That's What I go to School For.
Issue 3: Deep Trouble!/Tales of the Mini-Cons... Just a Memory! 19th June 2003.
We’re doomed.
When I went under my bed (where all the good stuff is kept) to get this issue out, I was surprised to find I had two copies, one signed by Furman and Wildman. This surprised me, but my first ever Auto Assembly was only a few weeks after this, on the second of August and a copy of the issue was in that first ever goody bag.
That gives the issue a personal connection I’ve not felt since we left the Marvel book, the first time I met Furman. The first time I socialised with other fans. The long road that eventually led to this website starts here. Maybe that’s why this feels a much more solid issue than the previous two, there’s actually some nostalgia here. Especially as I suspect that was the only event in the history of Transformers where any copies of this comic were offered up for signing.
There is also a key format change though, taking a trick from the Generation 2 comic (and a similar naming convention for the second story as Tales of Earth), the comic is now split into two stories. Why the change isn’t entirely clear, possibly to allow more focus on different toys by splitting the action between different characters, or maybe they were paying Wildman more than the other talent and couldn’t afford him for the whole issue. But it helps hugely with the pacing issues as there’s just as much plot in each of these seven page stories as there was in the fourteen.
We’re doomed.
When I went under my bed (where all the good stuff is kept) to get this issue out, I was surprised to find I had two copies, one signed by Furman and Wildman. This surprised me, but my first ever Auto Assembly was only a few weeks after this, on the second of August and a copy of the issue was in that first ever goody bag.
That gives the issue a personal connection I’ve not felt since we left the Marvel book, the first time I met Furman. The first time I socialised with other fans. The long road that eventually led to this website starts here. Maybe that’s why this feels a much more solid issue than the previous two, there’s actually some nostalgia here. Especially as I suspect that was the only event in the history of Transformers where any copies of this comic were offered up for signing.
There is also a key format change though, taking a trick from the Generation 2 comic (and a similar naming convention for the second story as Tales of Earth), the comic is now split into two stories. Why the change isn’t entirely clear, possibly to allow more focus on different toys by splitting the action between different characters, or maybe they were paying Wildman more than the other talent and couldn’t afford him for the whole issue. But it helps hugely with the pacing issues as there’s just as much plot in each of these seven page stories as there was in the fourteen.
First up is Deep Trouble!, which shows up one of the problems with the Mini-Cons being able to talk in the comics. In the TV show, they can only communicate through the humans, giving a solid reason for the kids to stick around. Because that’s not needed here, when Rad—again being the smug bully—leads The Other Two at full speed on their Mini-Cons to the first issue’ cave where Optimus Prime is waiting for them, it’s hard not to agree with the Autobot leader’s incredulity at still letting the little twerp hang about.
Especially as the mission is very simple. There are Mini-Cons all over the place and are going to be hard to find, so someone needs to go into the wreckage of their old ship and find the locator log (Transformers giving off a signal that can be traced from a distance is one of those strange things that keeps popping up, despite making no sense). Something that in theory should take one Mini-Con about five minutes, so no need for Team Rad.
Still, the fun comes from Megatron having sent Demolishor to collect the locator log as well. He’s big and dumb, and makes for an entertaining thug as he chases our heroes about the caves after having to think very carefully and slowly and with his lips moving when confronted with something outside of orders.
It is a bit of a shame that Rad is so amazing he works out how to get Demolishor to chase him around so that he sets off another earthquake that buries him, especially as Wildman draws the cave-in as an explosion. But he’s a fun villain whilst it lasts.
As the locator log (visually based on one of the Mini-Con traps from the cartoon) is destroyed as well, we end on Prime deciding this is a good thing. Though the distracting thing here is that his ear is flashing like a poor man’s Wheeljack.
Despite not a lot happening, this is the first story to show the book could work as a mildly daft kids comic. Junior Tomlin’s colours are a distinct improvement over his work on the last issue as well, giving Wildman’s art a much needed boost.
Especially as the mission is very simple. There are Mini-Cons all over the place and are going to be hard to find, so someone needs to go into the wreckage of their old ship and find the locator log (Transformers giving off a signal that can be traced from a distance is one of those strange things that keeps popping up, despite making no sense). Something that in theory should take one Mini-Con about five minutes, so no need for Team Rad.
Still, the fun comes from Megatron having sent Demolishor to collect the locator log as well. He’s big and dumb, and makes for an entertaining thug as he chases our heroes about the caves after having to think very carefully and slowly and with his lips moving when confronted with something outside of orders.
It is a bit of a shame that Rad is so amazing he works out how to get Demolishor to chase him around so that he sets off another earthquake that buries him, especially as Wildman draws the cave-in as an explosion. But he’s a fun villain whilst it lasts.
As the locator log (visually based on one of the Mini-Con traps from the cartoon) is destroyed as well, we end on Prime deciding this is a good thing. Though the distracting thing here is that his ear is flashing like a poor man’s Wheeljack.
Despite not a lot happening, this is the first story to show the book could work as a mildly daft kids comic. Junior Tomlin’s colours are a distinct improvement over his work on the last issue as well, giving Wildman’s art a much needed boost.
The idea of the Tales of the Mini-Cons thread is to focus on the wee guys who come in either packs of three or with the bigger toys. Just a Memory! is also the first time Furman reworks his own ideas from the Dreamwave comic, taking a sequence from that book’s issue 8 where the Street Action Team trying to help out their chums at school causes some awkwardness.
Here each one of them messes up something one specific kid is doing. For Rad (or Bradley White as his full name is revealed to be), this is Highwire seeing him in after school detention, doing a science experiment and having a PTSD flashback to the work he did back on Cybertron that was corrupted by the Decepticons.
Which is pretty dark for what is otherwise a gag story, especially as it sees Highwire grab Billy and Fred as they mess with Rad’s experiment, pull them through the window (though without the teacher noticing!) and beating them up off-panel in disproportionate revenge.
Grindor meanwhile messes up Carlos’ attempts to show off his skateboarding skills with his rocket powers. Which is also a bit odd as I would have thought the other kids would have loved a rocket powered skateboard.
Poor old Alexis comes off the worst. In the grand tradition of the poor treatment of female characters in Transformers comics up till this point, her misadventure with Sureshock putting too much information into the observatory computer happens entirely off-page and is summed up in a paragraph, rather killing the rule of three.
You may ask “What observatory”, because the detail that there is one in town Alexis helps out at is from the cartoon and hasn’t been mentioned in the comic before.
The issue ends with Rad assuring the Mini-Cons they still have a lot to learn, but he’ll teach them. Alexis’ reaction of incredulity being a surprisingly self-aware moment from the comic.
Here each one of them messes up something one specific kid is doing. For Rad (or Bradley White as his full name is revealed to be), this is Highwire seeing him in after school detention, doing a science experiment and having a PTSD flashback to the work he did back on Cybertron that was corrupted by the Decepticons.
Which is pretty dark for what is otherwise a gag story, especially as it sees Highwire grab Billy and Fred as they mess with Rad’s experiment, pull them through the window (though without the teacher noticing!) and beating them up off-panel in disproportionate revenge.
Grindor meanwhile messes up Carlos’ attempts to show off his skateboarding skills with his rocket powers. Which is also a bit odd as I would have thought the other kids would have loved a rocket powered skateboard.
Poor old Alexis comes off the worst. In the grand tradition of the poor treatment of female characters in Transformers comics up till this point, her misadventure with Sureshock putting too much information into the observatory computer happens entirely off-page and is summed up in a paragraph, rather killing the rule of three.
You may ask “What observatory”, because the detail that there is one in town Alexis helps out at is from the cartoon and hasn’t been mentioned in the comic before.
The issue ends with Rad assuring the Mini-Cons they still have a lot to learn, but he’ll teach them. Alexis’ reaction of incredulity being a surprisingly self-aware moment from the comic.
Despite some awkwardness, this is good solid fun, helped by being drawn by a new artist, Keiron Ward, who does the best work we’ve seen yet with a simple yet fun style. Ideally the first story with its more basic run around could have been shorter and this extended to let Alexis have a moment as well, but this is overall a step in the right direction.
The Portal sees Highwire reveal he tried to make friends with an Earth machine, but it gave him the cold shoulder. It was a fridge. Ha-ha.
Make Your Escape! is a maze game tying into the lead strip as you have to find the way out of the caves; Data File 5 and 6 covers Demolishor and Blackout; this issues colouring page is named for the G1 episode Aerial Assault; Escape From Planet Cybertron! is a board game that requires you to cut out counters from the back page and Win Red Alert! requires you to identify bits of Cyclonus for a chance of grabbing a toy.
The poster, of Super Optimus Prime, is the first professional piece by Simon Williams. Not the chap from Upstairs, Downstairs and Remembrance of the Daleks, but the talented young artist we’ll be seeing more of over the rest of the run.
Hot Shot’s Hot Mail gives us our first meaty question as Ricky Skaggs (surely this must be a real name by now?!) asks why some Mini-Cons work for the Deceptions. Whilst the Dreamwave comic worked this angle in more shades of grey, Hot Shot’s response is the first sign Furman will be keeping it simple in the UK: They’re either brainwashed or just dicks.
The Portal sees Highwire reveal he tried to make friends with an Earth machine, but it gave him the cold shoulder. It was a fridge. Ha-ha.
Make Your Escape! is a maze game tying into the lead strip as you have to find the way out of the caves; Data File 5 and 6 covers Demolishor and Blackout; this issues colouring page is named for the G1 episode Aerial Assault; Escape From Planet Cybertron! is a board game that requires you to cut out counters from the back page and Win Red Alert! requires you to identify bits of Cyclonus for a chance of grabbing a toy.
The poster, of Super Optimus Prime, is the first professional piece by Simon Williams. Not the chap from Upstairs, Downstairs and Remembrance of the Daleks, but the talented young artist we’ll be seeing more of over the rest of the run.
Hot Shot’s Hot Mail gives us our first meaty question as Ricky Skaggs (surely this must be a real name by now?!) asks why some Mini-Cons work for the Deceptions. Whilst the Dreamwave comic worked this angle in more shades of grey, Hot Shot’s response is the first sign Furman will be keeping it simple in the UK: They’re either brainwashed or just dicks.
The exciting thing though is a competition from Robinson Fruits Shots to Get Active. A photo of a boy in foot kit is missing the football, find it elsewhere in the issue and enter the code alongside it to be in with a chance of a week at a sports camp.
Hilariously though, the missing ball is on the letters page in a big white box with a “Well spotted!” next to it, meaning it’s not quite the test of ingenuity it might have been.
What’s clear from the description of the next issue page is, despite it being called by its correct name within the strip, someone at the comic genuinely thinks the Space Bridge is called The Portal and that’s not just an affectation for the editorial.
But before we get to issue 4, the next portal takes us to the cartoon.
ISSUE 2
2003-2007
COMMENT
KO-FI
Hilariously though, the missing ball is on the letters page in a big white box with a “Well spotted!” next to it, meaning it’s not quite the test of ingenuity it might have been.
What’s clear from the description of the next issue page is, despite it being called by its correct name within the strip, someone at the comic genuinely thinks the Space Bridge is called The Portal and that’s not just an affectation for the editorial.
But before we get to issue 4, the next portal takes us to the cartoon.
ISSUE 2
2003-2007
COMMENT
KO-FI