Showing posts with label Superpro. Show all posts
Showing posts with label Superpro. Show all posts

Friday, February 4, 2011

NFL SuperPro Week Day Five - Wit And Wisdom

Welcome to the final day of NFL SuperPro week here at Platypus Robot. Over the past week we've talked about the early days, the best days, the villains, and the spinoff that only I'm clamoring for. The only thing we haven't seen is SuperPro in action. So with out further ado, I give you the wit and wisdom of the man of honor.



As a special bonus, these nuggets of wisdom can also double as witty repartee for your Super Bowl party this weekend. Give it a try!


Translation: If you lose early, you lose often. Try to stem the tide before it happens.


Translation: Never bet against the house, or a garishly dressed man might jump out and beat on you.


Translation: Criminals, you so dumb.


Translation: Autographs are a pain for everyone.


Translation: Breaking and Entering is fun AND easy. Give it a try, kids!


Translation: I... ugh. Pass.


Translation: I will fight you.


Translation: Get out of my house!


Translation: When the going gets tough, leave the scene. You can't do any good there anymore anyway.

And so, it's with a heavy heart, and a dwindling amount of source material, that I bring NFL SuperPro to a close. I hope you had as much fun as I did celebrating this former corporate shill, and I hope it gives you something to discuss between the quarters this Sunday.

SuperPro Of The Day by Jared von Hindman



T is for the Truth, because that's what just tackled NFL SuperPro.

Check out the rest of Jared von Hindman's Marvel Alphabet of Shame for more hilarious and depressing depictions of Marvel 'heroes'

Thursday, February 3, 2011

NFL SuperPro Week Day Four - The Spinoff That Should Have Been

What do a mortician, an actuary, a gs-8 clerk, and a CPA have in common? Together they form the greatest nerd super team ever, The Happy Campers. But I'm getting ahead of myself.

Welcome to Day Four of Platypus Robot's exhaustive NFL SuperPro week where today we eschew the man of honor and take a look at the SuperPro Spinoff that never was.



With no proof to back it up, I'm claiming today that SuperPro #10 was in fact a 'stealth one-shot' by Buzz Dixon and Jose Delbo for the purpose of launching a Happy Camper's series. So, instead of talking about this book as SuperPro #10, I'll refer to it as it's true name, Happy Campers Super Special #1.



Happy Campers Super Special # 1 begins with Phil and Ken getting an assignment to file an expose' on a self-esteem camp. Because if there's anything that needs to be exposed, it's guys with low self-esteem. Those jerks are just asking for it.

Reluctantly, Phil and Ken agree to go undercover and expose the secret shame of Camp Runamuk. A secret shame that I'm sure involves the mysterious old man stroking a purple stuffed cat.



As it turns out, the mysterious crazy man is actually a scientist who has been working on a machine that could give anyone superpowers. If only he had someone to test it on.

Oh, hey look, here comes the true stars of the book...



Finally, now the book can really begin.

First things first, it's time to change into togas. Because, you know, it's not a self esteem camp if you're not wearing something embarrassing. That night, during the (what I assume is) nightly campfire session, the boys are led one-by-one into the forest for 'special initiation'.

And no, not that kind. Get your mind out of the gutter!



In reality, these men are being led to the laboratory of the crazy scientist and his immobile feline companion, where they've been shot with enough radiation to make The Hulk wince. Alas, they don't get the results they're looking for until they try it on SuperPro, who already has powers.

A short revelation later, Phil changes into his special pajamas (not those...) and begins a one-man assault on the camp. Meanwhile, The Happy Campers are taken hostage by the scientist because... well, the cat probably told him it was a good idea.

And then...



In the ensuing battle, The Happy Campers start to feel a little funny. Almost like how you feel when you're 13, but more... super heroic. And amazing things start to happen.

First, Kwong Dae, starts to spout incomprehensible math gibberish and really terrible puns...



Tubby Walsh gets a rumbly in his tumbly...



J. Pennington Pennypacker discovers he can make all his problems go away, just by throwing money at them...



And finally, Frank Moody, everyone's favorite mortician, discovers he can run REALLY fast.



Because he's a jogger, of course. What did you expect? That he could raise the dead? Or have access to other worldly occult power? Now who's being ridiculous?

Anyway, with the power of the Happy Campers at his side, SuperPro is able to turn the tide and win the day. Phil, Im sure, went on to file a half-assed and down right terrible expose' for his sports news channel after the dust was cleared, but what happened to The Happy Campers?

Details are scarce on these guys, but that won't stop my rampant speculation. After returning home, the guys tried to make a go of the whole, Super Team thing. At first, they made the time and busted an odd mugging here and there. But as time went on, their priorities started to shift.

Pennington was the first to stop going out, as his newfound power led to another new power for him: The power to get laid. The allure of sweet lovin' proved to be too much for him, taking him away from the group he founded. And then when Tubby died - a result of his love of hostess minicakes and refusal to exercise ever - the group splintered and hasn't seen much of each other since.

They're all retired now, living their lonely suburban lives and just waiting for the cold embrace of death. Everyone, that is, except for Frank. Frank keeps hoping that if he runs fast enough the world will finally let him go and let him fly like he always dreamed.

Keep chasing that dream, Frank Moody.



Come back tomorrow for the supercharged finale of NFL SuperPro week!

SuperPro Of The Day by Phil Hester



Ready to race past the line of scrimmage and straight for your heart.

Borrowed for a good cause from Jason W. Gavin's fantastic collection

Wednesday, February 2, 2011

NFL SuperPro Week Day 3 - The Greatest Issue Ever

With Football blimps and Lawrence Taylor, NFL SuperPro Week continues! We've talked about his origin. We've showcased his villains. Today we examine the greatest NFL SuperPro issue ever!

You better be sitting down, because this one will BLOW YOUR MIND WITH AWESOME!



After four long issues of pun-tastic villains, Fabian Nicieza and his dearest creation parted ways. Filling the void in all our hearts was Buzz Dixon, who gave the world some of the craziest and most memorable issues of the series. But it was his first issue that was the best; SuperPro #5



Teamed with artist Jose Delbo, Dixon puts on a clinic on how a SuperPro comic should read.

Everything begins innocently enough as our hero (Phil Grayson) and his sidekick (Ken Reid) watch a heated game between The New York Giants and The Miami Dolphins. Then, on page two, the ground opens up and a meaty pair of hands drag Lawrence Taylor underground and the insanity starts.



While the rest of the stadium gawk at the hole in a stunned silence, Phil and Ken leap into action. They hop down the hole and shimmy their way through the tunnel it connects to just in time to see LT being tossed into a nondescript guy by three very conspicuous monstrous men in matching uniforms; The Headhunters. And before you know it, they spot our heroes.



Phil shows he's a true hero by rushing off to change his wardrobe, while leaving the decidedly unsuperpowered Ken to fend for himself against these Men Beasts. Way to go, SuperPro!

Even with his super clothes on, SuperPro is no match for The Headhunters. They knock him into a parked car for good measure before speeding off with the purloined Lawrence Taylor.

Meanwhile, I'm sure Ken stood back and smiled at SuperPro getting what he deserved. At least, that's what I would do.

Back at the hotel, Phil is getting a full rubdown from his 'girlfriend' Jane Dixon when he receives the news that twenty other NFL superstars were also captured this day. Writing it all down on the standard-issue hotel chalkboard, Phil becomes a regular Sherlock Holmes piecing the mystery of the missing players together. Who ever is behind all this is kidnapping players to form his own team... but why?

Phil deduces the next player to be taken, but is in no hurry to do anything about it. Even though it's his 'friend', Phil opts to drag his feet on the matter, only telling the player in question, QB Ron Macedon, about the kidnapping plot the next day in person.



If you ask me, I think Phil was hoping that Ron was captured before he got there. Phil probably holds a grudge that Ron can still play ball while he's just a washed up loser.

Anyway, sure enough, The Headhunters make their move on Ron moments later in arguably the greatest kidnapping vehicle ever.



God, I love it so much. It looks like it's a few rolls of duct tape short of showing up on thereIfixedit.

The players, of course, are oblivious to this flying contraption hovering above them, so none of them warn Ron about the man hanging from the ladder grasping for him. Or maybe everyone just hates Ron and were looking forward to having the day away from him.

In no time, Ron's limp and on the blimp while SuperPro is finally changed and ready for action. He leaps to grab the dirigible...



...And barely makes it.

A fight ensues between Flinch, the electrifying point man on this mission, and SuperPro. One liners and several near falls later, Phil grabs on to the bottom of the truck as the men inside it (oblivious to their stowaway) decide to detach the van from the blimp.

Lemme say that again for effect: The Headhunters decide to unhook their shitty van from their make-shift, but totally boss, blimp while still high in the air. How could their van possibly survive the fall?



Helium in the tires, of course. What were you expecting? That they land hard on the ground, shattering the drive train and smashing SuperPro underneath? Do you realize how ridiculous you sound?

An eight mile drive later, unencumbered by little nuisances like the cops (it's settled then, everyone hates Ron because he's an insufferable asshole), the van arrives at The Headhunters' headquarters: An abandoned football stadium.

When these guys find a theme, they stick to it. Good for them.

Back to it, SuperPro crawls out from under the van and sneaks into the stadium where he runs afoul of my favorite member of The Headhunters, Kabuki-Back. Who takes SuperPro down with my favorite weapon ever: The Long Bomb.



I don't know why more assassins don't make use of it...

SuperPro wakes up from the explosion to find himself in a cage being watched by the coach of The Headhunters, Buck Sutter. Sutter goes off on a monologue where he explains that the NFL never gave him and his hard nose style a chance. So, in an attempt to prove he was better than them, he kidnapped the best players to force them to play a scrimmage match.

Because, you know, the best team in the NFL isn't the well oiled unit that acts as one like say The Patriots, but rather just a bunch of skilled athletes using a generic playbook, like the AFC Pro Bowl team.

With the NFL team roster complete, it's time to play ball...



...and in no time it becomes a full on brawl. Just like real football.

After escaping his cage, SuperPro joins the melee, fighting the only way he knows how: by trying to kill dudes. First, hoping for a result like he had with Instant Replay, he attempts to electrocute Flinch.



Then, hoping for a repeat on what happened with Quick Kick, he sabotages the thigh-jet wearing Bullet's avionics.



What can I say, the man has an MO. Cross him and he'll kill you without a second thought.

The book ends with a setup ripe for a current Marvel Scribe to pick up and run with...



I'm looking at you, Jason Aaron. Make it happen!

And there you have it. In one issue, Buzz Dixon and Jose Delbo have given us the perfect example of what a SuperPro book should be. Crazy football themed criminals against a dimwitted, lame one-line spouting, murder-prone, corporate whore of a superhero. Do yourself a favor and track this one down, I promise that you'll love it.

Come back tomorrow for another amazing sketch in the afternoon and then in the evening for the SuperPro spinoff that should have been.

See you then!

SuperPro Of The Day by Rob Liefeld



It's like the 90s squared. If only he was grimacing and/or holding a giant gun. Although, if that was the case, I would fear reality itself would collapse.

Borrowed for a good cause from Jason W. Gavin's fantastic collection

Tuesday, February 1, 2011

NFL SuperPro Week Day Two - The Rogues Gallery

Welcome back to NFL SuperPro Week here at Platypus Robot, where I'm showcasing the greatest licensed hero Marvel published since ROM: Spaceknight.

Yesterday, I showcased the origin of this idol of hundreds and discovered that he killed the first major enemy he faced. Today, we'll see how the rest of his Rogues Gallery fared.



Over the course of his thirteen epic issues (twelve regular and one special), NFL SuperPro (Phil Grayson) faced a new villain in twelve of those thirteen issues. Of those twelve villains, five could be considered potential long term and/or recurring threats... even if they've never been seen or heard from again.

Quick Kick
AKA: Karl Moore
Occupation: Ninja Assassin
Weapons of choice: Ninja Stars, Nunchucks, Katana
Appearance: SuperPro # 2

Contrary to what the internet tells us, Quick Kick is not a place kicker turned ninja. Instead, he is a middle linebacker with OCD turned ninja. Big difference.

A teammate of Phil Grayson's when he was in college, Karl was jealous of his success. Fueled by rage and an acute attention to detail, Karl became a ninja for hire after a stint with the Miami Dolphins.

After NFL SuperPro sprang on the scene, Quick Kick was the first assassin hired to take him out. But with his emotions out of control, Quick Kick wasn't able to focus on the task at hand and died in a plane crash. The plane had been sabotaged by NFL SuperPro.

Status: Deceased



Instant Replay
AKA: UNKNOWN
Occupation: Time Traveling Assassin
Weapons of Choice: Hand claws, surprise
Appearances: SuperPro #3, #9

Not much is known about this assassin, other than his ability to cut through time as easily as he can flesh and bone. When he first appears, Instant Replay dresses like a cyborg version of Snake Eyes and talks about as much.

After Quick Kick failed, Instant Replay was hired to take down the troublesome NFL SuperPro. Their pitched battle involved a lot of sucker slaps to the back of SuperPro and not much else until the hero landed a lucky elbow to the face of the would-be assassin. Caught off guard, Instant Replay flew through a plate glass window, into a bank of TVs and dissipated. SuperPro claimed victory.

In actuality, Instant Replay had teleported and gone crazy. With a shattered grip on reality, and linear time, the assassin became a shell of himself with a singular focus on taking down SuperPro.

Months later, he attempted to kill SuperPro while he was babysitting his niece. It was a miserable failure that resulted in him landing back first onto a power coil and frying to death.

In his mind, SuperPro killed Instant Replay twice.

Status: Deceased.



Sanction
AKA: Marco Sanzionare
Occupation: Gang Leader
Weapons of Choice: Missiles, brute force, elaborate death traps
Appearances: SuperPro #1, #2, #3, #4

The head of the drug trade in Los Angeles, Marco Sanzionare became the unwitting target of NFL SuperPro's good deeds. After months of hiring assassins to no avail, Sanzionare opted to take things into his own hands and take down the hero himself.

Donning an experimental exo-suit, Sanzionare started calling himself Sanction and went about luring SuperPro to his Arena of Death. To achieve this goal, Sanction kidnapped Phil Grayson's 'girlfriend' Jane Dixon with explicit instructions on how to get her back.

After running the gauntlet, SuperPro saved Jane and had a final showdown with Sanction on the rooftops of Los Angeles. A quick judo move sent them both over the edge of the building, plummeting hundreds of feet to their death. SuperPro was able to grab a ledge to stop his fall, but Sanction was not so lucky. While his fall was broken by an awning and his body protected by the suit, Sanzionare sustained major injuries in the fall.

Sanzionare could still be a threat when, or if, he ever gets out of the hospital.

Status: Detained, possibly crippled.



Ripsaw
AKA: UNKNOWN
Occupation: Corporate Whore
Weapons of Choice: Saw blades, Latin Heat
Appearances: SuperPro #7

When Brazilian Logging Enterprises was having trouble with hippies disrupting their logging activities, Ripsaw was hired to scare them off. Unfortunately for him, his first week on the job happened to be the week that NFL SuperPro was in town for a soccer game.

On a routine hippie scare-off, Ripsaw found himself on the receiving end of a SuperPro beat down. In a move of desperation, Ripsaw was able to slice SuperPro's ankle, hobbling him and giving Ripsaw the upper hand. The victory was short-lived however, as a lone brave hippie saved SuperPro by running over Ripsaw with a Jeep four Runner. Ripsaw sustained major injuries, and probably a loss of contract.

Status: Detained, possibly crippled.



The Headhunters
Current Lineup: Hans, Flinch, Bullet, Kabuki-Back, Buck Sutter (Coach)
Weapons of Choice: Four-Man blitz
Occupation: Freelance Football Team
Appearance: SuperPro #5

After being forced out of the NFL in disgrace, coach Buck Sutter took his hard-nosed approach to football underground. He aligned himself with the strongest, most durable, and most morally flexible players he could find to create: The Headhunters.

The initial roster included: Hans, a super strong Eastern European; Flinch, an electrical engineering genius; Bullet, armed with a jet pack; and the Mysterious Kabuki-Back.

The Headhunters ran afoul of SuperPro after they attempted to steal Lawrence Taylor to play in a scrimmage match against them. SuperPro, with the help of some NFL superstars, took down the team, but the coach and an assistant escaped.

Status: Inactive; looking for new team members.



In the end, NFL SuperPro's record against villainy looks like this: Two escaped, four seriously injured, and three deceased (including Bennings). Which gives SuperPro a 33% fatality rate (factoring in the fights I didn't showcase) when he stands up against all that is evil. I'm sure The Punisher must be nodding in approval now. He just has to be.

Any last thoughts, SuperPro?



We'll let the record speak for itself.

That about does it for today. Come back tomorrow for another sketch in the afternoon and another amazing article in the evening. We're only two days in, I'm just getting started.

See you tomorrow!

SuperPro Of The Day by Tony Moore



First FrankenCastle, now this. Is there anything that Tony Moore can't make look awesome?

To see more of Tony's sketchesTony Moore Illustration