Wednesday, May 15, 2024

Darkwing Duck Trade Paperbacks, must get items! - A 1UP classic from Nov 9, 2011

Howdy friends, this blog goes out to the comic book readers and fans of the old Disney Afternoon series. As many of you may have heard the license for Disney comics has expired and Boom Studios in the US hasn’t been handed it again. No word yet on whether or not Marvel will take over. In the meantime the talented James Silvani and Amy Mebberson are in creator limbo, not forgetting the uncredited writing talents of Aaron Sparrow. The best thing fans of the classic Darkwing Duck series could do is pick up the issues or trade paperbacks of the book and show Marvel that Disney comics can be a hit when put in the right hands.

The most recent books F.O.W.L. Disposition and Campaign Carnage keep the sharp writing and amazing art fans of the series have grown to love. Readers owe it to themselves to add these books to their collections. Fans have a chance to show James, Amy, Aaron and series creator Tad Stones that readers support their work and would like to see them keep going.

Readers of the series would also get a chance to read a story possibly influenced by me. I say possibly because there’s no way I could prove it was more than coincidence when a rare Darkwing character from the TV series returned in the Toy With Me story arch featured in the Campaign TPB. I wrote a blog about my experience at last years’ Long Beach Comic Con.

I had asked James to sketch Wiffle Boy for me and the rare character stumped both he and Tad. They had to look up the episode for the character reference. Well a few months later the character appeared in a Darkwing Duck Annual. Not only that but the game company had grown from the 8-bit inspiration from which Wiffle Boy was based to reflect the more modern world. This time he is a mascot for World of Wifflecraft.

I'm certain that longtime 1UP member, and current Blizzard Production Diva, Erin Ali might find some humor in that. Anyhow I hope that you get a chance to read the books, they really are among the best stories out now. Let me know if you've gotten a chance to read through them.

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Monday, May 13, 2024

Disney, the Italian Legacy, final part - A 1UP classic from July 20, 2011

Warren Spector was passionate and knowledgable about the Disney universe, this message was obvious in Epic Mickey and his DuckTales story thus far. As a die-hard Disney fan he was familiar with the work on most of the television shows and especially the comic books. He knew the various incarnations of characters in comics produced domestically as well as overseas. Through Kaboom Studios Mr. Spector was able to find a good middle ground between the comic canon laid out by Carl Barks, the animated canon of DuckTales and the Eurpean take on the universe as well.

The first issue of Warren's DuckTales had a strong visual impact. This was because of the differences in coloring between American and Italian comics. In Italy the artists that worked on Topolino magazine were also the inkers and colorists. The magazine itself was full color but the turnaround time was very short. Each issue of Topolino averaged 180 pages which meant that artists had to have pages pencilled and inked at a rapid pace, leaving little time for artistic touches.

In the US most comic books averaged 24-36 pages and the inking and coloring duties were often delegated to specialists. This meant that the art on many US comics had a stronger visual impact than those featured in Topolino. The colors used in the various Topolino stories were solid and flat, there were almost no shadows, midtones or highlights on any character. The colors themselves were very bright but rarely did they have any gradation. The massive volume of pages turned out could explain why the art was minimalistic.

Some of the better artists in Topolino used rendering techniques in ink to create gradations for the panels while still using flat colors underneath. Unfortunately these artists and stylistic panels were few and far between. The best coloring jobs usually ended up on the covers or on promotional material.

Kaboom Studios went with western coloring team Magic Eye Studios for the pages of DuckTales. This same team helped color several of the other Disney comics published by Kaboom including Darkwing Duck. Many of the panels in Darkwing Duck for example took advantage of digital coloring effects. Characters could be colored, given highlights, shadows and mid-tones and then on top of that have lighting, transparencies and even blurs and weather effects added to the art. These were coloring effects that would have been impossible with the traditional techniques used in Topolino. Advances in digital coloring, effects, higher quality paper and digital presses allowed the art featured on the pages of Darkwing Duck and DuckTales to match the vivid style of the animated shows they were based on. At the same time these techniques were also more time consuming than those used overseas.

These advances weren’t cheap either, the cost on average for a comic book had shot up to $3. The trade off of quantity versus quality pages of art and story was worth it for US consumers. They had grown to expect a high level of visual impact in the graphics department, especially since digital coloring and magazine-quality paper had been a standard for over a decade.

The Spector version of the DuckTales universe became much more interesting because of the choice for rival. Mr. Spector’s comic worked in regards to the Italian approach of villain choices Rockerduck was the tycoon with little respect for Scrooge’s hard-earned fortune. The fact that he was a younger and more impulsive mogul gave him a bigger chance for doing something brash to Scrooge.

Warren slipped Rockerduck right into the start of story and kept pushing forward with the plot masterfully. He knew that readers unfamiliar with the character would pick up instantly if he was supported with great dialogue and shown doing something devious or underhanded later on.

At the same time Warren did not completely ignore the established US canon for DuckTales. That was why he went with Webby as the character that could get the ball rolling on a new adventure. Her innocent voice would have sold the idea of returning treasure to the rightful owners. This plot could then easily unfold into a more grand adventure.

The story by issue #2, included a return to the island of Ripan Taro and a cameo from a giant jellyfish featured the classic Carl Barks story of The Status Seekers. Mr. Spector had filled the adventure with many nods to the classic comic adventures. The entire series thus far seemed to be rooted in a lot of nostalgia and material that had been covered in previous adventures. In the museum on the first issue of DuckTales the characters pass many treasures that had been gathered over the decades of the classic Barks stories. Scrooge even mentioned how some treasures were added to his collection from the adventures of other characters. Like how the crown that got stuck around Gladstone Gander’s neck in the Secret of Hondorica was now featured in the museum.

These nods to the canon established by Barks were great for fans of the comics but possibly lost to those that were only familiar with the cartoon series. Worse, the series thus far seemed to be a retread, if not several layers of retread material.

Don Rosa tied up my entire Italian Legacy theme. He was an Italian-Irish-Scottish-American whose full name was Keno Don Hugo Rosa and was named after his Italian grandfather Gioachino Don Rosa. Mr. Rosa was without a doubt the undisputed master of modern duck storytelling. He picked up all of the qualities that made the Carl Barks adventures memorable and then expanded upon them. He was able to connect the dots between actual historical events and phases through Scrooge's lifetime, all while managing to fold those adventures right into Barks continuity. Not unlike the research required to pull off historical Forrest Gump or Dan Brown sleight-of-hand. The problem for the Spector DuckTales comic was how similar it was to material created by Don Rosa. The whole idea of Scrooge having a museum display his treasures had been covered in the the story the Son of the Sun. Those first pages also managed to cram a lot of treasures from canon into the background. In that story Flintheart Glomgold, not Rockerduck, played the major villain.

Flintheart challenged Scrooge to a treasure hunt instead of tricking him into returning the treasures. The winner of the bet would be the one who found the single greatest piece of Incan treasure. This allowed Rosa to revisit the Andes and craft a story that was in the classic vein but completely new to audiences. The story took place geographically in the same part of the world of an earlier story yet there was no overlap of specific locations or even supporting characters. The same could not be said of Spector's DuckTales story. It was the Status Seekers in reverse as it took the Candy Striped Ruby past a giant jellyfish to the island of Ripan Taro to be returned to King Fulla Cola. To be fair Don Rosa also revisited Barks locations and canon and in one story had even written the adventure path backward from the original story as well. 

In the story Return to Xanadu Scrooge, Donald and the nephews went on a new treasure hunt. The ducks used historical data and even the poem by Samuel Taylor Coleridge to track down a location for the final resting place of Kubla Khan. Scrooge knew the legends of the fabled location must have been true because he had the crown of Kubla's grandfather Genghis Khan. He had retrieved it from a Yeti hidden in the nearby Himalayan mountains. Most avid fans of the Barks universe knew that the ducks had never been to Xanadu in any prior story yet were eager to find out what Don Rosa was crafting.

Rosa took the ducks across some very interesting and exotic locals and the entire journey supported the clues and historical data through winding mountain passes and hidden underground tunnels skirted by a river which went on for miles. Eventually the ducks came across an enormous underground reservoir and a bridge that had been destroyed leading up another tunnel. The poem suggested they were indeed following the right path because in order to reach Xanadu they had to go backwards through the locations described.

"It flung up momently the sacred river.

Five miles meandering with a mazy motion

Through wood and dale the sacred river ran,

Then reached the caverns measureless to man,

And sank in tumult to a lifeless ocean"

The ducks found a way across the river by damming the lifeless ocean and walking up another tunnel. What they discovered was breathtaking for both new and old fans. The hidden valley of Xanadu turned out to be the same one visited decades earlier called Tralla La in the Carl Barks Story Time To Dream. This serene place was in and of itself was a take on the hidden valley of Shangri-La. Don Rosa sublimely gave that valley a back door under the guise of a completely new treasure hunt. Where the story went from there was pure genius. I would be hard pressed to find a fan of the universe that saw this revisit of a classic location coming.

The DuckTales adventures by Mr Spector did not seem to have the same hidden path or "back door" to a greater adventure. In the two issues presented thus far everything was plainly laid out and foreshadowed with scenes featuring a saboteur. The art was fantastic, the nods to comic book and cartoon canon were great but the story did not seem to have enough substance. There was too much reliance on fanservice and nostalgia and not enough story construction. By comparison the pilot series of the DuckTales cartoon, the search for the Treasure of the Golden Suns was a fantastic and completely original adventure. Written by Jymn Magon, Bruce Talkington and Mark Zaslove the series captured the spirit of the Barks and even Rosa adventures without overlapping into any previous stories.

The lack of substance and reliance on established canon for the new DuckTales comics was indicative of some traps that other Disney comics were falling into. The stories were becoming too safe, too childlike rather than family oriented. Even the very first Carl Barks comic Donald Duck finds Pirate Gold! had recently been revisited by Kaboom studios in the story Donald Duck finds Pirate Gold… Again!

The DuckTales comics had just started and I was undoubtedly being too heavy handed with my criticism in this blog. However in order to make the series work with new and returning fans Mr. Spector has to take the rest of the series into some figurative and literal unexplored waters. For those stories I cannot wait. If you were a fan of the television series and want to rekindle those memories then you owe it to yourself to pick up this new series. They would be big hits for Disney fans, especially those that play games and read comics as a family. I hope you enjoyed this series. If you have any comments of questions please let me know.

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Sunday, May 12, 2024

A good Double Dragon fighting game? The story of Rage of the Dragons.

In the previous blog I talked about how EXA-Arcadia was rereleasing / remastering Daraku Tenchi: The Fallen Angels, and Rage of the Dragons W for the arcade. I mentioned “the godfather” of brawling games was Double Dragon in 1987. It had inspired the creation of Rage of the Dragons, a fighting game from 2002. A little more on that in just a moment. Technōs essentially launched the brawling game genre, and influenced the fighting game genre as well. Despite being important to game history they were incapable of creating a sequel that was as influential as the first game. Not long after Capcom released Final Fight, Konami released Vendetta, and Sega released Streets of Rage. Each was essentially a better version of Double Dragon. In fact post 1989 there were dozens of great titles which were superior to Double Dragon in every regard.

The sequels to Double Dragon failed because in my book they did not innovate the format. The studio played it safe, and made only marginal changes to the game. Worse yet they looked for ways to make arcade players pay more money through micro transactions. In the early ‘90s the arcade market had shifted. Fighting games were the hottest titles, and brawlers had taken a back seat. The biggest hits of the entire decade all came out within three years; Street Fighter II (1991), Fatal Fury (1991), Art of Fighting (1992), Mortal Kombat (1992), Virtua Fighter (1993), Tekken (1994), Primal Rage (1994), Vampire / Darkstalkers (1994), and Killer Instinct (1994). By the middle of the decade it was hard to break in with a new fighter. That was exactly when Technōs decided to throw their hat into the ring. Had Technōs released a Double Dragon fighting game four years earlier then it would be more relevant today.

The mistakes of Technōs could be understood through their fighting game. Being slow to market was one of the biggest issues. Double Dragon (the fighting game) was similar to the hundreds of other titles out in 1995. There were two main characters Jimmy, and Billy Lee. They studied the fictional Sousetsuken “Twin Sever Fist” style of fighting. The Japanese, and western lead characters with their own trademark fighting style had also been seen with Ken / Ryu (Street Fighter), Kazuya / Paul (Tekken), Akira / Jacky (Virtua Fighter), Ryo / Robert (Art of Fighting). Granted Billy, and Jimmy were the ones that started the trend. Double Dragon also had the token big guy, girl, strange character, etc which had been pulled from the franchise. The sprites were large, and colorful. They were not unlike the sprites, and cast of Street Fighter II which was something that other studios had also poached.

Technōs didn’t realize their visual presentation was becoming dated. It took them too long to bring a game to market. Having a recognizable brand, and going through the motions was not enough. Other studios were trying out bold new ideas in the early ‘90s. In order to stand out from the crowd it wasn’t enough to have bigger, or slightly more colorful sprites. Sega had polygon models, Namco had textured polygons. Rare had SGI workstations creating sprites that looked like computer graphics. Midway used live action footage, and Atari used stop motion figures. On top of everything the popular aesthetic, the art style was shifting. There was a blending of western comic book formats, and Japanese anime in a new sprite art form. Capcom designer BENGUS broke the mold in 1995 with Street Fighter Zero / Alpha.

The game was amazing given that a number of the staff that worked on Street Fighter II left Capcom to join SNK,a nd ARIKA. Noritaka Funamizu, and the remaining team at Capcom was able to create something amazing with a bare bones staff in a relatively short amount of time. The large cartoonish sprites designed by BENGUS were revolutionary. The entire industry had to respond. I would argue that SNK’s first counter were the sprites featured in Real Bout: Fatal Fury Special from 1997. The game featured sprites which were touched up, and made more colorful from those featured in the previous Real Bout game from 1995. That was a small step for their art department. The actual response to Street Fighter Zero was seen in Garou Mark of the Wolves. The fan favorite game from 1999 had a style, and presentation that was close to BENGUS, but still had the classic SNK fingerprints all over it. The sprites, and character designs that Technōs featured in Double Dragon in 1995 simply didn’t capture audiences in the ways that the Capcom sprites did. A few years later there would be another chance to get it right.

The developers at Noise Factory was not happy with the version of Daraku Tenchi: The Fallen Angels that was published by Psikyo in 1998. They did not have the time, or money to develop an upgrade kit either. Arcade business was slowing down globally at the end of the ‘90s. Any arcade title that was published had to be more polished right out the gate, rarely did any studio have a chance to release upgrades for arcade operators. While they couldn’t go back, and add more content to the Fallen Angels, they did think there was a chance to make a sequel to the 1995 fighting game inspired by the ill-fated live action movie. The history of Rage of the Dragons was unique. It was created by Noise Factory, and BrezzaSoft for the NEO GEO. BreezaSoft was founded by Eikichi Kawasaki, who also founded SNK. What made it truly unique was that it was designed by the Mexican studio Evoga.

Unfortunately they couldn’t get the rights to the Double Dragon characters or name. Million was made up of former Technōs employees, they were sitting on the rights, and didn’t seem eager to strike a deal. To make negotiations more difficult SNK was going through a bankruptcy at around the same time. South Korean developers Eolith were hired to help finish a few projects. Steel Hearts team members helped SNK as well. They figured out that they could move forward with their own game if they slightly changed the names. Billy, and Jimmy’s last name went from Lee to Lewis. The girlfriend Marion became Mariah, Abobo became Abubo, etc. This didn’t stop Million from filing a legal challenge. Fans of the franchise could tell what this new fighting game was actually based on. To set it apart from the earlier game it was made a tag-team fighter. Visually the team at Evoga was able to find a perfect blend of the style of Street Fighter Zero, and Garou Mark of the Wolves. In just about every regard it was superior to the fighter from ’95. Sadly Rage of the Dragons just didn’t have the balance, and game play of the more popular titles. It was rarely seen in arcades, and didn’t build too much of a following.

I was happy that EXA-Arcadia was going to give the titles by Steel Hearts another go. I hoped that the developers would reunite to add some polish, and perhaps add a few more features to the games. Rollback anyone? Maybe, just maybe this would help them get to modern consoles sooner, rather than later. Of course I want to know if you played any of the Steel Hearts games. Or did you play any of the classic Double Dragon games? Did you have a favorite? I’d like to read about it in the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Saturday, May 11, 2024

The Fallen Angels, and Rage of the Dragons. Two rare fighting games get a second chance in arcades!

The EVO tournament in Japan at the end of April 2024 had a few gems announced. I talked a little bit about Fatal Fury City of the Wolves not too long ago. There were a couple of other announcements by EXA-Arcadia that surprised me. In case you weren’t familiar with the company, they created arcade boards mostly on fighting games. They handled mostly small indy studio releases, and not big titles like those from Capcom, or SNK. Even though arcades weren’t as big as they were in the ‘80s, and ’90s there was still a market for them, and EXA-Arcadia was filling it. They said that they were working on getting The Fallen Angels Revenge (Directors Cut) exclusively for the arcades.

Daraku Tenchi: The Fallen Angels (1998) was one of the most important fighting games of all-time, not for what was delivered, but for how ambitious it was. Developers Steel Hearts spent three years, and untold amounts of money trying to make the highest quality sprite based game ever made. It was going to be even visually more impressive than Street Fighter III, and superior to the work that went into SNK’s Dot graphics for KOF XII. I wrote a two-part blog detailing the game. The Fallen Angels, part 1 and The Fallen Angels, part 2. Sadly the game published by Psikyo lacked polish, and balance. It was embraced not too long ago by the fighting game community when ROMS turned up for emulators. The idea that the directors wanted to finish their masterpiece after a 26 year pause was nothing short of inspiring. That wasn’t the only bomb dropped at EVO.

Rage of the Dragons W was slated to be a rerelease of a rare arcade fighter. I had never done a deep dive on the game for this blog, but I did point out several characters in various posts. I wrote a little bit about Pepe, and Pupa as part of the history of Capoeira in fighting games. I talked about Jae-Mo Kang when looking at fat fighting game characters. I talked about Abubo Rao when talking about the origins of giants in fighting games. Lastly Mr. Jones was mentioned as being a caricature of Back martial arts movie stars like Jim Kelly, and Ron Van Clief. In order to understand the importance of Rage of the Dragons in the history of fighting games then we have to put it in context. Rage of the Dragons was a fighting game homage to Double Dragon, the foundation of the brawling genre.

I cannot understate how important Double Dragon was to the history of brawlers, as well as fighting games. The template for Double Dragon was Nekketsu Kouha Kuniou-Kun aka Renegade by Technōs of Japan. That and Takashi Nishiyama of Irem / Capcom / SNK / DIMPS deserved all of the flowers. They put brawlers, and fighting games on the map. There would be no Final Fight, or Street Fighter II if Double Dragon had not been a massive hit. A fighting game with a storytelling narrative was revolutionary at the time. We wouldn’t have the modern gems like Tekken 8, Street Fighter 6, or Mortal Kombat 1 if not for the seeds that Technōs planted in 1986. Unfortunately for them they didn’t understand how game sequels needed to evolve. They retreaded the same ground with Double Dragon II, and III, which were stale when compared to Final Fight. When fighting games were taking off in the early ‘90s Technōs decided to stage a comeback.

Technōs created a fighting game for SNK’s popular NEO GEO arcade platform. Visually the game was impressive. The sprites were absolutely massive. The game engine was capable of scaling in, and out of the action similar to the Art of Fighting. This made the experience feel bigger, and better than the various Street Fighter II upgrades. Unfortunately for Technōs, it turned out that game play, balance, and control meant much more to audiences than graphics alone. People might be attracted to the game if it looked nicer than the other titles, but if it played like trash then people would never return to it. The release of this game coincided with the development of an animated series for the US, as well as a comic book, and even live action movie. This multi-pronged marketing strategy was great in theory.

By hitting every form of entertainment the company would remind the US that Double Dragon was the original arcade fighting hit. It predated Street Fighter, Fatal Fury, Mortal Kombat, Killer Instinct, and every other title out there. Except for Karate Champ, and Kung-Fu Master of course. Double Dragon should be at the top of the mountain of fighting entertainment. We should have Billy, and Jimmy Lee in our vocabulary as much as we have Ryu, Kazuya, Terry, Kyo, or Scorpion as popular characters whenever we discussed fighting games. The thing about the saturation of Double Dragon in the early ‘90s was that there was no consistency. The cartoon was decent, but it seemed to have nothing to do with the comics, which also didn’t really follow the story of the arcade games. It was as if there was no bible, no consensus that any of the studios had when creating their projects.

The absolute worst of the lot was the Double Dragon movie. It wasn’t the worst video game movie ever made, it was among one of the worst movies ever made period. It had a decent-sized budget for a small studio film. It had lots of money for sets, makeup, practical, and special effects. It was directed by James Yukich. Mr. Yukich made his mark directing music videos for some of the biggest acts in the ‘80s, including Michael Jackson, Cheap Trick, Gloria Estefan, and Phil Collins. It had a strong visual language, but that all fell apart when it came to the writing, and acting. It was written by Michael Davis, and Peter Gould. Mr. Gould would work on Breaking Bad many years later, showing that he had some actual chops. Mr. Davis on the other hand I would argue was the person that really stunk up the project.

Indy films, cartoons, and new comics would often get screened at the monthly Los Angeles comic book convention at the Shrine Auditorium, next to the USC campus. My brothers, friends, and I made the trip circa 1994 when we found out they would be previewing the Double Dragon movie. They would also have a Q&A with the director, writers, and some actors. We were unimpressed with the nonsensical, and silly film set in the post apocalyptic future of 2007. Many people questioned the crew, and we gathered that none of them were really that familiar with the game, or games in general. They thought that they should go off on their own ideas. They were fairly rude, and condescending to many of the questions they received. My big brother asked why the roving gangs didn’t have firearms, even if guns were banned they would still be able to make a a zip gun, or improvised firearm. Mr. Davis told my brother “I doubt that you’re smart enough to make a gun.” Just about everyone in attendance groaned. Needless to say few people stuck around to get a signed poster.

The film was a critical, and commercial flop. As for the Double Dragon franchise, it would be lost just outside the zeitgeist of gaming, and pop culture. It would get remakes from various studios over the years. In different platforms, in different styles, and aesthetics, they would try to recreate the magic of the original arcade hit. These games while well intentioned didn’t really work with audiences. Perhaps because the transition from 2D sprite-based game play to 3D mechanics were difficult to pull off. Or because sprite based brawlers were very niche. Brawling games were popular in the fighting game community, but nowhere near as big as dedicated fighting games were to all audiences. That plus the lack of an arcade scene, the ability to easily have multiplayer on the same screen made it a hard sell.

The 1995 fighting game by Technōs was the perfect example of being too little, too late to the market. I want to talk about this in the next blog. Until then I’d like to hear your thoughts on the Double Dragon series, cartoons, comics, or various sequels. Were you a fan? Have you played any of the games? Tell me about it in the comments section please. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Friday, May 10, 2024

Remix Culture, how Asian designers changed the game, part 3

I don’t think people understand how revolutionary the art of Michael Lau was, especially to me. His 1999 exhibition in Hong Kong was like the first sonic boom, but his gallery exhibition in Japan during the summer of 2001 was like landing on the moon. I was 27-years-old at the time. I had read countless comics, and manga. Played hundreds of video games. Seen entire libraries of animated programs, and films from around the world. I didn’t think that anything could have absolutely grabbed me like the gardeners did. I could only imagine it was how Andy Warhol, Jean-Michel Basquiat, or Keith Haring connected with creatives in the ‘70s and ‘80s. They added entirely new chapters in the book of art. The figures of Michael Lau were a revelation, for the first time an artist not only synthesized a culture, he captured an entire generation using a new format. His three-dimensional figures did more for me than a photograph, sculpture, song, poem, documentary, or movie could have ever done.

The thing was that I was not looking at the abstract. I didn’t have to interpret the shape, form, white space, color, or tone of the art. I was looking at physical representations of the people I knew, of the people I looked up to, of the culture itself. Each figure was like staring at the friends I hadn’t met yet. The people that inspired Michael also inspired the people of Hong Kong, Japan, the US, and the UK. Although these fans had never met they could all point to a gardener and say “I know that guy.” They dressed like regular people. They weren’t wearing high-end fashion lines, but they wore exactly what kids on the street would be wearing. This applied from top to bottom, from their haircuts to the brand of shoes they sported.

Although Michael lived a world away I could swear that he grew up in Southern California. He knew intimately the Hip Hop, and action sports cultures he was presenting. He knew what skateboards, and skate shoes would be authentic with skaters themselves. He knew what types of BMX bikes the kids would ride. He knew the snowboards, and bindings they would use. Surfboards, wakeboards, and generally all of the non-traditional activities that the US considered extreme. Even the traditional sport highlighted had major street influence. The basketball players wore the freshest sneakers. He didn’t just go to Toy’s R Us, and put a bunch of Barbie’s in tee shirts. Everything was handmade, and that’s what really blew my mind. It was an absurd level of detail poured into the 101 figures. Michael did the impossible, he bottled the essence of street culture.

A good portion of the gardeners were based on the people he knew, including the LMF crew. Even the fantastic designs, people with heads of basketballs, boxes, or spray cans were inspired by the community. He didn’t have to travel to Los Angeles, Harajuku, or New York to meet the trendsetters because they all lived in his imagination. If gallery shows were the only thing Michael had contributed to the art world then he would still be a hero of mine. Yet once people got a taste of his art they would only want more.

Up until that time you could only buy a poster of his gardeners in his exhibitions. Since the figures took so much time to produce there was no chance that the patrons would be able to walk home with one, no matter how hard they fell in love with them. That was until the galleries convinced him to release smaller vinyl versions of his figures, similar to the ones he had worked on in Hong Kong circa 1999. The 6-inch mini gardener was born, and these would inspire the creation of vinyl toy movement. Including Dunny’s (2004), Vinylmation (2008), and the ubiquitous Funko Pop figures (2010).

The mini gardeners were created in limited numbers, around 1000 if I remember correctly. Some sets would only get a run of 500, and the rarest would get a run of 100. Each 6-inch gardener captured all of the details from the 12” figures they were based on. I remember the first time that I got one. I saw an announcement of a book based on the exhibition. It included Maxx, and a CD. I went to the Japanese bookstore in downtown Los Angeles, and placed an order. They asked if I were sure I wanted it, as it would cost almost $300 once tax, and shipping were added. I couldn’t slap my credit card on the desk fast enough.

The bookstore manager literally phoned it in right in front of me, and read the details to their parent store overseas, as they hadn’t networked their computers at the time. Once they got a confirmation number for me I could go back home. A month later I picked up the box set, and had one of those feelings that words couldn’t really capture. I showed everyone at work the figure, they were astonished that Maxx had a metal earring, fabric wristband, and chain on his wallet just like the 12” figure he was based on. It was, and remains one of my favorite pieces.

The thing was that the seeds that Michael Lau had planted in Hong Kong a few years prior were now sprouting. His friends, and contemporaries in Hong Kong, and Japan were now releasing figures themselves. They weren’t necessarily doing things for art galleries either, but instead for toy buyers, and collectors. The made sure to pay attention to everything that Lau had done with his original gardeners. The figures from Eric So, and later Jason Siu - The Gangs of Monkey Play-Ground were giving fans of a Lau a chance to walk home with a 12” figure instead of a mini gardener. They made sure that the characters wore the right fashion, that they came with the right accessories, multiple hands, stickers, changes of clothes, etc. They even had sculpted heads, and hands that were not unlike the work of Lau. For the people that had missed the boat when Michael sold a handful of his larger figures this was the next best thing.

Although Lau’s cartoon style was heavily imitated in many figures there would still be unique fingerprints from So, Wong, or even the collective of Winson Ma, Kenny Wong and William Tsang known as Brothersfree. The group of artists had been working behind the scenes on all sorts of figures, robots, vehicles, and more for the 12” community. They understood the format probably better than any other artist working at the time. It wasn’t enough to make a cartoonish doll in street wear. They had to tell a story, they had to represent a part of the culture. Lau had already blown the doors off of street fashion, and extreme sports. Anyone that followed in his footsteps wouldn’t be able to top the master. Brothersfree had an appreciation for the fashion, and aesthetic of industrial workers. They released a line known as Brothersworker. The characters had unique sculpts, and frames. They had names like Popeye, Baby, Seven, and Storm. Each had a personality, and each told a story. As with Lau the devil was in the details.

All of the Brothersworker figures came with the appropriate outfit. Denim, leather, canvas, and other durable material, with zippers, rivets, and double stitching. More important they had accurate tools for their role. As Lau made sure that the gardeners had the right sneakers, chain wallets, and accessories, the Brothersworkers had hard hats, blowtorches, jackhammers, and tool boxes filled with 1/6 scale hammers, wrenches, screwdrivers, respirators, goggles, and more. If you were a fan of modern 1/6 figures these would be the only time many of the work items were produced. Making them highly desirable in collectors circles. It wouldn’t be the only unique contribution from the group. They also released a Brothersrobber figure who wore a menacing gas mask, carried several guns, had the tools for breaking into safes, and came with a duffel bag filled with stacks of cash. The group proposed a Brothersjoker series of 12” clowns. But only some of the 6-inch versions were ever made to the best of my knowledge.

I had mixed feelings about the sudden influx of artists, especially those from Hong Kong releasing their own collectable 12” figures. At best they were celebrating the birth of an entirely new form of art. I enjoyed the gardeners because they looked like my friends. Growing up there were never any dolls or action figures that I could relate to. I had just about forgotten about that chapter of my childhood until I saw the gardeners. Finally I saw characters that I could identify with. They had different skin tones, different types of hair, some had zits, pot bellies, and acne scars. Some were tall, some short, but all unique. Despite reminding people of Barbie the gardeners weren’t the same dolls in different clothes. None were created with an unattainable beauty standard.

Many of the figures coming out from other independent artists were unique for example the wonderful work of Steven Lee, who could create scary, whimisical, and fun figures all at the same time. What some of the other toy lines did however was lack the cross representation of ethnicities that Lau highlighted. Wendy Mak, and Kelvin Mak for example were there in the early days too. The sister, and brother team founded Maksco. They released a series of figures called 2da6, which were snapshots of everyday people in Hong Kong. Whether they were construction workers, monks, or the local cafe owner serving drinks. They told a story that people living in the city could identify with, but none of them were Black, brown, or otherwise non-Asian characters. The other reason the gardeners hit with me was because they were filling in a part of the market that had been overlooked for decades.

One of the toys that I really enjoyed as a kid were called Adventure People. The figures by Fisher Price were roughly the same scale as the G.I. Joe action figures from Hasbro. What appealed to me was that the Adventure People weren’t about selling a brand, label, or ideology. As much fun as I had with the Joe’s it was always the same type of play; good guys vs bad guys. Playing with the Joe’s, Transformers, He-Man, or Ninja Turtles was just repeating the same things I saw in cartoons. Of course those shows were essentially toy commercials to begin with. They programmed my young, impressionable mind with a message, and type of play. Knowing was half the battle…

By comparison the Adventure People represented all sorts of professions; news broadcaster, scuba diver, stuntman, pilot, motocross racer, astronaut, camper, and tons more. I could really let my imagination fly with those figures. The goal was actual play instead of conflict. By the same token there was no agenda when I looked at the gardeners. They were chill figures, but they also had unlimited play potential. They weren’t ads for a massive company. These were the things that made the 1/6 scale figures memorable. Not everything was great with this trend. There were a few things that annoyed me with the rise of urban vinyl. I’ll talk about them in the next blog. Did you collect any 12” figures? What about smaller vinyl collectables? Tell me about it in the comment section please. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Wednesday, May 8, 2024

Disney, the Italian Legacy, part 7 - A 1UP classic from July 19, 2011

Kaboom studios was working with Warren Spector on a new DuckTales comic. They wanted the title to rekindle the themes and characters from the animated show as well as call up the great adventures featured in the comics. Italians Leonel Castellani, Jose Massaroli working with Magic Eye Studios handled the art duties. Other Kaboom Studio artists like James Silvani were tapped to do alternate covers.

The story "Many Happy Returns" started off with a bang. Scrooge McDuck jumped out of a plane piloted by Launchpad McQuack. Scrooge then parachuted into the opening of a museum exhibit featuring the treasures from his collection. The nephews Huey, Dewey and Louie as well as Webby Vanderquack were waiting for him. They jumped on Scrooge and lavished him with affection The heart of the animated series was very much based on the relationship between the kids and Scrooge. Mr. Spector, a self proclaimed fan of the series brought this up right away.

At the the museum the ducks were met by Curator / Chief Billups and his assistant Farquardt. John D. Rockerduck, one of Scrooge's oldest enemies was also waiting. This was where Mr. Spector's story differed from DuckTales continuity. Flintheart Glomgold played the villain in most of the DuckTales episodes, whereas Rockerduck never even appeared on the show. Mr. Spector began building the rivalry between the two tycoons for readers. The core of each personality would be played up in the dialogue so that even if a reader had never heard of Rockerduck they would understand that he was a major player in Duckburg.

The group went through the museum where the kids questioned Scrooge on his collection and where Rockerduck challenged the purpose of showing it off. The panels illustrated within the museum were filled with tremendous detail. The various treasures the ducks had chased in previous stories were almost all present, if not mentioned in dialogue. Such as the The Fabulous Philosopher’s Stone, the Crown of the Mayas and a golden coat made from the mythological material featured in the Golden Fleecing story. From the earliest Bark's stories to the most recent Don Rosa adventures, if it was in canon then chances are it was on display in the background for all the fans to enjoy.

Webby questioned Scrooge if some of his treasures were gotten through unfavorable dealing. In one adventure Scrooge had traded King Fulla Cola on the island Ripan Taro some candy for a Candy-Striped Ruby On that island money was useless so Scrooge could not buy the Ruby outright. The sign of status for the island natives was in having a large belly, so Scrooge was able to able to barter the empty calories found in candy to King Fulla Cola. Scrooge defended his actions to and kept the group moving through the museum. Eventually they came across some rare creatures that Scrooge had also managed to bring back on his adventures, including the cantankerous unicorn from the Trail of the Unicorn story and a dinosaur from a latter story. All heck broke loose until Launchpad was able to separate the stampeding beasts.

At a reception party afterwards in the McDuck mansion the young ducks and Launchpad were seen playing the pencil and paper RPG Ducks and Danger. As the game master Webby was trying to convince the adventurers to return the treasure they had been collecting. She challenged the triplets by offering the idea that ill-begotten treasure was nothing more than stealing. The right thing in her mind was to return what had been taken. If that moral worked in the game then it should have worked in real life. Again Mr. Spector demonstrated an understanding on the subtle relationships in the DuckTales universe. Webby often acted as a moral compass for the characters and especially Scrooge. In many episodes her diminutive voice acted as a conscience for Scrooge, not unlike Jiminy Cricket did for Pinocchio.

Webby argued that the right thing to do was convince Uncle Scrooge to return the treasure to their rightful owners It was a noble idea, yet there was a mysterious person wearing a bowler hat and standing out in the hallway eavesdropping on the conversion. When the kids approached Scrooge about returning the treasure he said it was a preposterous idea. That was until he learned that Rockerduck was conducting a press interview stating that he was returning the treasures he had collected back to their rightful owners. He publicly challenged Scrooge to do the same.

It was obvious to most readers that Rockerduck was baiting Scrooge for a big showdown. Scrooge accepted the challenge and even offered to return two artifacts for every one of Rockerduck's. Scrooge saw this as an opportunity to prove that he was a better philanthropist on top of being a better businessman and would prove that to the media.

The first part of the adventure ended on the docks where Scrooge was beginning his first journey with Webby at his side. Daisy Duck and Fethry Duck made cameos as news reporters while on the other side of town a mysterious figure had gathered members of the underworld, including not only villains from Duckberg but also from the nearby St. Cannard better known as the home of Darkwing Duck! These criminals were told the locations and order for the treasures to be returned. Each of the named treasures harkened back to a classic adventure and possibly gave readers a hint as to how long the series was expected to run.

Fans of the DuckTales animated series should consider looking into these comics. They contained the same spirit of adventure and fantastic premises which earned the show a strong following. Fans of the classic Disney comics might not be as interested in the books because they seem to be retreading a lot of material. The next blog will explore the good and bad things going for the Warren Spector comic. I hope to see you back for that.

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