Thursday, August 13, 2015

Sether in the Morff #31

Aw Jiminy Chrimbus, I forgot to update this thing yesterday, and today is almost over!  I'm falling apart at the seams.  GERF.

Cover Page

Huh?
I don't really know what's going on with this cover page.  I think it's supposed to be some sort of high-tech targeting reticule or HUD.  Kind of like Predator or Terminator or something.  Maybe it's supposed to be Clyde looking down the scope of a laser gun at me?  Blerg?

Page 1

Perspective is hard to draw.
When we last left our heroes, Zach had been shot off a cliff by some Australian asshole.  What a dick.

Page 2

Zrang?
In a more blatant display of power than we've probably seen him do so far, Zach turns into a green comet-thing and rockets back up out of the gully.  Good for you, Zach!

Page 3

Biong?
Zach KICKS CLYDE!  WOO!  KICK HIS ASS!  

Clyde apparently has 'hammer space' when it comes to guns, as he pulls an even bigger, more absurd-looking weapon out of his ass.  A well placed purple shield thing deflects the laser and saves Zach.  Notice that I fucked up a panel in the upper right of that last panel.  I made the rebounding laser go towards it, and tried to pass it off as 'smoke' as it hit something.  I'm not buying it, past me, and neither is the audience.  TRY HARDER.

Page 4

Cham?  Cham!  Cham!
Jess manages to knock Clyde unconscious somehow with a massive salvo of laser fire from his ship, miraculously leaving him alive instead of a smoldering crater.  

Fun Fact: the red 'cham cham' laser sequence was stolen from Sonic the Hedgehog 3!  There's this part near the end of the first level, before you fight Robotnik at the waterfall, when this airship thing drops bombs.  The 'cham' sound was me copying the noise they made as they exploded, and they made weird little mushroom explosions sort of like the ones near Clyde in that second panel.  Aren't you interested by this?  Huh?  SHUT UP!

Page 5

Oh dear!
Holy crap!  Look at how angry Clyde is!  His head is about to explode with fury.  Fortunately, before he can have an aneurism, Radical Worm captures everyone involved.  Notice that the gun that stuns everyone is in fact the 'Spaze' cannon from like the second issue or whatever.  I kept bringing back that stupid gun design.

How the hell did Radical manage to sneak a bunch of men and a spaze cannon near the group?  Were they so distracted by Clyde's frothing fury?  Who knows.  It looks like the gang's in trouble again!  

I'll make up my lack of updates to you tomorrow!  I promise!  I'll make it all better, baby.  Just give me a chance.  *belch*

Tuesday, August 11, 2015

Sether in the Morff #30

Hellote again folkes.  Laits reed ma derp comickz:

Cover Page

Party Hats
Welcome to the '30th Ishue' (sic) of SITM.  There are several particularly embarrassing spelling errors in this episode; my various shame sphincters are already contracting in distress at the prospect of highlighting them for you in detail.  ENJOY MY PAIN!

Page 1

Meats?  Seriously?
We begin with a splash page, depicting the Brothers Three making their way back to Earth.  Check out those little reflectiony-doos on the cockpit glass!  Such technique!  I also like that I just gave up drawing one of those stars, which appears to just be an 'X' in the upper right corner.  Good job, past self!  You're really knocking it out of the park with this one.

Page 2

So... many... problems on this page...
Our heroes land on a devastated and depopulated Earth.  Look at those burnt husks of buildings!  Smoking ruin!  If it's like this throughout the globe, the human race may never fully recover, even if Seth manages to save them.  They should be dropping to their knees in horror, howling their loss to the uncaring skies.  But no, they're just like "So this is the place, huh?  I guess Radical's been here.  Derp de herp."

Suddenly, Seth is shot by a laser from off-panel.  The use of 'mate' at the end of the sentence implies an Australian accent, and there's only one Australian we're aware of...

Okay, this implies that Seth & Co. landed on Australia, for some reason.  Of all the land masses on planet Earth, they picked Australia.  Why?  What strategic significance could a depopulated Australian continent provide?  No, the laws of Narrative in my addled mind dictated that as soon as they landed on Earth, they would come into contact with the new gun-toting Aussie madman.  

Also, why does this Australian guy think Seth & friends are enemies?  They look human, right?  Or at least the same hairless yellow stick figure as he himself is, in a world of beige crayon people?

Page 3

Clyed? 
God dammit.  Shit.  I didn't know how to spell his name, okay?  I was close.  But the internet didn't exist back then, and I couldn't be bothered to look stuff up.  His name is supposed to be Klyde or Clyde.  Just... don't look at me.  DON'T LOOK AT ME!

Page 4

Gun violence = comedy!
I go for some weird laser visual gags here.  I like that Zach 'rolls up his sleeve.'  See, he doesn't wear sleeves, so when he rolls them up he just rolls up his skin, revealing a skeletal arm underneath.  I'm a funny guy, yeah?

Page 5

What was I on back then?  Mushrooms?
Clyde points a huge, grotesquely detailed and hairy accusatory finger at our heroes.  Seth and Jess then break out into song and dance, with fucking canes and spats.  What the hell was wrong with me?  Zach is the only one apparently immune to this bullshit.

Page 6

To be contenud?
Zach tries to talk some sense into Clyde, but he decides to shoot Zach off of a cliff instead.  I don't know how many cliffs exist in Australia, but I guess our heroes decided to land damn close to one.  Seemed like a good idea at the time, I'm sure.

Bonus Back Page

Dat marker bleed through.
On the back of the last page is a half-completed drawing of Clyde.  I guess I gave up on this image for some reason?

Clyde was supposed to be the 'Knuckles the Echidna' to Seth's 'Sonic the Hedgehog.'  An initially hostile, yet badass character that the audience was supposed to wonder how long it would be until they joined forces with the main heroes.  Something about that dichotomy appealed to me.  Instead of a red echidna with spiked hands, I went for an Australian Punisher knockoff instead, like you do in these sorts of situations.

*sigh*

Monday, August 10, 2015

Sether in the Morff #29

End Intermission

Bringing You Back Up to Speed...

At long last, the wait is over.  We now return to the rich drama of Sether in the Morff.

When we last left our heroes, they had recently survived a bomb attack from a mysterious new enemy.  Using incredible powers of deduction, they determined their new foe was none other than Radical Worm, apparently filling the power vacuum left behind by the destruction of Nebula and Dark One.  

Unbeknownst to our heroes, Radical Worm has set his sights on Earth.  It would seem the battle for the destiny of the Pandimensionality will unfold not within the Morff, but the humble home dimension of the Brothers Three.

Without further ado: issue 29.

Cover Page


Mystery abounds.
Ah, yes, the last issue ended with a teaser, promising the introduction of a new character.  'But who could it be?' the cover seems to be suggesting.  Whoever they are, they seem to be a fan of blue skull icons.  

Page 1

Cue the Imperial March...
A fleet of spaceships, emblazoned with Radical Worm's 'R' logo, approach Earth with ill intent.  For some idiotic reason, Radical Worm himself pilots a green helicopter thingy, despite this making no sense in a vacuum.  Look, he used to pilot a helicopter, and he still did for continuity's sake.  How else could you tell that it was Radical Worm, huh?  Answer me that.

I probably should have designed a spooky capital ship for him.  Also, where the hell did he get the resources to muster a massive armada of spacecraft?  Dark One only managed a giant battle station, not an entire fleet.  And how did they get to Earth's dimension?  The logistics and resources behind this attack must truly be staggering. 

Page 2

YAY DEATH!
It might be hard to make out, but the people pictured above were made in flesh-toned crayon instead of marker.  Again, I didn't have a flesh-toned marker, so this was the best I could do.  Why there aren't any brown people is a perfectly valid question as well.  Or women, for that matter.  I guess I was a massive racist/sexist as a child.  Perhaps I should be running for president.  OOOH POLITICAL COMMENTARY SO TOPICAL.

Anyway, a guy with awesome Muppet hair sees the approaching enemy fleet on radar.  I think I stole that visual from the film Independence Day.  The imagery of a man being skeletonized by alien lasers was stolen from Mars Attacks! if memory serves.  My ability to appropriate visuals remains strong.  Both of those films were made in 1996, which again dates this comic somewhere around that time.

I really like that skeleton, though.  Poor bastard.  He turns into a little pile of ash.

Page 3

Stereotypes!
So Radical Worm manages to capture ALL OF THE PEOPLE ON EARTH HOLY SHIT!  That's right, every man, woman, and child, or at least every colored oval I was too lazy to draw instead, are loaded aboard his large blue saucer ships.  This is all apparently bait for Seth.  Good Lord, I forgot the stakes were that high.  

So I guess Radical Worm is the single most successful villain ever? Derp?  BUT WAIT!  There's trouble in the Land Down Unda, because a gun-having Australian man is refusing to go down without a fight!  Yes, despite all the combined militaries of planet Earth getting their ass kicked, a single man wearing a blue skull unitard, a bandoleer of ammunition, a bandanna, and two blue ovals for feet is holding his own against the endless robot legions.

This is the new character!  For some reason he has yellow skin, like Seth & Co., despite the fact that we established most humans are beige.  I thought I chalked up the yellow skin to some weird wackiness energy from Dimension X, but I guess if you are a main character you get yellow skin magically?  Why isn't he wearing pants?  HE HAS GUNS THOUGH.  And he has an Australian accent.  I thought Australia was the most badass country as a kid, and decided to add a badass Australian to the roster.  God help my soul.

Page 4

BLUURGH
The mysterious Australian Avenger claims that he will shoot the ever-loving shit out of anything arriving on Earth from parts unknown.  With our heroes set on returning to Earth, it would seem destiny is arranging a conflict between these two forces!  Who will win, a trio of idiots with insane super powers, or a lone Australian man with limitless ammo and a bandanna?  Who knows?  Who cares?

Get used to these later issues being of stupidly short length.  Four pages is about the norm from here on out.  Either I was trying to waste fewer sheets of paper so as not to piss off my parents, or I really wanted to get to 50 issues.  Regardless, I failed.

Sunday, August 9, 2015

Intermission: Vectorman

Intermission Continues

Vectorman

We've got one more comic before we resume the epic that is Sether in the Morff.  This is yet another 'fan comic' if you will, based off of a video game I loved as a youngling.  I recovered this particular document during my hiatus in Ohio.  On the back of it, my Mom noted that I was 9 years old at the time, which dates it around 1996.

Cover Page

Vect R Man
This was my best attempt at recreating the title screen from the Sega Genesis game Vectorman (which auto-correct insists is actually the word 'Victorian'), which you may recall me mentioning back in SITM #8 or whatever it was, where Bubbleman first showed up.

Vectorman was a game populated by various robots, all of them made out of spheres.  Orbots, I believe they were called (it's a pun.  Orb-bots, get it?).  Not only did I like this games visual style, but I also liked the fact that orbots were really easy to draw; just a bunch of floating circles!  Easy!

WARNING: double-sided page bleed-through ahead.  AIIIGEERRGGHHH!!

Page 1

Good job, 9-year-old me.  F-
What the hell are we even looking at?  Allow me to do a visual translation:

So... Vectorman could transform into various things.  Drills, bombs, fish... he was a talented guy.  Now, the second level featured Vectorman becoming a train, for some reason, riding on a single train track suspended miles above the ground for some reason.  I'm must as confused as you are.

Now, the bad guy in Vectorman was an orbot called 'Warhead.'  He had a nuclear missile for a head.  Considering my obsession with nuclear explosions, it's no wonder this game made such an impact on me.  Derp.

Anyway, Warhead spent this level hanging from under the train tracks, trying to do Vectorman harm for... reasons.  I think all of the orbots went crazy while Vectorman was in space doing a mission, and when he came back he had to fight them to save humanity when they came back to Earth, since they were taking a long-term space vacation, kind of like Wall-E.  Am I even making sense?  Look, just look up Vectorman on wikipedia or something if you're so goddamn curious, okay?  I've got things to do, like post 19-year-old child scribblings on the internet. 

The dialogue in this comic is particularly obtuse.  I think Vectorman is saying: "Things look too humble (?).  This could be a trap!"

Then Warhead says: "A good guess!"  Such a rapport these two have.  I ship it.

Page 2

BATANG!  Splash page!  YEAH!
Warhead breaks the train tracks!  Woo!  I remember liking this drawing a lot.  Warhead's a badass.  "Batang" was my approximation of the sound he made in the game as his hands grabbed the train tracks.  Youtube it or something.  Balls.

Page 3

Great use of space, there.  
"Eat plasma, Warhead!" says Vectorman, as he fires a little plasma-doodad at Warhead.  "This isn't over yet Vectorman!" he retorts.

I'm not sure if his name was Warhead or War Head.  Hmm...  I could Google it, but screw it.

Page 4

...?
So then Warhead says "Cyber balls, get him!"  I guess those blue turret things are cyber balls?  I think I made that name up.  But there were little spherical turret enemies that harassed you in this level.  

Of course, they don't do anything.  Vectorman just ignores them, and shoots Warhead's hand on the railroad track.  It's very unclear, but this defeats Warhead.  Trust me.

Page 5

Yay?
Victorious, Vectorman leaps from the train tracks, resuming his normal humanoid form.  Good job?  

So it ends.  I hope you were just as fascinated by this waste of paper and crayon as I was.  Tomorrow: back to SITM!

Friday, August 7, 2015

Intermission: Pathways into Darkness #2

Intermission Continues

Cover Page


Hats are hard to draw.
We continue our foray into ancient Bungie Mac games.  I remember liking this cover page a great deal.  It depicts a wooden ladder leading up to a hole in the ceiling, with blood dripping from the edges.  I liked that blood a lot.  Spoooooky.

I realize that it looks more like a ladder or a pile of odd sticks supporting a bloody black oval or rock, but I didn't have time to turn most of the page into a textured ceiling, okay?  Besides, the ceilings in the game were basically these flat, blackish gray expanses; only the walls had notable texture.

Page 1

Page waste: 100%
This issue is entitled "Lock & Load," which was the second level or floor of the game.  The fact that we're still on the first level, and that I barely scratch the surface of the second level in this issue, baffles the mind.  As I previously mentioned, for all my fascination with this game I was also terrified of it, and could progress no further before I chickened out and went back to blowing up stamps in Kid Pix.

Anyway, we rejoin our nameless hero as he encounters his first monster of the game, a Headless.

Page 2

Slorg?
The headless bends over and spits a wad of green slime on our hero, causing him pain and discomfort.  In retaliation, our hero reaches into his backpack, and gets out his newly acquired WWII era german pistol.

I did my best to trace the visual design of the Headless.  They really did attack in this fashion, retracting their giant tongues and bending over awkwardly before firing slime at you.  It made a distinctive sucking sound as it did so; the best approximation I could come up with at the time apparently was 'slorg.'  It was more like 'ssleerrt.'  I don't know.  

Page 3

BLOOD FOR THE CORN GOD
The Headless is BLOWN AWAY, SUCKA!  Look at all that blood!  I was so proud of that blood.  Blood was the coolest.

Wasting three bullets on a Headless is a pretty extravagant waste of resources in this game.  Two shots will kill a Headless easily, unless they're very far away.  Whatever.  Our hero decides to name the thing 'Headless.'  Now we're all on the same page.

Page 4

'Ladder' spelled correctly 1/2 attempts.
Spotting a ladder, our hero ascends, while our author spells the word 'ladder' incorrectly despite spelling it correctly the first time... ARRRGH!

When you killed enemies in this game, their corpses stayed where they were, often piling up in gruesome clusters.  I thought this was really cool.  Whenever you walked over a dead monster, a little message would appear: "You see a dead X," where X was the name of the monster.  Some monsters didn't leave bodies behind, so the only way to learn their names was to be killed by them, and sometimes Bungie was pretty cheeky with the death dialogue.  

The second level begins with a choice of two doors, but we'll never know what's beyond them, since I gave up continuing this comic series after this.  Soak it in folks; this is the last installment of my unlicensed comic book incarnation of a Bungie game over two decades old.

Will we return to Sether in the Morff on the morrow?  Perhaps...

Thursday, August 6, 2015

Intermission: Pathways into Darkness #1

Commence Intermission

Bwuh?

Howdy folks.  I have returned from my travels to the ancestral corn fields of my youth.  I know you all thirst for more Sether in the Morff.  Like ravenous hounds you bay and froth beneath my chamber window, feverishly awaiting the scraps I deign to cast you, you filthy freeloaders.  

Well, you must wait some more!  I refuse to indulge in your base thirsts for the zenith of online entertainment content.  Instead, we're going to waste some time in an Intermission of sorts, where I share with you some other comics, unrelated to SITM but similarly ancient in their byzantine grandeur. 

I present to you:

Pathways into Darkness

Cover Page


No stick figures beyond this point.
"What the hell is this nonsense?" you may ask yourself.  Well, sit back and allow me to explain.

When I was a kid, we had a sick-nasty Mac LC II, which was pretty much the greatest computer ever made.  I wasted countless hours on that poor machine, faffing around with Kid Pix like a champion.  I even did some of my earliest school essays on that Exalted computer, a talent that would blossom into my single greatest academic strength in the dark years to come.

Among the wonders on that computer was a demo for a game called 'Pathways into Darkness.'  It was one of the first games made by Bungie, the famed folks behind the popular Halo series.  I was too chicken-shit to play it, but I have fond memories of watching my dad play it, hovering over his shoulder and breathing germs into his ear, since I was a filthy disease-ridden child.  Eventually he purchased the full version of the game, but it proved too difficult for him to advance very far, and I was far too inept and terrified of it to have any chance of surpassing his progress.

Instead of playing it, I poured over the instruction manual and box art, absorbing every bit of information I could.  I thought it was the coolest thing ever, navigating 3D hallways and shooting weird monsters and talking to dead Nazis.  Yes, you could talk to dead Nazis in this game, using a magic crystal.  Fucking look it up.

Such was my love of this game that I had to create a comic book version of it.  I planned on making one issue for every level of the game, but since I myself could never get farther than the second level, my efforts quickly proved futile.  

This is the first of two issues.  I apologize to Bungie for desecrating the memory of this good game.  I believe it is now a free download; I wound up playing through it, and beating it, in college, so I theoretically could go back and complete this comic book endeavor.  Anybody at Bungie want to pay me?  A custom exotic weapon in Destiny would suffice.

Page 1

Mushroom cloud #486
This issue is entitled 'Ground Floor,' which was the first level of the game.  What frustrates me about his page is that I was basically pulling this exposition straight from the instruction manual, and I STILL SPELLED STUFF WRONG.  I had a reference right there!  God dammit, what the hell was wrong with me?

Again, I can't really date this comic accurately.  I'm guessing I made it circa 1995-6.  Pathways had been out for a while (it came out in 1993), so I know I had to be somewhat older than that, as I didn't get into comic book production until I was around seven or eight years old.

Anyway, the premise of the game is that a half-dead, sleeping alien god-thing crashes into the Yucatan Peninsula.  An alien race warns humanity that the thing is going to wake up and destroy the world.  They are on their way to help us, but it will take them a long time to reach Earth; the alien god will wake up well before they arrive. Thus, they instruct us to 'stun' the alien god with a nuclear weapon, which should give us enough time to hold out for the benevolent aliens to reach us and get rid of the alien god-entity once and for all.

Page 2

US Military, or Satan worshipers?
More info dump, explaining what I just told you but in half-comprehensible child-scribbling.

So yeah, a strange pyramid appears in the jungle where the alien god crashed into the planet.  The U.S. military dispatches a special team to go as deep as they can into the pyramid, where they will arm a nuclear bomb and escape.  

Our protagonist seems to be having some parachute trouble as he jumps out of the plane...

Page 3

Yellow is still flesh color... 
You (the protagonist) somehow survive the botched aerial insertion, but you wind up separated from the rest of your team.  

What was cool about this game was that there was a real-time... time... element.  You only had a certain amount of time before the alien god woke up (a little over 20 hours, if I recall).  For most of the game, the only way to heal was to sleep, which ate up precious hours; take too long, and the world ends.  

Page 4

So begins my love affair with inventory management.
Our hero takes stock of his meager supplies.  The game throws you into this mess with basically nothing but a knife, a watch, and a flashlight.  Fun fact: the flashlight could run out of batteries!  Considering the entire game takes place in a dark, spooky pyramid, you could be extra-screwed if you took too long.  Also, even though you start the game with a pistol, you never find ammo for it, ever. It's just Bungie trolling you.

Page 5

Nostalgia is a powerful drug.
This is where the game actually begins.  Welcome to the jungle, bitches.

Page 6

Nazis improve any video game.
After examining a weird rune on the floor, our hero comes across the ancient corpse of a Nazi soldier.  Most of your weapons in the early part of the game are scavenged from these dead Nazis, who sent an expedition to the pyramid to supposedly find some sort of secret weapon to use against the Allies.  

Eventually you find a magic crystal that lets you speak with the dead.  You could use it on the Nazi corpses, and a little text box would appear, where you could ask them questions.  It was really cool.  You could ask them what their name was, if they knew of secret passages or supplies, information about the enemies, etc.  Very cool for its time.

Page 7


Get strapped. 
For the first part of the game, you use crappy old Nazi guns.  Hooray!  Ammo conservation was a very important skill in this game; there's certainly not enough ammo to kill everything in the game, so you have to learn when to run and hide.  In the early part of the game, it's actually a good idea to use your knife on the weakest enemies to save bullets.

Page 8

I still don't know hot to spell 'continued.' 
Rounding a corner, our hero encounters his first monster!  These things were called 'Headless.'  Basically a mouth with a giant tongue on a pair of legs.  They made really weird sounds.  

That's where we must end this trip down memory lane, for now.  Tomorrow: the final installment of Pathways into Darkness!  

Thursday, July 23, 2015

Sether in the Morff #28

Cover Page

No upper left box?  SACRILEGE!
Here begins 'X-2,' the second arc of SITM.  With the conclusion of the Dark One / Nebula storyline, a new threat emerges for the gang.

I always liked this cover page.  Just the three bros, chilling, leaning against stuff like all cool people did in the 90's.  

I've always wondered: are we wearing pants?  Our naked legs just lead straight into our oval-shaped torsos.  Are we just wearing weird legless onesies?  I think I pictured us wearing shorts, but never bothered drawing any more detailed clothing if I could at all avoid it.

Also, I hated noses.  I hated drawing them, and there was even something about them when I was a kid that I really disliked.  The fact that my characters are basically just yellow smiley-faces was a deliberate decision as much as it was based on my relative lack of artistic skill.  There's something about a noseless, hairless face I really liked.  The plainness allowed any expression to be amplified, and the symbolic or iconic nature of the face was like an empty vessel for my imagination, the better to allow me to occupy the fantasies contained within.  It wasn't until I read Scott McCloud that I was able to put these thoughts into words, though; this was all an impulse when I originally made these as a child.

Page 1

Getting a little snippy with the meta commentary.
Enough of that nonsense!  Back to the silliness!  We left our heroes to an unknown fate as they were caught in a massive explosion.  What has become of them?

Page 2

New power: force field.
Ah, lots of text = more chances for embarrassing spelling mistakes. The boys explain to the home team that they were almost killed by a bomb.  Seth says the person who wrote the note signed it with the initial "R."  A mystery is about to unfold!

I remember being really proud of that fire in the first panel.

Page 3

EUREKA!
Zach dons his headphones, which signals that he's about to do some serious information retrieval.  For a moment he is stymied, before discovering what we knew all along: Radical Worm apparently has it out for our heroes. 

Big chunky computers!  Ah, the 90's.  

Page 4

Wot?  Wat?  
We cut to Radical Worm himself, who now has an Evil Dictator Chair. He's also received a wardrobe update, now clad in black with a stylish red cape.  He also has a sniveling minion who remains nameless. 

Note that the sniveling minion is clad in Earthworm Jim's exact freaking super suit.  Mmmmyep.  He gets zapped on the ass as punishment for his failure.  

Page 5

BLEED THROUGH!!  AAIIIGGH!!
We end with an ominous splash page.  Radical Worm has set his sights on Earth!  What could this mean for our heroes?  Oh dear!

This is a minor point, but the 'R' on the top of his chair should be  backwards if it reads the right way from the front.  DERP.

Irritating Back Page I thought was a good idea for some reason

Bwuh?

The back of the issue promises the arrival of a new character soon. Who could it be?  Are they friend, or foe?  They seem to have something to do with a blue skull.  I sure did like drawing skulls. Still do!

COMMENCE HIATUS

Sorry folks, but SITM will be taking a break for a little while.  There's still 12 issues to go, but I'm going on a little vacation of sorts for the next 11 days or so.  I won't have access to my computer, so no updates for me!

This seems like as good a time as any for an intermission, though.  X-2 has just begun, and a whole new cast of characters awaits us.  I hope you will return to join me in early August as I bring this mess to a conclusion.

ENJOY YOUR MEAL