Monthly Archives: January 2023

Loser Lou (1981) and “I’ll Make You a Winner” (1983)

Published: Loser Lou – Bunty PSL #214; “I’ll Make You a Winner” – Bunty #240 (sequel)

Artist: John McNamara

These two PSLs starring Lou Lambert are being looked at together in a joint entry.

Special thanks to Lorrsadmin for scans of the second PSL.

Plot – Loser Lou

Lou Lambert and her family are spending a holiday at the Summerton Sports Centre because they are sports fiends and champions: Dad (golf), Mum (swimming), Lynn (athletics), Larry (martial arts), and Lou…“the world’s worst at sports and games”, and the kids back home call her “Loser Lou”. But Lou’s a Lambert, her family says, and Lamberts are winners. They tell her she’ll find a sport she’s good at. In the Lambert family, says Dad, “there are no such words as ’I can’t.’ We add two letters of the alphabet to them, and say, ‘I can try!’” So, although it looks like Lou may have skipped the Lambert sports gene, she has to keep trying.

Lou tries basketball, but she can’t match the players’ speed, and then she trips over her shoelace, sending players and the hoop crashing. Lynn advises her to look at a sport that’s more suited for her build (hmmm…considering her build, that could be tricky). Lou tries orienteering, but she gets horribly lost, not to mention getting a horrible blister on her foot. Next, Lou looks at a power-assisted sport. Deciding the motorised water sports are a bit beyond her, she tries cycling although she was never much good at it when she was younger. She soon finds she has not improved much since then, and then she lands herself in a cycling race. To cap it all, a newspaper flies in her face, sending her through someone’s picnic and then into the river.

Lou’s brother Larry tells her “winning is all in the mind! If you think you’re going to lose, you will lose – but if you’re sure you’re going to win, you will win!” Impressed, Lou works on boosting her confidence. She tries tennis next, but she’s barely got started when she challenges an opponent – without realising she’s Wimbledon standard! Lou comes a cropper over the tennis net and has to report to first aid.

Following this, Lou becomes disheartened, but her father, disappointed at her attitude, encourages her to try again. Lou tries archery, and she’s really smitten by the instructor – what a hunk! But her crush on the instructor is proving a distraction. In her drive to impress she pulls the bow too hard, and her arrow goes wild. While dodging it, the instructor hurts his leg, and now archery’s off at Summerton.

The Lamberts are now over halfway through their stay at Summerton. There will be a Grand Gala Display on the final day, and so far, nothing for Lou to show there.

Then, while watching Lynn practise athletics, Lou meets Monica. After hearing Lou’s story, Monica tells her that she failed at those sports because she was on her own when she tried them. What she needs, says Monica, is a sport where she will have the support of a friend. So she pursuades Lynn to try riding: “A girl’s best friend is her pony!”

Lynn is apprehensive, but is surprised to find herself a natural in the saddle and not messing things up at all. Before long, Lou’s family are astonished to see the strides Lou is making at jumping. Monica is going to enter Lou in the jumping competition on Gala Day. It looks like Lou has found her sport at last. Surely nothing can go wrong now.

But of course something can…

Lou doesn’t realise Monica has a grudge against her sister Lynn because Lynn’s superiority at the high jump had her scratch from the Gala Day high jump event. Her revenge is to make Lou foul up at the jumping event by switching her mount, Good Boy, with his evil twin, Bad Lad. She takes further measures to put Bad Lad in a nasty mood for the event, one of which Lou unwittingly foils.

Bad Lad’s threatening to throw Lou when the event begins, but Monica is astonished when Lou not only stays in the saddle but completes clear rounds as well while other riders score faults. Afterwards, Lou says she was too scared to even move and kept her eyes shut – WTF you ask? Yes, it is a puzzle, but the fact remains that Lou did win. So she is among the other Lamberts to receive trophies at the prize-giving and can say she’s a winner at last.

Plot – “I’ll Make You a Winner”

Back home, everyone is surprised at this sports trophy Loser Lou has brought back from Summerton. Lou’s confidence is so high, she’s joined the civic sports club. Only Corinne Fox guesses the trophy was a fluke. Figuring Lou’s as much a duffer as ever at sport, Corinne and her father, who’s on the committee at the club, plot to take advantage of this to get the sports club closed down so he can build a bingo hall on the site.

Fox starts by getting Lou the assistant secretary job at the club, where she’ll be in charge of all the fixtures. The plan is to mislead her on a few details on the events she’s arranging, and for good measure, Corinne throws in some dirty tricks as well.

Their first trick has Lou select a darts team for an event that’s in fact a brain of sports competition. But they didn’t count on Lou knowing so many answers to the sports questions that get asked. Yep, Lou may not be sporty, but she knows heaps about sport thanks to her sporty family. She gives her team so much confidence that they answer brilliantly too, and they win the trophy hands down. To make Fox even more furious, they also impressed the mayoress, who was presenting the trophy, when he was trying to convince her and the council otherwise to get the club closed down.

Next, Corinne tricks Lou into challenging the top-class white water club, without realising they are top windsurfers and it’s a championship event, and nobody in the club is qualified in that sport. But when the Foxes read the paper of the event, they discover Lou has done it again. The weather turned in her favour by turning bad, cancelling the event. What’s more, the lifesaver Lou included on her team saved one of the windsurfers who got caught in the bad weather, which is even more good publicity for the club. Foiled again, Fox!

Lou makes bookings for club members at an activity weekend, but again the Foxes mess up her bookings. Instead of sports activities they find themselves on furniture crafts courses. However, this works out in their favour; the club’s furniture and sports equipment were badly in need of repairs, and now they have the know-how to do some DIY jobs on them.

Lou books a gym display club open day, but bad luck strikes when she puts a bad crick in her back while shifting equipment. The Foxes try to mess up the open day by inviting army gymnasts as guests, but when the guys break equipment because they’re too heavy for it, they offer replacements, so the club gets the new equipment it badly needs.

Deciding the club needs funds, Lou decides on a sponsored canoe race against Chatterton College. Again the Foxes mislead her on just what the Chatterton competition will be like, and they are another lot of Olympic-build powerdrivers all set to outmatch Lou’s team. Corinne throws in a few extra dirty tricks, including putting up a number of misleading signs, to make sure Lou’s team fail. Without realising it, Lou stops her team from falling for any of those signs (she didn’t want them to leave her in the middle of nowhere by following them, as her back was playing up). And within the finishing line, the Chatterton team hit something. Their canoes go down, and Lou’s team wins.

Fox arranges for a football medical expert to sort out Lou’s back, who then introduces her to stage one of a fitness programme the footballers have been using. Lou starts teaching it to the club members in the style that has become her signature since joining: typical Loser Lou bungling, yet things always work out somehow. But what Lou doesn’t realise is that stage two of the fitness programme is at an R.A.F. airfield – and its programme includes parachute jumping practice! If the members don’t participate, says Mr Fox, the mayor and council, who are watching, might close down their hall and turn it into a bingo hall. But neither they nor the footballers are willing to jump, and the spectators are getting impatient.

Lou has arrived late, so she doesn’t know any of this as she handed an automatic-opening parachute kit and told to join the others at the Jumping Tower. The bumbling Lou blunders right through the jumping hole, becoming the first jumper and satisfying the restless crowd. Encouraged by Lou’s (accidental) example, her team follows suit. And so Lou’s civic club wins again.

Impressed that Lou has done what the footballers wouldn’t, the Mayor refuses Fox permission to replace the sports hall with a bingo hall. Instead, he’s giving the members a grant to expand their activities.

All Corinne and her father can do now is give up. “All our plans have failed – because of that Lou Lambert! Somehow, she always lands on her feet!”

Ah, so that explains Lou’s victory over Monica’s sabotage at Summerton.

Thoughts

Lou Lambert comes from a long line of protagonists in girls’ comics who try to prove themselves, but they only seem good for failure and be a walking disaster area at everything they try. As with Lou, their failures can be played for laughs. Or it can be for a sadder purpose, with their being the constant target of bullying and ridicule, along with harsh treatment from their own families for failure, such as in Make Headlines, Hannah! (Tammy) and Tears of a Clown (Jinty). Of course they eventually strike gold and find something they excel at, but the road to success is very bumpy. Added to that, there’s often a schemer at work trying to sabotage them.

Lou is so blessed in having a family who are supportive and encourage her to keep trying. The more usual pattern is for the family to treat the protagonist harshly and write her off as hopeless and good for nothing. Worse, it’s often the family that produces the spiteful schemer out to sabotage them (sisters, cousins). Of course, much the Lamberts’ encouragement comes from belief in the family name (Lamberts are winners) and the family motto, so they won’t hear of her quitting.

Lou’s family could do more to help her, such as helping her with her choices and offering a bit of coaching, but they’re probably too absorbed in their own sports. Lou’s left on her own on what sports to try out at Summerton.

Monica is correct about Lou failing at the various sports because she tried them on her own. In fact, Lou’s pattern was to jump straight into them them without any help, training or coaching (apart from the archery). Moreover, they were all sports she had not tried before, and when she tried them on her own, she did so at the deep end, not the beginner level.

It’s jarring when Monica, the helper, suddenly switches to spiteful schemer out to undermine Lou. It also defeats the whole purpose of the PSL, which was, after all, Lou finding a sports talent of her own and proving it could make her a winner. Instead, you’re left feeling Lou won the trophy by fluke or luck rather than talent. Though she still earned the trophy, considering the stunt Monica pulled on her, we’re left with feeling she has still not really proven talent. It proves Corinna’s point that the win was a fluke. It would have been better for Lou to have won the cup through her own skill and growing confidence, and proven beyond doubt that she had a sports talent.

So, when readers who remember Lou start reading her sequel, they will be wondering if Lou really does prove talent this time. From the cover, one would say not, so why is Lou saying, “I’ll make you a winner”?

Lou certainly has gained confidence by winning the trophy, but is confidence enough? It is disappointing that she is not keeping up the horse riding, the one sport she finally hit her stride on. Instead, she’s pursuing the sports centre and the sports there (table tennis, darts, fitness programmes) in pretty much the same manner she did at the failed sports at Summerton.

The irony is, although Lou’s still bumbling, this time she’s achieving more success through it and it’s helping her to save the day – without even realising what happened in the first place. And Lou’s real talent has surfaced: the talent of always landing on her feet, like a cat with nine lives. This was hinted at with her victory at Summerton, but now it’s confirmed beyond doubt in her sequel.

Such things have been seen before, such as “Simple Simona” (Tammy) – a dopey girl who is perpetually targeted by spiteful schemers, but her blundering ways always foil them in great comic style, without her even realising what happened. But here, Lou’s blundering has the unexpected bonus of things nobody would have thought possible with her before. She has not only become more confident but has also become a confidence booster, inspiring confidence, inspiration and success in others.

Lou may not be winning sports trophies, but she is proving herself a winner in other ways and making whole new strides with success in sport that nobody ever expected – herself included. As Corinne says, “The civic sports club was only half alive before she turned up and my dad had almost persuaded the council to close it down.” Now Lou is not only saving the club (without realising it) but giving it a whole new lease of life as well. She is surprising everyone – even the Foxes – in being able to tackle things far better than expected, such as selecting the darts team. Lou is also handling the sports fixtures far better than expected, and if not for the sneaky Foxes messing things up, she’d be doing a brilliant job of it. And she is doing a most enthusiastic, passionate job of improving the club and its members, and helping them to grow even more than before.

The irony is, it started with Mr Fox giving her the assistant secretary job in the hope it would help him close the club. Instead, it does the opposite. Moreover, rather than falling flat on her face in her new job, it gives her another boost of confidence and whole new windows in achieving success, including new-found skills in management, leadership, and inspiring others. Even without becoming a sports champion and winning trophies like the rest of her family, she is making her mark on the club and the world of sport. The club would not be the same without her, and readers are left satisfied that Loser Lou will get along just fine now.

Skeleton Corner

  • Hallowe’en Story – Judy: #1555 (28 October 1989)
  • The Girl From Further Down – Judy: #1607 (27 October 1990)
  • Tales from Skeleton Corner – Judy: #1632 (20 April 1991) – #1635 (11 May 1991)
  • Tales from Skeleton Corner –  M&J: #11 (27 July 1991) – #41 (22 February 1992)
  • Skeleton Corner  – M&J:  #48 (11 April 1992) – #98 (27 March 1993) [not in every issue]
  • Skeleton Corner  – M&J:  #101 (17 April 1993) – #115 (25 July 1993) [no episode issue #102, #111, #112]
  • Skeleton Corner  – M&J: #129 (30 Oct. 1993)- #194 (28 Jan. 1995) [not in every issue]
  • Artist: Guy Peeters (Judy #1607, JudyAnn93)
  • Artist: Oliver Passingham (Judy: 1632-1635, M&J: 11-41, 48, 50, 52, 58-59,61-63, 65-66, 69, 72, 77, 85-86, 91-92, 98, 101, 103-110,113-115, 122, MandyAnn94)
  • Artist 2: Mike Dorey (M&J: 129-141, 143, 150, 153, 158, 163, 171, 173, 191-194, MandyAnn95)

This is an updated repost of a previous entry (10 years ago!), as I’ve re-read more stories and learned new information.

Plot

There wasn’t an ongoing plot, instead a skeleton, named Bones, introduces short scary stories, sometimes with a moral attached. It was usually 2 to 3 pages long. The stories varied from greedy girls getting what they deserved to innocent people being hassled by gremlins! A few stories focused on Bones and also had him interact with characters and influence outcomes.

Origins

The spooky storyteller was a common appearance in these comics, most famously the Man in Black in Diana and Damian Darke in Spellbound, this story would take the spookiness one step further with a skeleton narrating the tales. The story that would become known as Skeleton Corner, had a quieter beginning then others though, first appearing in a one-off story aptly called Hallowe’en Story in Judy issue 1555 (28 October 1989), a skeleton tells the tale of a poor girl in Victorian London, who gets a much needed job as a sculptor’s model. The sculptor emphasises the importance of being punctual and she is even when it is later discovered that before the last sitting, she was killed! This is a story that I believe was originally a Damian Darke story, though I can’t find the exact issue right now. The Skeleton returned again the following Halloween in issue 1607 with another story The Girl From Further Down. At this point the skeleton has not been named as Bones or there is not mention of Skeleton Corner. Then in issue 1631 (13 April 1991) there is an advertisement for the upcoming issue with the Skeleton saying “Hi girls – it’s me again” and talking about the story Flower Power that will appear in the next issue. From issue 1632 to Judy’s last issue  in 1635, the stories appeared with their own title with the caption “Tales from Skeleton Corner” beneath it. When the stories continued in the Mandy & Judy magazines it followed this format, until issue 59 when the individual titles were dropped and it just became known as Skeleton Corner.

Stories

Comics like Misty and Jinty were better known for their spooky stories, but there was still room for these kind of stories in other comics too.  Skeleton Corner was a bit of a softer approach, to the IPC comics but there were still some gems of stories featured. The storytelling skeleton, Bones, while he may appear scary he didn’t have a creepy personality, he was presented as a more as a friendly person who just happened to be a skeleton. He did set the tone well for the stories, as being a supernatural character that was possibly creepy but not overly disturbing!

There were two main artists for its run Oliver Passingham and Mike Dorey. Guy Peeters also did an early story and some of the annual stories. Whoever was on drawing duties always did a good job, I am a fan of both artists though I think Dorey had an edge on creating a darker tone.

The stories themselves varied and of course being short stories they were sometimes they were limited with the space to work with. Often the stories had a girl who was greedy, selfish or ignored the rules getting a fitting punishment. Other times the main character could be a nice person, who just had the bad luck to move into the wrong house or meet the wrong person. Some of the more effective scary stories were when the ending was left ambiguous with Bones only hinting at what may have happened. There are stories that could leave you quite unnerved, so it had a good mix, of the truly spooky and the stories that were lighter or had more happier endings.

Here’s a selection of some of my favourite stories in publication order rather than a ranking:

 

  1. Watching You! – Judy: #1635 (Art: Oliver Passingham)

Becky Brown keeps seeing a sad figure of a girl in her neighbour’s house which is currently being built. She finally goes to investigate and finds a paint splattered dungarees, which she figures flapping in the breeze was creating an illusion of a figure… but then she turns to see the figure in her own bedroom window. A nice build up as we see Becky get the courage to explore the other house and just when there seems to be a rational explanation, the twist of the figure now appearing in her own bedroom is well done.

  1. What’s in a Name?– M&J: #14 (Art: Oliver Passingham)

Sonia is writing a story for a competition, she decides to make it a romantic story and names the protagonist Pippa Gale. She is surprised when her brother starts dating a girl named Pippa Gale, even more surprising is Pippa has also entered the competition and named her protagonist Sonia Steel. While Sonia and her brother laugh at the coincidence, Sonia doesn’t tell them she is worried as her story is called “The Tragedy of Sonia Steel”

  1. The Longest Night – M&J: #38 (Art: Oliver Passingham)

Rachel’s brother Jon keeps having nightmares about it being dark forever, their gran says it reminds her of a legend of battle between light and dark. When the electricity goes out Jon lights a candle to keep away the dark but nearly starts a fire. They put the candle out, but in the morning it seems there was truth in the story as now darkness has won because there is no light!

  1. Wake Me Up! – M&J: #50

Lucy Kemp is determined to stay awake so she can greet her dad when he returns late from a long business trip away. She thinks keeping herself scared will help. She tries to read Skeleton Corner from her M&J mag to help, but then says Bones is not that scary. Bones shows up to try and prove her wrong but she only laughs at him! While Bones interacting with the characters, or having his own stories were not always the most compelling, this is a fun little meta story!

  1. Skeleton Corner – M&J: #108 (Art: Oliver Passingham)

Jo Johnson and her friend Emma are stuck waiting at a bus stop, so the begin playing a prize giving arcade game called Aladdin’s Cave. They win a brooch at first and are surprised when their money is also returned. They continue doing this for a while, but Emma begins to get nervous she worries that something is wrong that the goods might be stolen and that something’s not right with the game and leaves. Jo continues but then the machine starts to shake and all the prizes help form a large frightening genie. A case of greediness being punished!

   

  1. Bargain Basement! – Mandy Annual 1994 (Art: Oliver Passingham)

Carrie works part time at a department store Dinnegans. She is excited about the Christmas party, but it turns out to be quite boring with an old fashioned band. She is about to leave when she hears music coming from the basement. She finds a party much more to her liking and a good looking guy asks her to dance.  For some reason she isn’t put off by his enigmatic way of talking, even when she is the one that gives him his name Mark.

Mark is disappointed when Carrie leaves, but says they can meet at next years party. The next day Carrie mentions to another employee, that she joined the other Christmas party. She tells her there was no other party. Carrie investigates the basement and gets nervous when it is filled with dusty mannequins, she trips dropping her pen. She is jumpy the rest of the day, and is shocked to find Mark a mannequin set up for a new office display. She thinks she may have imagined it all, when she spots her pen beside Mark and a note “See you at the party next year”. Bones finishes the story by telling us readers that Carrie has decided to leave her job, so there’s a vacancy if anyone is interested, they have great Christmas parties! This is one of the stories that I always remembered, there can be something very creepy about mannequins and though they don’t threaten Carrie, it still has the right amount of scariness, to think of objects watching you and coming to life.

 

  1. Skeleton Corner – M&J #129 (Art: Mike Dorey)

Deanne and Emma are on school trip to a wood which has unusual branch sculptures. Emma is rude to the creator of the sculptures and when Emma and Deanne sneak away from the group they are horrified when Emma is turned into sculpture herself. This is one of the more horrific stories told in Skeleton Corner, with some body horror included, while Emma has not acted nicely the punishment hardly seems fitting to the crime and the art really captures it well.

 

  1. Skeleton Corner – M&J:  #140 (Art: Mike Dorey)

Sally Townsand is a late comer to her new boarding school, so she is given a single room that isn’t normally used. Sally doesn’t like an old faded picture of gates hanging up and is going to take it down, but the housekeeper insists it must always stay there.

Sally takes it down later anyway, she notices a crack in the wall but figures her poster can hide it just as well. That night she is woken up by knocking and tearing noises coming from the wall. Bits of plaster start to fall off. She runs to get the housekeeper who place the picture back up and tells her as long as its there nothing can get through. Bones ends the story by explaining that gates are used to keep things in as well as out. A disturbing tale as the reader is let to wonder what is the gate keeping in, though luckily for Sally she doesn’t find out!

 

 

  1. Skeleton Corner – M&J:  #141 (Art: Mike Dorey)

Rachel Gunn and her family move into a new house, they are quite happy and she settles in quickly at her new school. Her younger brother tells her how the previous family disappeared. Soon after Gary starts disappearing and reappearing.

Rachel thinks its Gary playing tricks on her, until it happens with her parents as well. She wakes up one morning and there is no trace of her family, though the car is still in the driveway. Feeling scared she rings the police. The police arrive but there is no sign of Rachel and they discuss how its strange that the same thing happened to the previous family, but its not like people vanish into thin air! This has a nice bit of a build up for a short story and it’s made even creepier when these things are left unexplained.

 

  1. Skeleton Corner – #191

On a school trip Amy is not pleased to be roomed with wimpy Debra. She is kept awake all night by Debra claiming she hears noises and turning on a torch. The next night Amy hears the noise as well and asks Debra to pass the torch. She is handed the torch but as she turns on torch, Debra walks into room with teacher she had gone to fetch, so who handed Amy the torch! Again the right amount of creepiness while the presence in the room doesn’t seem malicious it is little disturbing to think there is some unknown entity in the dark!

Final Thoughts

It was not a new concept to have a spooky storyteller telling stories, The Man in Black (Diana), Damian Darke (Spellbound) and Gipsy Rose (Jinty) all scared readers and taught them lessons weekly. Skeleton Corner was the last of these type of stories that continued this tradition and was successful in having a long enjoyable run of stories.

The next page has a full list of stories that appeared.

Danger Island

Plot

Grace, Simon and Tansy Rutherford, while out sailing from an adventure  centre inWales, were hit by a freak storm and blown many miles off course. They beached their damaged dinghy on a deserted island and sheltered for the night in one of the empty houses. Next morning they were spotted by a fishing boat—which deliberately turned and left without picking them up. Then they saw a notice-board with a sinister message – “Danger do not land. Island used for germ warfare experiments in 1940. Deadly virus may still be active.”  While the nearby villagers decided it was safer not to tell anyone and risk them bringing children and the virus back to mainland, tough at least one person drops supplies to them.

Notes

  • Art: Don Walker

Appeared

  • Danger Island – Judy: #1313 (9 March 1985) – #1319 (20 April 1985)

Scarecrow

Plot

Orphan Sarah Larkin had won a scholarship to the Blakewood School of Dance and Drama but because on er first day she was badly dressed and awkward the other girls led by Julia Fane called her “Scarecrow”.

Notes

  • Art: Don Walker

Appeared

  • Scarecrow – Judy: #1285 (25 August 1984) – #1293 (20 October 1984)

Gnome on the Range

Plot

In the 1840s Molly O’Doyle and her family emigrated from America from Ireland. Now they were going to head to California on the wagon trial, but Molly had a problem – a leprechaun called Flaherty who had accidentally been taken to America with the O’Doyles luggage. Molly had promised to take him back to Ireland.

Notes

Appeared

  • Gnome on the Range – Judy: #1278 (7 July 1984) – #1291 (6 October 1984)

The Loneliest Girl in the World

Plot

After a mysterious explosion destroyed her millionaire uncle’s yacht, Sandy Fuller and her tutor Jonas Withers were rescued by the strange inhabitants of the lost island of Mu, never seen before by other human eyes. They gave Sandy special powers in the fight against evil and arranged for her to be picked up by a passing liner. Back home she was forbidden from making any friends or she would lose her powers.

Notes

  • Art: Ana Rodriguez

Appeared

  • The Loneliest Girl in the World – Judy: #1258 (18 February 1984) – #1267 (21 April 1984)

The Plant

Plot

Christine Jenkins mother was looking after an unusual plant for Mrs Walton, an elderly neighbour who had been taken into hospital. But Mrs Walton had told Christine there was something evil about the plant and asked Christine to destroy it, which was proving to be difficult.

Notes

  • Writer: Maureen Hartley
  • Art: George Martin

Appeared

  • The Plant – Judy: #1256 (4 February 1984) – #1269 (5 May 1984)

Mrs. Dawson’s Daughter

Plot

Jenny Laidlaw who lived happily in a Children’s home was befriended by a wealthy widow Mrs. Dawson, who confided in Jenny that her baby daughter had been kidnapped years earlier and never seen again. Later Wendy Smith came to the home and she had the same distinctive birthmark as Mrs Dawsons daughter and connections to the town she was kidnapped from. Jenny decided she must turn the tough dishonest Wendy into a suitable daughter for the lonely and ailing Mrs. Dawson before revealing the secret

Notes

  • Art: Bert Hill

Appeared

  • Mrs. Dawson’s Daughter – Judy: #1256 (4 February 1984) – #1265 (7 April 1984)