In 1986, King Features looked at its stable of unrelated newspaper strip heroes and decided the responsible thing to do was throw them all in a blender. Flash Gordon, Mandrake the Magician, and the Phantom. A spaceman, a stage hypnotist, and a guy who lives in a skull-shaped cave and inherited his job from his dad got drafted into a single Saturday morning cartoon called Defenders of the Earth on the apparent theory that if the Avengers could do a team-up, so could three guys who had never met before that year and shared nothing except a syndicate contract.

Then, because nothing from the ’80s was allowed to stay just a cartoon, Defenders of the Earth became a video game in 1990, courtesy of Enigma Variations, for the exact kind of home computer that made you type a magic incantation and wait: Commodore 64, ZX Spectrum, Amstrad CPC, Atari ST, Amiga, and, for the three people on Earth who owned one, the SAM CoupĂ©. You play Flash, sneaking through Ming’s castle dodging security cameras, occasionally calling in Mandrake or the Phantom to open doors, because apparently that’s what magic and jungle-honed strength were for in these days.

Helping make sense of this glorious pile of licensed heroes is Ryan Estrada, who’s written comics for Star Trek, Popeye, Garfield, and, fittingly, Flash Gordon itself, having contributed to Papercutz’s newer Flash Gordon Adventures line. Ryan’s also built a reputation for tucking real hidden puzzles and messages directly into his comic pages, in plain sight, daring anyone paying close enough attention to find them. Which feels like exactly the right skillset for an episode about a security system that apparently only a few specific comic strip disciplines can defeat.

So track down a joystick you no longer own, adjust to a universe where Flash Gordon answers to a management structure that includes a professional hypnotist, and let’s find out whether the Defenders of the Earth earned their game, or whether Earth would’ve been just fine handling Ming on its own.
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Buckle up for a PS2 heist where Lupin III swaps manga mischief for blocky stealth antics in Treasure of the Sorcerer King, that 2004 gem channeling Monkey Punch’s rogue into disguises-gone-wrong and treasure hunts that test more patience than finesse.

Joining the vault-cracking crew this time is Robbie Sherman from Conversations with Robbie Sherman, dishing on how the game stacks up to the source chaos of Jigen’s aim, Goemon’s blade ballet, and Fujiko’s inevitable backstab.

So grab your best disguise and let’s see if you can sneak the treasure out of this one. Either way it’s going to be a blast.Continue Reading