Tag Archives: time travel

Scream! (1997)

Scream cover

Mandy Picture Library #272

Published: 1997

Cover: Peter Wilkes?

Writer: Anne Bulcraig

“Scream!” takes a complete break from the usual pattern of girls’ picture libraries. Instead of being one complete story it is a collection of five shorter-length stories, and they are all spooky, creepy stories. Unsavoury girls get their comeuppances while other girls get caught in scary experiences that they may or may not emerge from unscathed. All stories are labelled as a “Scream!”. This take harkens back to the days of horror comics Misty and Spellbound two decades before. It was a trend that was seldom seen after both comics folded and is fondly remembered.

Scream 1: Framed! – artist Norman Lee

Katie Knight feels lonely after her best friend Joanna Bland emigrates, but soon becomes friends with new girl Lisa Jones. Lisa says she and her mother look after animals of all descriptions and invites Katie and her dog Soda around for the weekend.

When Katie arrives, she is surprised to find the walls of the house are lined with paintings of animals done by Mrs Jones, but no real animals are present. Meanwhile, Soda is acting strangely, and when the girls take a walk in the wood, he gets really terrified. Katie thinks the wood is weird too, and eventually realises it has no birds or animals. Later, Katie is baffled to find that a cat she saw in one of the paintings has changed position from when she last saw it.

Then Katie wakes up one night and discovers that Soda has somehow been turned into one of Mrs Jones’ paintings. Katie explains that they have had to turn to pets for their paintings because all the wildlife realised what was going on and fled. What happens next with Katie and the Joneses is not recorded. Some weeks later, a new girl brings a guinea pig with her to a weekend stay with the Joneses….

 Scream 1

Scream 2: Green Fingers – artist Carlos Freixas

Sarah Peters is a very selfish girl who grabs whatever she wants and never helps anyone, not even when it is an emergency. In class Sarah suddenly gets interested in a green issue project when she hears the prize money will pay for the top she has her eye on. On the way home she sees a plant in a window box that has leaves shaped like hearts and cute animals. It is so unusual it is guaranteed to win. She asks the owner if she can have a cutting. The owner says she needs to test Sarah to see if she is a suitable candidate. It turns out to be a test for kindness, and of course the selfish Sarah fails dismally. The owner refuses to give her the cutting, saying the plant has powers to reflect the nature of its owner. Only nice people are safe tending it and it would be dangerous for someone like Sarah. But Sarah is not having that; she sneaks out in the night and helps herself to a cutting.

After one night with Sarah the leaves start changing shape. They are going from hearts and cute animals to ghoulish faces and creepy animals. Sarah is bewildered and revolted at the new shapes, but does not get rid of the plant or reconsider what the lady said. The lady warns Sarah to return the cutting before it is too late, for even she does not fully understand the plant’s powers. Sarah does not listen and denies ever taking the cutting.

When Sarah returns home from school, her mother asks her to go and pick up an urgent prescription for a neighbour who is not well. But Sarah cares far more for watching her favourite television programme and goes into the house to watch. Then, as Sarah approaches her bedroom, she is astonished to find her cutting is now growing so much that it is coming out through the door. She goes into her room, where the plant starts crawling all over her. She screams for help – but the plant has learned its behaviour from the girl who never helps anyone.

Scream 2

Scream 3: House Warning – artist “B. Jackson”

Julie Wood and her family move into a large house in the country. Julie is bewildered when everyone at her new school avoids her for no apparent reason, and her mother gets the same treatment at the supermarket. A neighbour asks Julie if she is having problems with the house yet, and then things do start going strangely wrong for the family in the house. Eventually, a boy at school tells Julie the reason people avoid her is the house. It seems to be alive and won’t let anyone live in it ever since its owner died the previous year. Julie questions the neighbour again. The neighbour says the house is grieving for its late owner, “Old Kate” Murray. Old Kate loved the house and now it will not accept anyone else.

In the night, a strange lady wakes Julie up, which alerts Julie to a fire. Julie manages to extinguish the fire before it catches proper hold. Then Julie realises the woman was Old Kate and it had been her ghost that was driving people out. But this time Old Kate needed help to save her house from burning down, and got it from Julie. From then on, the Woods have no more trouble with the house.

Scream 3

Scream 4: Skin Deep – artist Maria Dembilio

Nadine Andrews and her family are on holiday at a holiday camp. Nadine is a vain girl who infuriates everyone with her conceit, including her sister Emily. Nadine wants to enter the “Miss Happy Holidays” beauty contest. At the fair Nadine meets a fortune teller, and is surprised that the fortune teller somehow knows she wants to enter the contest. The fortune teller sells Nadine a beauty cream that will guarantee she wins. The effects on Nadine’s face seem like magic and she does win.

But the effect wears off next day. Nadine feels cheated and goes back to the fortune teller to get her money back. Nadine is extremely unreasonable when the fortune teller says she never said the effects were lasting, and becomes rude and insulting to her. Deciding Nadine needs a lesson, the fortune teller gives her an even stronger and longer-lasting cream that is guaranteed to make her really stand out. She says the price will be very high – but it isn’t money, which she refuses to accept. When Nadine puts on the cream, she is shocked to find her face has gone all distorted! The effects wear off eventually and Nadine stops being so vain.

Scream 4

Scream 5: Time Slip – artist Claude Berridge

During half-term break, Trudi Clark accompanies her father on an archaeological excavation at a site where a medieval village is said to be. The dig yields an old box that looks at least three hundred years old and Dad asks Trudi to hold it. But when she does, the whole environment changes to a medieval appearance, with no sign of her family. A boy runs by and tells Trudi to misdirect a man who is chasing him, which she does. She makes friends with the boy, whose name is Carak. Carak comments on her strange clothes. Trudi begins to think she has been transported to the past, when the medieval village existed. But then Carak serves her hamburgers, which were not around in medieval times.

Then Carak notices the box, and says Trudi must have stolen it from the museum. Trudi wants to hold onto it as she hopes it will get her back to her own time. When Carak says it is five hundred years old – not three hundred – Trudi realises that she has been transported to the future, not the past. A replica of the medieval village has been built as a tourist attraction, and the museum has exhibits not only of medieval times but the 20th century as well. Carak is surprised when the cabinet the box is supposed to be in is still sealed. Then he sets off an alarm and the man, Mr Peters, starts chasing them both. They find a place to take refuge in.

Trudi decides to tell Carak what happened. Carak opens the box, which contains three rings. He explains they are time travel devices that can take someone into the past, present or future. The trouble is, nobody knows which ring is which. When Trudi held the box, she must have had her hand too close to the “future” ring. Mr Peters catches up, and Trudi takes a chance on one of the rings. But this ring transports them to the past and the real medieval village. A woman comes in and thinks they are robbers. As they flee, Trudi trips up and a man grabs one of her Wellington boots. They take another shot at the rings, and this time they come to Trudi’s own time period, and the clock time is just before the box was found. Carak takes the box and goes back to his own time.

This time, Dad’s find is the Wellington boot that Trudi lost in medieval times. Trudi hopes he does not look too closely at the boot and realise it has been buried at that spot for years – how will she be able to explain that to him?

Scream 5

30 Days of Destiny

Plot

Angela Dobson, is sent to stay with her with Great-Aunt Geraldine in Madoc Castle near the Cornish coast. Angela seems to have a connection with her ancestor Lady Angelina, a wild young lady who became a highway robber. Somehow Angela has timeslips back to the past that helps her uncover the mystery of Lady Angelina.

Notes

  • Reprinted and translated into Dutch as “30 Spannende dagen” (30 Exciting Days) – Debbie #12 (1979).

Appeared

  • 30 Days of Destiny – Judy: #727 (15 December 1973) – #732 (19 January 1974)

The Shop at Shudder Corner (1983)

Shudder Corner cover

Debbie Picture Library: #64

Published: 1983

Artist: Norman Lee

Plot

Jean Marsh and Sheila Hawkins are best friends. Sheila’s uncle runs an antique shop at Shudder Corner, and they earn extra pocket money from cleaning the antiques.

Shudder Corner 2

One day Sheila loses a lens from her torch in the shop and quickly finds a replacement on the floor. She does not realise the lens has a strange, mystical design.

Edited to add: the origin of the lens is slightly different from the original. In the original version, the girls found the lens beside a lightning-struck bush.

But the girls soon find that the lens turns the torch into a time travel device. Whenever it shines on an object that has a strange history attached to it (and in an antique shop, they are surrounded by such objects), the torch transports them to that moment in the past, where they become part of that particular chain of events. They have to stay for the duration, because the torch will not allow them to return – by being switched on again – until the adventure runs its course. Afterwards, Jean’s uncle (who is unaware of the time travel adventures) provides them with context on the object and their adventure.

Shudder Corner 6

Jean is always telling Sheila not to use the torch in the shop in case it shines on something with a history. But of course Sheila always ends up turning the torch on for some reason or other. And then they are off again…

In this story, the girls go on three time travel trips with the torch:

Trip 1: The Danson dog collar

In the 19th century, Sheila and Jean meet Bettina Danson. She is running away because her guardian, Sir Charles Danson, is out to kill her and claim her inheritance. There is a legend in the Danson family about a demon dog known as the Hound of the Dansons. Sir Charles capitalises on the legend to unleash a vicious dog (who is wearing the collar) on Bettina as a fake ghost dog to kill her. The dog and Sir Charles trap Bettina and the girls at the edge of a quarry, but then they find a ledge and start climbing down it. Sheila blinds the dog with the torch, and it gets such a fright that it knocks Sir Charles over and he falls to his death in the quarry.

Shudder Corner 3

Back in the present, Uncle tells the girls that the dog collar belonged to the Danson family. There is some tale about a ghost hound and a wicked guardian who was out to inherit a fortune by killing the rightful heir. But “something went wrong” and he “came to a sticky end”. The girls know what went wrong but can’t tell him.

Trip 2: The rose goblet

Sheila shines the torch on a crystal goblet with a rose motif. They are transported to an 18th century manor called Rose Manor, and roses are everywhere: the garden, the hedges, and even the stonework. But then an unpleasant servant takes them for gypsies and seizes them. The master, Squire Allwood, is just as surly and thinks they are gypsy kids who belong to “Mad Meg”. He is about to lock them in the cellar and send for the magistrate when Mad Meg shows up. The squire had driven the gypsies off and Mad Meg takes revenge by cursing Rose Manor with – roses. Immediately the roses start growing and spreading at terrifying rates that threaten to overwhelm the manor. People start fleeing, but Sheila and Jean are trapped in the manor with the roses threatening to smother them. They escape via a secret passage, but outside the nasty squire is about to recapture them. However, the torch comes back on and they return to the present.

Shudder Corner 4

Uncle tells them the goblet came from an 18th century manor that became overwhelmed with roses; it was the gypsies’ revenge when the squire upset them. Ironically, the site where the manor once stood is now part of a famous rose nursery.

Trip 3: The horse brass

Sheila and Jean are working in the antique shop while pondering over a challenging homework assignment on chimney sweep boys. Jean’s notes go under a chest of drawers, and when Sheila pulls out the torch for them, the light shines on an old horse brass that got lost there.

Shudder Corner 5

The girls arrive at a canal at a time when horses pulled narrow boats. The women of the narrow boat are cordial and offer them some food. The girls offer to sell some pegs in return, and the women suggest the big houses. On the way they encounter a climbing boy and his cruel master. The girls overhear the sweep telling the boy to help him and a man named Hobbs steal from the big house, or else. The girls report back to the women, who say the crooks are taking advantage of the boy being small and nimble to break into the house. They hatch a plan to foil them.

So, when the crooks head to the house that night, the girls distract them, rescue the boy and bring him to the narrow boat. But then the crooks seize the girls and force them to help with the robbery in the boy’s place. The girls strike back by throwing the bags of loot downstairs to knock the crooks down, but it rouses the household. The crooks are captured, and claim the girls are their accomplices. The girls are climbing their way down the wall, but the owner sees them and says the magistrate will decide their fate. Fortunately the torch comes back on and everyone below is stunned to see them just disappear.

Back in the present, Uncle is very pleased that the girls have found his missing horse brass, and they will be rewarded. He tells them it comes from a narrow boat, whose master used to be a climbing boy. “By some miracle he bettered himself” and became “quite famous”. The girls realise that the climbing boy stayed with the narrow boat women and “made good”. And their encounter with a real climbing boy helps their homework assignment so much that the teacher is impressed with the end result.

Thoughts

“The Shop at Shudder Corner” was originally a serial in Spellbound. When Spellbound merged with Debbie, Shudder Corner only lasted a few episodes, which is a bit surprising. However, Shudder Corner later resurfaced in the Debbie Picture Libraries and also scored an appearance in the 1984 Debbie annual.

The picture library completely restarts Shudder Corner at the beginning. The origin of the time travel torch is shown to the reader, rather than its powers being briefly explained with a text box before girls plunge into their latest adventure. This is an excellent move that quickly brings readers up to speed with the concept, and those who are not familiar with the original can just enjoy the time travel adventures in the picture library without even knowing its Spellbound origins. The altered origin is also more effective than the original, because it is much simpler, straightforward, and tying the lens directly with the shop makes more sense.

Shudder Corner 1

Storytelling about objects is not new. M&J’s “Jade Jenkins’ Stall” and “The Button Box” from Tammy both starred narrators who would tell the stories behind various objects, such as the items on Jade’s stall or the buttons in Bev’s box. But instead of narration, we see the story itself as the protagonists not only relive it but also become part of it, shaping the events themselves and the history of the object. This approach turns the concept into an adventure strip that makes it even more exciting. It also avoids the moralising and condescending tones that can permeate the narrative versions of “objects with a history” stories.

Time travelling to the moment in an object’s past is not a new concept. For example, Debbie had “Polly’s Patches”. Polly time travels to a period in the past in accordance with whichever patch she rubs on her trousers, which comes from that period. But while Polly is more of a lightweight story aimed at fun, Shudder Corner is a darker take on the concept, beginning with the shop itself. Its Tudor architecture makes it look creepy with the right atmosphere, and the name of the corner it stands on – Shudder Corner – makes it even more spine chilling.

Shudder Corner 7

When you enter the shop, a lot of those objects – such as a stuffed raven in a cage or a necklace in a goblet – can make the ambiance even creepier, especially when you enter the shop while it is dark. This is not surprising for a story that began in Spellbound, and it also gives Shudder Corner a bit more of an edge as a time travel story. The artwork of Norman Lee also lends itself brilliantly to the spooky vibes and the period settings the girls end up in. Lee has long experience in drawing both supernatural and period stories, so he is a sensible choice to draw Shudder Corner.

The girls always end up in trouble and even risk their lives in whatever period they land in. The torch always rescues them when it’s time to go home – but not before then. Until then, they are in constant danger while they relive the history of the object. It is a shame that Shudder Corner was not carried much further in Debbie.

 

 

The Long Sleep (1968)

Plot

In 1668 (updated to 1675 in the reprint),  14-year-old Trudy Wain is taking a legal document to a lawyer in Chesterton. On the way, she gets lost and comes across an empty cottage. She pricks her finger on a spinning wheel and falls asleep for 300 years, waking up in 1968 (1975) Chesterton. Time shock and culture shock ensue, both for her and those who see her, and Trudy is also shocked to see her parents’ graves. She is taken in by the Carrs, and proves useful in identifying genuine 17th-century artefacts for Mr Carr at auctions.

The document  Trudy was taking to the lawyer proved her father’s ownership of a certain piece of land. This happens to be the land that the Carrs are now renting from a nasty landlord, Mr Hamble, who will stop at nothing to evict them. However, the legality of the document is accepted and makes Trudy the nominal landlady of the Carrs. She just lets them have the property, and they ask Trudy to become a member of their family.

The Long Sleep

Notes

  • Artist: Len Potts

Appeared

  • The Long Sleep – Mandy:  #76 (29 June 1968) – #85 (31 August 1968)
  • Reprinted – Mandy: #456 (11 October 1975) – #469 (10 January 1976)
  • Reprinted – (?) – #883 (17 December 1983)

The Thirteenth Hour

Plot

Laura Munro had traveled to spend summer with her gran. However her gran was in hospital, leaving the housekeeper Miss Peebles in charge. Laura was bored until she found that when an old clock struck 13 she was transported back to the 1920s. There she was only visible to her friend Lena.

Notes

Appeared

  •  The Thirteenth Hour – Suzy: #152 (3 August 1985) – #158 (14 September 1985)

The Shop at Shudder Corner

Plot:

Sheila Hawkins and Jean Marsh helped in an antique shop called The Shop at Shudder Corner, run by Jean’s uncle. When Sheila replaced a broken lens in her torch with a mysterious piece of glass, she found that when she shone it on certain antique curios, she and Jean were transported back in time . . .

shop at shudder corner

Notes:

  • Art: Norman Lee
  • Art: David Matysiak (Debbie Annuals 1981-1984)

Appeared:

  • The Shop at Shudder Corner – Spellbound: #14 (25 Dec. 1976) – #21 (12 Feb. 1977)
  • The Shop at Shudder Corner – Spellbound: #32 (30 April 1977) – #39 (18 June 1977)
  • The Shop at Shudder Corner – Spellbound: #53 (24 September 1977)
  • The Shop at Shudder Corner – Debbie:  #372 (29 March 1980) – #374 (12  April 1980)

Other Appearances:

  • London’s Burning! – Debbie Annual 1980
  • The Shop at Shudder Corner – Debbie Annual 1981
  • The Shop at Shudder Corner – Debbie Annual 1982
  • The Shop at Shudder Corner – Debbie Annual 1983
  • The Shop at Shudder Corner – Debbie Annual 1984

Time after Time (1999)

Plot

Leanne Moore and her family have returned to Tresby for their holiday the year after their first visit. Leanne soon finds that there is something strange about Tresby, as things that have happened before seem to be repeating over and over. And the Tresby poster says that if anyone visits Tresby three times, they will stay there forever.

Eventually, Leanne realises this is a warning that anyone who visits Tresby three times will become trapped there, with everything repeating over and over. This happened to Dawn’s family, who live next door. They just seem to be on one long holiday now and can’t remember living in Manchester until Leanne reminds them. She also finds Tresby does not appear on any maps from outside the town.

Leanne can’t convince her parents what she suspects about Tresby, but her brother Adam believes her because he has noticed similar things.

When the Moores go home, there is new hope that Dawn’s family might be able to break free of Tresby, as Dawn is now Nicky’s girlfriend, which did not happen before.

Next year the Moore parents discuss going back to Tresby for the family holiday. They get an emphatic “No chance!” from Leanne and Adam to a third Tresby visit.

Notes

  • Artist: Eduardo Feito
  • Not to be confused with the 1997 Bunty serial with the same title

Appeared

  • Time after Time –  Bunty: #2159 (30 May 1999) – #2164 (3 July 1999)

Time after Time (1997)

Plot

Lucy Barlow picks up a wind-up watch at a car boot sale. When she winds the watch up she finds it is a time-travel device and can send her back through time and she can change things. Then she begins to find it’s not such a good idea. Eventually she goes back in time to the car boot sale to leave the timepiece where it was.

Notes

  • Artist: Maria Dembilio
  • Not to be confused with the 1999 Bunty serial with the same title

Appeared

  • Time after Time –  Bunty: #2082 (6 December 1997) – #2087 (10 January 1998)

The Maze

Plot

On a school trip to a ruined Victorian mansion, Susie Waters wanders into a maze. When she comes out, she finds herself in Victorian times, when the mansion was a school run by the cruel Miss Grimstaff. Susie needs the key to the maze to get back, but Miss Grimstaff has it. So Susie is forced to stay at the school, where she starts as one of the abused pupils and is then promoted to substitute teacher (but is still ill-treated) until she can get the key. In the meantime, Susie does what she can to help the abused pupils.

Notes

  • Art: “B Jackson”

Appeared

  • The Maze–  Bunty:  #1989 (24 February 1996) – #2000 (11 March 1996)