Published Works by Robert Aickman

I’ve compiled a grid of all of Robert Aickman’s works, published both living and posthumously, and in which volumes they may be found.

View the PDF (144k) (Updated November 2017)

Rapidly falling out of memory, Robert Aickman (1914-1981) was a World Fantasy Award-winning writer representing a distinct third branch of horror–neither the Poe-descended grotesque nor Lovecraft’s cosmic horror, but a more psychological, inward version of the weird. Peter Straub wrote: “From the first I understood that he was a deeply original artist. This in no way implies that I understood Aickman immediately, because I didn’t. Sometimes I would look up at the end of a story, feeling that the whole thing had just twisted itself inside out and turned into smoke–I had blinked, and missed it all.”

Based on the above survey, I’ve ordered for myself good-condition used copies of The Unsettled Dust, Cold Hand in Mine and The Wine Dark Sea for about $50 total. These seem to represent a strong sampling of his work, with little overlap, and their print runs are recent enough to be available. Most of Aickman’s older collections have long since fallen out of print, and been culled from libraries. The Boston Public Library’s Copley Square branch offers only a single copy of Night Voices for circulation, available at the delivery desk. His stories have been anthologized in numerous collections, mostly out of print. CBC radio did a respectable half-hour dramatisation of “Ringing the Changes,” which is available on YouTube. Ideal would of course be to obtain the two volume Collected Strange Stories, but with only a 500-copy limited run in 1999, one would need to be somewhat more obsessive and far wealthier than me–to the tune of $500 plus–to secure one.

30+ Cornstarch Fireballs

1080p (vertical) shot of 1 teaspoon of cornstarch blown into the air near a flame source about 30x. Filmed at 120fps, playback at 30fps. As much fun as you’ll have doing this yourself, these pyro elements are released into the public domain for any and all usage, commercial or otherwise.

These elements were created for Troy Minkowsky’s “The Garden 1910” a Rhino Crate production currently in post.

Download Clip in MP4

CC0
To the extent possible under law, Matthew I. Rasmussen has waived all copyright and related or neighboring rights to 30+ Cornstarch Fireballs. This work is published from: United States.

flame_rig

Myst V and the Way Forward

Issue 165, for the week of 2/19/2006.

Literally three steps in, I’m defeated by a low gate. I’m looking down at it. I could step over it. Still I’m trapped.

I have chosen to begin this essay with a digression.

You know those programs that change the screen resolution when they go to full-screen, and then tell the other applications that they’ve done it? It’s a kind of a slapdash Mac port thing. You quit, and every window on the screen has been squished down to an absurdly wee size and moved to the top left corner of the screen. Myst V is like that.

Ultimately, that’s not the point of this essay, though.

As with Myst [I], the exploded box of which hangs on my wall for inspiration and which I can still play under Classic, the default navigation system of Myst V becomes bothersome after a few minutes. You’re rarely quite looking where you want to be, and yet with the Obsidian/Burn:Cycle-style smoothly eased tracking shots between nodes replacing Myst’s hard cuts and simple transitions, you often find yourself looking at the interesting object during movement, only to have your camera jerked away from it as the move completes. Nodes that would appear to give access to nearby areas are often a few feet from the ones that actually do. Myst V, of course, adds two additional movement styles, a free movement mode that doesn’t appear to support game pads, and a “Classic Plus” which slaves the view rotation to the mouse cursor — something not to be attempted without a truly boss frame rate and/or a love of vertigo.

Still, we haven’t reached our ultimate point.

The engine underlying Myst V is unique to the in-storyline Myst franchise. Instead of prerendered stills (Myst, Riven) or prerendered VR panoramas (Myst III, Myst IV), the game is rendered in realtime 3D. The appeal of this method for the developers is obvious. Rather than setting up shots, rendering, tweaking, rerendering, overlaying animations, and then having to move to a wholly separate software system to construct the game play, development goes straight from modeling to game engine in one step, assisted by a glut of available off the shelf software. Besides that, it just feels more modern — an unremarked upon motivation among middle-aged tech developers like the Miller brothers.

The trouble is, it’s not better. Compare the following screen shots:

Even with the best video card, which you don’t have, and all the light baking and optimization tricks in the book, the graphical quality of a frame rendered in one 30th of a second is never going to achieve the richness of a frame rendered over half an hour. The underlying models and textures must be smaller. The lighting system must be simpler. Even with a compressed color palette and knife-sharp shadows (not entirely undesirable for direct sunlight), not to mention eight years between them, the Riven screenshot is more realistic than that of Myst V. The objects are more complex and more numerous, the textures are high enough quality to be invisible, and everything that should cast a shadow does.

Of course, the quality of a still image isn’t the end of realism, which is where we uncover one of the most compelling reasons for the move to realtime 3D: Myst V moves. Look at the water in the game’s reversed wood between the worlds starting point, and even on low texture quality you’ll see ripples. Moving ripples. No more strange, frozen glass oceans. Stand still when you arrive on the beach. The clouds move slowly through the sky. The waves roll in and fall away. Birds flit through the sky (though most seem to be part of the static landscape). The sense of immersion is heightened, until, of course, you start wishing your video card could smooth those jaggies without the frame rate tanking, you notice that the smoothness of objects’ faces becomes angular at their edges, and you’re just plain stopped while floating along like Professor Xavier by a tumble of small, ordinarily fun to climb rocks.

It’s still not our point, but it’s worth mentioning that it’s best to make an insurmountable obstacle insurmountable. Personally, I can also climb a ladder with one hand, wade, and swim — not that it matters.

We do in fact have a point, and we’re getting dangerously close to it.

Myst V, while perhaps as good a puzzle game as its predecessors, has abandoned its roots. This, in itself, would not be a bad thing if the result were actually worth the change.

Let’s review what Myst V has gained:

  • Unlimited panning. Can also be achieved in prerendered graphics using VR panoramas, as with Obsidian, Myst III, Myst IV.
  • Animated tracking shots between nodes. Unnecessary. Our brains understand a “cut” — it’s that blink we do every time we look from one object to another. The novelty wears off quickly, as game play is slowed by it.
  • Free movement. Draws attention to the character’s limitations. Movement is still on a rail, we’re simply allowed to deviate slightly from it. Not essential to this genre.
  • Dynamic lighting effects. Underutilized. Aside from the hard shadows cast by moving objects, most of Myst V’s lighting appears to be painted on.
  • Hardware acceleration. Modern video cards can do a lot.

Now let’s review what Myst V has lost:

  • Prerendered graphics. Visually superior to realtime 3D graphics in richness and complexity.
  • Video. Those motion-captured 3D people with actors’ faces look pretty creepy, and the cloth keeps intersecting the legs.

Myst V is the last Myst game, but it need not be the death knell of the genre. There is room to move forward with the graphical adventure, while learning from the mistakes of Myst V. Realtime 3D graphics simply aren’t good enough. Is there a better way? I would suggest that there is.

First, though, review this QuickTime VR panorama of a node in Myst V. The panning doesn’t quite feel right. I suspect that there are two reasons for this, one trivial and the other quite complex.

Regarding the simpler problem, real life lenses are rarely perfectly round. They tend to flatten in the middle, creating lower distortion near the center of the image and higher distortion toward the edges. We’ve come to expect this. VR panoramas, which typically distort and display a portion of a single 360 degree image, are, I suspect, correcting for an idealized lens. Distortion is lowest at the center and increases toward the edges at a rate that is mathematically “right,” but less complex than that of a typical lens. If I’m right, this should be easy enough to overcome by tweaking the lens correction algorithms.

The second problem is more complex, and it has to do with the way cameras are actually manipulated. Photographing panoramas requires the purchase or construction of a custom camera mount which places the lens directly in the center of rotation. This is unusual. Usually, the camera is mounted at its base, placing the lens above and in front of its center of rotation. Panning thus introduces a small movement to the camera’s view position in addition to its orientation. Your eyes are likewise mounted above and in front of their center of rotation. The effect is most noticeable when objects are close-up. Close one eye and hold a pen up in front of you. Turn your head left and right. You can see different things behind the pen based on where your head is turned. You expect to. It’s part of your sense of depth, and it’s something that VR panoramas completely fail to reproduce.

Here we have arrived at our point.

I propose that a slightly novel game engine can overcome the limitations of both VR panoramas and realtime 3D in the graphical adventure genre. We can regain the detail of prerendered scenery and filmed actors without sacrificing the ability to animate portions or all of a given scene. If we accept the primacy of the node to the genre, discarding arguably unnecessary tracking shot transitions and “free” movement modes, we can consider a new style of node construction I unceremoniously dub the Dented Ball.

The Dented Ball is a real ball, or rather a very close approximation made up of several hundred triangles. Inside it lies a virtual camera, slightly above and forward of center. On the inside of the ball is mapped a high resolution image of a prerendered scene. Looking outward, the virtual camera records a portion of the scene, corrects for lens effects, and sends the resultant view to the player. This ball is our basic game node.

The scenery images, not to mention the tiny amount of data needed to construct this particular ball’s geometry, are loaded from the game DVD while the player is at a nearby node. Priority is given to the nodes directly connected to the previously occupied node, with priority further given to those portions of the landscape that the player would see first upon stepping into a given node from the previous. Nodes far behind are discarded, and reloaded only when the player nears them again. The goal is to minimize or eliminate waiting time between nodes.

Animation such as waves, birds, and even people may be added to the scene by mapping movie clips, rather than still images, to a portion or all of the inside of the Dented Ball. Modern video compression algorithms nearly half the amount of data that must be pulled off the game DVD to equal the image quality of a standard movie DVD, and modern computer DVD drives are capable of reading data much faster than is necessary to play movies compressed the old fashioned way. By feeding movie clips into the priority system above, waiting time between nodes can still be kept to a minimum. In addition, a standardized set of tools for fading, overlaying and cutting between still images should be integrated to allow for such simple effects as lightning flashes and the slow dimming of the sun as it goes behind a cloud, without requiring a large and unwieldy video clip.

In an ideal scene, there are no objects near the camera. (This is of course unlikely.) The edges of the ball on which the scene is painted are too far away from the viewer for the slight position offset of the camera to be noticeable. This would be a scene of the player floating high in the air — on the whole not very useful.

Nearby objects are the reason we call this the Dented Ball. Imagine that the player is standing near the corner of a wall. Panning right, more of the right side of the wall becomes visible, panning left, the opposite. In order to simulate this effect, the ball itself has been dented inward, toward the camera, so that its edge matches up with the wall’s corner in the prerendered scene. From the outside, the ball would appear to have a large dent in it, hence our name for it. Because the camera offset is most noticeable when objects are close, gradually falling off to imperceptibility as objects move farther away, the actual dent of a perfectly right-angled wall in the ball would not have straight edges, but would in fact taper out at an increasingly gentle angle before plunging smoothly back into the outside surface of the ball.

Despite our name though, dents aren’t the only method we’ll need to produce proper foreground/background separation while panning. (We should just go ahead and call this separation “parallax effects.”) Reference the pen with one eye closed again. It, like a blade of grass, glasses on a nearby table, and any number of other real world objects exhibit a complete separation from their background. In such cases we’ll need to slice the ball into concentric layers, like an onion, and map a series of cutout portions of the scene onto each. There will be times when we’ll need to combine slices with dents. Depth maps, grayscale images representing simply how far any point in a given image is from the camera, can be rendered from any 3D animation package, and can be used to assist an automated workflow for making these dent and layering decisions.

The Dented Ball allows us to create a richer visual experience, both static and in motion, than any previously conceived graphic adventure engine. By repurposing modern video cards to draw concentric near-3D nodes, we find a new way to leverage the technologies users and game developers already possess. We unify the rich legacy of graphic adventure games like Myst V while discarding our detrimental modern preoccupations. In doing so, we glimpse a third path though the complexities of contemporary game design and begin once again simply to explore.

Notes on Admiral Bulletin and the Internet Elucidation

Part I: The Origins of the Admiral

First Note– In 1962, when it looked like no more Bulletin books would be written, Judd Harkins retired the characters with an engagement and an indicated Eppings on High Street wedding. When the Cerf Publishing Group relaunched Bulletin the following year, the betrothal was explained away and disposed of. (The “engagement” scene in empty Paddington Station had been staged for the eyes of the villain, although fans have pointed out some logical inconsistencies with the notion.) In Bulletin’s aired appearance on the Saturday morning cartoon series Defenders of the Earth (Episode 121, “The Lost Ship”), Bulletin was depicted raising a son with Miranda on a farm they’d improvised in the lost recesses of the Congo basin. Like fans of the other King Features Syndicate characters used in the show (Flash Gordon, The Phantom, Mandrake the Magician, et al) few Bulletin fans regard the episode as canonical.

Second Note– The original lines, as written by Peter Stepford (Admiral Bulletin and the Turning Sea, First Edition, 1932. Page 214):

“There’s no time left!”

“I said bring her hard a-port!” the Admiral shouted.

“Into the minefield? Are you mad? There isn’t berth.”

“There must be!”

Part II: The Golden Age

First Note– MacRae, Jodi (Judith Mankiewicz) “Backstage at the Bulletin”, The Observer, Feb 12, 1993. Packard’s trial records refer to his mother’s house on Wentworth Street in East London. This meshes with the address given by Packard in his contract with Glencannon Press.

Second Note– The number is somewhere between 289 and 314. If you have your own copy and want to count it, page by page, please… be my guest.

Third Note– There is some debate about when exactly the Golden Age ends. Bulletin’s hiatus from novels between 1939 and 1941 is often considered its logical end. Many fans, myself included, believe that the daily strip storylines continued the best Golden Age traditions well into the 1950s, but I disagree in asserting that this makes them true Golden Age works. (Though I have some affinity for the “Silver Age” nomenclature. Don’t send letters though; I’m not going to use it in the essay.)

Part III: Admiral Bulletin and the Daily Strip

First Note– Hartley illustrated trades of Stevenson’s Treasure Island, Dumas’ The Count of Monte Cristo, Wells’ The War of the Worlds, Verne’s Five Weeks in a Balloon, and probably one or two others. I’ve seen a few scans of his early work, and while its not on par with the Brandywine school artists, or even Hartley’s own later Bulletin strips, it’s worth a look.

Second Note– Hartley’s tradition endured with such remarkable force that when in 1967 Marvel comics based a major plot point of revealing Miranda’s face (“Admiral Bulletin #32”) public outrage in Europe was so intense that the authors were forced to backpedal with a plotline involving a double. The later Image comic would not make the same mistake.

Third Note– Personally, I think he was trying to cover his butt. I have trouble believing that Hartley’s flair for intrigue didn’t spring from a fair dose of real-life paranoia, and Glencannon Press’s management wasn’t always one to honor its agreements.

Fourth Note– Increasingly off his leash, toward the end of his Bulletin’s run, Stackpole’s artwork began to slide into very baroque territory. Fantagraphics (who is doing an amazing job with Peanuts) is planning to release the Bulletin Strips beginning in 2007. These will be full hardcover editions, unedited, and otherwise just about everything the old ’70s trades weren’t. I haven’t figured out if Fantagraphics has the “lost” Stackpole strips, but I’m keeping my fingers painfully crossed.

Part IV: The Turbulent Years After/Colophon

First Note– I’m basing this on Silvestri’s introductory essay in issue #1. He seems to have known Bulletin by the ’70s collection of daily strips. I’m not really sure how old Silvestri is, but I’m guessing he wouldn’t remember the strip when it first ran, and he doesn’t mention the books in his intro.

Second Note– Marvel didn’t have the rights to the A. C. Vellum pseudonym, and it was not used on the Admiral Bulletin comic book series.

Third Note– I hadn’t really found a better place to put this, but a biographical sketch of Robespierre by Nigel Hartley is known to exist. It’s been floating around with fans for years. This comes courtesy of Troy Minkowsky, OfTheAtomic:

“The Tragic Tale of Robespierre”

Robespierre Cholmondeley was born in Vezelay France, the only son of a watchmaker. At three years of age Robespierre started showing inhuman skills, such as transformation and being able to read the future. He was discouraged by his deeply Catholic parents to display his talents and suppressed them. It was not until he turned sixteen when Robespierre used his powers to save his girlfriend from a burning building. This caught the eye of the French Government. 

At age seventeen Robespierre earned special agent status in the French government. He dealt with threats to France an of occult nature. A significant tool for many years, his loyalty came into question when word of his involvement with the French Communist party leaked out. The accusation was only a half truth, for it was RobespierreÕs girlfriend who was the Marxist. While no longer trusted, yet still a valuable tool, the French Government recommended him to a special tasked force formed by the Brits. The head of this taskforce was one Admiral Bulletin. 

The two soon became quick friends. Both where child prodigies, Robespeirre a high Shaman at age twenty-three and Bulletin commanding his own fleet at twenty-six. The two had a great love of sport, cinema, and the ladies. The only time the two argued was over chess and women. 

Their first mission together was a voyage to the deep heart of the Congo. A British trading post was attacked by a Snake Goddess and it was up to them to restore order. Foolhardy with a sense of invincibility that could be blamed on youth, the two rushed in. 

The Admiral lost thirty men when the fleet was attacked by giant Congo-Serpents . Robespierre was held captive by the Snake Goddess for two months before Admiral Bulletin was able to set him free. With what was left of his strength Robespierre was able to banish the Serpent Goddess into another dimension, but not without a price. His head started to fall apart, chipping away, and the chaos magic inside him began to spill out. No longer alive, yet not quite dead, he existed in Limbo. 

He fled to Tibet, wishing to spend the rest of his existence in solitude, but it was not to be. For his good friend Bulletin was organizing a group of people with extraordinary powers to save the world, a mission Robespierre could not resist.

Admiral Bulletin and the Internet Elucidation, Part IV

The Turbulent Years After

Glencannon transparently ended an era with publication of its last Bulletin book, Admiral Bulletin and the Eudoxian Delay, in January 1954. The publisher never really recovered from its losses in the war of the previous decade. Infighting and incompetent storycraft had already crippled the venerable pulpmaster, and Hartley’s killing of the daily strip sealed its fate and its doors. The book itself was a wild, disjointed cutup of much that had come before in Bulletin’s swiftly-turning planet, with far too much Space Boy for its own good. (Call it the Scrappy Doo Syndrome, or the Inevitable Gizmoducking.) Rob Cohen likely wrote it, as he’s the only name shared between Glencannon Press and Masterbooks, who bought up Bulletin and much of the wreck of the older publisher. Masterbooks continued the worst traditions of the later books, depleting the property further of its apparent value. Cerf Publishing Group itself bought Masterbooks in 1965, and after a cursory two-book relaunch pretty much left the Bulletin series to swing.

But this was not the end of Bulletin.

Bulletin returned a few short years later, in America, in the pages of a self-titled Marvel comic book. Of note is “The Return of the Hydrator,” issue #12, wherein none other than a pre-Star-Trek Harlan Ellison posed the questions of a masked marauder unleashing a net positive effect on an unsuspecting populace. (It should be noted that there is no “Hydrator #1,” though I’ve met people who swear they’ve read it.) “Admiral Bulletin” was published irregularly after the first two years, and officially cancelled in 1970.

But this was not the end of Bulletin.

A swell of interest brought back several of the Bulletin books in paperback form, in the mid seventies, as well as a three volume “Best of…” collection of Nigel Hartley and Teddy Stackpole’s comic strips. Most readers prior to 1997 remember Bulletin this way. Some think he was created in the mid seventies. Alas, like all swells, there was a trough to follow, and Bulletin fell back out of print in the United States and Great Britain for another two decades.

But this was not the end of Bulletin.

In Italy, where Bulletin still enjoyed a measure of popularity, a tv series was begun in 1979. Armando Barsotti played the Admiral, with Ingrid Soft as Miranda. The cast and setting were Italianized, and by accounts the show was campy and played mainly for comedy. It was released on VHS-PAL, in Italian, and there are no official subtitled versions. The show ran for two seasons, beginning in the spring of 1979 and ending in 1980.

But this was not the end of Bulletin.

Upstart creator-owned imprint Image Comics brought out its own, darker version of Admiral Bulletin in the fall of 1994. Marc Silvestri, a founding partner in the Image venture, was the apparent driving force behind the relaunch, although the art and story chores were passed off to Brandon Peterson and Norman Schultz, respectively. Similar in tonal change to Mark Gruenwald’s ’80s writing for Captain America, Schultz’s Bulletin had become a “contractor,” privatized under the blind Thatcherism/Reaganomics push of the previous decade, embittered, emboldened and dangerous to be on the wrong side of. Bulletin had come a long way indeed. Much like the previous Marvel attempt, and indeed the rest of the Image stable in the early years of its existence, this Admiral Bulletin was irregularly published. In 1994 it became a victim of Silvestri’s Top Cow/Image split.

But this was not the end of Bulletin.

Bulletin’s most recent sighting has been with Vintage Books, part of the behemoth Random House Group. In 1997, Vintage brought out three trade paperbacks in Great Britain:  Admiral Bulletin and the Western War,  Admiral Bulletin and the Foreign Star, and  Admiral Bulletin’s Last Exchange. Fan excitement quickly waxed, however, when the American publication failed to materialize, and a promised Admiral Bulletin and the Jungle Gods was delayed until 1999. As of this writing (October 2005), the final promised Vintage reissue,  Admiral Bulletin and the Cretin Conspiracy, has materialized on neither side of the pond, and all references to it on the Vintage web site have disappeared.

But this is not the end of Bulletin.

Colophon

Maybe the world would be just the same without Admiral Bulletin. Biggles didn’t need an older brother. Flemming didn’t have to perfect Packard’s odd little experiment in “The Quantum of Solace.” After Glencannon Press folded in 1954, no one ever made any money off the Admiral — certainly not Image or Marvel. Miranda’s obsessive filing of the strange and inexplicable in the old vault at Eppings on High Street may not have been the germ of the warehouse scene at the end of Spielberg’s Raiders of the Lost Ark. (He’s never claimed as much.) Who’s ever written a Bulletin novel — or even short story — to later win fame and fortune writing under his own name?

But maybe, just maybe, we do need Bulletin. Bulletin gives us something we lack. He’s certainty. He’s chance as a foe and a friend. He’s the reason we never wanted to play the bad guy at cops and robbers. To different generations, he’s been different things; ironically, it’s his inherent rigidity and stability that makes him such a foil for our preconceptions. Image made him one thing. Masterbooks another. Squabble as we will over what is and is not cannon in Bulletin’s convoluted universe (Did Robespierre die in Khartoum, the Mirage Islands, or not at all?) we will be missing the point unless we remember that neither the future nor the past of Admiral Bulletin has been written.

He is what we make.

*****

Special thanks to Isaac Salleo (Wesl.d.Amor) for corrections and additional dates, and to Troy Minkowsky (OfTheAtomic) for typing up the Robespierre bio. Dedicated to all Bulletin fans worldwide. The author of this page makes no claim of copyright over “Admiral Bulletin,” “Miranda,” “Eppings on High Street,” “Dr. Posthaste,” “Robespierre,” or other related Bulletin characters and properties. Please contact the author with any corrections, additions and the like.

Admiral Bulletin and the Internet Elucidation, Part III

Admiral Bulletin and the Daily Strip

On Christmas Day, 1937, Admiral Bulletin debuted as a three-panel daily comic strip, joining a field already crowded with established players like Chester Gould’s “Dick Tracy” and Lee Falk’s “Phantom.” The art and story were the creation of Nigel Hartley, who brought a love of intrigue and a distinctive crosshatched Art Deco style to the endeavor. The strip was an international success, launching the following Valentine’s Day in the United States under the King Features Syndicate banner and eventually appearing in twelve languages across five continents. During the war, Bulletin dutifully chased spies from one end of the Allied theatre to the other, and Hartley continued work from his family home in West Somerset, though readership declined of necessity. It was, however, Hartley’s departure in 1952 that ended Bulletin’s long afternoon in the daily funnies.

Nigel Hartley was a Guardian of Manchester op-ed cartoonist and illustrator of juvenile adventure books before joining Glencannon Press. He is the creator of Bulletin’s London headquarters, referred to only as “the old currency bank” until Tad Maplethorpe’s 1942’s Admiral Bulletin and the Shadow at Oxford. The various employees and hangers-on of Eppings on High Street grew under his tenure as well. Hartley expanded one of Turner’s characters into the Robespierre we know today. He also created a “pre-decadence” version of Space Boy. Perhaps the most enduring trademark of Hartley’s comic was its most deliberate omission: In fifteen years, the strip never once revealed Miranda’s face. The character’s low-slung felt hat usually accomplished the trick, but when the hat proved inconvenient Hartley could draw from a seemingly bottomless bag of tricks. Shading, hand position, torches, and — in one memorable scene — mistletoe were among Hartley’s many tools of evasion.

Hartley’s eventual departure was predictable, given the history of Glencannon Press. In the original launch of the Admiral Bulletin strip, the headline had read: “By A. C. Vellum. Art by Nigel Hartley.” This was, of course, something of a diminishment of Hartley’s contribution, and he likely threatened to quit. With King Features Syndicate aggressively pushing Bulletin in the United States, and sales of the Bulletin books exploding, the editors changed the headline to “By Nigel Hartley and A. C. Vellum.” Hartley also began disguising his signature in the artwork at about this time. It was a touchy arrangement that never seems to have satisfied Hartley. In addition to his byline woes, Hartley was under constant pressure to conform the strip’s storyline to that of the books. By the early ’50s the books had taken on a sci-fi slant that bore little resemblance to the slow-burning urban intrigue that Hartley excelled at. The final straw came in March 1953 when ailing Glencannon Press sent Hartley a printed comic-script for the next four months in an effort to promote Admiral Bulletin and the Eudoxian Delay. Hartley had had enough, and quit.

His assistant Theodore Stackpole continued in his style for another five months, but readership fell off. Admiral Bulletin was cancelled in August 1953, with a month of Stackpole’s strips remaining. They haven’t been published to this day. Glencannon Press itself would dissolve within the next year, throwing Admiral Bulletin into the Turbulent Years After.

Admiral Bulletin and the Internet Elucidation, Part II

The Golden Age

Though some still prefer not to accept it, there are few who could have matched George Packard’s qualifications to con A. C. Vellum’s name for 1933’s Admiral Bulletin and the Phoenix of St. Helena. A one-time contributer to the London Weekly Traveller, he’d visited the titular island in the 1920s and been on holiday for four years preceding the book’s writing — if serving a sentence for mail fraud can be referred to as “on holiday,” that is. As Jodi McRae of the Weekly Standard proved in 1993, Packard, a convicted con man, was indeed the same George Packard contracted by Glencannon Press in 1932. Seen in this light, Packard’s colorful history meshes perfectly with his Vellum writings.

Structurally, Admiral Bulletin and the Phoenix of St. Helena is a three-way conflict between a mysterious man obsessed with becoming the next Napoleon, Bulletin and his team, and a lovable/hateable con named Drinnian. It’s been seriously proposed that the final is a semi-autobiographical character. Drinnian’s schemes are uproariously funny, only to turn darkly bitter in his memorable final two scenes. Neither virtuous nor truly villainous, he plays the “grey center” that would become a recurring theme in many of Bulletin’s finest outings.

Packard continued to plumb the “grey center” to great effect in six successful books and thirteen short stories. The villain in 1934’s Admirable Bulletin and the Bombay Incident, while amassing the highest body count of any Bulletin foil up until then, reads like something approaching a tragic hero. In Admiral Bulletin and the Foreign Star, released in 1937, Bulletin falls victim to his own preconceptions regarding an ally from one of Stepford’s short stories. Packard’s “Admiral Bulletin and the Saipang Sting,” published in the May 1938 Cosmic Significance, runs Bulletin into some of the darkest pre-Image territory of his career, forcing Miranda herself to become essentially the hero.

Packard’s reinvigoration of Bulletin was well under way when Clifford Turner released his first Bulletin book in 1935.  Admiral Bulletin and the Desolate Rail brought Miranda squarely to the fore, forcing her to make resonant, human choices in an era of adventure writing still characterized by Lois Lane and Wilma Deering. Turner is credited with the creation of socialite occultist Lady LaChance and bush pilot Buggy Moran (both in 1936’s Admiral Bulletin and the African Rose) and the alien(?) cargo cult the Brake Men (in “Admiral Bulletin’s Lost Day,” published in the July/August 1938 Curious Tales). Turner liked to mine and cross-referencing earlier stories. He corresponded with the other Vellum authors, including Packard, to orchestrate plot and character lines that ran across multiple works, lending the Golden Age Bulletin books a sheen of saga.

Unfortunately for Bulletin, the real world was quickly encroaching on his world of cloak and destruction. The bombing of Glencannon Press’s offices in the Battle of Britain destroyed the company’s three largest printing presses, leaving them limping along with two smaller presses in Manchester. Clifford Turner entered the war as a tank mechanic, and was killed in North Africa in 1942. It’s not known exactly why Packard didn’t go to fight; after publishing “Admiral Bulletin and the Exact Timetables” stateside in January 1942’s Readers’ Digest (it was probably written earlier), he disappeared from public view until 1955, publishing two respectable detective novels and then retiring from writing altogether. Only three Bulletin novels were published between 1939 and 1945; the War had brought the Golden Age of Bulletin to a close. True fans — increasingly to be found abroad, and especially in the United States — were left to content themselves with the incomparable Nigel Hartley’s newspaper strip.