Imagine the BBC fifteen years ago, before the current explosion of science fiction and fantasy fare. It was a dowdy set of channels, working on the cheap, and not being necessarily accommodating to the needs of its shows. Instead, they often said we have a hole for X, please take your concept and make it fit.
While their schedules were not entirely devoid of genre fare, it came few and far between with offerings like [[[Neverwhere]]], which aired on BBC Two and was written by Neil Gaiman, in the flush of his success in America with Sandman. He met with producer Lenny Henry during England’s annual Comic Relief event and they began talking about a story. Lenny imagined a society below London and that was enough of a spark to get Gaiman going.
He conjured up a fully realized fantasy world and used the character of Richard Mayhew, a thoroughly typical citizen, who does a good deed and is rewarded with being plunged into this realm. The story of Neverwhere has been told and retold, first as a BBC miniseries, complete with 1996 novelization by Gaiman, and then, years later, a comic book adaptation from Vertigo. There’s been a steady stream of talk of a film version but it remains trapped in a realm of its own called Development Hell.
The BBC at the time treated it like any of its other broadcasts, giving the fantasy a budget fit for a situation comedy and then insisting it be produced in thirty-minute installments coupled with the even odder demand that it be shot on video not film. The result was an unsatisfactory event that has left Gaiman and fans demanding a Redo.
Instead, the BBC is releasing a fifteenth anniversary DVD edition of the miniseries on Tuesday. They had a Region 2 edition around for some time now but this is a first official release in the States. (more…)
Ask me to name my favorite cartoon shows growing up. Suffice to say, nearly every one I have feelings for was in some way, shape, or form was touched by the amazing Will Meugniot. That’s pronounced Min-EE-Oh, just in case you missed the boat yesterday. What’s that? You missed our last installment? Shame on you! For the rest who didn’t though, we pick up where I left off, as I casually shifted our conversation towards Will’s amazing career in animation! Roll the tape…
COMICMIX:: I’d be remiss if I didn’t start pelting you with questions on all the series you worked on that literally defined my childhood into early teens… Let’s start with my personal favorite…EXO SQUAD! Tell the fine ComicMixers out there what you did on the show.
WILL MEUGNIOT: Well, I’d been working on the first season of X-Men, but with the production delays on the show, no episodes had aired and no one knew for sure it was going to be a hit, and we were headed for a gap in the production schedule. Then I was offered a chance to work on a pilot by Universal Studios. At that time, the series was called Exo-Force. They already had a huge ‘bible’ (guidebook) written, and Playmates had already partnered with Universal to create the toys. Before I got there, Playmates did their proposed designs for J.T. Marsh, Alex De Leon and Phaeton’s e-frames and the studio went through a parallel design process which resulted in some very generic Syd Mead-style designs. After seeing both, my first decision was to push for the Playmates version of the key E-Frames. They reminded me of some of my favorite anime like Ideon and Dougram with that feeling of being real-looking, but funky hardware. I designed most of the actual human characters in the show, and really hit it off with Jeff Segal, who was running Universal’s TV animation division. Long story short, they let me make the pilot, which was a 45 second piece animated by my friends at Sunrise in Japan. By the time the film was delivered, Exo-Force’s title was changed to Exo-Squad.
COMICMIX: Oh to have been a fly on that wall, Will. I mean as a fly I’d be dead in 24 hours. But to have seen that show in it’s infancy? Worth it. Can you tell I loved the show a bit too much? One of my favorite things about the show was how it rooted itself in an amazing continuity and complex plot. It never shied away from being something above the standard toy-tie-in series. Do you think shows today are drawing inspiration from it?
WILL MEUGNIOT: Not so much. One of my real disappointments with the medium is that I felt through the 80’s and early 90s, many shows, like X-Men, Batman, and Phantom 2040 showed a new maturity, a real rising in their adult sensibilities and quality of animation. Today? I’m not seeing it so much. Today, I feel like the new shows are structured more like cartoons were back in the early 80’s or even late 70’s. Shows are really just one off stories. Not too much serialized continuity. And sadly, I think it’s going to be that way for a while longer.
COMICMIX: Geeky question: Which is your favorite Exo-Suit, and if you don’t say Wolf Bronsky’s, I’ll cry.
WILL MEUGNIOT: I designed Wolf’s, and I do like it. But my favorite? It’d be a later E-Frame which wasn’t assigned to a character, but which had a motor and could actually walk! I’m not an engineer mind you, but I’m such a fan of the Japanese toys, I figured out how it could walk with the body working like a weighted pendulum swinging on ratchet mechanisms in the shoulder joints. I did a sketch and Playmates took it from there, resulting in a walking toy which looked very much like the original sketch.
COMICMIX: Easily one of the deepest and most complex villains in the series was Phaeton. Was he inspired by similar villains at the time (like Megatron, or Cobra Commander) or something else?
WILL MEUGNIOT: He’s really more an original creation, I believe. Phaeton was already created as a written character when I came on board. Louis Williams and I designed him for animation. As a side note, it’s a common misconception that I “created” the show, when in fact there was plenty of development done by the time I signed on to do it. I helped to refine it, but the series’ actual creator is Jeff Segal. My contribution was in the designs of the characters, and helping to make them internally consistent as scripts came in. The concept of the show was tied largely to Jeff and my love of Japan, and the shows coming out of there. We’d both spent time in Tokyo, and felt like the time was right to bring an anime-like level of sophistication to the market in the states via Exosquad.
COMICMIX: The themes the show itself covered topics ranging from the horrors and loss in war, to politics and trade, and even class warfare. How exactly did you get a these things into a kid’s cartoon and not scare every suit tied to the project?
WILL MEUGNIOT: The show was picked up as a syndicated show. The only constraint we were ever given was to keep it “in good taste”, and ensure standards and practices didn’t have any issues with the final product. It was the blessing and curse of working with Universal. Nearly complete freedom from censorship, but the downside of that was because Exo was taken into syndication, we couldn’t get the show put in the time slot we’d hoped for… on after X-Men with Fox.
COMICMIX: That certainly would have affected the target audience! Since we’ve name dropped them a few dozen times already, let’s talk a bit about the X-Men, Shall we? You were integral to bringing the X-Men to the television with your work first on Pryde of the X-Men, and then the Fox Kids show, and finally X-Men: Evolution. Why do you think the X-Men have been such a TV staple?
WILL MEUGNIOT: If you use a sports term: I’d say it’s because the bench is so deep. Plenty of great characters, and plenty of great stories to mine from. I’m actually a bit surprised that Pryde of the X-Men didn’t take off when we put it out. Even though that wasn’t “quite right”, there was plenty to work with there. But I remember after we’d finished it, and I showed it to some network exec friends and they said “Who is Wolverine guy? What’s with him, and why is he so mean?” And before I forget — one of the things that drove all of us nuts: At the time we put Pryde out, Marvel was under the “New World” umbrella, and they were working on a Wolverine film treatment that moved the character to Australia, ergo the much-hated Australian accent.
COMICMIX: OK, you see, I always wondered by he sounded like he wanted to put another shrimp on the barbie… Now if we move to the Fox Kids show– I’m curious. Whose idea was it to put Morph into the show?
WILL MEUGNIOT: Actually? That was me! You see, originally I wanted to have Thunderbird be the pilot and have him die as in the comic book. This would make a contract with the audience that someone could die in the show. Now, as it turned out, during our production of the first episode, Marvel did a story in their short-lived ‘Super-Pro’ comic with a villain using a Native American symbol for evil, which created all sorts of public relations problems for Marvel. The network and Marvel were afraid that showing a Native American dying on the pilot might cause similar problems for the series. With that in mind, Eric Lewald and I created Morph, with the idea to make Morph the “designated die-er”. Of course standards and practices didn’t want him “dead-dead”. So we made the deal that the death wouldn’t be shown in a manner that prevented us from bringing him back later. And then, much to our surprise, Morph broke out as a character! Kids loved him.
COMICMIX: Well, without Morph, the only comic relief / tie to the kids who are watching would basically be just Jubilee…
WILL MEUGNIOT: I know. Sometimes you have to create a character to fit a need in the story. And as it turns out I prize my ‘Morph’ action figure. Who knew that he’d be so popular?
COMICMIX: Any regrets concerning X-Men?
WILL MEUGNIOT: I wish we could have had the production values of X-Men Evolution for our first X-Men series. That series by my friends the late Boyd Kirkland and Steve Gordon simply had better animation than we did. I always felt like we had better stories though.
COMICMIX: OK. Last geeky question (for now….). Who is your favorite X-Man to draw?
WILL MEUGNIOT: Well, I’ve always been drawn to Rogue. She has such a great unique look to her. And aside from the women, who I love to draw, I’m a fan of the bigger-than-normal-human-proportions guys. I’ve always been a fan of Beast.
Will Meugniot is a writer / artist / producer / director of countless shows, including Slimer and the Real Ghostbusters, Exo-Squad, Jem, Captain Planet, and several incarnations of the X-Men. He’s currently promoting his homage to the 60’s by way of the 40’s with the N.E.D.O.R. Agents! Do yourself a solid, and check out some great previews of the said book (from FemForce #157) on Comics Continuum on Comics Continuum.You can also check out a promotional video:
There are days when it’s a job – and it is my job. It’s how I make my living. It’s how I pay my bills. Most days.
Sometimes it’s a grind. It’s not working for some reason. I stare at the blank screen or the empty page and wonder why I ever thought I could do this. Creative constipation. It’s affected every writer I have ever heard of.
Some days, however, it’s a joy. A lot of days.
I most enjoy it when I’m working in my journal. I have a bound book of lined pages and that’s where I go, black ballpoint in hand, to figure out the story or the characters. My thoughts seem to flow into the pen and the ink flows onto the paper carrying my thoughts and they take a form. It’s a physical, sensual thing.
That’s something I teach in my classes. Everyone has ideas but it doesn’t mean anything until they write them down. You incarnate the thoughts and feelings. Putting them into words gives the ideas and feelings a form and then you can do something with them.
If you want to do something with it, you have to write the idea down. You can’t just tell it to someone; that releases the energy. It lets the steam out of the engine. You’ve already told the story so you don’t need to write it down. You have nothing.
It doesn’t matter that what you’ve written is imperfect. It’s always going to be imperfect. I know people who can’t write because it’s never as perfect when they write it down as it was in their head. For them it has to be perfect. For me, that gets in the way. Incarnation is messy. I like that. I like that it takes on a life of its own.
The work in my journal especially is going to be imperfect but that’s all right because I’m the only one who is going to see it. Given my handwriting, even if you did see it, odds are you wouldn’t be able to read it. I myself rarely go back and look at what’s written. It’s the act of writing that’s important. It clarifies what’s in my head and then I can proceed.
I was working in the journal a little earlier on a plot for a series I’m doing. As I wrote, the ending of the arc revealed itself to me. Having a resolution is so important when you’re developing the story; it allows you to focus it and the characters towards that end.
It felt right. That’s how I know it’s going to work. I still have to do all the structural stuff and then I have to hope that the editor likes it as well as I do. Right now, the story has a heartbeat. It’s not fully realized yet but there’s something there.
That’s when it’s a joy. Today, tonight, I love being a writer.
This week, the Green Hornet’s rolling arsenal, the Black Beauty rolls into the Book Cave Podcast. Green Hornet Casefiles writers Ron Fortier, David Boop, and Bobby Nash from Moonstone Books’ second Green Hornet prose anthology join Art and Ric to talk about the book as well as all things Green Hornet.
The long-awaited return of the Green Hornet & Kato and their rolling arsenal the Black Beauty! Back again with all-new stories!
Moonstone is proud to present The Green Hornet Casefiles, our second anthology featuring all-new, original crime fiction tales of the man who hunts the biggest of all game, public enemies that even the FBI can’t reach! On police records, the Green Hornet is actually a wanted criminal, a master manipulator, a crime boss who has his fingers in every pie. In reality, The Green Hornet is actually Britt Reid, owner-publisher of the Daily Sentinel.
Alongside him rides his partner Kato, who is not only is a martial artist of unsurpassed prowess, but a skilled driver, and educated engineer as well.
Their goal is to destroy crime from within by posing as criminals themselves!
PLANETARY STORIES #23 / PULP SPIRIT #13 are now available online for immediate reading! First, there is a report from Ahrvid Engholm about a presentation he attended at the Stockholm Technical Museum, with some great Swedish scientists in attendance plus many NASA displays. Ahrvid took many photos while he was there, and we’ve included many of them. (Did you know there was a Swedish astronaut who had been of TWO Discovery missions?)
In addition to that, there is a PDF action comic book attached! You’ve gotta see CHOPPER JANE vs UFOs – It’s a First.
The i’s have it. The “it” they have is Weird Horror Tales, the first of a trilogy of braided horror novels by Michael Vance set in the outré town of Light’s End, Maine. And the “it” that has Weird Horror Tales is iPulpFiction, a cloud-based reading service that publishes classic and contemporary short stories that are accessible from any device with an up-to-date browser and an Internet connection including i-phones, i-pads, and ay-yi-yi, most everything electronic.
Weird Horror Tales offers 13 harrowing stories of horror and suspense in the tradition of H. P. Lovecraft and Ray Bradbury, both of whom were prominent writers for the pulp magazines of the ‘20s, ‘30’s, ‘40s, and ‘50s. It is a perfect fit for the iPulpFiction site that includes stories from pulp titles including The Spider, Horror Tales, Amazing Stories, Astonishing Stories, and All Story Love.
The location for Vance’s trilogy is the desolate, rocky coast of Maine where squats the uncanny, isolated town of Light’s End. Built along a metaphysical fault line between order and chaos, it is the setting for horror and depravity. There is something lurking behind the white picket fences of Light’s End and in the shadows of August Street. For here, amidst the age old Victorian houses and the New England traditions of its citizens broods a dark secret, a religious cult which infects every aspect of life. The first of these thirteen stories, Picked Clean, is set in the year 1653, and can be found at http://ipulpfiction.com. Just type in the title in the site’s browser. Vance has written for national and international magazines, and as a syndicated columnist and cartoonist in over 500 newspapers. His history book, “Forbidden Adventures”, has been called a “benchmark in comics history”. Vance briefly ghosted an internationally syndicated comic strip, wrote his own strip and several comic books. He is listed in the Who’s Who of American Comic Books and Comic Book Superstars. IPulpFiction also offers classic stories in Super Science Stories, Black Mask, Kolchak, Rangeland Romances, Horror Tales and many, many other titles. So, the next time you’re in the mood for fun in the form of prose, keep your eye out for IPulp.
Picked Clean
1653—Murderer Caleb Elliott flees England for Maine only to sire an eldritch horror on a squamous thing deep beneath the murky water of Abomination Bay. The dirty consequence is that Caleb, and Ezekiel and Hiram Azreal, found the outre town of Light’s End and leave a monstrosity that writhes under the ominous cliffs of that dead bay. Or do they?
1838 — Does Light’s End’s ebon lighthouse at the mouth of Abomination Bay warn wooden ships of the bay’s deadly reef hidden by murky fog or raging storm, or welcome silver ships from the stars? Under the watchful eye of Jake Horne, is the lighthouse the site of an outre Azrealite prenuptial ritual for Charlotte Elliott and Obediah Azreal, or a stone womb for The Other?
Weird Horror Tales, Weird Horror Tales: The Feasting, and Weird Horror Tales: Light’s End are now available at Amazon, Barnes and Noble, and other bookstores. Best price for traditional book is from Cornerstone Book Publishers at (http://www.gopulp.info/). For electronic version, go to: http://homepage.mac.com/robmdavis/Airship27Hangar/index.htm
Getting caught lying is an experience I dread – forehead sweating, tongue stumbling, eyes darting every which way searching for some sort of reprieve. Even with the proliferating success of recent television programs acclimating audiences to the association between cringe-worthy situations and comedy, I still find it difficult to see anyone under that unique pressure. Same Difference revels in this, so you can imagine how hard it was for me to read, doing all I could to avert my eyes knowing the story wouldn’t progress unless I did look.
Same Difference is almost entirely about character development, so it’s difficult to discuss the story without spoiling anything. Generally, life, love, and teenage idiocy are touched upon, with perhaps the most powerful themes being reflection and regret.
Right at the outset, you’re thrust into the amiable characters’ lives, joining them for an everyday meal. The plentiful pop-culture-based dialogues set the timeframe for the story. (Tellingly, not one reference was lost on me.) Similar to meeting someone new in real life, a great way to comfortably get to know someone is through conversational middle ground, and these skillfully used references serve to easily bridge that gap between the reader and the characters. The repartee is clever and the knack for which they glean some wisdom from the random discussions never feels unnatural. Rather, that they can quickly weave through bouts of hilarity and seriousness without batting an eye establishes how good of friends these main characters are.
Some months back, I was asked by Danny Fingeroth to partner with him once more, stepping in during the final weeks of production on TwoMorrows’ The Stan Lee Universe. I proofread the book, doublechecked facts, filled in blanks, did some caption writing and told Danny and his co-editor Roy Thomas that it was a pretty solid tribute to a true innovator in the comics field.
The first copies came in from the printer while we were all attending New York Comic-Con and we were delighted with how good it turned out. Now, I received word this morning that the book is finally available for delivery. Since this seems to be my year with Stan, I wanted to bring this your attention. If you get it — or Stan Lee’s How Write Comics — let me know what you think.
Here’s the press release on the matter:
Face front, true believers! THE STAN LEE UNIVERSE is the ultimate repository of interviews with and mementos about Marvel Comics’ fearless leader! (more…)
Every week it’s a visceral war for my attention: between using my time to produce articles, write or draw comics, complete freelance design projects, or be a lazy bastard. Not 12 feet from my Hacktintosh work station is my present to myself. A 46” HDTV, a Sega Saturn, my DVD collection, and an XBox 360. When I moved into my house last year, I put all these amazing toys in said man-cave so I would have a space where I could create, and reward myself when I was finished. Here I sit a year later…clickity-clacking away for you, the fine readers of ComicMix, my entertainment center gathering a thick layer of dust. And it strikes me that I’m toiling away nervously hoping that my words will excite and amaze you when I could be doing something much more important.
I could be saving Gotham City.
Earlier this month, Arkham City, the sequel to the hit video game Arkham Asylum, hit the store shelves. Presumably millions of copies found their way to similar basements as my own. When the game debuted, I decided to be an adult. I abstained. You see, I waited almost a year and a half to buy Arkham Asylum. I’d nabbed it in the used bin at a Gamestop over Hannukah last year. Since, I’d played it handful of times. I thoroughly enjoyed it. Never beat it though. And thus I gave myself every reason with which to remain stoic in my stance. I didn’t need a $60 investment in time wasting. I have articles to write! Comics to draw! A pregnant wife to attend to! A nursery to paint and organize! And I still haven’t beaten the first one!
That Friday, at the weekly Unshaven Comic work-night, my will grew weak. Matt entered my basement with a hearty “Dude, why don’t you have Arkham City yet?” I shook my head in a desperate plea. “Duuuuuuude!” My knees felt weak. Kyle descended into our dank pit of creativity next. “Hey guys. Marc, did you get it yet?” Damnit! I turned to a nearby die. I declared to my cohorts if I rolled a five or a six, I would get up straight away and get the damned thing. I chucked the six-sided keeper of fate to the floor. It skitted around the vinyl tile in a red blur. And there, staring back at our hopeful faces… one lowly dot. Fate, as it were, was giving me a message. “Stay strong.” Screw fate. I rolled it again. Two. Four. One again. Matt and Kyle chortled as lay on the cold floor, forever mocked by my lack of fortune.
The following week, the work-night began as it had the last. “Dude?! Now?!” No, Matt. I had to pay the mortgage and bills. I can’t be tossing away my cash all the time. I bought books this week anyways. Kyle came down, a rustle of plastic tucked between his arm and body. “Well, I got it!” Poop. We worked hard for an hour or so. Set some dates for conventions we’ll attend next year. We bitched to one another about our printer problems. And like a beacon light guiding us away from our duties as creators… Bruce Wayne called out. “My Unshaven Lads! The hammers of justice are yearning to strike down the nails of tyranny. Only you three can unleash my vengeance upon the night! C’mon, just watch the introduction story!”
A hour later we forced the game off. We pried it from my disk tray. We sealed it back inside its plastic Pandora’s box. With the night ending, Kyle whisked the game from my house, and my life. I could always borrow it when he’s finished, I told myself. I’m plenty busy anyways.
That Sunday, Kyle and Matt returned to record our podcast. Kyle entered with a knowing smirk. “Gas pellets, Marc. Gas. Pellets.” No. “Seriously. You get them like right after the part when we turned the game off. You get the gas pellets.” And you can throw them to the ground, and then fire off your grappling gun, and zip away in a puff of smoke? “Oh yeah. And the game is an open world this time, so you could just go around doing that, and beating up thugs for hours.”
Kyle didn’t even get a chance to finish that sentence before the wisps of my Brut aftershave left a Marc-sized silhouette where I was sitting.
And here I am, finishing up this little tale of woe for you. The game sits on the desk next to me, unopened. It’s been sitting there since I brought it home last Sunday. Between interviews for ComicMix, my day job, drawing the next installment of TheSamurnauts and finding time to sleep, I’ve yet to crack it open. The anticipation at this point is unsettling. I’ve considered hugging people with the flu in hopes of having a legitimate reason to call in sick.
But who am I kidding? Even when I’m sick I log on to do my day job out of guilt and fear I’ll be missed. And I love drawing and writing comics. And interviewing Will Meungiot this week? It was like a 60 minute conversation with the friend I wish I’d had years ago. Maybe I’m just a masochist. Like Bruce Wayne. Bruce. … What’s that Bruce? Gotham City is overrun with gangsters, psychopaths, and malevolent psychologists hells bent on overtaking the city and exposing your secret to the world? Only I can help you?
New Pulp Author Martin Powell shared a new preview page by artist Lowell Isaac from their upcoming graphic novel, MARTIANS, GO HOME, based on the sci-fi classic by Fredric Brown. The invasion begins in 2012 from Sequential Pulp/Dark Horse Comics.
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