Showing posts with label ERB. Show all posts
Showing posts with label ERB. Show all posts
Tuesday, July 28, 2026
Prisoners Of The Lost Universe (1983)
Three years after creating the most Dungeons & Dragons film of all time (Hawk The Slayer) Terry Marcel and Harry Robertson reunited to try and recapture that 'lightning in a bottle' magic with Prisoners Of The Lost Universe.
The chances are your impression of their success can be gauged against how well you feel George Lucas recaptured the magic of the original Star Wars trilogy in the Ewok movies.
Even bringing back Peter O'Farrell and Ray Charleson in essentially the same roles as they had in Hawk, a roguish dwarf and a gifted elfin creature, doesn't really help.
TV presenter Carrie Madison (Kay Lenz, best known as Thursday from the classic western The Great Scout & Cathouse Thursday) and handyman Dan (Richard Hatch aka Captain Apollo from the original Battlestar Galactica) find themselves shunted from our world to the primitive parallel world of Vonya. There the warlord, Kleel (a slumming-it John Saxon) is using his stash of Earth weaponry to maintain a brutal grip on the nomadic locals.
Kleel takes a shine to Carrie (because of her blonde hair and feisty nature) and it's up to Dan and the adventuring party he soon gathers (an elf, a dwarf, and a giant... sound familiar?) to rescue her.
As with Hawk, there's a strong whiff of Dungeons & Dragons in Prisoners Of The Lost Universe, with its abundance of random encounters.
But the cheesy monsters our heroes cross swords with are more reminiscent of the Italian low-budget sword-and-sandals fare such as the Hercules movies, Conquest etc that were being made around the same time.
Unfortunately for gamers - and neutral observers - all the humanoid monsters met are simply interchangeable, disposable goons in different costumes with no discernible differences in their abilities beyond their different outfits (be they midgets with glowing eyes, subterranean cloaked critters, or the Jason Voorhees-like waterbeast).
If Hawk The Slayer was Marcel and Robertson's Robert E Howard, then Prisoners Of The Lost Universe is their Edgar Rice Burroughs.
Despite the '80s opening on Earth and the presence of firearms, the sci-fi vibe that's suggested by the film's advertising (see poster/DVD cover above) is largely trampled by the fantasy elements, giving the film a micro-budget sword-and-planet John Carter of Mars flavour more than anything else.
Although Dan The Handyman is no John Carter!
On top of clunky dialogue and bargain basement effects, there's also a quite heavy-handed attempt to force humour into the mix by injecting some odd, comedy sound effects, which are totally cringe-worthy.
Trying too hard to lean into "camp charm", when such elements should be allowed to blossom naturally, it doesn't take long to realise why Prisoners Of The Lost Universe never gained the cult following that their earlier work did.
Labels:
D and D,
ERB,
film,
film review,
funny,
Hawk The Slayer,
Jason Voorhees,
john carter,
REH,
retro review,
star wars,
sword & planet,
western
Friday, February 6, 2026
Isekai? It's Narnia Business!

Isekai (Japanese: 異世界; transl. 'different world', 'another world', or 'other world') is a sub-genre of fiction. It includes novels, light novels, films, manga, webtoons, anime, and video games that revolve around a person or people who are transported to and have to survive in another world, such as a fantasy world, game world, or parallel universe, with or without the possibility of returning to their original world.
Portal fantasy, also called portal-quest fantasy, gateway fantasy or crossworld fantasy, is a plot device in speculative fiction, particularly fantasy fiction and science fiction, in which characters enter a self-contained fantasy world through a portal, typically within a quest-based narrative that focuses on exploring and navigating that world. Portal fantasy works typically feature protagonists who enter alternate realities, explore unfamiliar landscapes, and encounter distinctive characters. Overall, portals in speculative fiction act as catalysts for narrative movement, worldbuilding, and thematic exploration.With a new vision of C.S. Lewis's Narnia coming to Netflix at the end of the year and the fact that I am listening to the BBC radio play adaptations of The Complete Chronicles of Narnia, I'm entertaining different approaches to hooking players into any future fantasy roleplaying setting I conjure up.
Given that the current hot contender for "game du jour" is the upcoming video game and anime-inspired Twilight Sword, I can't help but be drawn to the concept of isekai (see the definition above if you're not au fait with the term) - although I don't know if it would be appropriate for that particular game (on the other hand it is baked into Break!! as a core character concept).
But, more specifically, my current travels in Narnia have got me wondering about the idea of "child adventurers".
I know these days this is a much more common concept - thanks to the ubiquity of Stranger Things, a whole heap of anime, and RPGs like Tales From The Loop and Kids on Bikes - but it's an idea that takes me back to the early days of Steve's Villains & Vigilantes campaign in the 1980's, where a core concept was you play "yourself with superpowers".
You didn't roll random numbers to generate your statistics, but rather you and your fellow players 'graded' each other on a scale of three to 18 for the the primary stats of your characters, then you generated random superpowers and bingo! That was how the Acrobatic Flea was born.
But, of course, the big difference between superhero roleplaying games and Dungeons & Dragons-style fantasy adventures is that supers games are generally skewed towards keeping the player characters alive, where as dungeon delvers tend to be fragile, little snowflakes when they are just starting out.
There is a long literary tradition of "child adventurers" - in fact many of my favourite books have juvenile or young adult protagonists (e.g. Philip Reeves Mortal Engines saga, The Wizard of Oz and, of course, Alice's Adventures In Wonderland) - but literary tropes don't necessary work as written in a roleplaying format.
I like the idea of "Earth" men and women traveling to an alien world (e.g Edgar Rice Burrough's John Carter books), as it means you don't need to explain everything to the players beforehand and they can explore the world as they go along, and I have no qualms about tooling up imaginary child characters with swords and bows, but what are the logistics of such a starting point?
How would I go about generating statistics for the player-characters? Would the players play younger versions of themselves (as per Villains & Vigilantes) or roll new characters? How would players, particularly those who were parents, feel about putting (fictional) young characters in harm's way?
Friday, August 1, 2025
PULP PICTURE OF THE MONTH: John Carter (2012)
Andrew Stanton's take on John Carter isn't a pure adaptation of A Princess of Mars - Edgar Rice Burrough's literary launchpad for his Barsoom cycle - but a distillation of elements from the first couple of books, with some elements added or expanded and others abridged.
Nineteenth Century Southern gentleman and cavalry captain-turned-treasure hunter John Carter (Taylor Kitsch) finds himself transported to ancient Mars (or Barsoom as the natives call it) and drawn into an alien war beyond his comprehension.
A mysterious race of shape-changing beings called Therns - and represented by the coolly evil Mark Strong - are manipulating the humanoid Red Martians of the cities of Zodanga and Helium into an apocalyptic conflict.
In the meantime, Carter is captured by the Tharks, a tribe of giant, four-armed Green Martians, who have their own conflicts with the Wahoons (another tribe of Green Martians) to worry about.
While with the Tharks, Carter meets the gorgeous Helium Princess - and scientist - Dejah Thoris (Lynn Collins), whose marriage to the leader of Zodanga, Sab Than (Dominic West) could spell an end to the conflict... if it wasn't a duplicitous trick to leave Helium vulnerable to invasion.
Carter, naturally, falls in love with Dejah (and vice versa), and while striving to find a way home he also aids in turning the tide of the war... by getting the Tharks involved.
The sundry machinations of various parties make for a quite complex plot, against which the love story of Carter and Dejah plays out, and if the film has a fault it's that the motivations and objectives of the Therns aren't explicitly spelled out.
However, that's a small price to pay when we are presented with some of the most exquisite world-building I've seen on screen.
Barsoom, its creatures, its landscape and language come alive at the hands of master storyteller Andrew Stanton. He manages to simultaneously re-invent Edgar Rice Burrough's 100-year-old classic for the 21st Century and lovingly pay it tribute.
Remember - if you're old enough - that feeling you felt the first time you saw Star Wars at the cinema (the original, not the prequels)? Well, brace yourself for a return performance.
This is a sweeping, epic, summer blockbuster that you actually have to pay attention to, not a popcorn slugfest like the highly enjoyable MCU but an intelligent and layered piece of pulp sci-fi.
I always had high hopes for John Carter, but the reality far exceeded my expectations. It is a truly impressive feat of film-making that deserves a far larger audience - and far more acclaim - than it got upon its release at the cinema.
Everything about it - from the nuanced performances and special effects to the breath-taking realisation of Barsoom - is pitch perfect. No-one involved with this masterful movie should be ashamed to say they had a part in bringing the iconic science-fiction character of John Carter to life.
Ignore a lot of the nonsense that has been written about this movie - and the negative reviews - and be prepared to visit another planet for the adventure of a lifetime.
I sincerely hope that - eventually - Disney gets round to making a well-deserved sequel to John Carter, but perhaps learns from its mistakes and markets it a bit more aggressively (like they did with its MCU movies) next time round.
Labels:
dejah thoris,
disney,
ERB,
film review,
john carter,
Mars,
MCU,
pulp,
retro review
Tuesday, July 1, 2025
PULP PICTURE OF THE MONTH: The Legend Of Tarzan (2016)
To cut a long story short, The Legend Of Tarzan wasn't just the best action movie of the year it was released, but also found a place as one of my all-time favourites.
Director David Yates' period piece is as near perfect a Tarzan tale as I could have hoped for, drawing on Edgar Rice Burroughs' source material (as well as the popular pulp era movies) to serve up a true edge-of-the-seat, straight-forward, non-stop, roller coaster of an old school, ripping yarns adventure.
Simply put, they don't make films like this any more... more's the pity.
It's Africa in the late 19th Century and Belgium emissary Leon Rom (Spectre's Christoph Waltz) is the sole survivor of a diamond-hunting raid on the mythical city of Opar. Captured by Chief Mbonga (Guardians Of The Galaxy's Djimon Hounsou), Rom is offered a deal for access to the city's diamond supply: he must bring the chief's arch-enemy to him. This being Tarzan!
Tarzan aka Lord John Clayton III (True Blood's Alexander Skarsgård) has returned to England and is living the life of a lord with his lovely wife, Jane (Suicide Squad's Margot Robbie).
He receives an invitation from King Leopold of Belgium to visit the Congo and is reluctantly persuaded by American George Washington Williams (Samuel L. Jackson) to take up the offer, as George wants to follow up rumours of illegal slavery in the country.
Along with Jane, the two men head to Africa, and the pretence of John Clayton's invitation being a diplomatic issue is quickly torn asunder when Rom and his mercenaries attack the village where our heroes are staying, kidnapping Jane in the process.
The Legend Of Tarzan then becomes a race against time, not only to rescue Jane, but then to prevent Rom getting the diamonds to the coast to pay off a huge mercenary army that will soon be landing to enslave the country's entire native population to work for King Leopold.
As well as drawing on the traditional source material, both Burroughs' novels and the early films (there's a couple of Weissmuller yodels - but given a more bestial remix - as well as visual nods to my favourite Johnny Weissmuller outing as Tarzan: 1946's Tarzan And The Leopard Woman), The Legend Of Tarzan also draws heavily in tone and style from another of my all-time favourite pulp action films: Raiders Of The Lost Ark.
Waltz, while playing a variation of his usual deadpan arrogance, is essentially a different take on Paul Freeman's Belloq. The dinner scene between Rom and Jane is a clear homage - down to the knife-stealing - of the similar scene in Raiders, between Belloq and Marion.
The Raiders' tone is also reflected in the moments of levity that slip seamlessly between the darker, more violent, episodes (I'd cite the fight between Tarzan and a train carriage full of soldiers as a particularly strong example of the balance of action and humour).
The CGI effects are slick, dynamic, and beautiful, sucking you into the film rather than shattering any suspension of belief you may require for Tarzan's magnificent, superhuman, displays of strength, endurance, and agility, or his - and others- interactions with the fearsome wild life of Africa.
Kudos also to scriptwriters Adam Cozad and Craig Brewer for a screenplay that continually escalates to a monumental showdown, while cleverly weaving in Tarzan's origin story - in flashbacks - without reducing The Legend Of Tarzan to being simply yet another retelling of the 'birth' of Tarzan Of The Apes.
If you like old school adventure movies, particularly those that inspired, or were inspired by, Raiders Of The Lost Ark, then this is the film for you. It's exciting, inventive, and thrilling, modern-yet-retro, and a must see for Tarzan fans new and old.
Sunday, June 29, 2025
And Now For Something (Almost) Completely Different
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| My bargain haul |
Way, way back in 2018 Modiphius Entertainment was Kickstarting a John Carter roleplaying game (one of their 'everything at once' splurge releases of multiple books, miniatures, dice, tile sets etc) and, for a minute, I was 'all-in'.
But then, it struck me that (a) I'm not really a fan of their 2d20 house system, (b) releasing everything at once means a LOT of reading (and their books tend towards the tiny text-heavy), and (c) none of my gaming group had ever expressed any interest in Barsoom or John Carter, which would mean having to 'teach' them all about the Martian cultures, language etc on top of a new set of rules.
So, I cancelled my Kickstarter pledge and consigned the game to the dusty halls of my "what could have been" dream storage unit.
As far as I could tell, after the initial gush of books (that were part of the Kickstarter), Modiphius didn't do anything else with the setting and let it fade, with the system only popping up in the occasional sale listing.
Books from Modiphius tend to be beautifully produced, often hardbacks, and sport a heft price tag.
I've got their Conan The Barbarian core rules book and the more recent Dune one, but mainly to look nice on my shelves. Both of these were acquired via eBay for a fraction of their 'recommended retail price'.
Conan - like John Carter - is another property that Modiphius no longer supports (although old John Carter books remain available at full retail cost).
The license for Conan has reverted to Heroic Signatures, who are publishing a fresh roleplaying game through Monolith, which is due out later this year.
![]() |
| Conan RPG from Modiphius |
And with that, John Carter - as a roleplaying game - slipped out of my mind.
Until, the other day, when an advert popped up somewhere for a Modiphius "moving warehouse" sale. And I thought: why not take a look?
And I was gobsmacked: the few John Carter items they had listed were going for pennies.
I didn't really need a new game, but how could I resist the core, hardback, rules for £4; tile sets (airships and ruins) for £1.50 each (which have potential utility in a variety of settings); and a player's guide and character cards/tokens set also for £1.50 each?
With postage, I got this lot (see picture at top of article) for under £20, saving almost a hundred quid on their original list price.
Will I do anything with these rules? Who knows? Or will they just sit prettily on my shelves next to Conan and Dune?
At least, now, seven years later, I actually have the John Carter core books in hand, and I'm sure there are other companies out there manufacturing John Carter-inspired miniatures to sword fight across the deck of my airships!
Of course, I could let this slide on a technicality by reminding you that John Carter himself - before he was transported to Barsoom/Mars - was an American Civil War veteran, a Confederate captain from Virginia, which kinda makes him part of my on-going Western theme.
Labels:
5e,
ACW,
audio,
Conan,
D and D,
dune,
ERB,
john carter,
Kickstarter,
Mars,
pulp,
RPG,
sword & planet,
sword & sorcery,
western
Sunday, June 1, 2025
PULP PICTURE OF THE MONTH: Tarzan's Greatest Adventure (1959)
... Or "The One Where Tarzan Kills James Bond!"
Blacked up to pass as natives, four Western criminals raid an African settlement to steal explosives and supplies, killing a couple of people in the process.
The only lead the authorities and Tarzan (Gordon Scott) have is the name 'Slade', but it's a name Tarzan knows well as he has history with this ruthless, thrill-seeking, big game hunter.
Following Slade's boat upriver, Tarzan rescues gobsmackingly-gorgeous aviatrix Angie (Sara Shane) when her light plane crashes in the jungle (admittedly she was showing off, trying to attract the Ape Man's attention!).
![]() |
| Sara Shane as Angie |
That is, as long as they don't kill each other before they get there.
And as long as they can evade Tarzan!
As well as actually being filmed in Africa (Kenya), Tarzan's Greatest Adventure is quite a grown-up take on the legend of Tarzan, sticking closer to the brutality of Edgar Rice Burroughs' original tales - even if Scott is still quite a well groomed and clean-shaven Lord of the Jungle.
The bulk of the movie focuses on Tarzan's manhunt for the murderous Westerners, as the villainous party is gradually whittled down ahead of the inevitable - but still rather impressive - climactic confrontation between Tarzan and Slade.
As usual with a Tarzan flick of this era, the film features a fair amount of stock wild animal footage, but the bulk of the film rests on the shoulders of its two male leads - Scott and Quayle - who deliver powerful performances.
Without any reference to Jane in the film, Sara Shane, who has a certain Gillian Anderson quality to her, is not only a beautiful companion for the Lord of the Jungle, but is also - in her last cinematic role - clearly able to hold her own.
However, when - at the denouement, even after some off-screen rumpy pumpy - Tarzan has to choose between the woman and his life in the jungle, guess which he chooses?
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| Gordon Scott & Sara Shane as Tarzan & Angie in Tarzan's Greatest Adventure |
Labels:
ERB,
film,
film review,
james bond,
pulp,
retro review,
tarzan
Tuesday, April 1, 2025
PULP PICTURE OF THE MONTH: Tarzan Triumphs (1943)
The Second World War has come to Tarzan's Africa... and he wants nothing to do with it.
Ever the isolationist, Tarzan just wants to keep Boy safe (Jane is 'away in England' - a plot device to cover Maureen O'Sullivan's absence from the film), even when a detachment of Nazi paratroopers take over the isolated, hidden and resource-rich city-state of Palandrya.
Having advance knowledge of the city's location, the Nazi's parachute in, with the idea of enslaving the locals to make a runway so they can bring aircraft in and use the city as a base for their conquest of Sub Saharan Africa.
Their plan goes slightly awry when their radio operator, Lt. Reinhardt Schmidt (Rex Williams), is separated from the main party, injured and rescued by Tarzan. The Nazi's plane turns to try and rescue him, but is brought down by an unfortunate flamingo-birdstrike!
Schmidt is, of course, totally duplicitous and ends up getting his just desserts, leaving the German's radio at Tarzan's camp.
The gorgeous Zandra (Frances Gifford, from the Edgar Rice Burroughs' Jungle Girl, the Republic serial), a friend of Boy and Tarzan's, escapes from Palandrya to enlist the Jungle Man in her bid to reclaim her city from the Nazi invaders, but - despite her feminine wiles -Tarzan doesn't want anything to do with such foolishness.
Without their radio, the Nazis are trapped in the jungle, so they goose-step over to Tarzan's camp to reclaim it (however, sneaky Cheeta the chimp has swiped an important coil, so it doesn't work anyway) and kidnap Boy instead.
This is the final straw for the Ape Man, who declares: "Now Tarzan make war!"
Tarzan heads off to Palandrya, gets captured - along with Zandra - and has to be rescued (as usual) by Cheeta, before he can lead the repressed natives in a violent uprising to usurp the Nazis.
In a scene presaging Planet Of The Apes, bizarrely Cheeta gets in on the Nazi killing when he grabs a machine gun and mows down the captain.
Possibly the most violent of the old Tarzan films, Tarzan Triumphs even has Boy shooting a Nazi... all in a good cause, of course!
The film wraps up with a scene that makes no sense whatsoever: the radio finally connects to Nazi HQ, but instead of the expedition's leader, Col. Von Reichart (Stanley Ridges), the soldiers in Berlin hear Cheeta chattering away... and believe it is a message from Adolf Hitler!
Totally potty, but no doubt it got a great roar of approval from wartime audiences.
There is no moral ambiguity about Tarzan Triumphs. As explained on Wikipedia this was propaganda, pure and simple:
The U.S. State Department informed Sol Lesser [the producer] that a Tarzan film would be an ideal way to spread the message of democracy's battle against Fascism to the American public. Lesser's first RKO Tarzan film had made the Ape Man a symbol of American isolationism.The majority of the Nazi forces are out-of-shape and I can't help but wonder if this was a deliberate propaganda jibe as well, or simply a reflection of the availability of extras at this time.
I've also read that by this stage Maureen O'Sullivan had grown tired of playing Jane, but probably the most accurate explanation for her absence was the swift of the Tarzan franchise from MGM to RKO - O'Sullivan was an MGM contract player.
Maybe the lovely Frances Gifford's Zandra was being eyed up as a replacement for Jane, if O'Sullivan wasn't interested, or able, to return to the franchise.
![]() |
| Me Tarzan, Who Jane? |
Labels:
ERB,
film review,
PotA,
pulp,
real life,
retro review,
tarzan
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My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, superheroes, comic books, westerns, horror, sci-fi, giant monsters, zombies etc










