Chuck Norris: Karate Kommandos (1987)
Authors: Jo Duffy / Howard Mackie | Illustrators: Steve Ditko / Jon D'Agostino / Alex Saviuk
"They're called nunchakus, and Chuck Norris himself taught me how to use them..."
The gang's all present, which means friend and mentor Chuck (obviously); twins Pepper and Reed, who spend much of their time together bickering like real siblings; the extremely polite sumo wrestler Tabe, who has an appetite as big as his heart is kind; the Japanese swordmaster Kimo; Wolf (an actual canine); and Chuck's adopted teenage son, the peculiarly named Too Much, who isn't as annoying as he could be, thankfully.
The youth wants to be just like Chuck when he grows up, which is presented as a positive thing. It's likely supposed to relate to Chuck's martial arts success, but is the star of violent action B-Movies really a good role model for school kids?
What the Fuck, Chuck? |
In issue two the heroes beat up some sailors in a bar, and then on a pier for good measure, while attempting to protect a super-computer that's named after a curved yellow fruit.
Issue three is the best of them. It takes place in one location, but has a series of 'flashbacks' to earlier times that are further afield. Each of the tales told has a purpose beyond the mere telling.
The final issue has a kidnaped girl who must be saved asap, lest her medical condition ends her.
Most of the artwork is by Steve Ditko, co-creator of Spider-Man, so is generally very good, with combat scenes having a similar vibrancy as what he gave to Marvel's more well-known titles.
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