All of the series one figures (click to enlarge), including the hard to find 4 pack released in ’79. More BSG here.
Archive Page 82
Mattel’s Battlestar Galactica Action Figures (Series One) (1978)
Published March 21, 2014 Battlestar Galactica , Mattel Toys 6 CommentsPost-Apocalypse Now: Ryder Stacy’s Doomsday Warrior Series (1984 – 1991)
Published March 20, 2014 Books , Cold War Flashbacks , Cover Art 3 CommentsA combination of The Survivalist, The Executioner, and 2000 AD, the Doomsday Warrior series follows the exploits of Ted Rockson (“Rockhard” would’ve been better) and “his high-tech guerilla army of Freefighters” as they try to wrest America from Russian occupation while battling radioactive “glowers,” cultists, and all manner of post-nuke nasties.
Ryder Stacy is actually Ryder Syvertsen and Jan Stacy, both of whom wrote various men’s action-adventure fiction throughout the 1980s. Doomsday Warrior was the most successful, running to 19 volumes. There were an incredible amount of post-apocalyptic books and book series written during the Reagan era, including popular young adult novels like Gloria Miklowitz’s After the Bomb. The Hunger Games is nothing new, and it’s tame by comparison.
Fictional accounts of Russians taking over the U.S. date back to the Red Scare. Conelrad Adjacent, a treasure trove of Cold War ephemera, posted an early example from 1942, a comic book called Is This Tomorrow: America Under Communism.
The cover design of the Doomsday series—with the defiant fist and forearm doubling as the stem of the mushroom cloud that ended the old ways—is magnificent. The writing is not. From #7, American Defiance:
The whole Russian fort was coming to life and there was only one chance to escape. Gripping the long wooden pole in his hands, Rockson ran toward the sixteen-foot-high barbed wire fence and without breaking stride planted the pole in the dirt. With every ounce of strength he kicked off with his piston legs and climbed up in the air in a perfect arc.
A spotlight suddenly caught Rockson dead on, and a stream of Red slugs headed toward him like a swarm of man-eating locusts. The top of the fence was coming and Rock made it over—barely. The very upper strands of barbed wire ripped across his right calf, slicing open a three-inch-long gash that oozed a stream of blood. Then he was arcing down to the ground, curling as he made contact, rolling over and over into the blackness where the circle of searchlights ended.
This particular bunch of Reds wasn’t going to get the Doomsday Warrior. Not tonight.
The cover images come from two great blogs: The Post-Apocalyptic Book List, an exhaustive list and description of genre titles, and Glorious Trash, a pulp review site heavy on 1980s survivalism and action-adventure, Doomsday Warrior included.
`If the A-Bombs Burst’ (1951)
Published March 19, 2014 Cold War Flashbacks , Magazines/Zines 17 CommentsThe residents of New York or Gary, Washington or San Francisco must face the crushing reality that an atom bomb destined for his [sic] neighborhood might even now be winging its way across the curve of the world.
Thank you for the pep talk, article from a 1951 issue of Popular Mechanics. I feel much better now. The photo of the man collapsing from fatal radiation burns also inspires me with a sense of security.
The diagram on page two is tremendous, isn’t it? You’re probably safe if you’re a couple of miles away from the blast, unless you’re downwind!
(Images via Modern Mechanix)
Board Games: Apocalypse: The Game of Nuclear Devastation (1980)
Published March 19, 2014 Board Games/Tabletop Games , Cold War Flashbacks , Games Workshop 4 CommentsApocalypse originally appeared as Classic Warlord, self-published by designer Mike Hayes, in 1974. The name changed to Warlord in 1978. Both of these versions came in plain red and blue boxes, respectively. Games Workshop, displaying its usual marketing prowess, released what you see above in 1980. The kids ate it up, despite the fact that the game board was cut in half. How could we resist playing out the “nuclear devastation” that grown men were on the verge of playing for real?
Here are some directions from the 1978 version. See if you can follow them.
We were not a squeamish generation, clearly, apart from the wankers who ran out of the theater during Gremlins.
(All images via Board Game Geek)
Matchbox’s Adventure 2000: Raider Command (K-2001, 1977)
Published March 18, 2014 2000 AD , Adventure 2000 , Comic Books , Matchbox 9 CommentsRaider Command (K-2001), the signature vehicle of Adventure 2000, was used in a famous early Judge Dredd story for 2000 AD called The Cursed Earth. Dredd and his unit must travel across the radioactive desert of the former U.S. to deliver an antidote to Mega-City Two, and they need a kick-ass super-tank to do it in.
In the story, inspired by Roger Zelazny’s Damnation Alley (1967) and its boring 1977 film adaptation, the “Land Raider” and the “Killdozer”combine to form a “modular fighting unit” that crushes the irradiated “muties” and scares off a T. rex named Satanus. (Interesting note: After finding and extracting his DNA, scientists cloned Satanus for the opening of a Dinosaur National Park, an original concept that was ripped off by Michael Crichton for a 1990 novel I don’t need to name.)
I don’t know how the cross-promotion came about, but Adventure 2000 was being developed in and has a copyright date of 1976, and the Dredd story ran in 2000 AD from May to October, 1978. There were ads for Adventure 2000 in 2000 AD, but I haven’t been able to track any down yet.
(2000 AD images via the 2000 AD Tumblr and Dredd Alert)
TV Guide Ads for TV Movies: The Day After (1983)
Published March 17, 2014 '80s Movies/TV , Ads , Cold War Flashbacks , TV Guide 14 CommentsWhat I remember about The Day After is that I had to wait a long time to see the now infamous nuclear attack sequence. I was deeply fascinated by the sight of mushroom clouds—actual test footage and various representations in movies, books, and comics—throughout the ’80s: they were like a dark magic in a world that was tediously ordinary. As an adult, I understand that nothing is more mundane than the willingness of one group of people to annihilate another group of people on a mass scale, and despite global collateral damage.
I thought I’d seen the movie when it premiered, but my mom says she doesn’t remember letting me watch it. I don’t know where else I would have been. It was Sunday night and we had one TV. It’s possible I could have seen it on video a few years later.
The juxtaposition in the promo is pretty damn effective.
This Book of Homemade D&D Modules Is Better Than Anything Anyone Has Ever Built on Minecraft
Published March 13, 2014 Books , D&D , D&D Modules , DIY , Kid Art 17 CommentsLast year, when I featured Mikey Walters’ homemade D&D modules from 1981, I wondered how many similar old school epics were out there, buried in family attics and basements, one or two small-scale campaigns away from rediscovery. Was there a responsible way to solicit these now historic documents? More important, was there a responsible way to preserve them? The answer is yes, to both questions. The Play Generated Map & Document Archive (PlaGMaDA for short), founded and managed by Tim Hutchings, “collects, preserves and interprets documents related to game play – especially tabletop role playing games and computer games.” People like you and me donate our “play generated cultural artifacts,” and they’re stored in the archives—PlaGMaDA is partnered with The Strong Museum—for all time.
Gaius Stern’s Habitation of the Stone Giant Lord, written and illustrated by the 14-year-old author in 1982, was one such donation. Hutchings decided to combine “Dungeon Module G2²” with seven other D&D-styled adventures, including two of Walters’ modules, and publish them in a book (funded by a successful Kickstarter campaign): The Habitation of the Stone Giant Lord and Other Adventures from Our Shared Youth (2013).
If you’re even a little bit intrigued by the early days of tabletop role-playing and/or the emergent “kid culture” of the time, you will find yourself spellbound by the more than 100 pages inside. (Seriously, someone will need to hit you with a Dispel Magic; otherwise you’ll forget to go to work and feed the kids.) The dedication and detail on display in each of the (playable!) modules is uniquely impressive, and more than that, the authors had no other motive than the challenge, the joy of play, and the promise of sharing their work with fellow adventurers. Some of the writing is damn convincing, too. Here’s a selection from The Lair of Turgon, by Todd Nilson:
The doors, both into and out of this room, are jet black with silver runes upon them. The runes are non-magical: they are an ancient form of cuneiform which relate the eulogy given at Turgon’s burial. A seal of gold had welded the doors shut, but they have evidently been broken by some incredibly powerful force. The hall itself is of granite construction; depicted in bas-relief are scenes from Turgon’s life, from early childhood until his death. This hallway is inhabited by six shadows: more servants of Madros.
The late ’70s and early ’80s saw an explosion of creative energy from young people, who were so deeply inspired by the many novelties and innovations surrounding them that they designed and stitched elaborate costumes from scratch after sketching the real deal inside darkened movie theaters, shot their own Super 8 movies (all of which are better than J.J. Abrams’ Super 8), wrote and drew their own graphic novels, programmed their own (playable!) video games, and, as we see here, wrote, drew, and likely DMed their own fantasy role-playing adventures.
Jon Peterson, the author of what many consider to be the definitive history of wargames and role-playing games, Playing at the World, wrote the excellent introduction to Habitation. Before breaking down each of the featured home-brewed adventures, noting (compellingly) where the creators borrowed from the Monster Manual or the Fiend Folio, what D&D edition was used as a foundation, and so on, Peterson takes us on a comprehensive tour through the early years of TSR, from the company’s beginning promise of making us “authors and architects” of our own fantasies, to the introduction of the adventure module format that Peterson finds somewhat antithetical to that original promise. “When we purchase and rely on a module,” he writes, “are we letting TSR do our imagining for us?”
It’s a fair question, and he says of the works in Habitation that
Each of them, in its own way, illustrates the tension between the commercialization of adventure scenarios and the original invitation of D&D to invent and collaborate and share.
And later:
Players were not content to have TSR do their imagining for them, and when the production of pre-packaged modules began, players responded by positioning themselves as creators of modules and thus as peers of TSR, rather than mere consumers.
Ultimately, I don’t agree with his conclusion. First, I don’t think any of the young authors featured in Habitation were “positioning” themselves to be anything; the modules look to me like a labor of love and, if anything, an homage to and emulation of TSR, as Peterson himself mentions elsewhere. Second, the module format was a signal innovation that expanded the role-playing genre and broadened the player base. Gamers young and old continue to run, tweak, perfect, and be inspired by the likes of The Keep on the Borderlands and Dark Tower. Third, as I’ve argued elsewhere, all D&D products—be it the original set of 1974 or the Dragonlance franchise—are commercial products. TSR certainly did reach a point—in 1982/1983, in my opinion—at which building and inflating the D&D brand took precedence over crafting quality “products of your imagination.” I believe this is Peterson’s larger point, and it’s well taken.

A page from The Tomb of the Areopagus the Cloaked and Japheth of the Mighty Staff, by Michael M. Hughes
What makes the work collected in Habitation so historic, and Peterson talks about this as well, is that it captures how real players approached D&D at a time when “playing mind games with dice,” to use Chris Hart’s phrase, was so profoundly untried. The game gave young people such an unprecedented amount of imaginative freedom, in fact, that it became a malignant bogeyman to those who rejected the idea that young people deserved any freedom, and who were terrified of dreamers and freethinkers of all ages.
In short, please consider getting yourself a copy of Habitation right here, and have a look through PlaGMaDA’s incredible archive right over here. And after that, maybe you’ll delve into those musty trunks and dot matrix computer paper boxes and dig out your old character sheets, your #2 pencil-drawn grid paper dungeons that not even a Conan-Gandalf multiclass could survive, your lengthy and grammatically suspect descriptions of demilich lairs and warring sky-castle kingdoms. Hell, PlaGMaDA will take a scrap of paper with nothing but your scribbled (and probably padded, let’s be honest) ability score rolls. Donate it all right here. You don’t even have to use your real name, although you really should, because what you made with your own mind and hands from scratch and for the love of the game when you were 12 years old is better than whatever Wizards of the Coast is putting out next, and more awesome than anything anyone has ever built on Second Life or Minecraft.
A Portrait of Young Geeks Playing D&D (1978)
Published March 12, 2014 '70s Decor/Design/Fashion , D&D , D&D Portraits 8 CommentsThe earliest portraits I’ve found so far, taken at a camp in Asilomar Beach, California, are courtesy of Pip R. Lagenta. I believe the guys are using the 1975 printing of the original D&D set. You can see the bottom of the white box on the left of the first photo, and I think two of the three booklets on the right. The book on the bottom looks too big to be part of the set. The white box is in the second shot as well.
Oh, and the Tab can.
Pip names the players in the group here and here. UPDATE: Pip says in the comments section below:
I took those Asilomar photos of the D&D games in 1978 with my cheap Kodak Instamatic X-15 camera. Donald Chapel, the guy with the bright colored camera strap, had a much more expensive camera, but I don’t know that he ever took photos of the D&D games. David Woolsey, the DM, put a lot of work into creating artwork for his adventures, drawing his own versions of treasure, tools, maps and monsters on cards, in addition to painting figurines. As a side note, Paul Marsters, the guy with his back to the camera in one photo, is the younger brother of James Marsters, the actor who played the character `Spike’ on the TV show Buffy the Vampire Slayer…
* * *
Tomorrow I’ll be reviewing an incredible book full of homemade D&D modules from the early ’80s. The project behind the book is as incredible as the book. Please tell your friends about both!
New posts will resume on Monday.
Dungeons & Dragons Club, Circa 1982/1983
Published March 11, 2014 D&D , D&D Clubs , D&D Portraits , High School , High School Yearbooks 2 CommentsTwo successive years of the D&D Club at Downey High School in California. A Mr. Kruzan was the faculty rep for both years.
One of the kids in the first photo is wearing a Van Halen shirt. Not much else I can make out, except that the turnaround between years one and two is extensive.
More D&D Clubs (and more Van Halen t-shirts) here. There was also a D&D summer camp, if you haven’t seen it yet.
(Photos via Michael Poulin/Flickr)
Marvel Super Heroes Secret Wars Coloring and Activity Book (1984) (Part One)
Published March 10, 2014 Coloring/Activity Books , Make Mine Marvel , Marvel Books (Imprint) , Secret Wars (Marvel) 6 CommentsSecret Wars was Marvel’s first big crossover event. Mattel wanted to produce a Marvel toy line, but only under the condition that the toys be attached to a major event in the Marvel Universe. Secret Wars was the event. The story was meager—basically a grander version of 1982’s Contest of Champions, Marvel’s first limited series—but writer-editor Jim Shooter and especially penciler Mike Zeck managed to make it something special.
The Coloring and Activity Book has nothing to do with the comic, but it does feature many of Mattel’s cheaply made, uninspired toys. You’ll see the big ticket item, the Tower of Doom, above.
I talked about the Marvel Books imprint and artist Carlos Garzon here. I’ve covered Jim Mooney’s work a couple of times: The Amazing Spider-Man: A Book of Colors and Days of the Week, and the AD&D Characters Coloring Book.




















































