Judge Dredd 17 (March 1985)

Judge Dredd #17

The issue has two stories–one from Mills, one from Wagner, both with art by Ron Smith. The first story, Mills’s, has a regular citizen turning into a were-dinosaur. It’s kind of dumb, but Mills’s plotting of the story is fantastic. The way he starts external to the eventual characters and moves in–presumably from chapter to chapter in the original 2000 AD progs.

The big showdown between Dredd and the monster happens in Old New York City, which looks a lot like seventies New York City (fire escapes, rooftops). It’s good Mega-City One has so many locations because the showdown wouldn’t look good in the futuristic settings… but tragically haunted man wandering rainswept New York? It works.

The second story has Dredd investigating a television game show. Wagner does a great job with both the mystery and the solution. The setup is rather imaginative too.

Excellent issue.

B+ 

CREDITS

Writers, Pat Mills and John Wagner; artist, Ron Smith; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 15 (January 1985)

Judge Dredd #15

The issue has Wagner looking at various aspects of the future–block life, block wars, reasoning apes, what happens when a judge needs to retire–but none of them really stand out.

The first story, resolving the Judge Child storyline while Dredd deals with a block war, has art from Brian Bolland. It’s gorgeous, but too static, too constrained. Bolland doesn’t have any fun with the future, but he also doesn’t have any fun with his composition.

In contrast, Mike McMahon goes crazy in the other pages. There’s humor built into the panels and the composition is inventive. The McMahon stories–even Mills’s pointless ape one–come off a lot better; there’s something distinctive about them, whereas Bolland’s is purely functional.

Of course, Wagner’s handling of that first story is a lot more functional and less narratively playful than the rest.

It’s a mixed bag, but with some definite pluses.

B- 

CREDITS

Writers, John Wagner and Pat Mills; artists, Brian Bolland and Mike McMahon; colorist, John Burns; letterers, Tom Frame and Tony Jacob; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 14 (December 1984)

Judge Dredd #14

It’s a really weak issue. Both writers–Wagner and Mills–go as melodramatic and sappy as possible. How can Judge Dredd be sappy?

For most of the issue, Wagner focuses on Dredd’s sidekick robot, Walter. The joke with Walter is he is annoying and an issue of Walter stories seems a little too much. The Judge Dredd Christmas story, for example, is about as saccharine as Judge Dredd should ever get it but the subsequent stories take it even further.

In some ways, Mills’s story with Judge Rico’s return is even worse. Most of the story is told in summary with Mills focusing on tender moments from Dredd’s life. The ending is even worse. The difference between Wagner and Mills being Wagner makes Dredd sympathetic in the context of the comic, Mills tries to make him sympathetic overall.

Some nice art from McMahon but this issue is a stinker.

C- 

CREDITS

Writers, John Wagner and Pat Mills; artists, Mike McMahon and Brian Bolland; colorist, John Burns; letterers, Tom Frame and Tony Jacob; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 9 (July 1984)

Judge Dredd #9

It’s something of a lackluster issue.

The opening resolves the Cursed Earth storyline, but it’s the final chapter and probably should’ve somehow been fit in with the rest of the Cursed Earth issues. Especially since it’s extremely anticlimactic, though Mills does attend the character relationships he’s developed.

Then Wagner takes over with Dredd on trial, followed by Dredd as a fugitive, followed by Dredd redeemed, followed by Dredd versus a conspiracy. The compiled nature of the series comes through way too much–every few pages it stops and starts, sometimes going in a wildly different direction.

And Wagner’s characterization of Dredd, who’s shouting off one-liners, seems too forced. Wagner’s characterizations of the rest of the cast is similar–he’s rushing. There are some occasional high points, like Dredd’s showdown with a robot duplicate, but otherwise it’s a problematic outing. The constant Dredd in danger cliffhangers get tiresome really fast.

B- 

CREDITS

Writers, Pat Mills and John Wagner; pencillers, Brian Bolland, Brendan McCarthy and Mike McMahon; inkers, Bolland, Dave Gibbons, Brett Ewins and McMahon; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 8 (June 1984)

Judge Dredd #8

The resolution to the Las Vegas cliffhanger is a little lame. Dredd just happens to get there in time to challenge the sitting judge and there just happens to be a good resistance movement in place to help out. The whole subplot–the mob being the corrupt judges of Vegas–is weak anyway.

But then Mills does a long flashback of Tweak (the alien) and his full story. It’s a nice diversion, leading to some nice character moments in the present action, as well as some affecting ones in the flashback. It’d be the highlight of the issue, if not for the finale.

There’s a contrived battle scene in Death Valley. Dredd and company versus war robots. The setup stinks and the actual sequence is fantastic. Great pacing and writing also make up for the art getting too confused.

Although the open is rough, the issue turns out quite well.

B 

CREDITS

Writers, John Wagner and Pat Mills; pencillers, Mike McMahon and Brian Bolland; inkers, McMahon, Dave Gibbons and Bolland; colorist, John Burns; letterers, John Aldrich, Gibbons and Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 7 (May 1984)

Judge Dredd #7

It’s Dredd versus a dinosaur. Not just any dinosaur, but the offspring of the dinosaur from the early issues of 2000 AD. Mills spends more time writing from the dinosaur’s perspective than he does from Dredd’s, which makes for a vaguely annoying, while still engaging enough outing.

The pacing is off in this one though, with the episodic origin of the story too obvious. Dredd’s story stops and starts with the dinosaur stuff. Mills likes it way too much considering it’s so goofy. Except his flashback to the origins of modern dinosaurs reads a lot like Jurassic Park, just twelve years early.

Then Wagner takes over for Dredd in Las Vegas, which ends up being the issue’s cliffhanger. Everyone in Vegas bets on everything; it doesn’t seem particularly insightful, but McMahon’s art has enough energy to get it through. Ditto the first part; without McMahon’s eccentricities, the issue’d stall out.

B- 

CREDITS

Writers, Pat Mills and John Wagner; artist, Mike McMahon; colorist, John Burns; letterers, Tom Frame and John Aldrich; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 6 (April 1984)

Judge Dredd #6

It’s an excellent issue. Mills sends Dredd on something of a self-discovery; he encounters all different types in the Cursed Earth, with the villainous gangs being the only bad guys. It comes as a surprise to Dredd, but not the reader. Mills has a way of trying to surprise the reader with Dredd’s humanity. He’ll give Dredd a choice and one of them seems obvious if Dredd is just a caricature, then Dredd’ll choose the other option and Mills will gently explain.

Or not so gently. The issue goes out on a real obvious note, but it’s also a strong one.

One of the chapters–the stories take place on different days of Dredd and company’s trip across the Cursed Earth–has Dredd against robot vampires, with some odd developments, but is particularly well-written.

The finale, with an sympathetic alien, devastates. Good work from Mills, McMahon and Bolland.

A 

CREDITS

Writer, Pat Mills; artists, Mike McMahon and Brian Bolland; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 5 (March 1984)

Judge Dredd #5

Mike McMahon does the art for the first three quarters of the issue, with Dredd getting ready to go on a mission through the Cursed Earth. Writer Pat Mills does a decent job setting up the back story, though once it moves on to preparations for the mission, he and McMahon get wrapped up in showing off the goofy hardware Dredd’s going to have. It’s relatively short sequence–the initial double-page spread of a militarized RV–but it stops the story cold.

And Mills is extremely episodic so every few pages, the story feels a little different (this Dredd series being collections from 2000 AD), but most of those differences are good–if not smooth. Mills’s enthusiasm for setting construction helps one ignore his more derivative details.

For the last few pages, Bolland takes over. He gets a goofy Mount Rushmore battle sequence with mutants but it’s visually gorgeous.

B 

CREDITS

Writer, Pat Mills; artists, Mike McMahon and Brian Bolland; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

2000 AD 27 (27 August 1977)

66779 20061016100730 large

It’s an issue of endings and new beginnings. Well, more like one ending and a lot of multi-part stories.

Harlem Heroes whimpers out of the series, hopefully for good. Tully has this terrible moment where the Heroes mourn a lost teammate, then jump for joy at the thought of their next adventure.

Finley-Day reveals the Scots are the only ones in the UK able to keep out the Volgans but even they need Savage’s help. Okay art from Dorey and it moves well.

Something’s off with Solá’s art on Shako though. It should be fun–Wagner has Shako attacking people in the hospital, including the evil nurse.

The Future-Shock is fine. Nothing special.

MACH 1 actually has Probe fighting an evenly matched opponent; Redondo’s art is hurried though.

Gibson’s art is just great on Dredd, however. He does a great job and Wagner keeps it moving well.

CREDITS

Invasion, Dirty Jocks, Part One; writer, Gerry Finley-Day; artist, Mike Dorey; letterer, Tony Jacob. Harlem Heroes, Part Twenty-seven; writer, Tom Tully; artist, Massimo Belardinelli; letterer, Pete Knight. Shako, Part Eight; writer, John Wagner; artist, Ramon Sola; letterer, Knight. Tharg the Mighty, First Contact; writer, Alan Hebden; artist, Medraho; letterer, Aldrich. M.A.C.H. 1, Planet Killers!, Part One; writer, Pat Mills; artist, Jesus Redondo; letterer, Jack Potter. Judge Dredd, The Academy of Law, Part One; writer, Wagner; artist, Ian Gibson; letterer, Bill Nuttall. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 24 (6 August 1977)

144914

A not bad issue.

Invasion doesn’t have the best script, but Carlos Pino’s art is really good. Finley-Day’s definitely not writing for the deep thinker–the evil Volgs have these expensive missiles for hitting one target (one human target) a piece. Dumb but fine.

Heroes is mean-spirited but at least about the Aeroball game.

Belardinelli does an awful job on M.A.C.H. 1. Real bad. Roy Preston’s script is more adventure oriented than espionage, which does work better.

Then there’s Kevin O’Neill doing a story about a kid meeting Tharg, the editor of 2000 A.D., and being a little brainwashed into buying more comics. Cool art. The story’s not the point, but the writing’s fine too.

Cruddy art from Arancio on Shako ruins it. The strange Ratched-like nurse flops, but the writers are at least trying.

And then Dredd has a decent case; Malcolm Shaw’s writing is good.

CREDITS

Invasion, Hadrian’s Wall; writer, Gerry Finley-Day; artist, Carlos Pino; letterer, Jack Potter. Harlem Heroes, Part Twenty-four; writer, Tom Tully; artist and letterer, Dave Gibbons. M.A.C.H. 1, King Karat; writer, Roy Preston; artist, Massimo Belardinelli; letterer, Tony Jacob. Tharg the Mighty, Tharg and the Intruder; writer and artist, Kevin O’Neill; letterer, Peter Knight. Shako, Part Five; writers, Pat Mills and John Wagner; artist, Arancio; letterer, Jack Potter. Judge Dredd, The Wreath Murders; writer, Malcolm Shaw; artist, Mike McMahon; letterer, John Aldrich. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 23 (30 July 1977)

144913

It’s an inoffensively weak issue. Finley-Day handles both Invasion and Dredd and doesn’t do well with either of them. Invasion has some really complex layouts from Dorey, which are cool, but the story’s pretty lame. Dredd is oddly not particularly busy–McMahon spends more time on little details than city designs–and Finley-Day doesn’t have a good punchline.

Harlem Heroes actually talks about the game again and has a very strange ending with the Brain player being viciously cruel. Rather racist installment too. Guess no one worried about offending Japanese readers.

Shako’s idiotic. It should be a lot more fun too, but Arancio doesn’t go for realism so instead it comes off silly.

The Dan Dare wraps up; Moore sets Dare against the Mekon for a very boring finish. Belardinelli does both Dare and M.A.C.H. 1. His art on the latter’s better.

Though inoffensive, it does plod.

CREDITS

Invasion, Tyne Tunnel; writer, Gerry Finley-Day; artist, Mike Dorey; letterer, John Aldrich. Harlem Heroes, Part Twenty-three; writer, Tom Tully; artist and letterer, Dave Gibbons. Shako, Part Four; writers, Pat Mills and John Wagner; artist, Arancio; letterer, Jack Potter. Dan Dare, Hollow World, Part Twelve; writer, Steve Moore; artist, Massimo Belardinelli; letterer, Aldrich. M.A.C.H. 1, Spy Plane; writer, Robert Flynn; artist, Belardinelli; letterer, Aldrich. Judge Dredd, Smoker’s Crime; writer, Finley-Day; artist, Mike McMahon; letterers, Tom Frame and Peter Knight. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 22 (23 July 1977)

144912

Odd, odd issue. Lots of too long stories and too short ones.

Invasion and Shako are both way too short. Invasion is dumb and–inexplicably–for laughs. Shako is dumb and serious; at least it has good art from Arancio, who’d have been better served just doing wildlife studies.

Bad Harlem Heroes. Bad Dan Dare. Dare reads really, really long. For that matter, so does M.A.C.H. 1. Dare is just more nonsense with Dare versus the Mekon, who isn’t actually very smart, but M.A.C.H. is this really complicated story about the machine man proving himself in the Middle East. Writer Nick Allen relies a whole lot on the computer talking to the protagonist, which flops.

But not even Dredd works out until the end. Writer John Wagner takes a while to get going. Ian Gibson’s art is good throughout and the story ends well, but the beginning’s weak.

Weird issue.

CREDITS

Invasion, Cheddar Gorge; writer, Nick Allen; artist, John Cooper; letterer, Jack Potter. Shako, Part Three; writers, Pat Mills and John Wagner; artist, Arancio; letterer, Potter. Harlem Heroes, Part Twenty-two; writer, Tom Tully; artist and letterer, Dave Gibbons. Dan Dare, Hollow World, Part Eleven; writer, Steve Moore; artist, Massimo Belardinelli; letterer, John Aldrich. M.A.C.H. 1, Arab Story; writer, Allen; artist, Cooper; letterer, Potter. Judge Dredd, Mr Buzzz; writer, Wagner; artist, Ian Gibson; letterer, Peter Knight. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 21 (16 July 1977)

144911

It’s not the worst issue but there’s sure nothing to recommend it. Not even Dredd. Gerry Finley-Day writes both it and Invasion. Neither stand out except by not being as bad as the rest of the entries. Good twist at the end of Dredd though.

Oh, wait, Shako. It has some really nice art from Arancio. It’s beyond dumb–it’s the adventures of a mean-spirited, fugitive from the CIA polar bear–but it’s well drawn dumb.

Harlem Heroes and Dan Dare both stink in uninteresting ways. It almost seemed like Heroes was going to end, but then Tully finds a way to keep it going. Presumably forever. The main characters barely appear this story. I can’t even remember Dare.

M.A.C.H. 1 is a strange one; it’s not good, but the idea of the Probe character doing private investigation work isn’t a bad one. Carlos’s art isn’t terrible either.

CREDITS

Invasion, Sandringham; writer, Gerry Finley-Day; artist, Mike Dorey; letterer, Peter Knight. Shako, Part Two; writers, Pat Mills and John Wagner; artist, Arancio; letterer, Jack Potter. Harlem Heroes, Part Twenty-one; writer, Tom Tully; artist and letterer, Dave Gibbons. Dan Dare, Hollow World, Part Ten; writer, Steve Moore; artist, Massimo Belardinelli; letterers, Knight and Bill Nuttall. M.A.C.H. 1, Recluse; writer, Nick Allen; artist, Carlos; letterer, John Aldrich. Judge Dredd, The Solar Sniper; writer, Finley-Day; artist, Ron Turner; letterer, Potter. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 20 (9 July 1977)

20020

There’s some exceptional stupidity this issue, starting with the new thrill, Shako. While Ramon Sola does draw a fantastic giant killer polar bear who can dodge bullets and do acrobatics, John Wagner and Pat Mills’ script is about the dumbest thing ever. Apparently the strip is going to be about the C.I.A. hunting this polar bear. And I thought Harlem Heroes was dumb.

Speaking of Heroes, two amazing panels from Gibbons don’t make it worthwhile.

Invasion isn’t terrible. Decent Pino art until the end when he runs out of time.

Moore does a particularly lousy job on Dan Dare this issue. I thought it had to be a different writer, as it doesn’t even have his general competence.

The M.A.C.H. 1 is the other stupid thing–writer Steve MacManus doesn’t know the difference between Japanese and Chinese. Lopez’s art is nonspecifically incompetent.

Dredd’s funny. Some great composition from McMahon.

CREDITS

Shako, Part One; writers, Pat Mills and John Wagner; artist, Ramon Sola; letterer, Jack Potter. Invasion, Hell’s Angels; writer, Gerry Finley-Day; artist, Carlos Pino; letterer, Tom Frame. Harlem Heroes, Part Twenty; writer, Tom Tully; artist and letterer, Dave Gibbons. Dan Dare, Hollow World, Part Nine; writer, Steve Moore; artist, Massimo Belardinelli; letterer, Potter. M.A.C.H. 1, Tokyo; writer, Steve MacManus; artist, Lopez; letterer, John Aldrich. Judge Dredd, The Comic Pusher; writer, John Wagner; artist, Mike McMahon; letterer, Bill Nuttall. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 19 (2 July 1977)

144909

This issue has about fifty percent good stuff. Maybe even a little more. It feels like more.

Invasion is fine. Finley-Day comes up with a gruesome way for the lead to kill the bad guys. Dorey draws it well. There’s a little humor at the expense of the military “resistance” too.

Flesh is, for the first time, entirely awesome. Mills comes up with a great finish for the series and he’s got Ramon Sola back doing the art. So it’s gorgeous and hilariously fun. Wish Sola’d just done a dinosaur series.

Harlem Heroes and Dan Dare are both in the crap pile; at least Heroes is shorter than usual this time.

Robert Flynn writes a strange M.A.C.H. 1 with a Japanese soldier left over from World War II. Even though there’s not much action, it’s all right stuff.

John Cooper starts ambitious with Dredd, ends not, but it’s fine.

CREDITS

Invasion, The Road to Hell; writer, Gerry Finley-Day; artist, Mike Dorey; letterer, Tom Frame. Flesh, Book One, Part Nineteen; writer, Pat Mills; artist, Ramon Sola; letterer, Jack Potter. Harlem Heroes, Part Nineteen; writer, Tom Tully; artist and letterer, Dave Gibbons. Dan Dare, Hollow World, Part Eight; writer, Steve Moore; artist, Massimo Belardinelli; letterer, Potter. M.A.C.H. 1, Corporal Tanaka; writer, Robert Flynn; artist, Luis Collado; letterer, John Aldrich. Judge Dredd, Mugger’s Moon; writer, Finley-Day; artist, John Cooper; letterer, Potter. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 18 (25 June 1977)

144908

2000 A.D. is averaging about a thirty-three percent success rate, but the lame stuff is proving extra lame this time around.

Invasion is barely comprehensible. Finley-Day fills it with these little scenes, but about the only major event is the resistance’s base being discovered. He can’t even properly introduce a new villain.

And Flesh is off too. The first story fully in the future and it’s mostly just one of the protagonists getting in trouble for letting things go wrong. Very boring stuff.

As for Harlem Heroes, Tully’s the Energizer Bunny. The series keeps going and going and Tully doesn’t even try coming up with details anymore. It’s just the evil cyborg ranting and raving. The Heroes don’t even get a scene to themselves.

Crappy all-action Dan Dare.

M.A.C.H. 1 is far from perfect, but Allen comes up with some good scenarios.

Dredd is hilarious and awesome.

CREDITS

Invasion, Breakout; writer, Gerry Finley-Day; artist, Carlos Pino; letterer, Tom Frame. Flesh, Book One, Part Eighteen; writer, Pat Mills; artist, Felix Carrion; letterer, Tony Jacob. Harlem Heroes, Part Eighteen; writer, Tom Tully; artist and letterer, Dave Gibbons. Dan Dare, Hollow World, Part Seven; writer, Steve Moore; artist, Massimo Belardinelli; letterer, Peter Knight. M.A.C.H. 1, Skyscraper Terrorists; writer, Nick Allen; artist, Marzal Canos; letterer, Knight. Judge Dredd, Brainblooms; writer, John Wagner; artist, Mike McMahon; letterer, Jack Potter. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 10 (30 April 1977)

144900

Overall, it’s not a terrible issue. Nothing really stands out as good or bad. The first half of the Dan Dare is okay even–Belardinelli really does do a lot better with space battles than anything else.

The Invasion entry has decent art from Eric Bradbury and a nice reveal at the end. Finley-Day’s dialogue’s moronic, but it’s always moronic.

Studio Giolitti does a little better on the Flesh writing. Boix continues to draw dinosaurs rampaging well. The Harlem Heroes has a great panel or two from Gibbons. Again, dumb but not terrible–the story’s plotted okay.

M.A.C.H. 1 rips off some Bond moments as the protagonist hunts a fugitive. Mills does better with the action than the quiet epilogue.

And then there’s Dredd. Good art from Ezquerra helps things a lot. Wagner writes weak dialogue and the end’s way too heavy handed. Otherwise, nearly okay.

CREDITS

Invasion, Dartmoor, Part One; writer, Gerry Finley-Day; artist, Eric Bradbury; letterer, John Aldrich. Flesh, Book One, Part Ten; writer, Studio Giolitti; artist, Boix; letterer, Aldrich. Harlem Heroes, Part Ten; writer, Tom Tully; artist and letterer, Dave Gibbons. Dan Dare, Part Ten; writer, Kelvin Gosnell; artist, Massimo Belardinelli; letterers, Jack Potter and Peter Knight. M.A.C.H. 1, On the Roof of the World; writer, Pat Mills; artist, Enio; letterer, Tony Jacob. Judge Dredd, Robot Wars, Part One; writer, John Wagner; artist, Carlos Ezquerra; letterer, Aldrich. Publisher, IPC.

2000 AD 7 (9 April 1977)

144897 1

Poor Judge Dredd. Even with a great page or two from McMahon–he does better with full scenes, not trying to summarize–the story ends on a lame pun from Shaw. Worse, there were some obvious better ones.

Invasion has decent art from Sarompas, Flesh has a possibly good setup for the next issue (at least in terms of giving Sola something interesting to draw) and Harlem Heroes is lame. There’s a disconnect between Tully’s interest in the game play and how Gibbons draws it.

Kelvin Gosnell’s pacing on Dan Dare is a surprise. He rushes through the showdown with the big alien queen. It doesn’t make the story any better, but it does make the badness read faster.

And M.A.C.H. 1 is its usual terrible, this time with Mills giving the super spy a Bolivian sidekick who talks like Speedy Gonzales.

The issue’s lacking any gems.

CREDITS

Invasion, Train Story; writer, Pat Mills; artist, Sarompas; letterer, John Aldrich. Flesh, Book One, Part Seven; writer, Kelvin Gosnell; artist, Ramon Sola; letterer, Jack Potter. Harlem Heroes, Part Seven; writer, Tom Tully; artist and letterer, Dave Gibbons. Dan Dare, Part Seven; writer, Kelvin Gosnell; artist, Massimo Belardinelli; letterer, Potter. M.A.C.H. 1, Bolivia; writer, Pat Mills; artist, Enio; letterer, Bill Nuttall. Judge Dredd, The Statue of Judgement; writer, Malcolm Shaw; artist, Mike McMahon; letterer, Aldrich. Publisher, IPC.

2000 AD 6 (2 April 1977)

144896

More hard going this issue, even though the art’s much better overall.

Invasion has decent Ian Kennedy art and a not bad idea from Finley-Day, his execution is just weak. He doesn’t plot it for his page count.

Sola does a small dinosaur versus cowboy battle in Flesh. Not a lot of opportunity for the art, but it’s competent. Story’s lame though.

Harlem Heroes is rushed and trying. I keep waiting for Gibbons to impress me on this one and he never really does.

Dan Dare is awful. Mike Dorey’s art on M.A.C.H. 1 helps the story a lot. Much like Invasion this issue, Mills just paces the M.A.C.H. story all wrong.

As usual, Dredd proves the best. Malcolm Shaw has a good finish for the story–nice little moments throughout too–and McMahon has some nice panels. He’s appropriately conveying the humor.

CREDITS

Invasion, Wembley; writer, Gerry Finley-Day; artist, Ian Kennedy; letterer, Bill Nuttall. Flesh, Book One, Part Six; writer, Kelvin Gosnell; artist, Ramon Sola; letterer, Jack Potter. Harlem Heroes, Part Six; writer, Tom Tully; artist and letterer, Dave Gibbons. Dan Six, Part Three; writer, Gosnell; artist, Massimo Belardinelli; letterer, Potter. M.A.C.H. 1, Himmler’s Gold; writer, Pat Mills; artist, Mike Dorey; letterer, Potter. Judge Dredd, Frankenstein II; writer, Malcolm Shaw; artist, Mike McMahon; letterer, Tony Jacob. Publisher, IPC.

2000 AD 4 (19 March 1977)

144894

Pat Wright takes over the art on Invasion and it’s immediately less interesting. Gerry Finley-Day’s writing isn’t terrible, but without dynamic art, the cracks show a lot clearer.

Flesh still has great art from Sola. Ken Armstrong’s writing is even worse than usual, especially the dialogue. And they rip off Westworld whole sale. It’s a chore when dinosaurs aren’t on page.

Gibbons has a great opening splash page for Harlem Heroes. Tully concentrates on making the game seem real; while not exciting, the dedication to the concept is something. They could have cut a lot of corners and they don’t.

Dan Dare is lame. I guess Belardinelli does do well with gross alien creatures. Not a lot of space shots either.

Pat Mills is back writing M.A.C.H. 1. Artist Enio’s apparently scared to make the Arab villains look too Arab. It’s awful.

Dredd’s fun. McMahon compacts his visuals well.

CREDITS

Invasion, The Resistance, Part Four; writer, Gerry Finley-Day; artist, Pat Wright; letterer, Tom Frame. Flesh, Book One, Part Four; writer, Ken Armstrong; artist, Ramon Sola; letterer, Bill Nuttall. Harlem Heroes, Part Four; writer, Tom Tully; artist and letterer, Dave Gibbons. Dan Dare, Part Four; writer, Kelvin Gosnell; artist, Massimo Belardinelli; letterer, Jack Potter. M.A.C.H. 1, To Kill a President; writer, Pat Mills; artist, Enio; letterer, John Aldrich. Judge Dredd, The Brotherhood of Darkness; writer, Malcolm Shaw; artist, Mike McMahon; letterer, Nuttall. Publisher, IPC.

2000 AD 1 (26 February 1977)

144891

There’s definitely some weird stuff in the first issue of 2000 AD. Quite a bit of silly stuff too. Pat Mills wrote–either solo or with a partner–every story in the issue so the lack of creativity on some of the series might just be exhaustion.

The first one, Invasion, is the strongest. Great art from Jesus Blasco. It’s about some Eastern European country invading Britain; very methodically told. Looks great.

Flesh is about dinosaur hunters from the future. Joan Boix’s art has more personality than quality. It’s likable enough, as it’s cowboys and dinosaurs.

The Dan Dare is lame. Massimo Belardinelli has problems with figures, the writing’s dull.

Nothing’s as lame as M.A.C.H. 1 though. It’s a “Six Million Dollar Man” knockoff. Enio’s art is pretty weak.

Harlem Heroes is the nuttiest–a future version of the Globetrotters. Young Dave Gibbons on the busy art.

CREDITS

Invasion, The Resistance, Part One; writer, Pat Mills; artist, Jesus Blasco; letterer, Bill Nuttall. Flesh, Book One, Part One; writer, Mills; artist, Joan Boix; letterer, Nuttall. Dan Dare, Part One; writers, Ken Armstrong and Mills; artist, Massimo Belardinelli; letterer, Nuttall. M.A.C.H. 1, Vulcan, Part One; writer, Mills, artist, Enio; letterer, Nuttall. Harlem Heroes, Part One; writers, Tom Tully and Mills; artist, Dave Gibbons; letterers, Gibbons and Nuttall. Editor, Kelvin Gosnell; publisher, IPC.

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