing a lot of stuff that was ending
up on the racks that just weren’t that
hot.
AH: That in itself can be a big push
-to see some of the crap out there,
and know you can do better yourself.
Fricke: A lot better, hopefully. So
we decided to give it a go.
AH: Well, how then did the book
finally come full circle? Obviously
with the inclusion of Brian. How did
that relationship begin?
Augustyn: Well, what I saw was the
first Trollords story that Scott men-
tioned, and they had packed an
awful lot of material in 24 pages. I
thought it needed to be reworked…
expanded, but the basic concept was
sound.
Fricke: He saw the genius…the
great potential!
Augustyn: Yeah, that too.

There’s very little talk about Trollords on the internet:

They’re well drawn, have a plot and it keeps you on your toes and it’s funny to read. What’s not to like?

That’s the only review three minutes of Googling reveals…

Here’s a mention:

Now when we started, there was the black & white boom. Teenage Mutant Ninja Turtles had been in black & white, which became a self-publishing phenomenon a year or two before Megaton Man came into the market. Now everybody seemed to be scoring big with black & white comics. Adolescent Radioactive Black Belt Hamsters was selling fifty, a hundred thousand copies; Paul Fricke and Scott Beaderstadt did a thing called Trollords that was selling thirty, forty, sixty thousand. Everything in black & white seemed to be going gangbusters.