Tie-Ins
Rocket
Ranger #3
A
punishing Amiga title is turned into a passable comic
"Captured!”,
“Escape!”, and “Sandwiched!”
Script – Roland Mann
Art – Khato
Letters – Gail Beckett
Editor – Kim Scholter
Editor-in-Chief – Dan
Danko
April 1992
Cinemaware
began publishing videogames in the mid-80’s with graphics that were considered
extraordinary at the time. By current standards, they wouldn’t hold most
teenager’s attention, but for those of us who grew up used to the static shots
used in text-based adventure games, they seemed like an evolution. The company
started with the swashbuckling Defender
of the Crown, then it dipped into TV Sports titles before spiraling back
around to making movie-themed titles such as The King of Chicago, The
Three Stooges, Sinbad and the Throne
of the Falcon, and It Came from the
Desert.
The
game Rocket Ranger appeared in 1988,
three years after the release of the big budget movie The Rocketeer came out. The Rocketeer was based off of Dave
Stevens’ comic of the same name. Both franchises were clearly homages to the
Commando Cody/Rocket Man serials of the early 1950’s (King of the Rocket Men, Radar Men from the Moon, Zombies of the Stratosphere, and Commando Cody: Sky Marshal of the Universe.).
While similar in plot and action, The Rocketeer couldn’t claim the game was
infringing on its copyright due to this earlier shared title.
The
game consisted of two interconnected challenges. The first was a strategy
element where you deploy five agents to different countries on a map of the
world. The goal of this is to determine where the Nazis (your enemy in the game)
are hiding items you need OR to create resistance in those countries which will
slow the advance of the Nazis army. This piece was critical to the game, as the
forces would destroy the USA in a matter of turns if left unchecked.
The
second challenge was to fly to an area identified by your spies that had an
item you needed, defeating enemies along the way. This part consisted of many
steps. First came a form of copy protection masquerading as your character
precisely filling his tank with the correct amount of fuel by using a secret
decoder wheel. Next came a complicated series of timed button mashing as you
attempted to make a perfect take off using the jet pack. Fail to get in the air
correctly and you failed your mission. This failure would affect the strategy
game timetable, allowing the enemy to advance unchecked. Too many failed
takeoffs, and the Nazis would reach America’s shores.
The
last bit was the part that most people were craving, Nazi crushing. Whether it
was shooting down zeppelins, shooting through murder holes in Nazi jungle
strongholds, or just good old punching the funk out of Nazi foot soldiers, this
game delivered. IF you could get the past the first two challenges.
Which
is exactly this: You play a US Army scientist who receives a note from the
future packed in with a rocket jet pack and a radium gun. The note says that
Nazis have won World War II and have enslaved the entire world. Your mission is
to stop their advance and prevent their mining of the mineral lunarium.
Lunarium is both a floor wax and a desert topping, in that it both powers
rocket travel to anywhere on Earth (or the Moon, more on that later) and it
also saps the will of those exposed to it so they are unable to resist the
Nazis.
The
finale of the game takes place in a Nazi stronghold on the moon where you fight
dominatrix bearing whips and a floating alien spaghetti-monster who has been
secretly funding the Nazi’s ambitions for its own nefarious purposes while
simultaneously freeing the captured women who are forced to strip-mine the
moon’s lunarium cache.
To
say the game goes off the rails story-wise a bit toward the end is not an
exaggeration.
How
is this comic book tie-in, however? Seems a bit late to the party, as the book
was released four years after the game. And even though it was cross-platformed
between Amiga, MS-DOS, Comodore 64, Apple IIGS, Atari ST, and the original NES,
that was probably way past the game’s prime. The series did last five issues,
however. I’m unsure if the title’s longevity was due to the popularity of the
game, fans of the genre of jet-pack adventure picking up the title on sight, or
what. What I do know is the comic series did not end on the same note as the game,
but left that part open to a sixth issue featuring a climatic battle that never got released.
No,
this book is all Nazi-punching--all the time, which was pretty much a license
to print money back in the late 80’s-early 90’s. Let’s give it a look-see,
shall we?
We
begin the first of three “chapters” in this book with Tom Cory, the Rocket
Ranger, in Berlin. He’s snuck into the Nazi stronghold to rescue American
Professor Otto Barnstorff and his beautiful daughter/love interest Jane.
However, as the title of this section is called “Captured!”, things might not
go as planned.
It’s
very clear from the short episodic format that the book is trying to recreate
the feel of an old republic serial, right down to the cliffhanger endings. I’m
certain the last issue showed this German solider creeping up on the pair as a
way to build suspense.
Our
hero and the two captives awaken shortly thereafter. Tom’s helm, jetpack, and radium gun
have been taken, which allows Jane to finally see who was attempting to rescue
her. It appears the pair have met in the past, but Jane requires a bit of
memory jogging to recall they went to school together as kids.
Then
our main Nazi baddy walks in on them. We learn later that his name is Coloner
Jeermaster and I believe he is a minor villain that appears in one scene in the
game, but for the book we require a “boss” we can boo and hiss at. That means
the only Nazi with a name in the game becomes our nemesis. Also he speaks the
kind of German that is sure to pronounce his nationality as “Chur-man”.
Rocket
Ranger’s insolence earns him a slap across the face, a pigeon-English
monologue, and a threat against his fellow captives. The art in the book
centers mainly on the human figures using minimal backgrounds to accentuate
their expressions and poses. The result is effective but tends to look like
they are stuck in a empty world, an utter vacuum. It also adds a bit of fantasy
element to the look of the comic that operates independent of the fantastical
story. I’m enjoying the art, even as I’m noting the areas it differs from a
standard comic of this era.
Under
pressure from the German officer, Rocket lies that the weapons he has is a
prototype manufactured in Mississippi, where the American forces have
established an assembly line to produce enough for an army. This leads the
officer to have to inform “der Fuhrer.”
With
the baddy out of the room, Tom fills in his fellow captives on his ruse, while
breaking his own bonds and then theirs.
Meanwhile,
the book tries to mirror the “spy” aspect of the game with a cutscene of one of
the operatives in a different country. Appears the Nazis are rounding up women
(to send to their secret moonbase) and this operative wants O-U-T—OUT! before
she gets rounded up too.
As
we flip back to Tom, his escape appears to be on the verge of being spoiled…
…as
an armed German guard blocks the doorway threatening to shoot them all.
And
that ends the first episode, exactly like a serial would: on a cliffhanger with
our heroes in mortal danger. Will they survive?
The
answer is only one page turn away as we move on to “Escape!” which begins with a
tagline and a recap box as if we are likely to forget what happened two pages
ago. Tom uses the final captive to mess up the guard’s aim and take him down.
After
a page long scuffle though, it appears the guard has regained both the upper
hand and his machine gun…
…lucky
for Tom that Jane is there to high-kick the Fritz in the face. It is
interesting that we get a stocking shot with every appearance of Jane, a kind
of subtle sexual cue that she’s a desirable love interest. I’m not opposed to
it, but it is very overt and possibly a bit sexist.
So,
with the guard taken out Tom rushes out to get his Rocket Ranger equipment so
they can escape…in style!
Jane
opts to go with him, even though it might be dangerous, which leads to this
weird sneaky spooning on the stairs pose.
And
eventually to Tom getting back his gear. However, it also attracts some
unwanted attention.
I’m
digging on the action scenes in this, which pack a unique kind of punch.
There’s a real emotive quality in the poses that artist Khato throws our way
and he has a good grasp of depth. Look at that bottom right panel and feel the
vibe of Tom’s tension in the blocking of that shot. You can imagine him
beginning to rush through that doorway after Jeermaster.
Which
is exactly what Tom does, and falls right into his trap as both doors slam shut
and lock…
…leaving
our hero in a hallway that is turned into a deathtrap only seen in the movies.
And
with one final full page shot, we get our second episode cliffhanger. So far
I’m enjoying this in a mindless fashion. It’s not high art and it doesn’t
engage on more than the visceral level, but it is fun to look at.
On
to our final installment in this issue, aptly titled “Sandwiched!” And I don’t
think they mean the kind with bread. Tom tries everything to stop the walls or
blast down the door…
…but
his radium gun is no match for German door technology obviously.
Thankfully
the lad comes up with a different idea that would only work for Rocket Ranger.
Blasting
off through the roof, Tom gets a bead on his fellow escapees who are about to
be gunned down by a Nazi guard.
He
dispatches the fellow with a blast of his radium gun that the guard did Nazi
coming. I stole that joke from Red Letter Media's Half in the Bag. Please send all hate mail to
Rich Evans and possibly ask for a pizza roll. The further in we go, the more I
check my brain and just enjoy the art.
After
leaving the wounded ex-prisoner off with some insurgents, Tom flies back and
picks up both the Professor and his beautiful daughter.
And
unlike most actioneers, the effects of carrying two people actually cause Tom
to kvetch a bit before dropping them off. But with the Professor and Jane now
safe, Tom has to jet off (heh, LITERALLY!) to China (yeah, the game did this
too. No sense of actual geography as the jetpack wearer could cross the entire
globe in a short hop to check out some intel on a radar installation. He also
mentioned that after that he’s headed to Peru, which is pretty much the other
side of the world from China. Takes just a short hop in the jet pack of course.
But
first China and the great wall, where Tom is in for a surprise…
…as
it appears he’s flown right into the enemy’s gun sights.
With
that cliffhanger, the issue ends.
I’m
torn on this one. The fantastical elements and the ham-fisted drama don’t
really turn me on. However, the art and action are fun in the same way a good
video game could be fun. Would I prefer reading the Rocketeer to this?
Probably. Would I turn down another issue found in the discount bin? No, I
wouldn’t and that more than anything else sums up Rocket Ranger.
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