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Amazing Stories, January 1963: A Retro-Review

Amazing Stories, January 1963: A Retro-Review

amazing stories January 1963This issue was published almost exactly 50 years ago. This was well into Cele Goldsmith’s tenure. Goldsmith is regarded now as one of the great magazine editors in our field’s history, for what she did with Amazing and Fantastic from December 1958 through June 1965.

I immediately noticed the subtitle: “Fact and Science Fiction.” This appeared with the October 1960 issue and lasted through Goldsmith’s tenure (she was Cele Lalli by the end). 1960 was also the year Astounding Science Fiction became (starting with the February issue) Analog Science Fact and Fiction. Amazing may have been following Analog’s lead, or both may have been reacting to the Space Race, and the increased U.S. emphasis on science education.

Goldsmith/Lalli left the magazine when Ziff-Davis, her employers, sold it – she stayed on with Ziff-Davis and became a very successful editor with Modern Bride.

The cover is by Lloyd Birmingham, an unfamiliar name to me. I didn’t like it very much. As John Boston puts it: “an attempt at pompous pageantry that just looks silly.” It illustrates the lead story, “Cerebrum,” by Albert Teichner.

Interiors are by Birmingham, Leo Morey, George Schelling, and the great Virgil Finlay. There are a couple of inhouse ads, a Classified section, and two full page ads, one for the Rosicruans, and one for the 1963 Stereo/Hi-Fi Directory.

The Fact content is represented by Ben Bova’s article, “Progress Report: Life Forms in Meteorites,” the subject of which seems clear enough, though the article actually discusses the discovery of chemicals possibly related to life in meteorites, as well as where meteorites come from.

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Renovating Tegel Manor

Renovating Tegel Manor

Tegel Manor-smallWhile I was assembling my Judges Guild article on Tuesday, I stumbled on an odd reference to a revised version of one of their earliest (and most famous) products: Tegel Manor. I’d never seen a copy however, and was pretty sure it didn’t exist, so I set it aside to investigate later.

What makes Tegel Manor so famous? I don’t think I could articulate its wonders as well as the talented James Maliszewski, author of the Grognardia blog; here he is:

Tegel Manor is without a doubt one of Bob Bledsaw’s masterpieces. Describing a sprawling 240-room haunted castle, the module is a textbook example of a funhouse dungeon, utterly lacking in anything resembling an ecology and filled with many encounters for which the adjective “whimsical” is charitable at best. The contents and/or inhabitants of each room are random — in some cases literally — meaning that, here you might find nothing more threatening than some giant beetles but next door you might find a Type III demon polymorphed as a kindly old beggar…

With its random encounter charts containing 100 members of the cursed and unfortunately named Rump family (all of whose names start with the letter R) and its goofy encounters (“Four Zombies … bowing to a Giant White Rat … in a pink cape and red plumed hat”), it certainly seems that way. It’s one thing to sidestep naturalism, but Tegel Manor goes above and beyond the call of duty when it comes to “gonzo.”

But the map is a thing of beauty. Nothing — and I mean nothing — has ever beaten it… It’s filled with winding passages, secret doors, mazes, empty rooms, weird features, and more.

James’s complete review is here. Tegel Manor was originally released in 1977, and revised and expanded in later editions. A little digging revealed that Necromancer Games had contracted to do an updated version for the Old School Renaissance market — and even produced the cover at right — but Judges Guild withdrew the rights before it saw the light of day. But that’s a story that deserves a post of its own.

The Last Dinosaur Chomps Your Nostalgia on Warner Archive DVD

The Last Dinosaur Chomps Your Nostalgia on Warner Archive DVD

Last Dinosaur Warner Archive DVDIt follows that if I write about The Bermuda Depths and its manufacture-on-demand DVD release, I must also write about its sister film, the dinosaur-hunting marvel of a Saturday afternoon dreamland, 1977’s The Last Dinosauralso available on MOD DVD from Warner Archive. “Richard Boone vs. a T. Rex in a Primeval World.” You don’t need a large marketing team to work on your movie if you have a tagline like that.

The Last Dinosaur is a 1950s giant monster movie filmed in the 1970s and filtered through the visual effects style of 1960s Japanese special effects (tokusatsu) films. If that sentence gives you a frisson of joy, then the movie won’t disappoint. And The Last Dinosaur is a touch better than that description suggests, with a solid script and an excellent main character who can carry the outrageousness of a giant monster movie and make it seem like Moby Dick.

Touring around the ‘net looking for reviews of The Last Dinosaur will mostly unearth “bad movie snark” having a laugh over its economical special effects. You won’t find much of that here: I think The Last Dinosaur is a top-shelf B-budgeted “lost world” film that delivers all it should, occasional chuckles and groans included. Make all the sly comments you want about the “man-in-suit” monster effects — and there are some amusing moments — they still offer far more creativity and fun than most CGI-driven contemporary movies. Compare The Last Dinosaur to anything from SyFy and you’ll see the talent we lost when the Machines won the war.

Shot in Japan at the same time Amicus Productions in the U.K. was making their Edgar Rice Burroughs adaptations (The Land That Time Forgot, At the Earth’s Core, The People That Time Forgot), The Last Dinosaur sports a similar style that captures the spirit of ERB within a contemporary setting. It’s the best Edgar Rice Burroughs adaptation not actually based on one of his novels; if Burroughs were alive and writing in the 1970s, he might have written something just like this.

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New Treasures: Wilderlands of High Fantasy

New Treasures: Wilderlands of High Fantasy

Wilderlands of High FantasyIn the very early days of adventure gaming, there were two companies you could count on: TSR, creator of Dungeons and Dragons, and Judges Guild.

Judges Guild was admittedly second tier. While TSR was constantly innovating, with full color cover art and high production values, Judges Guild saw no reason to deviate from the look they established in 1976: rudimentary layout and typesetting, and two-color covers that looked torn from a coloring book.

But they were prolific. My weekly pilgrimages to the gaming store in 1979 rarely yielded a new TSR release — they were few and far between — but Judges Guild never let me down, and I went home satisfied with many a JG product tucked under my arm. At their peak in the early 80s, they employed 42 people and had over 250 products in print, an astounding output.

Judges Guild was founded by Bob Bledsaw and Bill Owen; their first major product (and claim to fame) was the City State of the Invincible Overlord. The ambitious setting for the City State — a massive 18 maps covering nine continents drawn from Bledsaw’s home campaign, ultimately used as the locale for numerous adventure modules — became their next major release: The Wilderlands of High Fantasy, the first licensed D&D product and the first true campaign setting for the game.

Wilderlands was different in other ways, too. Perhaps most importantly it had a true sandbox feel, rather than the tightly-focused adventures of Gygax and Co, in which players were expected to follow a linear path. It encouraged a wide-open style of gaming, focused on exploring vast and wondrous forests and rugged landscapes, rather than dungeon crawls.

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Red Sonja 10

Red Sonja 10

Red Sonja 10 coverSo this story opens with Red Sonja and the inexplicably-still-unslain Suumaro on a reconnaissance mission. They’re traveling by raft into the least-fortified part of Skranos to gather intelligence on its fortifications. After I wrote that sentence, I realized that if they already know what part of the city is least-fortified, then haven’t they already scoped out the fortifications?

Never mind. They never make it into the city this issue anyway. Before the first page is turned, Sonja, Suumaro, and the retinue of soldiers they brought with them are attacked by winged demon-people. Suumaro is all-too-familiar with the creatures, saying that his sorceress mother, Apah Alah, created them as guardians. Sonja asks what she used them to guard.

A better question might be what kind of spy mission includes the leader of the resistance movement, a woman who drunkenly challenged the entire army to kill her, a dozen armed men, and their horses? How exactly were they expecting to slip in unnoticed?

Again, never mind. We’ve got harpies to fight. Well, for a page and a half. The harpies (or whatever) kill all the other men, as well as the horses. (Have I mentioned how badly horses get treated in this series?) Leaving Red Sonja and Suumaro on the shore of a forest. Capping the trunk of one of the largest trees is a castle.

Yeah, a castle is growing out of a tree. It’s just there, by the shore between Skranos and the rebel encampment. And nobody noticed a castle growing out of a tree up until now.

And since this Red Sonja, you guessed it. She freaks out for one panel, then moves on. Because mildly freaked out is just how she’s learned to function.

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Dungeon Board Game from Wizards of the Coast

Dungeon Board Game from Wizards of the Coast

Dungeon board game from Wizards of the Coast
Dungeon board game from Wizards of the Coast

There were a lot of releases and announcements from Wizards of the Coast to get excited about in 2012, such as D&D Next, the Lords of Waterdeep board game, and the first four Dungeon Command faction packs (covered here and here). But one game slipped through the 2012 coverage here at the rooftop headquarters of Black Gate… in large part because it lacks the bells, whistles, and minis from some of these other games. But, at the same time, that’s part of its charm.

Dungeon (Amazon, B&N) is a straight dungeon crawl game at a bargain basement price ($19.99!) compared to almost any other RPG-related board game that you’ll find in the market these days. This is because there are no miniatures, just little cards and cardboard tokens.

This streamlined approach to the game design also makes Dungeon a pretty quick game to sail through. There isn’t the sort of intrigue that drew our Black Gate overlord John O’Neill into Lords of Waterdeep, but the goal is something that most gamers can get behind: the one with the most treasure wins.

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Red Sonja 9

Red Sonja 9

Red Sonja 9 coverI really don’t want to be “that guy.” Long-time comic fans know “that guy.” The one who can say with authority whether the Batmobile is stick or automatic, how Wonder Woman can find her invisible jet, and who would win in the oldest comic grudge match: Superman or the Hulk. I don’t want to be one of those fans who tells the writer that he’s writing his characters wrong.

But I’ve been following Red Sonja for a while and I think I have a feel for how she thinks, what she values. I come back every month to follow her adventures partially because I like how she handles said adventures. So when I read a story that just goes against so much of what’s been established up to this point, it just pulls me out of the tenuous suspension of disbelief I have to enter to take any of this seriously.

When the story opens and Red Sonja is having dinner with Suumaro, a man who openly keeps a harem of a chained women, something doesn’t ring true. She set them free last issue; but there’s no mention of what happened to them. She should be helping them escape from their indifferent master or, better yet, training them into a fighting force that can exact revenge. At the very least, she should run her sword through this Tarzan wannabe.

As it is, she excuses herself from the meal to go into the nearby woods and sleep in a tree. Hey, who doesn’t have to get away from it all once in a while? After drowning one of Suumaro’s generals in mammoth innards last issue, she’s now taken over his post. The rigors of command are no doubt getting to her; but honestly, why does she want to work for this creep?

Sure enough, she’s not dozing for half a page before the jerk comes trolling after her. She jumps off the limb and he moves to embrace her. She pushes him away, explaining that she’s made a vow, which I have to believe is her way of being polite. I have no idea why she’s trying to be polite to this guy.

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Rue Morgue Magazine’s 200 Alternative Horror Films You Need to See

Rue Morgue Magazine’s 200 Alternative Horror Films You Need to See

Rue morgues magazine's 200 alternative horror filmsI had a clever title in mind for this post, something about a book you need to see, but the name of the book was so long nothing else would fit. Rue Morgue Magazine’s 200 Alternative Horror Films You Need to See. See what I mean? Damn near had to start a new paragraph just to say it again.

200 Flicks (which we’ll be calling it going forward) is a marvelous little treasure I found on the B&N magazine rack while digging around for the latest issue of Fantasy & Science Fiction. I’m vaguely aware of Rue Morgue magazine (and should probably be moreso, granted), but that wasn’t what caught my eye. No, it was the title, and the fact that this perfect bound “magazine” is an impressive 162 pages.

I flipped through it, and was sold instantly. This is the kind of invaluable reference work I’ll be drawing on for years. It’s packed to the brim with text, with plenty of color stills and crisp reproductions of 200 movie posters and DVD covers. The heart of the book is the carefully-selected collection of well written and informative reviews of overlooked horror films.

A quick check showed many of my favorites are here, including a guilty pleasure or two: Session 9, Let the Right One In, Psycho II, Something Wicked This Way Comes — and plenty more that I’m not familiar with. And isn’t the joy of discovery the true reason you lay your money down for this kind of thing?

The entries are organized alpahbetically, but it’s really something you browse rather than read cover-to-cover. It has numerous lists: 10 Made for TV Terrors You Need to See, 10 Foreign Zombie Films You Need to See, plus lists covering vampire flicks, foreign zombie movies, family fright fests, gore films, slashers, and many more. There are also interviews with directors and film personalities like Guillermo del Toro, Tobe Hooper, Roger Corman, Fred Dekker, Larry Cohen, Stuart Gordon, and others.

The book is so inexpensive (a criminally low $9.99, or $4.99 for the digital version) and so packed with content that the only way it can possibly be a money-making venture is if it’s primarily recycled material from Rue Morgue magazine. Which is fine by me — if the magazine is a fraction as interesting and entertaining, I’ll be getting a subscription.

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New Treasures: IDW’s Popeye

New Treasures: IDW’s Popeye

Popeye Issue 2Okay. I’m fully aware that Popeye was not what you expected on a Monday morning here at your online radar for all that’s great and new in modern fantasy. But please, indulge me for a moment.

I buy comics on Saturday, on my way home from the post office. Finally finished with a busy Saturday morning packing and mailing back issues, I reward myself by browsing the stacks of new arrivals at Graham Crackers Comics in St. Charles. My point here is that, when I’m purchasing comics, I’m a bit more prone to impulse buys than I am with other forms of entertainment.

It was just such an impulse that caused me to pick up the first two issues of IDW’s new Popeye comic. Certainly it wasn’t any special affection for E.C. Segar’s character — in fact, I can’t really recall the last time I read Popeye, unless it was in the pages of Rick Norwood’s excellent Comics Revue two decades ago. Probably Bruce Ozella’s clean and dynamic art style in the first issue didn’t hurt — flipping through the pages reminded me immediately of Carl Barks and Don Rosa, and that’s a good thing.

The first issue, a 22-page epic featuring a dangerous quest to a lost island, mysterious fog, a Sea Hag, pirates, and witchcraft, reads like a Carl Barks Uncle Scrooge story too. Except here it doesn’t quite work. It’s funny, sorta, and the art is great, but the whole affair doesn’t really come off.

Fortunately, the second issue is a huge improvement. In fact, it’s a mini-masterpiece. This one is split into two tales — the first a complete farce, as Popeye discovers his girlfriend Olive Oyl is being courted by the smooth-talking Willy Wormwood. Popeye’s crazed attempts to one-up Wormwood — for example, uprooting a 100-year-old elm tree to present to Olive when Wormwood offers her flowers — reveal the essential core of his relationship with Olive. Their love and friendship, such as it is, is based almost wholly on mutual misunderstanding.

The second story, “John Sappo and Prof. O.G. Wotasnozzle and Saffer’s Wife Myrtle,” is even better. In fact, it is a small slice of genius. All three title characters live together in a small house, and all three have simple ambitions: Sappo wants to be left alone to read his paper; Myrtle wants to unceasingly nag her husband; and Prof. O.G. Wotasnozzle desires only to quietly work on his inventions and best his hated rival Prof. Finkelsnop. Naturally, only one can be satisfied at any moment. When Sappo asks Wotasnozzle for an invention that will block out his wife’s nagging, and a peeved Myrtle asks for something to nullify Sappo’s new Jar of Solitude, the result is an ever-escalating battle of invention and counter-invention that leads to hilariously catastrophic results. This is a comic that had me laughing on virtually every page.

Popeye is published by IDW, individual issues are priced at $3.99. Issue #1 was written by Roger Langridge and drawn by Bruce Ozella; Issue 2 was written by Langridge and drawn by Ken Wheaton and Tom Neely. Check it out at a comic shop near you.

The Weird of Oz Gabs About Groundhog Day

The Weird of Oz Gabs About Groundhog Day

groundhog dayIn this day-after-Groundhog-Day edition of “The Weird of Oz,” I’ll consider how — and why — the 1993 film Groundhog Day has quietly joined the ranks of American classics.

First, let me quickly situate this film with regard to how it warrants discussion on a website devoted to fantasy media (an interesting issue David E. Harris raised in his post of December 26, 2012). Although billed as a comedy, and by no means a traditional fantasy or supernatural tale, it does fall under the umbrella of speculative fiction.

Tolkien, in his essay “On Fairy-Stories,” noted that all imaginative fiction begins by posing a question: “What if?” He offers the example of someone imagining a green sun: “To make a Secondary World inside which the green sun will be credible, commanding Secondary Belief, will probably require labour and thought, and will certainly demand a special skill, a kind of elvish craft.”*

How would the world be different given the changed variable(s)? The “what if” question puts the speculative into speculative fiction. What if ghosts are real? What if werewolves existed? What if a ghost, a werewolf, and a vampire shared a flat? What if corpses began rising from the dead? What if an alien lord traveled through time and space in a British police call box?

Groundhog Day’s premise is that the protagonist wakes one morning to discover the day he just lived is repeating itself. What if a person were caught in a time loop so that he kept living the same day over and over, never aging yet retaining all his memories?

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