Series Description:
Beginning Narration-
"Two American scientists are lost in the swirling maze of past and future ages, during the first experiments on America's greatest and most secret project, the Time Tunnel. Tony Newman and Doug Phillips now tumble helplessly toward a new fantastic adventure, somewhere along the infinite corridors of time."
The Time Tunnel TV show was a 60 minute sci-fi series on ABC! While it may look antiquated by today's standards, it was one of television's first well-made sci-fi series with believeable scripts, great acting, and much better special effects than the "flying saucer on a string" stuff with which audiences had become familiar. A top secret U.S. Government program attempted to build a time machine. When a visiting Senator seemed about to cut off funds for the project, Professor Tony Newman jumped into the tunnel and found himself in the year 1912 on the Titanic just hours before it would sink! Professor Douglas Phillips followed him in a rescue attempt, but they both ended out trapped in time! Their team in the present was constantly trying to repair the time tunnel to bring them back, but to no avail. Each week thereafter, they would either find themselves at some major historical event or they might be battling aliens in the future.
The Time Tunnel is a 1966-1967 science fiction TV series produced by Irwin Allen who was also responsible for shows like Lost in Space and Voyage to the Bottom of the Sea.
Project Tic-Toc is a top secret U.S. government effort to build an experimental time machine known as "the Time Tunnel". Dr. Tony Newman (James Darren) turns on the Time Tunnel and heads off into the past before the time machine is completely ready in order to prove to the government it's worthy of continued funding. Scientist Dr. Doug Phillips (Robert Colbert) enters the Time Tunnel to save Tony, and both end up in 1912 aboard the Titanic. Both scientist wind up traveling from one explosive point in history to another even running into aliens, and beings from the far future.
The Time Tunnel Cast:
James Darren ........ Doctor Tony Newman
Robert Colbert ...... Doctor Douglas Phillips
Lee Meriwether ...... Doctor Ann MacGregor
Whit Bissell ........ Lieutenant General Heywood Kirk
John Zaremba ........ Doctor Raymond Swain
Wesley Lau .......... Master Sergeant Jiggs
Sam Groom ........... Jerry
The Time Tunnel Trivia:
After the first few minutes of the first episode, the supporting cast never worked with the stars again. While Drs. Newman and Phillips were traveling throughout the world and time, the rest of the cast were simply dealing with emergencies in the control room.
The Time Tunnel project was actually called "Project Tic-Toc", was buried beneath the arizona desert, and cost $7 Billion to build.Some interesting notes from the series.The series,in someway predicted the much used ''wormholes'' as seem in future tv series such as Star Trek,Sliders,Stargate and so forthe.I'm sure the show did discover the concept of a wormhole,but it is nice to know,that their happy accident of presenting a tunnelling effect is accordence to many physist thinking.
Tony and Doug always reverted back to the same clothes when they transfer, a green turtleneck sweater and a conservative Norfolk suit, which were magically cleaned and pressed before their passage to the next time location.You'd think Project Tick Tock would have provided it's time agents or temporal explorers with some sort of clothe that could alter shape or cast illustions.Holographic imagery wasn't then,but tv producers did understand aliens and alien technology that could cast illusions,so giving Doug and Tony thgis ability wasn't unknown,just unused.Either or have Doug and Tony show in various new time lines,wearring clothes from the previous adventures.They'd have keeping explaning this each week to the people in the new time,that they found themselves in.Only explaination,I can gather,is somehow the Time Tunnel switched whatever they were wearing at the time of temporal transfere back their original clothing again.Ofcourse,the reason,this was done,was so Irwin Allen would not have re-film Doug and Tony falling through the Time Tunnels temporal vortex each week.Better to switch clothing at the end of each episode,before the next week teaser,than refilm the two main stars as fall through the temporal wormhole.
There was an attempt to bring a new Time Tunnel TV show back to television in 2002. A pilot was produced but, unfortunately, was not sold to any network. The theme of this new series would have been slightly different that the original. Instead of aimlessly being tossed through time, the main characters would have gone to specific times in order to fix something that had "gone wrong". They would have returned triumphantly after each episode!
Lee Meriwether was "Miss America" in 1955. Contrary to popular belief, she did not play "Catwoman" on the "Batman (1966)" TV series! She portrayed "Catwoman" in the 1966 movie, also titled, "Batman". Lee is also a desendant of Meriwether Lewis, an explorer and Governor of the Louisiana Territory during the 1800s!
What a coincidence! Lee Meriwether's co-star "James Darren" was married to the Miss Denmark of 1958! Her name was Evy. Do you think they ever got together and talked about their pagent days?
Many of the props used on this series were also used on other Irwin Allen productions such as "Voyage to the Bottom of the Sea (1964)", "Lost In Space (1965)", "Batman (1966)", and "Land of the Giants (1968)". The majority of the control room set was composed of surplus NASA computers and other electronics.
The Time Tunnel TV show's special effects, sets and costumes were so elaborate that this was the most expensive show to produce in 1966!Though much of the series used stock footage from old movies,where film might fit in
Help us provide free content to the world by donating today!The Time Tunnel
From Wikipedia, the free encyclopedia
(Redirected from Time Tunnel)
Jump to: navigation, search
For the Living Colour album, see Time Tunnel (video).
The Time Tunnel
Format Science fiction
Created by Irwin Allen
Starring James Darren
Robert Colbert
Whit Bissell
John Zaremba
Lee Meriwether
Country of origin United States
No. of episodes 30
Production
Running time approx. 52 minutes
Broadcast
Original channel ABC
Original run September 9, 1966 – April 7, 1967
The Time Tunnel is a 1966–1967 U.S. color science fiction TV series. The show was created and produced by Irwin Allen, his third science fiction television series. The show's main theme music was Time Travel Adventure. The Time Tunnel was released by 20th Century Fox and broadcast on ABC. The show ran for one season of 30 episodes. Reruns currently air on AmericanLife TV Network and on Hulu. A pilot for a new series was produced in 2002, although it was not picked up.
The series
Summary
Project Tic-Toc is a top secret U.S. government effort to build an experimental time machine known as "the Time Tunnel". When the costs of the project approach those of the entire U.S. space program, a United States Senator Leroy Clark (Gary Merrill) launches an investigation of the project. The Senator thinks that the tunnel has cost too much money for too little reward. At his request the Senator is allowed to visit the project base and be given a tour. Once he reaches the central control room the Senator explains his complaints to the project heads. The Senator then says that he wishes to close down the project as a waste of time and money that has not worked.
Key Time Tunnel scientist, young physicist Dr. Tony Newman (James Darren) turns the machine on and sends himself back in time in an attempt to prove that the Time Tunnel project funds were not wasted. In so doing, Newman becomes "lost in time". The Time Tunnel top personnel can see through the Tunnel that Tony Newman is aboard the soon to sink Titanic. They can also see that he cannot escape before the sinking, and they cannot retrieve him.
In an attempt to rescue his younger friend, another key Tic-Toc scientist Dr. Doug Phillips (Robert Colbert) enters the Time Tunnel as well, carrying a newspaper describing the sinking to occur. Unconvinced, the captain of the Titanic threw the newspaper overboard.
However, the system was still being developed and tunnel operations was never able to bring them home. As the series progresses, the two time travelers are swung from one period in history to another, allowing episodes to be set in the past and future. Each episode begins with the following narration:
"Two American scientists are lost in the swirling maze of past and future ages, during the first experiments on America's greatest and most secret project, the Time Tunnel. Tony Newman and Doug Phillips now tumble helplessly toward a new fantastic adventure, somewhere along the infinite corridors of time."
By luck (or lack thereof) the travelers, Tony and Doug, frequently found themselves thrown onto the precipice of major historical events: on board the Titanic before it hits the iceberg, in Pearl Harbor before the Japanese attack, on Krakatoa before it erupts, and so forth. They would try to warn people about the event, or try to prevent it from happening, while the Time Tunnel crew (led by two scientists and a military general), who once gaining a "fix" can view through the Tunnel the action taking place in the different time, would try to rescue the travelers before the historical calamity befell them too. Sometimes, when rescue was impossible at the time, the Time Tunnel scientists would often try to help Tony and Doug in other ways or, in some cases, communicate with them whenever possible. The final episode provides no resolution, as the series was initially scheduled to continue into a second season.
The Time Tunnel is a a sci-fi's classic of the television history. The episodes are all of interest, the adventures are magnificent, the stage is extraordinary, the performance is sober. But the are two negatives aspects: I show that the tunnel becomes closer and the actors must stoop on having begun or to go out, and jump sparks on having changed time; it would worth a change of color in the lighting of the hoops of the tunnel.The Time Tunnel rivaled Mr. Peabody for improbable history, and in the series' final 15 episodes, scientists Tony Newman (James Darrin) and Doug Phillips' (Robert Colbert) time travels take an increasingly fantastic turn, as witness their close encounters with aliens in "Visitors from Beyond the Stars," "The Kidnappers," "Raiders from Outer Space," and the final episode, "Town of Terror" (listen in these episodes for the music that shamelessly steals from Bernard Herrmann's score for The Day the Earth Stood Still). Things even take a supernatural turn in "The Ghost of Nero." Tony and Doug's excellent adventures include meetings with such personages as Rudyard Kipling ("Night of the Long Knives"), "Billy the Kid," and, incredibly, Machiavelli, who has been transported to Gettysburg during the Civil War ("The Death Merchant"). They also meet up with such mythical characters as Robin Hood ("The Revenge of Robin Hood") and "Merlin the Magician." One of the series' more provocative episodes is "The Walls of Jericho," in which Tony and Doug join forces with Joshua. Observing from Project Tic-Toc's underground facility, Dr. Ann MacGregor (Lee Meriwether) expresses skepticism over the biblical story. "I'm a scientist," she states. "I don't permit myself to believe in miracles." Other memorable episodes include "Kill Two by Two," set on a Pacific Island during 1945 where Tony and Doug meet a disgraced Japanese soldier, and the episode featuring Robert Duvall as a saboteur who leads Tony and Doug on a "Chase Through Time."
Among this series' enduring charms are the obvious use of footage from theatrical films to clumsily boost production values, as well as some of the more juvenile dialogue. When they learn of one alien plot to attack earth, our heroes proclaim, "We can't let them do it." Time ran out on the Tunnel after only one season. Its cancellation left Tony and Doug to seemingly forever tumble "along the infinite corridors of time" en route to some "new fantastic.If Irwin Allen only produced a better series,Doug and Tony would not been lost in time and space forever.
Ofcourse,one of the series drawbacks was supposed to make an exciting one,was it's Fugitive gimmick-the concept of a character on the run week to week-chasing after something and often pursued by something.Here,nobody was being chased by anything,but the scientist at Project Tick Tock just couldn't get the dam Time Tunnel working properly.You'd think,they would built in failsafes into the tunnel to retreive visitors to the past and future.Something Star Treks combadge and communicator might have done the trick.
Also,you'd think Project Tick Tock would arm their Time Agents.They are after all,going into hostile places in time and space.Ok,you might argue,killing someone might alter time,but some sort of tv's beloved and overused phaser like hand weapon would usefull in this series.Origally,Star Trek was supposed to have some sort of knock out dart pistol for the star ship crew,but that replaced lasers,in the first pilot-the Cage and Phasers later in the Classic series.A laster Mission Impossible series,had Jim Phelps and the IMF used similar dart pistols to render people unconscieous,when needed.Doug and Tony could have had this,but no the producerd desided having our heroes get caught and look stupid was more exciting.
The series used a precursor to the Novikov self-consistency principle as its time travel model. Recorded history could not be altered because all attempts to do so were destined to fail. In other words, they will not change history because they haven't already changed it. However, sometimes Doug and Tony’s actions were essential to cause history to unfold as recorded. The lives of individual people could be influenced by the actions of the travelers or the Time Tunnel scientists. It was in someways a forerunners to later tv series like Quantum Leap, Stargate SG1, and Sliders, although one did not directly deal with time travel on a weekly basis, it employ time travel episodes and concepts.
Editors Note;
Doc Thompson
The base for Project Tic-Toc was huge and located underground in the Arizona desert, with no visible entry. The only way in was a very big secret panel that when it opened a car could quickly go through the entrance. Once the panel closed all any one could see was ordinary desert. Tic-Toc base was a futuristic series of complexes 800 floors deep and employing over 36,000 people ("12 thousand people in each of those complexes").This aspect of the series was never elaborated upon again.What did those 36,000 people do at the Tic Toc base.Surely many were soldier,incase of some sort of enemy invasion from another government or perhaps even through time.But who were the rest ? Scientist ?Historian ?Repair men ?All you got to see was alot of frantic MP's running around and few free fall elevators going up and down that main shaft. It was under the command of General Heywood Kirk (Whit Bissell). The center of the base was The Time Tunnel control room where the tunnel was located.Only once or twice did you get to see the size of the location.Other times,it looked alot smaller,than it was supposed to be.And the balcony,that was eliptical and hanging into lower levels,suddenly had a huge door at the end.Where did that come from I don't know.Project Tick Toc must built a bridge and doors at control platform,so people would fall over the edge.In charge of operating the Tunnel were Dr. Ann McGregor (Lee Meriwether) and Dr. Raymond Swain (John Zaremba). The date at which it was operating was stated as 1968, which was two years into the future for the initial TV audience.
Production
The production basis of the show was the large number of period dramas made by the 20th Century Fox film company. Even black-and-white shots of the Titanic sinking were tinted to fit them into this color production. Only a few actors were costumed for a given episode, interspersed with cuts of great masses of people similarly dressed from the original features. The plots were not noted for historical accuracy.
Certain episodes featured aliens who wore costumes and carried props originally created for other Irwin Allen television and movie productions. Prop sets were similarly re-used. Only in episodes 18, 24, 28, 29, and 30 did aliens appear; only the second and third of these were set in the far future.
"Rendezvous with Yesterday"
The Titanic-based premier episode, "Rendezvous with Yesterday" (based on the original series pilot[2]), was well written, and featured good production values, albeit with an error in that the Captain Smith of the Titanic was called "Malcolm" rather than "Edward" or "EJ". The names of the secondary officers are also fictitious and do not reflect the actual officers of the Titanic, though Walter Lord's best-selling book A Night to Remember had been available for nine years.
Editor's Note;
A short journey to SS Titantic.No DiCapprio here gals,but it does kind of remind of the movie.Stowaway aboard the ship meets a pretty girl.She get off and dosen't this via a Time Mechine.There is two different versions of this pilot-one with some additional footage of Tony giving the girl his wrist watch and Tony meeting Doug,in the Arizona Dessert,ten years before he meet him at Project Tic Tock and them Tony Newman meeting Doug of his time again,during the prehistory,ending both being chased by a dinosaur.Footage was used elsewhere within the series-you know Irwin Allen.He never wastes anything.
Doc Thompson.
The prop computer looked realistic because it was actually an array of memory modules from the Air Force's recently-decommissioned SAGE computer.
The soundtrack for The Time Tunnel was composed by John Williams (credited as "Johnny Williams"), who would go on to become one of film's most celebrated composers.
The series won an Emmy Award in 1967, for Individual Achievements in Cinematography. The award went to L.B. "Bill" Abbott, for his photographic special effects.[citation needed]
The Time Tunnel was not a commercial failure, as it received higher viewer ratings than many other shows of the network. It was picked up for the following year, and four episodes for season 2 were scripted (and falsely rumored to have been filmed) before an abrupt cancellation - after the "cast renewal party" had been held.
Recurring themes and cliches
Themes particularly characteristic of this show include:
The colorful, dynamic opening credits sequence.
A short "teaser" from next week's episode was shown at the end of each episode, as Tony and Doug arrived at their next destination. This device was later used in Quantum Leap.
The impressive introduction to the scale of the project (over 36,000 people and huge underground buildings) is seldom seen after the first episode.
At the end of every episode, Tony and Doug always magically reverted to the same cleaned, pressed clothes: a green turtleneck sweater and a pair of gray slacks for Tony, and a conservative Norfolk suit for Doug. Doug rarely takes off his tie (although he loosens it occasionally). Doug's clothes originally, were definitely meant for the 1912 Titanic, even though the suit changes and looks more contemporary later.
Often, when something is wrong with the main control panel, we see Dr. Swain (a man) pushing Dr. MacGregor (a woman) away from it so he can do her job himself.
In more than two out of every three episodes, Tony and Doug's random placement in time landed them right before an important historical event, and right where the event was about to occur (D-Day, the attack on Pearl Harbor, Custer's last stand, Krakatoa exploding, the Titanic sinking, Lincoln's attempted assassination in 1861 (not the 1865 one he finally died in, although that one is briefly glimpsed), Biblical events, etc.)
The tunnel frequently sent objects and people back to help Doug and Tony, and even brought other people from the past, but it never could retrieve Doug and Tony themselves.
Wild historical mishmashes, such as Niccolò Machiavelli getting involved in the Battle of Gettysburg.
Mixing history and mythology, such as Robin Hood being involved with the signing of the Magna Carta, and Merlin the Magician appearing in the tunnel forcing Tony and Doug to help a very Young Arthur, etc.
No matter what they did they never changed history.
Tony and Doug almost always landed somewhere prior to 1968. When they did travel to the future, it was, with two exceptions (both in 1978), hundreds of years into an unrecognizable future.
Everyone in a group of aliens or people from the future all dressed identically, often in aluminum foil.
Classic 1960s "action" sequences, such as hand-to-hand fighting in which the protagonists fall onto their backs and kick-flip their adversaries over them.[citation needed]
No matter when or where they materialized, they were almost always immediately attacked.
Doug and Tony knew they were being monitored by their colleagues, but rarely spoke to them or asked for help.
At the end of every episode, the tunnel transferred Doug and Tony to another dangerous, random place and time—usually for no obvious reason, since they were finally safe.
When people are hit on the head they get amnesia, always temporarily.
A guest character decides that he has nothing left in 1968 and agrees to enter the past to help Tony and Doug, knowing that he will spend the rest of his life there.
Implausible physics. For instance, in episode two ("One Way To The Moon"), Doug and Tony were fighting in space suits on the moon using earth-like punches and kicks, without feeling the moon's reduced gravity. Also, a loud explosion in a lunar fuel depot ignites a massive fire—impossible in the silent vacuum of the moon.
Everyone, everywhere, in every time period, spoke 20th-century American English. French and German characters have a stereotypical accent, while British, Greek or Afghani characters do not.
Unlike Quantum Leap, no overall explanation is given for the incredible odds of Doug and Tony continuously falling into historically remarkable times and places. Similarly, no explanation is given for the frequent computer glitches spontaneously showing scenes far from Doug and Tony yet related to the storyline, even though characters occasionally wonder aloud if the computer is trying to show them something.
Doc Thompson.
Episodes
While the episodes were first shown in 1966, the show's setting begins in 1968, two years ahead of when the episodes originally aired.[3]
Title Original Airdate Arrival Date Arrival Location Episode #
Rendezvous With Yesterday September 9, 1966 April 13, 1912 RMS Titanic in the Atlantic Ocean 1
The pilot episode. United States Senator Leroy Clark (Gary Merrill), who was once a paratrooper under General Kirk, arrives from Washington, D.C. to observe the status of Project Tic-Toc in Arizona. Clark threatens to cut off funding unless the time travel technology can be successfully demonstrated before he leaves the following day. Late that night and against orders, Dr. Anthony Newman powers up the time tunnel, enters, and is successfully sent back in time. He arrives on board the RMS Titanic on the day before the ship collides with an iceberg and sinks. Realizing what is going to happen, he tries to convince the captain of the impending disaster but the captain orders that he be locked in a cabin. Dr. Doug Phillips convinces the commanding general that he needs to be sent back to rescue Dr. Newman. After breaking Dr. Newman out of the cabin, they send an SOS message requesting immediate, emergency assistance, but they are both captured and locked back in the same cabin. After the iceberg is struck, Doug and Tony convince the captain to begin an evacuation.
Project Tic-Toc shifts the travellers to another time to keep them from dying in the icy waters. Tony arrives outside of Tic-Toc headquarters in 1958, where no one knows him. He is shifted to save him from being shot by security. Senator Clark promises that no action regarding funding of the Time Tunnel will be taken until Newman and Phillips are either safely returned or beyond all possible help. Tony and Doug are shown reunited in a compartment of a manned rocket that is about to launch.
One Way To The Moon September 16, 1966 1978 Spacecraft 2
The two time travellers arrive on a rocket ship. The craft, captained by a man named Kane (played by Larry Ward) and including astronauts Nazarro (Ben Cooper), Beard (James T. Callahan) and Harlow (Warren Stevens) is to be the first manned mission to Mars. The added weight of Doug and Tony, a combined 335 pounds (about 152 kilograms) leaves the ship without enough fuel to make the trip. The ship is also unable to communicate with Earth, and it is discovered that the radio was sabotaged. The captain decides to pick up extra fuel at a depot on the moon built for this mission.
On the moon, Beard kills Harlow in the depot and starts work on a time bomb in order to destroy the ship. Tony, and then Doug, suspect Beard of being the saboteur and confront him in the depot. Beard is knocked out, but the bomb is not found and Beard is killed when the depot explodes. The ship takes off and the time travellers are shifted.
Meanwhile, back at Project Tic-Toc, General Kirk receives a scientist named Dr. Brandon (Ross Elliott) and an admiral (Barry Kelley) from the Department of Space to help them. The admiral's aide, Ensign Beard, is shocked to find he is on board the craft in the future. Brandon is found to be a spy, kills the admiral, and tries to hide in the complex. Beard, unaware of his own future, kills his accomplice Brandon to escape suspicion.
It would have nice to both enemy agents killed at Project Tick Toc-creating a parallel Universe,but no one of them deside somehow to sneak plastic explosives and a pretty big chunk to blow up the control panel,so nobody at the Tunnel can see the future events upon the moon.Duhhh.Still despite some big oxigen explosion on the moon,destroying the moon suppy hut,pretty good considering what came later on.
Doc Thompson.
End Of The World September 23, 1966 May 21, 1910 A mining community 3
During the 1910 pass of Halley's Comet, the travellers arrive in a small town where the local mine experiences a cave-in, trapping a number of miners. Doug and Tony try to organize a rescue party, but all of the townspeople have left the town after a local professor named Ainsley (played by Gregory Morton) predicted the comet would destroy Earth that very day. Doug reviews Ainsley's calculations, but is unable to find a flaw with them. Doug then theorizes an invisible gravity field could be the reason why the comet would eventually go off course and miss the Earth. Using a radiometer and the university telescope, Doug and Ainsley discover such a field. The professor then tells the townspeople–who are waiting for their doom on a hillside–the comet will not hit, and they go back to town to rescue the trapped miners.
Meanwhile, back at Tic-Toc HQ, the Time Tunnel accidentally pulls the comet toward the complex. Ray shuts down the Tunnel to prevent the destruction of the Earth. The incident stops the heart of crew member excitable Jerry (Sam Groom), but the staff revives him by shocking him with electrical cords. Ray then muses that the project should be shut down if it could lead to the end of the world, but Ann and Kirk disagree.
The scene from episode one, in which Tony arrives outside of Tic-Toc headquarters in 1958, is then replayed in its entirety. Then he and Doug are shifted to another time.
What is never explained is what is drawing in Haley's comet-which unscienfically has tail,made of flame,not ice by the way.TV people seem to mistakenly though comets were made of flame or were some sort of big meteor.Either,that just dosen't make sense.Anyway,is the Time Tunnel drawing in the comet ?If so,then that there is a wormhole openning orbitting the earth .
Doc Thompson.
The Day The Sky Fell In September 30, 1966
December 6, 1941 Honolulu, Hawaii 4
The time travellers arrive inside the Japanese consulate in Honolulu the day before the Attack on Pearl Harbor. The young Anthony Newman was living in Honolulu at the time and had spent that night at his friend Billy Neal's house–which would be destroyed in the raid–but Dr. Newman has no memory of what happened. His father, a Lieutenant Commander in the United States Navy, was never seen again after the attack. When the travellers try to warn Tony's father of the impending attack, they are not believed. The attack goes on schedule the following morning, but the travellers are able to persuade Billy's mother, Louise Neal (played by Susan Flannery), to take Billy and young Tony and flee to the mountains. Lt. Commander Newman is seriously injured at the communications center in a bomb blast while trying to warn the USS Enterprise to stay away from Pearl Harbor. Tony arrives and helps his father transmit the warning to the ship. The elder Newman then dies in his son's arms.
The Last Patrol October 7, 1966 January 6, 1815 near New Orleans, Louisiana 5
The time travelers arrive in Louisiana the day before the final battle of the War of 1812. They are taken prisoner by the British troops, court martialed as spies and sentenced to be shot at dawn. A British general, General Southall, played by Carroll O'Connor, is brought to the time tunnel so that the team can establish the location of their scientists. Recognizing his ancestor, Colonel Southall, and confessing that he does not have long to live anyway, General Southall insists on going back to order his ancestor, also played by Carroll O'Connor, to release the two scientists and to find out why he led his troops into the strong point of the opposing army, resulting in their deaths.
Note: This episode said that the battle occurred on January 7; it actually occurred on January 8.
Crack Of Doom October 14, 1966 August 27, 1883 Krakatoa in Maritime Southeast Asia 6
The time travelers arrive somewhere in Indonesia on the island of Krakatoa the day of its eruption in August, 1883 just in time to stop the sacrifice of a young Indonesian by his companions, who are there to serve as guides to Dr. Holland and his daughter. Dr. Holland is conducting a scientific investigation of the island following the loud vulcanic explosion a few months before. Karnosu, the chief guide, believes Tony and Doug are devils, who are causing the eruption, and he tries to sacrifice them to the fires to stop the eruption. Tony and Doug find that they have only a few hours to convince the scientists to leave the island before it is blown up with the biggest explosion in history. One problem they face is lack of information, Doug feels that they should go to Java for safety when they must go instead to Sumatra. Tony is retrieved just before Karnosu throws him into a lava pit, but when he gets to the Time Tunnel complex he finds all personnel frozen in a time warp. Tony finds the correct escape information written down by Dr. Swain. He takes it with him when he sends himself back to 1883. Karnosu is thwarted and falls into the lava pit. Doug and Tony finally persuade the scientists and their remaining guides to leave for Sumatra, but Doug and Tony must be left behind due to a lack of room in the canoe. Fortunately Tony left coordinates necessary to move the time travelers on a pad of paper in Dr. Swain's frozen hand when he was there during the time warp. They are shifted just in time to avoid the "big one."
Revenge Of The Gods October 21, 1966 April 23, 1184 BC Near Troy in Anatolia 7
The time travelers arrive near the city of Troy after the tenth year of the siege by the Achaeans (Mycenaean Greeks). Ulysses the Greek commander takes Tony and Doug to be gods from Olympus to the disgust of Sardis, one of Ulysses's commanders. Sardis is defeated by Tony in a sword fight and defects to the Trojans, whose Prince Paris uses him for a raid on Ulysses's camp. Doug is captured and tortured in Troy. Tony distinguishes himself in a battle against the Trojans with the help of Jiggs, the Time Tunnel chief of security, who is sent back in time by accident with modern weapons and amunition. Tony gets the privilege of joining the Greeks in the Trojan Horse for the capture and sack of Troy. Both Sardis and Paris are killed, and Queen Helen and Doug are rescued. (See Trojan War.)
Massacre October 28, 1966 June 23, 1876 Big Horn County, Montana 8
The time travelers arrive a few days before the Battle of the Little Bighorn. Dr. Newman is captured by the Indians and taken to their camp. Dr. Phillips is found by a young courier and goes with him to the camp of the 7th Cavalry. Dr. Phillips tries to convince Lt. Col. George Armstrong Custer to rescue Dr. Newman, which Custer will not do. Failing that, Dr. Phillips tries to convince Custer that his regiment will be totally wiped out so he should not go to battle. Custer has him arrested to prevent him from telling this to the rest of the troops. Meanwhile, the Indians threaten to execute Dr. Newman, but for his bravery in facing this, he is adopted by Sitting Bull. Dr. Newman convinces Sitting Bull to not attack the soldiers but to talk peace. Dr. Newman is sent to convey the message of peace to Custer. Custer has Dr. Newman arrested, but Dr. Phillips has already escaped. Sitting Bull remains in his tent for the duration of the battle, waiting for Custer to come talk peace.
Devil's Island November 11, 1966 March 14, 1895 Devil's Island in South America 9
The time travelers arrive on the French penal colony of Devil's Island just as new prisoners arrive. They are mistaken for two of the prisoners who have escaped and are imprisoned in their stead. The other prisoners are not interested in escape until Captain Alfred Dreyfus arrives on the island. (See the Dreyfus Affair.)
Reign Of Terror November 18, 1966 October 8, 1793 Paris, France 10
The time travelers arrive in Paris, France in the middle of the French Revolution during the Reign of Terror. A shopkeeper offers to help them get out of the city if they will help him get to Marie Antoinette in an attempt to free her. Instead, they end up helping the Dauphin, Louis XVII, to escape. In this effort, they end up meeting a young artillery lieutenant by the name of Napoléon Bonaparte.
Note: This episode said that Marie Antoinette was executed shortly after noon on October 15; the execution actually took place on October 16.
Secret Weapon November 25, 1966 June 16, 1956 Southeastern Europe 11
A general in The Pentagon takes advantage of them arriving at the right time and location to send them on a spy mission. They are sent a message to meet a contact who will get them in to a secret, Soviet project, A-13. A-13 turns out to be a project very similar to Project Tic-Toc, but it is not quite functioning. Also, the chief scientist of that project is currently (in 1968) defecting to the United States. The two time travelers pose as scientists and return valuable information on the project and the defector.
The Death Trap December 2, 1966 February 21, 1861 Baltimore, Maryland 12
The two time travelers arrive in a barn while a meeting is occurring of people conspiring to kill Abraham Lincoln before he has even begun his Presidency. These followers of John Brown are hoping to make it look like southern secessionists had done it, thereby sparking a war with the South and resulting in an end to slavery.
The Alamo December 9, 1966 March 6, 1836 The Alamo Mission 13
The two time travelers arrive just outside of the Alamo on the final day of the siege. Knowing that the defenders are doomed, they attempt to convince the commander to have the men abandon the fort or at least evacuate the wounded.
The Night Of The Long Knives December 16, 1966 mid May, 1886 Thar Desert in India 14
The two time travelers arrive in the Thar, where Dr. Phillips is immediately captured by Afghanistan rebels. Dr. Newman is shot and presumed dead, but is found by Rudyard Kipling and taken to the local British fort. Rebellion against the British occupiers is rising, and the local commander has been ordered to not attack the rebels. But one of the scientists has escaped and must convince the British to attack the rebels, freeing Dr. Phillips and stopping the Night Of The Long Knives, the signal to begin the general uprising. Dayton Lummis appeared as the character Gladstone.
Invasion December 23, 1966 June 4, 1944 Cherbourg, France 15
Two nights before the D-Day invasion of Europe, the two time travelers arrive in Cherbourg. The two are almost immediately taken captive by the local Gestapo. Dr. Phillips is taken to be brainwashed while Dr. Newman is allowed to escape so that he can be followed.
The Revenge Of Robin Hood December 30, 1966 June 14, 1215 King John's Castle in Runnymede, England 16
The Earl of Huntington, formerly Robin Hood, is petitioning King John to sign the Magna Carta, or the barons (who have raised armies) will overthrow the king. Dr. Phillips has arrived just outside of the throne room and overhears the end of the conversation. When King John orders his men to arrest the Earl of Huntington, Huntington puts up a valiant fight (with swordplay) but is apprehended when he runs into Dr. Phillips on his way out. They are questioned by the king as to where the barons are meeting, but when they don't give up the information, they are taken to the dungeon to be tortured for the information. Dr. Newman had arrived earlier in the dungeon, and when the time is right, he overcomes the guards and frees the two prisoners. The two time travelers escape first, but Huntington is recaptured on his way out. On their way to warn the barons, the two travelers are caught by the Merry Men. After escaping the king's men, rescuing the Earl of Huntington and kidnapping the king, the episode ends with King John reluctantly signing the Magna Carta.
Kill Two By Two January 6, 1967 February 17, 1945 Minami 17
The two time travelers arrive about 700 miles Southeast of Tokyo, Japan in the South Pacific on the island of Minami Iwo, one of two islands off the coast of Iwo Jima, two days before the Battle of Iwo Jima during World War II. They manage to overpower the observer left on the island to radio the position of the U.S. Navy ships but are captured themselves when a Lieutenant Nakamura surprises them. Instead of imprisoning them or killing them, he offers them an opportunity to capture or kill the Japanese soldiers. Nakamura gives them a one-hour head start but no weapons. Dr. Newman has a badly sprained ankle, so Dr. Phillips sneaks back and manages to take five grenades from the supply room. The two sides play a dangerous game of cat-and-mouse, but Lieutenant Nakamura seems strangely suicidal.
Visitors From Beyond The Stars January 13, 1967 1885 In space above Mullins, Arizona 18
The time travelers arrive on an alien spacecraft in space above the Americas. Two aliens soon appear, pull a gun, and force the travelers into an area that translates between their different languages. The aliens tell the two travelers that they are going to take all of the protein (food) from Earth and that there will be no life left when they leave, just as they have done with other planets. The aliens also tell them that there are three kinds of people: those who cooperate, those who can be made to cooperate and those whom they must kill. "Resistance is impossible," they say.
The aliens (from Alpha 1) land their ship at a farm near Mullins, Arizona (approximately 112°W 34°N). Their first objective is to take over the farm house, which they do. Their second objective is to take over the town, which they almost succeed in doing. Dr. Phillips has been made cooperative by the aliens. Dr. Newman has to get help from the sheriff and the bar owner in order for his plan to take the aliens' control unit away from them to succeed. Meanwhile, two of the same species of aliens (who no longer need to raid planets for food) appears in the Time Tunnel control room and demand that they prove that they didn't destroy the ship or face the destruction of the Earth. After they are shown an image of the ship leaving Earth safely, the aliens leave.
The Ghost Of Nero January 20, 1967 October 23, 1915 Italian Alps in Villa Galba, Northern Italy 19
The travelers arrive at the Italian Alps just outside of the Villa Galba during the Italian Campaign in World War I, and enter the cellar to avoid an artillery bombardment. A German advance team has just arrived at the villa. A German corporal is mysteriously stabbed to death while investigating a crypt marked Nero, which was exposed by a bomb. Fearing that the Germans will think they did it, the travellers hide and accidentally find a secret passage to the upper floors of the estate, where the owner, an Italian count named Galba–who is descended from Roman emperor Galba–offers to protect them from the Germans. When the Germans arrive at the room, Galba tells the Germans that the two travelers are neutral American guests of his. The German major orders them to stay in the room as prisoners while the Germans use the villa to observe the movements of Italian forces.
A German officer is possessed by the ghost of Nero and tries to kill the descendant of Galba, whom Nero blames as his assassin. The ghost also tries to kill the nobleman by possessing Tony. Project HQ utilizes the services of a paranormal researcher, who suggests zapping Tony with 1,000,000 volts of electricity for one milisecond through the Tunnel to force the ghost out. This nearly kills Tony, so HQ attempts to bring him back to the present. Nero is transported instead, and almost destroys HQ before the scientists can send him back. When the Italian army retakes the Villa, the ghost of Nero enters a young Italian Corporal by the name of Benito Mussolini, who vows to drive the Huns from his country and restore the glory of the Caesars. The travellers are transported to a new era at this point. Note: Germany wasn't at war with Italy in 1915.
The Walls Of Jericho January 27, 1967 1550 BC Near Jericho in Israel 20
The travelers arrive outside of the tent of Joshua during the night, two days before the end of the Israelite siege of Jericho. Joshua comes to believe they are who they say they are–time travellers–and sends them to spy inside the city. Doug and Tony save a young virgin from being sacrificed to the Levantine deity Chemosh by the high priest of Jericho. Doug is captured and sent to the dungeon to be tortured as an Israelite spy. Tony escapes into a house with an unlocked door. When the resident arrives, he calls her (Rahab) because, from the Biblical account, she is the one who sheltered the two Israelite spies. (Rahab is the sister of the almost-sacrificed virgin.)
After Tony rescues Doug from the dungeon, they take refuge on the roof of Rahab's house, but are betrayed by her servant lady, who desires the reward of 1,000 talents of silver. Doug escapes to tell Joshua the information that he seeks. Tony and Rahab are about to be stoned to death, but when the Israelites complete their march, blow their trumpets and shout, the walls of the city fall down as what appears to be a tornado traces the destruction. Ann, a skeptic, decides that since a tornado is a natural phenomenon, that the fall of the walls was not a supernatural event, while Ray is convinced it was supernatural (perhaps because tornadoes are not known to strike in the Holy Lands). The travellers are transported to a new era after telling Rahab she'll be safe.
Idol Of Death February 3, 1967 October 12, 1519 near Veracruz, Mexico 21
Hernán Cortés (played by Anthony Caruso) has captured the royal family of the Tlaxcalan people of Mexico just as his army of 3,000 Tlaxcalans begins its deadly rampage through Cholula during the Spanish conquest of the Aztec Empire. He is questioning them about the location of a golden mask, the symbol of ruling authority to these Indians. Doug and Tony arrive before the torture begins and are captured trying to save the royals. Once Cortés gets the information he wants, he kills the king and queen but keeps the timid royal heir alive for the moment. While Cortés is away watching the burning of his ships to prevent the rebellion of his troops, a member of the tribe frees the royal heir and the two travelers. The four of them try to retrieve the mask before the Spaniards gain it.
Project HQ, meanwhile, has enlisted the aid of a Mexican named Castillano to help pinpoint the travellers' location in Veracruz in order to bring the two scientists back. It turns out, however, that Castillano is more concerned with acquiring the mask for himself. He insists that the project team bring back the mask before their colleagues. When HQ transports the mask, Doug, Tony and the young chief are in the cave containing the mask, being forced by a Spanish captain to collect the gold gifted to the pagan god. The transport of the mask threatens to collapse the cave, so the team tries to send it back, but Castillano grabs the mask and threatens to shoot anyone in his way. A short gun battle breaks out in HQ and the mask is successfully sent back. The time disturbances, however, cause the cave to collapse onto the greedy captain. The young chief, now confident in his ability to lead his people, saves the mask while Doug and Tony are transported to a new era.
Billy The Kid February 10, 1967 April 23, 1881 Lincoln, New Mexico 22
The travelers arrive in Lincoln, territory of New Mexico, but a gang on horses chases them into the sheriff's office. The gang kills the deputy who is guarding Billy the Kid. The young outlaw plans to shoot the travellers, but Doug manages to shoot Billy. The scientists then escape out of town. Billy, whose belt buckle deflected the bullet, pursues them and catches them in an abandoned shack outside of town. Before Doug and Tony can be shot, Lt. General Heywood Kirk sends an audio transmission to the room stating that Billy is surrounded by law enforcement. The travellers then overpower Billy and tie him up. Tony goes back to town to get help from the sheriff, but is mistaken for the Kid and arrested. When sheriff Pat Garrett arrives back in town he verifies that Dr. Newman is not Billy the Kid, but the townspeople are convinced that he is and besiege the sheriff's office. Garrett sends out a deputy to start a cattle stampede to disrupt the lynch mob, allowing Garrett and Tony to escape the jail and return to the shack to arrest Billy. Billy, however, has been rescued by his gang. Doug evaded them and headed for town. When he arrives back in town, he finds Billy waiting for him. Billy demands a showdown in the streets, but Garrett and Doug arrive and save him. Garrett arrests Billy and his cohort, and the travellers are transported to a new era.
Pirates Of Deadman's Island February 17, 1967 April 9, 1805 Near the Barbary Coast of Africa 23
The travellers arrive somewhere in the Mediterranean on a pirate ship during the First Barbary War and are captured and taken to an island. Captain Beal, a Barbary pirate, orders that the strangers be shot. However, the nephew of the king of Spain, Armando, was also captured and pleads for the lives of the Americans, saying the travellers can watch over him until a ransom can be paid. Doug, Tony and the boy attempt several escapes, but are recaptured each time. Beal then decides to kill Doug and Tony for good, but the shelling from several U.S. Navy ships–commanded by Captain Stephen Decatur, who has arrived to defeat the pirates in the First Barbary War–puts an end to the pirates' plans. The pirates head for their ship to engage in battle. Tony is hit by a shot on the beach is and presumed dead. The pirates take Armando and Doug onto their ship during the battle. Tony recovers and swims out to the U. S. flagship.
The Time Tunnel personnel accidentally transfer Captain Beal back to HQ, and he causes a ruckus and kidnaps Ann. She persuades him to go back to his ship, where he is intentionally killed by one of his own crew. HQ then transfers Armando and Doug back to the island before the pirate ship is destroyed. They then transfer first Armando and then Doug to Captain Decatur's ship to save them from the shelling. Both Doug and Armando are seriously wounded, however, and it is feared they may both die. The newly retired Time Tunnel staff doctor, Dr. Benjamin Berkhart, insists on going back to save their lives and help the wounded American sailors. Dr. Berkhart arrives and treats Doug's shock with an injection and administers an anesthetic to Armando. Happy knowing he will live out the remainder of his life in this time period, Dr. Berkhart goes to look after the wounded sailors as the travellers are transported to a new era. Note: This is the last episode to have the opening narration.
Chase Through Time 24 February 1967 Various Dates Various Areas 24
The travellers arrive near the Grand Canyon, Arizona, in 1547. Meanwhile, back at HQ, Raul Niman (Robert Duvall) is a spy for an unspecified country or organization. Now that his mission is over, he has planted a nuclear bomb somewhere in the complex, and the timer has been placed in the Time Tunnel control room. In order to place the timer, he killed the person monitoring the time tunnel just before a security check. No other avenue of escape is left, so he jumps into the Time Tunnel. The Tunnel had been tuned to the location of Doug and Tony, so Niman arrives near the Grand Canyon at the same time. The two travellers are told that they must apprehend Niman and get him to tell them the location of the bomb. But the lock on the time period drifts and moves Niman to another time, so the two travellers are sent after him.
They arrive in the year 1,000,000 A.D., ten years after Niman has arrived. Niman is helping the inhabitants of this future age to build a time machine so that the 'masters' can spread their "ultimate human society"–actually a repressive, orderly society based on bee society–throughout different ages. The two travellers are pressed into service to help him build the time machine, but the Time Tunnel personnel are able to move them–along with Niman–before they can come to trouble. However, two people from that time are accidentally moved as well: Niman's guard Vokar (Lew Gallo) and a sympathetic female worker named Zee (Vitina Marcus). All five of them arrive in 1,000,000 B.C. and the chase continues until they all fall into a cell in a giant beehive. Niman is reminded that if the Time Tunnel is blown up, they will all be stuck here. Niman tells them where the timer is located and it is disabled. But the Time Tunnel can only transfer two people at a time; Doug and Tony are moved first, and then the two from the future are moved. The Tunnel can't do anymore moves at this time, so Niman is apparently left to face angry giant prehistoric bees.
The Death Merchant March 3, 1967 July 2, 1863 Adams County, Pennsylvania 25
The two travellers arrive in the middle of the Battle of Gettysburg during the American Civil War, where Dr. Tony Newman is quickly killed by an artillery blast. Dr. Doug Phillips retreats from the battlefield with a small group of Union soldiers, whose commander tells him to put on a Union uniform to avoid getting shot. The Time Tunnel personnel send a shock through time to revive Tony and he is found by a small group of Confederate soldiers. Suffering from amnesia, he becomes convinced he is the lieutenant whom the Confederate soldiers were expecting and dons a Confederate uniform. The Union soldiers had intercepted the courier so they know that a man named Michaels, who has stolen some gunpowder from the Union army, is going to sell it to the Confederate army. Both sides are attempting to find Michaels first and get the gunpowder.
Mr. Michaels is actually the early-16th century philosopher Machiavelli (played by Malachi Throne), who has been moved to this period by the Tunnel due to similarities with Doug's "pattern". When the Confederates show up, Machiavelli is willing to give them the gunpowder because the war is much more interesting when the sides are evenly matched. Tony takes Doug prisoner. Tony, Doug and Machiavelli eventually make their way to the cave where the gunpowder is stored. Tony and Doug fight, which results in Tony regaining his identity after being knocked out by Doug. The Time Tunnel transfers Machiavelli back to his own time (January 3, 1519,) and then moves the two travellers to a new era.
Note: In this episode, Machiavelli says that he is working on his book, The Art of War. This should not be confused with the book by Sun Tzu, which bears the same title when translated into English.
Attack Of The Barbarians March 10, 1967 1287 East Asia 26
Tony and Doug–wearing their usual attire despite having left the previous era in soldiers' uniforms–arrive somewhere in Mongolia or Eastern China and are captured by Mongols and taken to the tent of Batu Khan (Arthur Batanides). Batu–a grandson of Genghis Khan–feels he is the rightful heir of Genghis, but he has to overcome Kublai Khan. Doug is thought to be dead, so Tony is tortured on the rack for information on the weaknesses of the nearby enemy fortress. Batu and most of his guards leave once Doug passes out. Tony wakes up and carries Doug away from the camp, where they are found by Marco Polo (John Saxon). The travellers seek safety in the fortress, where Tony falls in love with Princess Sarit (Vitina Marcus), the only daughter of Kublai Khan. Batu comes up with a plan to kidnap Sarit and marry her, thereby uniting the various Mongol tribes behind him in his quest.
Batu's men succeed in kidnapping Sarit, but she is freed by Doug and Tony. Batu's forces then launch a massive assault on the fortress. Doug and Tony are able to make artillery shells by mixing gunpowder and potassium nitrate in empty water jugs. General Kirk is able to send back igniters to make the bombs successful. The tide is turned in the battle, and the travellers are transported to a new era.
Merlin The Magician March 17, 1967 544 Cornwall, England 27
Merlin the magician appears in Time Tunnel HQ and freezes the personnel. He then brings the two travellers out of their "time limbo" (between destinations) back to the Time Tunnel control room in suspended animation so that he can instruct them to do what he asks, though they may die in the effort. He then sends them to Cornwall in the year 544. There, they fight off a band of Vikings and encounter a young man named Arthur Pendragon whose father has been killed by the Viking raiders. Merlin appears and orders the travellers to protect Arthur at all costs. A band of Vikings then attack and Doug is felled by a sword while Tony and Arthur are captured. Merlin prevents the Time Tunnel crew from moving the two travelers out of this time, going so far as to injure Dr. Raymond Swain with an electric shock.
When Doug awakes, he is in the castle of King Leodegrance of Cameliard and is being cared for by the king's daughter, Guinevere (Lisa Jak). Merlin heals Doug and has Guinevere fetch the doctor new clothes. Tony escapes from his bonds and frees Arthur, but they are later recaptured. Doug goes to look for weaknesses in the Viking-held castle, and he and Guinevere, who followed Doug, are captured as well. Guinevere is imprisoned in a room by the Viking chieftain Wogan (Vincent Beck). Arthur, Doug and Tony are imprisoned in a cell. Merlin frees them from their bonds, but tells them that they must free themselves from the locked room, since there is a limit to how much magic he can perform at a time. Doug and Tony blow the door of the cell off by improvising a pressure cooker from water, a pot and two thumbscrews. Doug gathers Leodegrance's troops and brings them back to fight, but Merlin says that the Vikings will not be frightened by these "gentlemen knights," so he changes their clothing to that of Vikings, which is the last way Merlin can help them in this venture. The knights storm the castle and drive the Vikings out while Tony kills Wogan in a sword fight. Arthur declares he will make Doug and Tony his first knights, but they are transferred by the Tunnel.
The Kidnappers March 24, 1967 8433 Planet orbiting Canopus 28
An alien time traveller from the future called OTT appears in the Time Tunnel control room and kidnaps Dr. Ann McGregor. After the kidnapping, a metal punch card is discovered that has a set of time and space coordinates. Time Tunnel HQ then directs Doug and Tony to those coordinates. HQ attempts to bring the three back together, but OTT arrives, stops the transfer, and steals their space-time converter.
Doug and Tony find out that the head of alien encyclopedic project (the Curator, played by Michael Ansara) wanted them–the first time travellers from Earth–and Ann was just the bait to get them. The project involves gaining all knowledge from important historical Earth figures for an in-depth database of Earth, but the process leaves the subjects in a permanent vegetative state. The Curator intends to do the same to Doug, Tony and Ann, and has administered sleeping pills to them in the guise of nutritional supplements. They didn't take them, however, and come to discover that the aliens have a significant vulnerability: they derive their energy directly from the light of their sun and so are inactive and vulnerable at night. Doug, Tony and Ann find the converter and successfully send her and the device back to the Time Tunnel Headquarters. Doug and Tony are then shifted to another era.
Note: This episode gives the distance to Canopus as 98 light years when it is actually 310 ± 20 light years.
Raiders From Outer Space March 31, 1967 November 2, 1883 Near Khartoum, Sudan 29
The two travelers arrive in the middle of the Battle of Khartoum between British and Arab forces in the Sudan. This chapter is loosely based on the campaign of General Gordon. In their efforts to hide from the battling armies, they encounter two aliens who take them prisoner. The alien leader (from Aristos) then contacts the Time Tunnel control center and tells them not to interfere. Rather than kill them, the aliens are ordered by their leader to bring the two travelers back to their base. After explaining their plan to conquer Earth, the aliens order Dr. Newman to be taken out in the desert and killed with a dehydration ray while Dr. Phillips will be put in a machine to extract all of his knowledge. But the alien ordered to kill Dr. Newman leaves when they are encountered by two British soldiers. Dr. Newman is thought to be an Arab spy, so he leads them to the alien base where one of the soldiers is killed. The Time Tunnel is also able to move Dr. Phillips out of the alien machine to where Dr. Newman is. But in response, the aliens send a bomb in to the Time Tunnel control room that will explode in sixty minutes unless all personnel are evacuated to the upper levels of the complex.
Unable to attack the aliens effectively with the resources they have on hand, the two travelers and the British soldier return to Khartoum. There, they acquire grenades and gunpowder. When they return to the alien base, they attack it successfully enough to enter, but have insufficient resources left to destroy it. However, just before the bomb explodes in the Time Tunnel control room, they use the Time Tunnel to transfer the bomb to the alien base thereby destroying it. Note:The Battle of Khartoum was fought in 1884-1885.
Town Of Terror April 7, 1967 September 10, 1978 Fictional town of Cliffport, Maine 30
The travellers arrive in a hotel cellar containing sophisticated equipment. When they get to the lobby of the hotel, the proprietor (played by Mabel Albertson) tells them that there is no cellar. When they attempt to show her, she immobilizes them. The Time Tunnel frees them from their immobilization by moving them. Doug and Tony flee and are pursued. A force field around the town prevents their escape, but two young people–Joan (Heather Young) and Pete–soon encounter them. The travellers find out that the townspeople have been immobilized and aliens are using the forms of the townspeople to appear as humans. The aliens are planning to transport all of the oxygen from Earth's atmosphere to their atmosphere-poor home planet of Andros. The aliens also start sucking oxygen out of the Time Tunnel headquarters, nearly asphyxiating the staff. Joan and Pete help the travellers procure dynamite, which are made into time bombs. Doug and Tony successfully destroy the alien control room, destroying their ability to remove Earth's oxygen, freeing the townspeople and saving Time Tunnel personnel. In the final shift of the series, Doug and Tony end up back on the Titanic, and a synopsis of that episode ("Rendezvous With Yesterday") is shown in clips.
[edit] Movies excerpted
Forbidden Planet
Titanic (1953)
Destination Moon
How Green Was My Valley
Khartoum
Pearl Harbor - Now It Can Be Shown
The Story of Ruth
The 300 Spartans
Prince Valiant
Taras Bulba
A Farewell to Arms
The Buccaneer
To Catch a Thief
The Day the Earth Stood Still
[edit] Novel versions
Prolific science fiction author Murray Leinster had published a 1964 Pyramid Books novel titled Time Tunnel with cover art somewhat similar to the television series' Tunnel.[4] The actual plots were quite different — the 1964 novel was set in France, the tunnel was built by a professor, and it only established a fixed connection between 1964 and Napoleonic era 1804.[5]
In any case, in 1967 Leinster wrote a loosely based novelization of the television series, entitled The Time Tunnel and also published by Pyramid. This was followed later in the year by TIMESLIP Time Tunnel Adventure #2. [1]
[edit] After the original run
In 1967, a feature length film, Aliens from Another Planet, was produced using a compilation of three of the TV episodes.[6]
Despite the series having only been on the air for one year, the number of websites and fan reminiscences concerning it attest to the series having made an impression on its audience.
The series was re-shown on American television in the early-mid 1990s, and it was re-shown on British television after the success of the 1997 Titanic movie due to the Titanic-related content of the first episode. It was also parodied by Alexei Sayle as Drunk in Time on British television. In the U.S., it can now be seen on the Encore Action cable network at various times.
The first 15 episodes were released on DVD in North America on January 24, 2006. The second volume, containing the final fifteen episodes, was released June 6, 2006. It also includes the unaired 2002 pilot and the made-for-TV film The Time Travelers as special features.
The Time Tunnel is being shown on the AmericanLife TV Network cable channel, as of September 2007.
The Time Tunnel was very similar to a later time-travel show, NBC's Voyagers! (1982-83). 1) Both shows ran for only one season, and had extremely high budgets. 2) In both shows, the time travellers would "fall" through an elaborate and colorful special-effect backdrop, and "land" in the targeted time period. (In this regard, The Time Tunnel was often more convincing; in Voyagers, it often seemed obvious that stuntmen were jumping from an off-camera ledge.) In each case, they would "fall" just softly enough to avoid major injuries. 3) The Time Tunnel ("Rendevous with Yesterday") and Voyagers! ("Voyagers of the Titanic") both used the Titanic as a plot setting. In the respective stories, both Tony Newman and Jeffrey Jones try desperately to warn of the coming disaster, and both of them fail. (In a somber warning against such tampering, Bogg conceded that "Sometimes, history's cruel. But it's going to happen, and we can't change that.") 4) Both shows usually dropped the characters into other major historical events. 5) Both shows always had the characters back in their original "period" costumes at the beginning of each episode. (Voyager Phineas Bogg stood out the most, being dressed as a 17th century pirate.) 6) Like Tony and Doug, Jeffrey Jones could never return to his own time (1982). However, Phineas Bogg presumably could (his "Omni" time machine being capable), though he never tried to do so.
Remakes
Two attempts were made to resurrect the show. One produced a pilot episode, but neither resulted an a new series.
2002 Remake
In 2002, Fox showed interest in remaking this series. A pilot was produced by Twentieth Century Fox Television, Fox Television Studios and Regency Television in association with Irwin Allen Properties. Executive Producers were Kevin Burns and Jon Jashni. Sheila Allen was credited as one of the producers. It was not picked by Fox, in order to make room in its schedule for Joss Whedon's Firefly.
The new series had a much much darker, serious tone. Doug Phillips (David Conrad) is the main character, and Tony Newman is now Toni Newman, a female minor character. The unaired pilot episode is available on DVD from Fox Home Entertainment on The Time Tunnel: Volume Two, Disc Four.
In this remake, the (21st century) Time Tunnel is a Department of Energy research project into "hot fusion", which produces nearly limitless energy.Hollywood loves cold fusion-even no legetamate scientist as ever reproduced the experiment and believe it be either bad science or a hoax. When they initiated the reactor (an event not shown in the episode,because obviously the pilot had a budget of a buck 19 and couldn't afford such), it caused an unintended "time storm"freely ripped off from movies like the Philadelphia Experiment and Millenium.How original,you hack. For four hours—240 minutes—the time storm was uncontrollably whipping around in the past and changing history. The DOE was able to anchor one end of the storm by using the Tunnel like a lightning rod.
On their way into the tunnel complex, Flynn tells Doug Phillips, a former friend, that Phillips has been recruited because he has a detailed knowledge of the Battle of Hürtgen Forest. The head of the Time Tunnel likens their team to Federal Emergency Management Agency ?Federal Emergency Management Agency-why them and not Area 51 or top secret time tunnel location in the Arizon dessert is beyond me, in that they don't send a team back for a rain storm but they do for hurricanes.The jo,who I can only assume,desided topical garbage was more important than common sense.Typical hack work scripting,like in Kevin Cosners Waterworld fiasco.Pull crap out of the news,but don't research time travel and such on the net.That might be smart.Just beat your typewriter and have 300 monkeys write for you. However, they can only go through time to where the other end of the storm is at the current moment, so they have a limited amount of time in which to fix what is wrong and to be retrieved by the Time Tunnel.
The team (Doug, Toni, Flynn, J.D. and Wix) must go back to WWII in 1944, to the Battle of Hürtgen Forest in Germany. They are to retrieve a person who was moved there by the time storm from 1546. During the mission, Doug Phillips meets his grandfather, a soldier who will be killed in this battle. Doug knows this, but cannot tell him and save his life because it would change history. Toni Newman tells him that she used to have three brothers and two sisters before the time storm accident, but is now an only child. They find out that the displaced person is a (very confused) medieval monk who is carrying bubonic plague. A number of the team have to pretend that they are Germans and switch uniforms. Two of them say they are Colonel Klink and (Sergeant) Schultz. Everyone who came in contact with the monk is given an antibiotic injection and the time ripples stop. But Flynn has been fatally stabbed, so he reveals that Phillips was a bitter man before the "240", but he now has a family. Flynn told Phillips this information to give him incentive to keep the timeline the way that it is.
Reality changes due to the time storm
There are some notable differences between the series world and the real world;
Traffic lights use red for "go" and green for "stop" while yellow retains its meaning.Were just lucky there wasn't two traffic light figures fighting each other like in Superman III.
There are 49 states in the USA. The title sequence shows New Jersey disappearing and the territory being divided between New York and Pennsylvania.
The title sequence shows the USSR winning the race to the moon as the American flag dissolves into the Soviet flag.
The New York Yankees are now the Boston Yankees.Whoopie.
[edit] 2006 Remake
The SciFi Channel (a US cable network) announced in 2005 that it was going to create a new pilot for its 2006/07 season. Allen's wife, Sheila, and two producers of the 2002 FOX remake (Kevin Burns and Jon Jashni) began work on the new pilot. John Turman (Hulk) wrote the script.[8] The series never materialized.It was good call,because the production was inferior to the original 1960's series.Project Tick Tock or the Time Tunnel location It looked as if was filmed in somebodies office.The Time Tunnel resemble left over props from a bad movie called 'Event Horrizon.''.I did not at all care one freaking bit about this new Doug Phillips,Toni Newman as a potential love interest for Doug,his wife problems,his kid or his fraking mac and cheese.The story was very dull,despite some over fanatic sci fi fan boys will tell you all over message boards on the net.This show one superior to old series-the existance of many alternate time travel and messing the past,by travelling into the past.Otherwise,the pilot was an abomination-inferior to anything Irwin Allen produced.Watch it on U-Tube and you'll as Blackadder would tell utter,utter crap.
Related material
Two movies made previously,The Time Travelers (1964 film) well as the 1967 remake Journey to the Center of Timeboth are somewhat similar to this series.Both employ time travellers hopeflesly lost in the infinate corridors of time,with no way to get back their own time period.Although the movie,made in early 1960's, The Time Machine (1960 film) might inspired this to be produced, the plot and characters are not similar enough to warrent similarities between the two. Ib Melchior, also has connection two these movies and Irwin Allen on other material, such as Lost in Space, is debaited in various publications and websites,of who created what first-Melchior or Allen.
[edit] References
^ The Time Tunnel: Volume One and The Time Tunnel: Volume Two DVD sets
^ Original, unaired pilot
^ The Time Tunnel: Volume Two and The Time Tunnel: Volume Two DVD sets
^ Time Tunnel cover art
^ Time Tunnel review
^ Aliens from Another Planet plot summary
^ a b The Time Tunnel: Volume Two, Disc Four, side B
^ IMDB link for 2007 series
[edit] External links
The Time Tunnel at the Internet Movie Database
The Time Tunnel at TV.com
Episode list
Episode list noting time travel model issues
Episode summaries emphasizing cliffhangers
The Irreverent Guide to The Time Tunnel funny episode reviews
Irwin Allen News Network (The Irwin Allen News Network's Time Tunnel site)
The Tunnel Photo Vault
Timeline of TIME TUNNEL episodes
The AN/FSQ-7 on TV and in the Movies
Retrieved from "http://en.wikipedia.org/wiki/The_Time_Tunnel"
Categories: 1960s American television series | 1966 television series debuts | 1967 television series endings | American Broadcasting Company network shows | American science fiction television series | Television series by Fox Television Studios | Time travel devices | Time travel television series
Hidden categories: All articles with unsourced statements | Articles with unsourced statements from November 2007 | Articles with unsourced statements from October 2007ViewsArticle Discussion Edit this page History Personal toolsTry Beta Log in / create account Navigation
This page was last modified on 5 September 2009 at 02:11. Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. See Terms of Use for details.
Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policy About Wikipedia Disclaimers
Like most Irwin Allen Productions, The Time Tunnel TV show was often critisized for its weak script dialog and plotlines but the fast-paced action and suspense was what made Irwin Allen shows successful! Writers were instructed to keep dialog short such as, "Hurry Up!", "Let's Go!", or "We have to get out of here!" They were also asked to include fist fight scenes wherever possible!
The first episode of the Time Tunnel TV show aired one day after the first episode of the original Star Trek TV Show, another of TV's first quality sci-fi series!
James Darren starred in many 1950's teenager films and became a teen idol! He also had a successfull singing career in the mid 60's. You may have seen him decades later as the holographic nightclub singer, "Vic Fontaine" on several "Star Trek Deep Space Nine (1993)" episodes! He also starred on the series "T.J. Hooker (1982)". He's also the Godfather of "Angela Jennifer Lambert" who is Nancy Sinatra's daughter and Frank Sinatra's granddaughter.
Whit Bissell was a huge star in the 1940s and 50s! He was in more that 200 movies and dozens of television series! He usually played the "Man In Charge" or a doctor. He's probably best known for his role as the evil scientist in the movie, "I Was A Teenage Werewolf" where he co-starred with Michael Landon.
Time Tunnel Opening Narrative:
"Two American scientists are lost in the swirling maze of past and future ages during the first experiments on America's greatest and most secret project - the Time Tunnel. Tony Newman and Doug Phillips now tumble helplessly toward a new, fantastic adventure somewhere along the infinite corridors of time!"
--------------------------------------------------------------------------------
Bookmark this page at:
--------------------------------------------------------------------------------
Episodes List With Original Air Dates
The First And Only Season
1... Rendezvous With Yesterday (9/9/1966) - Tony and Doug find themselves on the Titanic's fatefull voyage!
2... One Way To The Moon (9/16/1966) - The guys appear in the future on a spaceship headed for Mars! The astronauts think they are spies and their extra weight puts the mission in danger!
3... End Of The World (9/23/1966) - In the year 1910, Tony finds himself in a cave-in along with 200 other miners. Meanwhile, Doug must convince the villagers that Halley's comet is not going to hit the Earth!
4... The Day The Sky Fell In (9/30/1966) - The guys materialize in the Japanese consulate in Honolulu, Hawaii on December 6, 1941 ... one day before the attack on Pearl Harbor! Can Tony find his father who is a Naval Commander at the time and convince him of what is about to happen?
5... The Last Patrol (10/7/1966) - Tony and Doug land right in the middle of the war of 1812!
6... Crack Of Doom (10/14/1966) - Can the guys convince a scientist on the island of Krakatoa in 1883 that the island's volcano is about to erupt, causing one of the most catastrophic natural disasters in recorded history!
7... Revenge Of The Gods (10/21/1966) - Tony and Doug appear at the battle of Troy where Ulysses mistakes them for Gods.
8... Massacre (10/28/1966) - South Dakota ... June 24, 1876 ... the day before the Battle of the Little Bighorn, otherwise known as Custer's Last Stand! Can Tony stop the carnage by convincing Sitting Bull or will Doug be able to talk some sense into General Custer?
9... Devil's Island (11/11/1966) - The guys find themselves on "Devil's Island", home to the infamous prison of the same name where sentences are nearly always for life and the prisoners' treatment is extremely inhumane. They try to tell the authorities that they are stranded Americans, but when they can't prove it, they are considered escaped prisoners and locked up!
10. Reign Of Terror (11/18/1966) - It's Paris, 1793, and Doug has been arrested by the Committee of Public Safety that had recently taken control of the French government after the French revolution!
11. Secret Weapon (11/25/1966) - The guys arrive in Russia in 1956 and find that Russian scientists are working on their own Time Tunnel project!
12. The Death Trap (12/2/1966) - Doug is captured by the Pinkertons security service in 1861 when they decide that he is one of John Brown's followers during the abolitionist movement in the southern U.S.
13. The Alamo (12/9/1966) - It's March 6, 1836 and neither Tony nor Doug can convince Colonel Travis, the commander of the Alamo, that his forces are all doomed to death!
14. The Night Of The Long Knives (12/16/1966) - Doug is shot and taken prisoner by Afghani tribesmen, while Rudyard Kipling, the famous British short story author, rescues Tony in 1876 Afghanistan!
15. Invasion (12/23/1966) - June 4, 1944, just 2 days before allied troups with attack German forces at Normandy, an evil German scientist brainwashes Doug into believing that Tony killed his father. Then Doug goes after Tony!
16. The Revenge Of Robin Hood (12/30/1966)
17. Kill Two By Two (1/6/1967)
18. Visitors From Beyond The Stars (1/13/1967)
19. The Ghost Of Nero (1/20/1967)
20. The Walls Of Jericho (1/27/1967)
21. Idol Of Death (2/3/1967)
22. Billy The Kid (2/10/1967)
23. Pirates Of Dead Man's Island (2/17/1967)
24. Chase Through Time (2/24/1967)
25. The Death Merchant (3/3/1967)
26. Attack Of The Barbarians (3/10/1967)
27. Merlin The Magician (3/17/1967)
28. The Kidnappers (3/24/1967)
29. Raiders From Outer Space (3/31/1967)
30. Town Of Terror (4/7/1967) - In the "future" (1978), the guys uncover a plot by alien androids to steal Earth's oxygen!
Irwin Allen’s “Time Tunnel” series. Although Allen’s shows were often silly, they had some kick ass production design. When Herman gave me the beat sheet for the episode
Concept art for Irwin Allen’s Time Tunnel complex
. especially the time tunnel homage. something that comes as no surprise, actually… perhaps a little Krell influence thrown in?
I believe it was Robert Kinoshita who designed both Robbie and the histrionic, arm-flailing robot from “Lost in Space.”
LM… I knew you would know! I think Al Nozaki was the conceptual designer on Pal’s War of the World’s. Anybody? Am I wrong again? – Doug
Yeah, I thought this was one of the coolest concept eps. And The Time Tunnel baby! I used to love that show! Pretty much dug ALL IA shows.
Joseph Thompson
September 6, 2009 at 11:55 am
Time Tunnels-I like your concept.I actually think if somebody did that old right,as you did in illustration,Time Tunnel could as good as say Stargate series.Irwin Allen was like Mr.Kelso a talented theif-he did draw artistic talent from Forbidden Planet. The Time Tunnel complex was based on the Krell mechines. Other shots of the complex are dead on Forbidden Planet. The Robot from Lost In Space was based on Robbie, and in fact designed by the same artist.The Allen had great concepts with Lost In Space,Voyage to the Bottem of the Sea and Time Tunnel-often overlooked,but those concepts were as good Star Trek/Star Wars and Stargate.What Irwin Allen did get was the execution beyond the pilot.He didn’t character developement,story arches-rarely if ever done in 1960’s tv,done all the time theses days.I’ve working a similar concept myself called Project Time Stalkers,Inc.using elements from Time Tunnel,Stargate Sg1,Sliders,the Guardian of Forever-which make a neat Star Trek spinnof-if ever done for some years.You see some my notes on my blog,for that.
Joseph Thompson
Maveric Entertainment Group, Inc ™2009
Sunday, September 6, 2009
Thursday, August 13, 2009
Ty'Khonn Empire By Joseph Gilbert Thompson and Carl Edward Thompson
Ty'Khonn Empire By Joseph Gilbert Thompson and Carl Edward Thompson
Ty'Khonnean -means Tyrant King or Tyrann Prince,in ancient Atlantean.
Ty'Khon -The Tykhon Empire ancient colony of Atlantean,who created a miltaristic Empire.They have partial blood of the Tauron and Osiron ancestry.The Osirhonns or Osirons are an ancient dark or dusky skinned Atlantean,who inhabitted the upper middle Eastern region of the Camearian Dark Contiment,of the ancient Atlantean Homeworld.The Osirons invented hieroglyphs or Hyroglyphic writting,often later used as Atlantean Mystic Runes and first created the concept of the Osiron Pyramide,Osiron Sarcophagus and glove like hand weapons,based loosely on Galaxian technology and Seraphian technology.
Star Gate or Jumpgate-are huge or small interstellar stellar gates,that connect to wormhole mouths together,by way of a subspace or temporal sub space tunnel system.These Atlanteans built a system of stargate or wormhole tunnels,with the help of many other Elder Races,mostly the Sidairians or Osirons millions of years ago being ?the most advanced race of the Maveric universe,help seed many other lesser worlds the primary star stuff to create:life among this so called New Universe. ?
Sarcophagus – A coffin-like chamber capable of vastly extending life, healing almost any illness, repairing grievous injuries, and even reviving the recently dead.It is linked to similar technology like the Guider Gem and Greimiere,that can be accessed to holospace.
Ty'Khonnean Force Shield – A energy barrier, also called a force-field or simply a shield. Ty'Khonnean force shields work on a frequency oscillation principle, so a very fast-moving object can bypass it at the right moment. TyKhonn motherships are protected by force shields, as are some ground-based facilities. Force shields are also installed inside ships to restrict access to certain areas, and to contain hull breaches.Some powerful Ty'Khonnean are equipped with personal force shields activated with a button on their hand device. These shields react proportionally to the amount of kinetic energy of incoming matter, so they can be penetrated by relatively slow-moving objects such as a thrown knife.
Also known as an Osiron Cosmic , the Ty'Khonnean hand device is a metal, glove-like object with a large red gem set in the palm. It is the personal weapon of the Ty'Khonneanand requires vast amongs of cosmic force crystals in the staff handle and spear head to operate. They utilize a modified version of a staff weapon's power source channeled through amplification crystals, and are thought-controlled. The hand device can generate a shockwave that throws back anyone in its path with great force. The Osiron attribute the Ty'Khonnean ability to hurl people through the air as a sign of their divine power. The hand device can also generate an energy stream to a person's head that causes severe pain and eventual death.This function creates a mental link between Ty'Khonneanand victim, which may allow the Goa'uld host to send a message through. Hand devices can also be used to block other energy weapon blasts, and have buttons on the wrist for controlling Ty'Khonn technology.
Tykhonn Staff Weapon
Tykhonnean Cosmic Lances– The standard weapon used by the Ty'Khonnean army and the Ty'Khonnean navy, consisting of a metal quarterstaff with an almond-shaped head that splits open to fire a powerful energy blast. There is a counterbalancing club on the back end, allowing the weapon to be used in melee combat at close ranges. It is powered by liquid In skilled hands it can be quite effective, but it is less accurate and slower to fire than other lesser weapons-made firearms; describes it as a "weapon of terror" rather than of war. Heavier models of the weapon can be slung at the waist by a strap,or mounted on fixed or mobile platforms to act as artillery support.Ty'Khonneanships are equipped with large-scale versions of these weapons The Osirhann use a variant of the staff weapon with the back half removed, making it light and easier to carry. This gives the Sodan staff the advantage of being able to be used one-handed, and it allows the weapon to be slung over the back, although it removes the weapon's melee ability.
The Osirhonn Ring– A device shaped like an elaborate ring, worn by Ty'Khonnean assassins. It is both a weapon and a torture device, capable of inflicting incredible pain to it's victum.
Ty'Khonnean Starship – The Ty'Khonnean operate a variety of starships, including "pyramid ship", usually refers to a class of ship consisting of a superstructure with a large, golden slightly slanted tetrahedron at the center of the Tykhon version of an Atlantean star palace or Star Castle.These great motherships,The Tykhonean Star Castles are protected by powerful energy shields capable of repelling conventional, nuclear, and energy weapons, Horush bombers, and death glide fighters. The control systems Ty'Khonnean of ships are based on Seraphian crystals,a feature copied by the other star ship of the Elder Races of the Multiverse.
Since the collapse of the Ty'Khonnean order
Maveric Lion Entertainment Group.tm©1990-2007.2008
Ty'Khonnean -means Tyrant King or Tyrann Prince,in ancient Atlantean.
Ty'Khon -The Tykhon Empire ancient colony of Atlantean,who created a miltaristic Empire.They have partial blood of the Tauron and Osiron ancestry.The Osirhonns or Osirons are an ancient dark or dusky skinned Atlantean,who inhabitted the upper middle Eastern region of the Camearian Dark Contiment,of the ancient Atlantean Homeworld.The Osirons invented hieroglyphs or Hyroglyphic writting,often later used as Atlantean Mystic Runes and first created the concept of the Osiron Pyramide,Osiron Sarcophagus and glove like hand weapons,based loosely on Galaxian technology and Seraphian technology.
Star Gate or Jumpgate-are huge or small interstellar stellar gates,that connect to wormhole mouths together,by way of a subspace or temporal sub space tunnel system.These Atlanteans built a system of stargate or wormhole tunnels,with the help of many other Elder Races,mostly the Sidairians or Osirons millions of years ago being ?the most advanced race of the Maveric universe,help seed many other lesser worlds the primary star stuff to create:life among this so called New Universe. ?
Sarcophagus – A coffin-like chamber capable of vastly extending life, healing almost any illness, repairing grievous injuries, and even reviving the recently dead.It is linked to similar technology like the Guider Gem and Greimiere,that can be accessed to holospace.
Ty'Khonnean Force Shield – A energy barrier, also called a force-field or simply a shield. Ty'Khonnean force shields work on a frequency oscillation principle, so a very fast-moving object can bypass it at the right moment. TyKhonn motherships are protected by force shields, as are some ground-based facilities. Force shields are also installed inside ships to restrict access to certain areas, and to contain hull breaches.Some powerful Ty'Khonnean are equipped with personal force shields activated with a button on their hand device. These shields react proportionally to the amount of kinetic energy of incoming matter, so they can be penetrated by relatively slow-moving objects such as a thrown knife.
Also known as an Osiron Cosmic , the Ty'Khonnean hand device is a metal, glove-like object with a large red gem set in the palm. It is the personal weapon of the Ty'Khonneanand requires vast amongs of cosmic force crystals in the staff handle and spear head to operate. They utilize a modified version of a staff weapon's power source channeled through amplification crystals, and are thought-controlled. The hand device can generate a shockwave that throws back anyone in its path with great force. The Osiron attribute the Ty'Khonnean ability to hurl people through the air as a sign of their divine power. The hand device can also generate an energy stream to a person's head that causes severe pain and eventual death.This function creates a mental link between Ty'Khonneanand victim, which may allow the Goa'uld host to send a message through. Hand devices can also be used to block other energy weapon blasts, and have buttons on the wrist for controlling Ty'Khonn technology.
Tykhonn Staff Weapon
Tykhonnean Cosmic Lances– The standard weapon used by the Ty'Khonnean army and the Ty'Khonnean navy, consisting of a metal quarterstaff with an almond-shaped head that splits open to fire a powerful energy blast. There is a counterbalancing club on the back end, allowing the weapon to be used in melee combat at close ranges. It is powered by liquid In skilled hands it can be quite effective, but it is less accurate and slower to fire than other lesser weapons-made firearms; describes it as a "weapon of terror" rather than of war. Heavier models of the weapon can be slung at the waist by a strap,or mounted on fixed or mobile platforms to act as artillery support.Ty'Khonneanships are equipped with large-scale versions of these weapons The Osirhann use a variant of the staff weapon with the back half removed, making it light and easier to carry. This gives the Sodan staff the advantage of being able to be used one-handed, and it allows the weapon to be slung over the back, although it removes the weapon's melee ability.
The Osirhonn Ring– A device shaped like an elaborate ring, worn by Ty'Khonnean assassins. It is both a weapon and a torture device, capable of inflicting incredible pain to it's victum.
Ty'Khonnean Starship – The Ty'Khonnean operate a variety of starships, including "pyramid ship", usually refers to a class of ship consisting of a superstructure with a large, golden slightly slanted tetrahedron at the center of the Tykhon version of an Atlantean star palace or Star Castle.These great motherships,The Tykhonean Star Castles are protected by powerful energy shields capable of repelling conventional, nuclear, and energy weapons, Horush bombers, and death glide fighters. The control systems Ty'Khonnean of ships are based on Seraphian crystals,a feature copied by the other star ship of the Elder Races of the Multiverse.
Since the collapse of the Ty'Khonnean order
Maveric Lion Entertainment Group.tm©1990-2007.2008
Ty'Khonn Empire By Joseph Gilbert Thompson and Carl Edward Thompson
MAVERIC LION PRODUCTIONS
MAVERICCOMICSINCSTUDIOS MAVERIC COMICS STUDIOS/MAVERIC LIONS PRODUCTIONS. MAVERIC LIONS WEBZINES.MAVERIC BOOKS, MAVERIC TOYS, MAVERIC MAGAZINES MANAGEMENT.MAVERIC FILMS, MAVERIC ADULT MAGAZINES, MAVERIC ADULT WEBZINES. All rights reserved-2005/2006/tm(C) Maveric lion's entertainment group. --------------------------------------------------------------------------------
Thursday, August 13, 2009
Ty'Khonn Empire By Joseph Gilbert Thompson and Carl Edward Thompson
Ty'Khonnean -means Tyrant King or Tyrann Prince,in ancient Atlantean.
Ty'Khon -The Tykhon Empire ancient colony of Atlantean,who created a miltaristic Empire.They have partial blood of the Tauron and Osiron ancestry.due either invasion or cultural exchange between the two ancient Atlantean nations..
Star Gate or Jumpgate-are huge or small interstellar stellar gates,that connect to wormhole mouths together,by way of a subspace or temporal sub space tunnel system.
Sarcophagus – A coffin-like chamber capable of vastly extending life, healing almost any illness, repairing grievous injuries, and even reviving the recently dead.It is linked to similar technology like the Guider Gem and Greimiere,that can be accessed to holospace.
Ty'Khonnean Force Shield – A energy barrier, also called a force-field or simply a shield. Ty'Khonnean force shields work on a frequency oscillation principle, so a very fast-moving object can bypass it at the right moment. Ty'Khonnean motherships are protected by force shields, as are some ground-based facilities. Force shields are also installed inside ships to restrict access to certain areas, and to contain hull breaches.Some powerful Ty'Khonnean are equipped with personal force shields activated with a button on their hand device. These shields react proportionally to the amount of kinetic energy of incoming matter, so they can be penetrated by relatively slow-moving objects such as a thrown knife.
Also known as an Osiron Cosmic , the Ty'Khonnean hand device is a metal, glove-like object with a large red gem set in the palm. It is the personal weapon of the Ty'Khonneanand requires vast amongs of cosmic force crystals in the staff handle and spear head to operate. They utilize a modified version of a staff weapon's power source channeled through amplification crystals, and are thought-controlled. The hand device can generate a shockwave that throws back anyone in its path with great force. The Osiron attribute the Ty'Khonnean ability to hurl people through the air as a sign of their divine power. The hand device can also generate an energy stream to a person's head that causes severe pain and eventual death.This function creates a mental link between Ty'Khonnean and victim, which may allow the Ty'Khonn user to send a message through. Hand devices can also be used to block other energy weapon blasts, and have buttons on the wrist for controlling Ty'Khonn technology.
Ty'Khonnean Cosmic Lance – The standard weapon used by the Ty'Khonnean army and the Ty'Khonnean navy, consisting of a metal quarterstaff with an almond-shaped head that splits open to fire a powerful energy blast. There is a counterbalancing club on the back end, allowing the weapon to be used in melee combat at close ranges. It is powered by liquid In skilled hands it can be quite effective, but it is less accurate and slower to fire than other lesser weapons-made firearms; describes it as a "weapon of terror" rather than of war. Heavier models of the weapon can be slung at the waist by a strap,or mounted on fixed or mobile platforms to act as artillery support.Ty'Khonneanships are equipped with large-scale versions of these weapons The Sodan use a variant of the staff weapon with the back half removed, making it light and easier to carry. This gives the Sodan staff the advantage of being able to be used one-handed, and it allows the weapon to be slung over the back, although it removes the weapon's melee ability.
Hara'kesh – A device shaped like an elaborate ring, worn by Ty'Khonnean assassins. It is both a weapon and a torture device, capable of inflicting incredible pain to it's victum.
Ty'Khonnean Starship – The Ty'Khonnean operate a variety of starships, including "pyramid ship", usually refers to a class of ship consisting of a superstructure with a large, golden slightly slanted tetrahedron at the center of the Tykhon version of an Atlantean star palace or Star Castle.These great motherships,The Tykhonean Star Castles are protected by powerful energy shields capable of repelling conventional, nuclear, and energy weapons, Horush bombers, and death glide fighters. The control systems Ty'Khonnean of ships are based on Seraphian crystals,a feature copied by the other star ship of the Elder Races of the Multiverse.
Maveric Lion Entertainment Group.tm©1990-2007.2008
Posted by NINE9INCHE STUD at 1:32 PM 0 comments
MAVERICCOMICSINCSTUDIOS MAVERIC COMICS STUDIOS/MAVERIC LIONS PRODUCTIONS. MAVERIC LIONS WEBZINES.MAVERIC BOOKS, MAVERIC TOYS, MAVERIC MAGAZINES MANAGEMENT.MAVERIC FILMS, MAVERIC ADULT MAGAZINES, MAVERIC ADULT WEBZINES. All rights reserved-2005/2006/tm(C) Maveric lion's entertainment group. --------------------------------------------------------------------------------
Thursday, August 13, 2009
Ty'Khonn Empire By Joseph Gilbert Thompson and Carl Edward Thompson
Ty'Khonnean -means Tyrant King or Tyrann Prince,in ancient Atlantean.
Ty'Khon -The Tykhon Empire ancient colony of Atlantean,who created a miltaristic Empire.They have partial blood of the Tauron and Osiron ancestry.due either invasion or cultural exchange between the two ancient Atlantean nations..
Star Gate or Jumpgate-are huge or small interstellar stellar gates,that connect to wormhole mouths together,by way of a subspace or temporal sub space tunnel system.
Sarcophagus – A coffin-like chamber capable of vastly extending life, healing almost any illness, repairing grievous injuries, and even reviving the recently dead.It is linked to similar technology like the Guider Gem and Greimiere,that can be accessed to holospace.
Ty'Khonnean Force Shield – A energy barrier, also called a force-field or simply a shield. Ty'Khonnean force shields work on a frequency oscillation principle, so a very fast-moving object can bypass it at the right moment. Ty'Khonnean motherships are protected by force shields, as are some ground-based facilities. Force shields are also installed inside ships to restrict access to certain areas, and to contain hull breaches.Some powerful Ty'Khonnean are equipped with personal force shields activated with a button on their hand device. These shields react proportionally to the amount of kinetic energy of incoming matter, so they can be penetrated by relatively slow-moving objects such as a thrown knife.
Also known as an Osiron Cosmic , the Ty'Khonnean hand device is a metal, glove-like object with a large red gem set in the palm. It is the personal weapon of the Ty'Khonneanand requires vast amongs of cosmic force crystals in the staff handle and spear head to operate. They utilize a modified version of a staff weapon's power source channeled through amplification crystals, and are thought-controlled. The hand device can generate a shockwave that throws back anyone in its path with great force. The Osiron attribute the Ty'Khonnean ability to hurl people through the air as a sign of their divine power. The hand device can also generate an energy stream to a person's head that causes severe pain and eventual death.This function creates a mental link between Ty'Khonnean and victim, which may allow the Ty'Khonn user to send a message through. Hand devices can also be used to block other energy weapon blasts, and have buttons on the wrist for controlling Ty'Khonn technology.
Ty'Khonnean Cosmic Lance – The standard weapon used by the Ty'Khonnean army and the Ty'Khonnean navy, consisting of a metal quarterstaff with an almond-shaped head that splits open to fire a powerful energy blast. There is a counterbalancing club on the back end, allowing the weapon to be used in melee combat at close ranges. It is powered by liquid In skilled hands it can be quite effective, but it is less accurate and slower to fire than other lesser weapons-made firearms; describes it as a "weapon of terror" rather than of war. Heavier models of the weapon can be slung at the waist by a strap,or mounted on fixed or mobile platforms to act as artillery support.Ty'Khonneanships are equipped with large-scale versions of these weapons The Sodan use a variant of the staff weapon with the back half removed, making it light and easier to carry. This gives the Sodan staff the advantage of being able to be used one-handed, and it allows the weapon to be slung over the back, although it removes the weapon's melee ability.
Hara'kesh – A device shaped like an elaborate ring, worn by Ty'Khonnean assassins. It is both a weapon and a torture device, capable of inflicting incredible pain to it's victum.
Ty'Khonnean Starship – The Ty'Khonnean operate a variety of starships, including "pyramid ship", usually refers to a class of ship consisting of a superstructure with a large, golden slightly slanted tetrahedron at the center of the Tykhon version of an Atlantean star palace or Star Castle.These great motherships,The Tykhonean Star Castles are protected by powerful energy shields capable of repelling conventional, nuclear, and energy weapons, Horush bombers, and death glide fighters. The control systems Ty'Khonnean of ships are based on Seraphian crystals,a feature copied by the other star ship of the Elder Races of the Multiverse.
Maveric Lion Entertainment Group.tm©1990-2007.2008
Posted by NINE9INCHE STUD at 1:32 PM 0 comments
Saturday, August 1, 2009
Gravus Rho Titan Doomsday War Mechinesby Joseph Gilbert Thompson and Carl Edward Thompson
Gravus Rho Titan Doomsday War Mechinesby Joseph Gilbert Thompson and Carl Edward Thompson
Titan Doomsday War Mechines known as the Gravus Rho-a device built to destroy both sides in a war. It has based upon another self,automated planet sized world ship,known as a Rho Tonn,who used large,star ship sized probes and smaller indestructible planet-seeking space probe,that were used to terraform suitable worlds for possable colonization,was altered by the Titans,for the Elder Races of the Old Maveric Universe,as a cheap deterent of hostile invasion of other alien species,such as the Demon races, intended as a bluff or deterrent, not to be actually used, but was activated nonetheless by the Titans. It wiped out ,much of its builders galaxy long ago but it lives on indefinitely, fueled by the very planets it destroys.were actually pawns in the Temporal Cold War it is a struggle between the ancient Elder Super Races,also known as The so called Lords of Light and the Lords of Darkness,who would alter history or exploit many other,younger worlds,in many temporal worlds lines,to suit their own ends and those who would preserve the integrity of the original timeline.They are bent on conquering the temporal space, by reconfiguring the time line of space to make it more hospitable to them using specially designed moon-sized spheres and artificial planet sized worlds,known as the Gravis-Rho-and it's smaller star ship sized weopons of mass destruction.Gravus Rho was originally intended as the ultimate deterrent: the threat of a weapon that could instantly obliterate any planet would keep the remaining "Heretic" worlds of the known Old [Maveric] Universe in line, and those that refused to capitulate would be summarily destroyed to reinforce the point .
weapon of mass destruction (WMD) is a weapon that can kill large numbers of humans and/or cause great damage to man-made structures (e.g. buildings), natural structures (e.g. mountains), or the biosphere in general.Gravis Rho- are giant computerized self-replicating spacecraft or world ship, once used as a doomsday device in an interstellar war aeons ago, and, having destroyed both their enemies and their makers, still attempting to fulfil their mission of destroying all life in the universe.The term is often used to cover several weapon types, including nuclear, biological, chemical (NBC) and radiological weapons. Additional terms used in a military context include atomic, biological, and chemical warfare (ABC) and chemical, biological, radiological, and nuclear (CBRN) warfare.A Doomsday machine is a hypothetical construction which could destroy all life, either on Earth or beyond, generally as part of a policy of mutual assured destruction.
Many World ships have a crew of 265,675, as well as 52,276 gunners, 607,360 troops, 30,984 stormtroopers, 42,782 ship support staff, and 180,216 pilots and support crew. Its hangars contain assault shuttles, blastboats, Strike cruisers, land vehicles, support ships, and 7,293 star fighters. It is also protected by 10,000 turbolaser batteries, 2,600 ion cannons, and at least 768 tractor beam projectors. Various sources state the first Death Star has a diameter between 120 and 160 kilometers.There is a broader range of figures for the second Death Star's diameter, ranging from 160 to 900 kilometers.
A Planet or Moon Sized Battlestation,is also known as a planet killer or Planet Buster (or some variation on that meaning) is an object capable of destroying an entire planet or rendering it uninhabitable ."ultimate weapon", a space station capable of destroying a planet in a single attackHuge amounts of yellowish-orange particles are released en masse from the array and focused by Gravus Rho nervous system to a point just above its mouth. Once focused, the particles burst into a massive, forward-moving, planar wave which expands ahead of the Gravus Rhoexponentially until colliding with an object of sufficient mass to disperse it, usually a planet. The wave instantly vaporizes smaller ships without losing momentum. Though the Gravus Rhois designed to destroy entire planets, it can fire less intense blasts to hit smaller targets; however, the smallest area it seems capable of destroying is roughly the size of an entire city.which had the effect of burrowing into a planet's crust) could potentially destroy a planet by burning into and destroying a planet's core, but this was apparently an uncommon result.
Gravus Rho possesses cosmic power beyond most forms of measurement . They can levitate object by way of massive tractor beam emitters; restructure molecules,by way of huge replicator emitters; convert matter into energy and vice-versa; project energy with enormous concussive force; teleport objects through massive jump points in space, others, and objects across space, dimensions, and time; erect virtually impenetrable fields; restore others from any injury, even total disintegration; and endow or enhance powers of their herald ships and probes. Even his heralds, imbued with the smallest fraction of his power, can manipulate matter and energy far beyond human comprehension. Though the generally avoids physical conflict, Gravus Rho can bolster his own strength beyond any known system of measure. Gravus Rhois telepathic, able to scan the thoughts of virtually any known being.Gravus Rhoit needs to be able to surround a planet, and it needs to be able to survive tens of thousands of years in space, which is a hugely destructive environment.It is an immense (approx. 100,000 miles (160,000 km) long) group mind of city-sized robotic drones that attacks worlds using envoys (resembling small,
tube shaped star ship,with extended weapons around it's outer hull and massive linear accelorators.that can shoot out the smaller,interstellar probes.
Gravus Rho is exceptionally intelligent,it is regid in it's tactical thinking and rarely ever attacks any outside threat force that dosen't enter into it's huge defense perimeter or that of it's herald ships defense perimeter. Gravus Rho is propelled through space via the huge warp driver engines found inside it's interior and can travel at faster than light speeds . Gravus Rho is unable to move the powerful propulsion unit can push through it's defense perimeter. The huge defense perimeter,is a massive sphere,that surrounds the primary Gravis Rho world ship and contains a massive cloud of defensive nonites,defensive bouys,defensive mines and so forthe. Gravus Rho has total control over its entire mass down to the molecular level; it often shapes its surface into the appearance of a gigantic face to address powerful beings, and can also shape its terrain to suit the circumstances. It is able to use its own substance to extrude tentacles, organic sensors, plant-like growth, and to create humanoid vessels for its consciousness.Gravis Rho,can also project huge holographic images across it's outer hull,to chamouflage it's true appearense from hostile attack. It can shape its surface to appear as a dead inhospitable world, or into an idyllic, lush green paradise to lure unaware space travelers to its surface, which it promptly consumes. Gravus Rho possesses various internal features analogous to a living organism, such as gigantic tunnels that have been compared to arteries, and a gigantic brain-like organ deep below its surface. The brain,is actually an Huge Artificial Intelligence,located deep within the near center of the Gravis-Rho World Ship and has several hidden back up computer cores,incase the primary AI or Brain is damaged or destroyed-needing to be rebuilt. Gravus Rho possesses both digestive organs, which it uses when absorbing stellar matter,such as asteroids,planet fragments and interstellar gases,which rebuild demaged systems and refuel the primary reactor core and an immune system with which to create powerful antibodies to destroy beings which attempt to invade it's inner hull with defensive weapons,that may do damage to it's primary systems..It also possesses vast psionic abilities, and can project blasts powerful enough to destroy other worlds.
Some believe this to be only a legend created by the Delkhon ,while others believe it to be some sort of corrupted reference to those ancient Titan Doomsday War Mechines known as the Gravus Rho.The Asguardians,also believe in a Great Dragon-the Midguard Serpent.
Jormungand,who is actually a new variation on the Gravis-Rho Doomsday Mechines,found with in or somewhere hidden within Asguard space.
Group name
Maveric Entertainment Group
Description
Welcome to Maveric Entertainment Group. Whether you are a manager, member, or visitor here, we hope you enjoy this MSN group. Maveric Entertainment Group-links to all things Maveric Comics,Maveric Entertainment Media,
Welcome to Maveric Entertainment Group. Whether you are a manager, member, or visitor here, we hope you enjoy this MSN group. Maveric Entertainment Group-links to all things Maveric Comics,Maveric Entertainment Media,
Public website
None
Get a promotion box for your website
Group address
Current web address:
http://groups.google.com/group/MavericEntertainmentGroup
Current email address:
MavericEntertainmentGroup@googlegroups.com
?
Maveric Entertainment, Inc All right reserved.
? Maveric Enterprises, Inc.
? Maveric Entertainment Group, Inc.
All contents ? and ? 2007 Maveric Characters, Inc., unless otherwise noted herein. All rights reserved.
COPYRIGHT AND TRADEMARK NOTICES
Except as noted, all books, titles, characters, character names, slogans, logos, and related indicia are trademarks of and copyright Maveric Comics and/or Maveric Lion Productions, an imprint of Maveric Entertainment, Inc All right reserved.
? Maveric Enterprises, Inc.
? Maveric Entertainment Group, Inc
?
All contents ? and ? 2007 Maveric Characters, Inc., unless otherwise noted herein. All rights reserved.
?Maveric Comics TRADEMARKS.
The Maveric Lion logo is a trademark of ?copyright Maveric Comics and/or Maveric Lion Productions, an imprint of Maveric Entertainment, Inc All right reserved. .
Idiots? is a trademark of Idiots Productions.Inc.
Happy Hanover ?is a trademark of Happy Hanover ?Comics. Happy Hanover ?Productions,Inc
??Life With Jonesie?? is a trademark of ?Life With Jonesie?? Comics.
The Tina Small Collector is a trademark of The Tina Small Collector Production,Inc.
All right reserved
? MavericEntertainmentGroup@googlegroups.com
Trademarked in the U.S. and/or other countries. All other trademarks referenced herein are the properties of their respective owners.
Entire contents trademarked (? or TM) and copyrighted (?) 1986-2007 by?Maveric ?Comics, Inc. and its respective Licensors.
? All contents ? and ? 2007 Maveric Characters, Inc.,
unless otherwise noted herein. All rights reserved.
Titan Doomsday War Mechines known as the Gravus Rho-a device built to destroy both sides in a war. It has based upon another self,automated planet sized world ship,known as a Rho Tonn,who used large,star ship sized probes and smaller indestructible planet-seeking space probe,that were used to terraform suitable worlds for possable colonization,was altered by the Titans,for the Elder Races of the Old Maveric Universe,as a cheap deterent of hostile invasion of other alien species,such as the Demon races, intended as a bluff or deterrent, not to be actually used, but was activated nonetheless by the Titans. It wiped out ,much of its builders galaxy long ago but it lives on indefinitely, fueled by the very planets it destroys.were actually pawns in the Temporal Cold War it is a struggle between the ancient Elder Super Races,also known as The so called Lords of Light and the Lords of Darkness,who would alter history or exploit many other,younger worlds,in many temporal worlds lines,to suit their own ends and those who would preserve the integrity of the original timeline.They are bent on conquering the temporal space, by reconfiguring the time line of space to make it more hospitable to them using specially designed moon-sized spheres and artificial planet sized worlds,known as the Gravis-Rho-and it's smaller star ship sized weopons of mass destruction.Gravus Rho was originally intended as the ultimate deterrent: the threat of a weapon that could instantly obliterate any planet would keep the remaining "Heretic" worlds of the known Old [Maveric] Universe in line, and those that refused to capitulate would be summarily destroyed to reinforce the point .
weapon of mass destruction (WMD) is a weapon that can kill large numbers of humans and/or cause great damage to man-made structures (e.g. buildings), natural structures (e.g. mountains), or the biosphere in general.Gravis Rho- are giant computerized self-replicating spacecraft or world ship, once used as a doomsday device in an interstellar war aeons ago, and, having destroyed both their enemies and their makers, still attempting to fulfil their mission of destroying all life in the universe.The term is often used to cover several weapon types, including nuclear, biological, chemical (NBC) and radiological weapons. Additional terms used in a military context include atomic, biological, and chemical warfare (ABC) and chemical, biological, radiological, and nuclear (CBRN) warfare.A Doomsday machine is a hypothetical construction which could destroy all life, either on Earth or beyond, generally as part of a policy of mutual assured destruction.
Many World ships have a crew of 265,675, as well as 52,276 gunners, 607,360 troops, 30,984 stormtroopers, 42,782 ship support staff, and 180,216 pilots and support crew. Its hangars contain assault shuttles, blastboats, Strike cruisers, land vehicles, support ships, and 7,293 star fighters. It is also protected by 10,000 turbolaser batteries, 2,600 ion cannons, and at least 768 tractor beam projectors. Various sources state the first Death Star has a diameter between 120 and 160 kilometers.There is a broader range of figures for the second Death Star's diameter, ranging from 160 to 900 kilometers.
A Planet or Moon Sized Battlestation,is also known as a planet killer or Planet Buster (or some variation on that meaning) is an object capable of destroying an entire planet or rendering it uninhabitable ."ultimate weapon", a space station capable of destroying a planet in a single attackHuge amounts of yellowish-orange particles are released en masse from the array and focused by Gravus Rho nervous system to a point just above its mouth. Once focused, the particles burst into a massive, forward-moving, planar wave which expands ahead of the Gravus Rhoexponentially until colliding with an object of sufficient mass to disperse it, usually a planet. The wave instantly vaporizes smaller ships without losing momentum. Though the Gravus Rhois designed to destroy entire planets, it can fire less intense blasts to hit smaller targets; however, the smallest area it seems capable of destroying is roughly the size of an entire city.which had the effect of burrowing into a planet's crust) could potentially destroy a planet by burning into and destroying a planet's core, but this was apparently an uncommon result.
Gravus Rho possesses cosmic power beyond most forms of measurement . They can levitate object by way of massive tractor beam emitters; restructure molecules,by way of huge replicator emitters; convert matter into energy and vice-versa; project energy with enormous concussive force; teleport objects through massive jump points in space, others, and objects across space, dimensions, and time; erect virtually impenetrable fields; restore others from any injury, even total disintegration; and endow or enhance powers of their herald ships and probes. Even his heralds, imbued with the smallest fraction of his power, can manipulate matter and energy far beyond human comprehension. Though the generally avoids physical conflict, Gravus Rho can bolster his own strength beyond any known system of measure. Gravus Rhois telepathic, able to scan the thoughts of virtually any known being.Gravus Rhoit needs to be able to surround a planet, and it needs to be able to survive tens of thousands of years in space, which is a hugely destructive environment.It is an immense (approx. 100,000 miles (160,000 km) long) group mind of city-sized robotic drones that attacks worlds using envoys (resembling small,
tube shaped star ship,with extended weapons around it's outer hull and massive linear accelorators.that can shoot out the smaller,interstellar probes.
Gravus Rho is exceptionally intelligent,it is regid in it's tactical thinking and rarely ever attacks any outside threat force that dosen't enter into it's huge defense perimeter or that of it's herald ships defense perimeter. Gravus Rho is propelled through space via the huge warp driver engines found inside it's interior and can travel at faster than light speeds . Gravus Rho is unable to move the powerful propulsion unit can push through it's defense perimeter. The huge defense perimeter,is a massive sphere,that surrounds the primary Gravis Rho world ship and contains a massive cloud of defensive nonites,defensive bouys,defensive mines and so forthe. Gravus Rho has total control over its entire mass down to the molecular level; it often shapes its surface into the appearance of a gigantic face to address powerful beings, and can also shape its terrain to suit the circumstances. It is able to use its own substance to extrude tentacles, organic sensors, plant-like growth, and to create humanoid vessels for its consciousness.Gravis Rho,can also project huge holographic images across it's outer hull,to chamouflage it's true appearense from hostile attack. It can shape its surface to appear as a dead inhospitable world, or into an idyllic, lush green paradise to lure unaware space travelers to its surface, which it promptly consumes. Gravus Rho possesses various internal features analogous to a living organism, such as gigantic tunnels that have been compared to arteries, and a gigantic brain-like organ deep below its surface. The brain,is actually an Huge Artificial Intelligence,located deep within the near center of the Gravis-Rho World Ship and has several hidden back up computer cores,incase the primary AI or Brain is damaged or destroyed-needing to be rebuilt. Gravus Rho possesses both digestive organs, which it uses when absorbing stellar matter,such as asteroids,planet fragments and interstellar gases,which rebuild demaged systems and refuel the primary reactor core and an immune system with which to create powerful antibodies to destroy beings which attempt to invade it's inner hull with defensive weapons,that may do damage to it's primary systems..It also possesses vast psionic abilities, and can project blasts powerful enough to destroy other worlds.
Some believe this to be only a legend created by the Delkhon ,while others believe it to be some sort of corrupted reference to those ancient Titan Doomsday War Mechines known as the Gravus Rho.The Asguardians,also believe in a Great Dragon-the Midguard Serpent.
Jormungand,who is actually a new variation on the Gravis-Rho Doomsday Mechines,found with in or somewhere hidden within Asguard space.
Searching for Gravis Rho?
Discover and compare hundreds of sources for Gravis Rho.
http://find-e.comUnique results for Gravis Rho
In our NEW FREE online store comparison site. CHECK IT OUT!buy two Gravis-Rho Planet Killers and we'll throw two Star Trek Planet Killers,plus one Death Star and a Vorlon Planet Killer.Impress your freinds.Destroy half the galaxy,in half the time,it takes one planet killer to take out habital worlds.
http://fooffa.comGravis Rho
Check & Compare the Best Sites for Gravis Rho!
http://fooffa.com
Group name
Maveric Entertainment Group
Description
Welcome to Maveric Entertainment Group. Whether you are a manager, member, or visitor here, we hope you enjoy this MSN group. Maveric Entertainment Group-links to all things Maveric Comics,Maveric Entertainment Media,
Welcome to Maveric Entertainment Group. Whether you are a manager, member, or visitor here, we hope you enjoy this MSN group. Maveric Entertainment Group-links to all things Maveric Comics,Maveric Entertainment Media,
Public website
None
Get a promotion box for your website
Group address
Current web address:
http://groups.google.com/group/MavericEntertainmentGroup
Current email address:
MavericEntertainmentGroup@googlegroups.com
?
Maveric Entertainment, Inc All right reserved.
? Maveric Enterprises, Inc.
? Maveric Entertainment Group, Inc.
All contents ? and ? 2007 Maveric Characters, Inc., unless otherwise noted herein. All rights reserved.
COPYRIGHT AND TRADEMARK NOTICES
Except as noted, all books, titles, characters, character names, slogans, logos, and related indicia are trademarks of and copyright Maveric Comics and/or Maveric Lion Productions, an imprint of Maveric Entertainment, Inc All right reserved.
? Maveric Enterprises, Inc.
? Maveric Entertainment Group, Inc
?
All contents ? and ? 2007 Maveric Characters, Inc., unless otherwise noted herein. All rights reserved.
?Maveric Comics TRADEMARKS.
The Maveric Lion logo is a trademark of ?copyright Maveric Comics and/or Maveric Lion Productions, an imprint of Maveric Entertainment, Inc All right reserved. .
Idiots? is a trademark of Idiots Productions.Inc.
Happy Hanover ?is a trademark of Happy Hanover ?Comics. Happy Hanover ?Productions,Inc
??Life With Jonesie?? is a trademark of ?Life With Jonesie?? Comics.
The Tina Small Collector is a trademark of The Tina Small Collector Production,Inc.
All right reserved
? MavericEntertainmentGroup@googlegroups.com
Trademarked in the U.S. and/or other countries. All other trademarks referenced herein are the properties of their respective owners.
Entire contents trademarked (? or TM) and copyrighted (?) 1986-2007 by?Maveric ?Comics, Inc. and its respective Licensors.
? All contents ? and ? 2007 Maveric Characters, Inc.,
unless otherwise noted herein. All rights reserved.
Sunday, July 26, 2009
The Galaxians by Joseph Gilbert Thompson and Carl Edward Thompson
The Galaxians by Joseph Gilbert Thompson and Carl Edward Thompson
The Galaxians
Elder Race of the Maveric Universe.
The Galaxians appear as tall humanoids of a slender build with have pale, blue skin or grey –some a kind of silvery white in complection, and are mostly hairless-though some Galaxians but hair upon their heads-mainly who female.Still their some species of Galaxians known as the Rhukhoshians,who are tall, broad and immensely strong, capable of lifting a Human male easily with one hand. Despite their size, they could move silently and gracefully, making them an extremely dangerous physical opponent. They could duplicate voices effortlessly – their actual voice was very low-pitched and gravelly Their eye color ranges from golden to scarlet. They are in reality energy-based beings, composed of what they refer to as "core energy" or the Cosmic Sourse-a term meaning the cosmic or quantum forces of the multiverse,gathered by zero point energy matrix collectors.The Galaxians skin being an artificial façade that they can generate after sampling the nano technology of other similar species and is kind of a star suite or artificial. The Galaxian use the same technology for the construction of most of their spacecraft as they do for the construction of their buildings and other objects.Sectulation,is that the crystal structures used by the Atlantean and other Elder species,is based in part upon Galaxian technology The craft they use vary enormously in size. Galaxians often requite their own Temporal Guardians, complete with huge Robot assistants, to carry peace keeping operations.
The Galaxian Overmind or Allmind is not a group mind per se, Galaxians have individual personalities and minds,but a collective of mind sharing or mental group contect conscieousness.While Galaxians can, in some cases, detect lies or actions through the Overmind does not generally allow Galaxians to read each others' minds,unless those individuals or groups,wish to share such collective mental union..
Galaxian share a partial collective consciousness, known as The Galaxian Overmind or Allmind, which serves to create a telepathic link between all Galaxian . The Galaxian mindlink does not directly control individual Galaxians, nor does it mean that each may view the thoughts and actions of another immediately, though some Galaxians are able to use this link to determine another's actions on at least one occasion. Bellok Sharell -a noted Galaxian researcher ,once stated that Galaxians cannot act against the collective will of the Overmind, even if they feel that the majority is wrong. Individual Galaxian are nevertheless able to exercise a good deal of free will.The Galaxians use a similar type of Guider Gem,that is either diamond shaped ,circular or triangle shaped,like the Atlanteans.
Galaxians Government
Galaxians are ruled by the Sirhon Overlords, a group of thirteen Galaxians who make major decisions about their policy, but a body which also considers individual matters if they are important. Members of the Sirhon Overlords have responsibility for different areas of Galaxians life: the War Minister, for example, is Tiakhan. While the Sirhon Overlords generally rules by consensus, they elect a leader from among their number,to mediate important decisions of galactic proportions.
Galaxians Technology
Galaxians Living organic biotechnology
Galaxians technology is organic, grown from a substance called "". Galaxians buildings can act as adjuncts to normal buildings, such is the case with Interspecies Relations HQ in season 1, or grown independently, such as the American Embassy in Washington that is seen between to planets.
Galaxians technology is said to be "millions of years" more advanced than human technology. This may be an exaggeration. Although Galaxians have been travelling space for at least two million years .the Galaxians embark upon "co-ventures" with several human corporations, such as Doors International, to combine Galaxians and Human technology. If Galaxians technology were millions of years ahead of human technology, such efforts at reverse engineering would not be even remotely feasible. Nevertheless, Galaxians technology is well beyond human capabilities to replicate without extensive assistance.
Rather than have standard security systems, as living organisms, Galaxians technology has cyber-antibodies, which will attack and attempt to destroy threats. Galaxians embassies are also capable of deploying armoured shells and long range weapons in order to facilitate their defence against external threats. The organic theme of their technology is further carried through into their computer systems, which is said to use pseudo-neurons and be receptive to mental symbiosis to repair damage.
Interdimensional travel
Galaxians use interdimensional technology for travel. Interdimensional drives are used on Galaxians spacecraft to propel them at velocities ranging from several hundred miles per hour to many times the speed of light. Ground-based "portals" create interdimensional pathways between different points and can be used for near-instantaneous transport. The transport does actually take a certain amount of time, but people are placed in a form of protective stasis while travelling through interdimensional space. Portal travel requires both a sending and a receiving device in order to transport a person or cargo. Units range from small portable devices to huge bulk freight portals.
Skrills, living high energy weapons
Galaxians visited a planet that was home to a Galaxians visited a planet that was home to a species called the Seraphians-who had been exploring interstellar space,by way their Seraphian Light Star Ships. . The original Seraphians had long ago perfected a vast data starage and energy absorbing crystal.known as Seraphian Crystals-used for data storage,Startarin Crystals used absorb and generate cosmic forces on the quantum field level .They had found a way to grow these crystals,into various shapes-first small,cirlyndrical tubes,about two or three feet long,but later various sizes depending on the need.The Seraphian Crystals could be conbined with other material,to build bigger objects,such computers,control consoles,buildings and eventually whole star craft.
The Galaxians Civilization is a phenomenon which occurs in the .
The Overmind or Allmind is a psychic link between all Galaxians, a race of humanoid aliens.
.
Orbs
Galaxians Orbs are a set of artifacts which featured prominently According to Galaxians religious tradition, they were sent to the Galaxians people from the Galaxians Prophets to help guide the lower species acheive a more advanced state,than they have previously known.Although Galaxians are reclusive,living mainly among Galaxian Colonies and settlements or aboard star travelling mothercraft,and fear strangers,their resistance to their xenophobic nature can be overcome with time and acceptance to new potential superior species,on the verge of levels close other super beings such as the Atlanteans or Seraphians.In time,the Galaxians may send those potential species,an observation period by way introducing to them the Galaxian Orbs.These Orbs also become teaching devices,similar to the Sidairian Monoliths,sent to various outer regions of deep space,for potential first contact with the Elder Species of the Multiverse..
The orbs are somewhat mysterious in that they defy scientific analysis. They are sphere-shaped and emanate light and a visible field of energy. Each Galaxians Orb has a unique power or property; some will create visions, others (such as the Orb of Time), can actually transport a person to another time. After an Galaxians Orb encounter, individuals may experience later visions known as orb shadows. Although medical science explains these residual hallucinations as the result of excess neuropeptides in the brain, Galaxians believe that Orb shadows only result when individuals ignore what their Orb experience had told them.
.
Other weaponry
Other Galaxians weaponry generally consists of various types of energy pulses, beams, or missiles.
Galaxians Brain implants.
Galaxians Spacecraft
Galaxians use the same bioslurry for the construction of most of their spacecraft as they do for the construction of their buildings. The craft they use vary enormously in size.
Galaxians Spacecraft
Galaxians use the same bioslurry for the construction of most of their spacecraft as they do for the construction of their buildings. The craft they use vary enormously in size.
Galaxians shuttles are small craft used for transportation across space. The true range of the shuttle is unknown, but one such vehicle makes a journey to near by worlds at least as far as Alpha Centauri (about 4.5 light years), and another, flown by the Galaxians Belok Tukharr, may have made a much longer journey, possibly even from another galaxy. The shuttles are extremely fast by the standards of Earth aircraft, and, from the second season, are armed with a form of energy cannon. The craft, though quite sturdy, are not indestructible, and can be destroyed in crashes or by enemy fire (in one instance, the resistance are able to use a large shoulder-mounted weapon to destroy a shuttle).
The Galaxians cruiser is a much larger vessel. Designated as Mohrarah Khorell class, these ships are used for heavy combat, though are not sufficiently powerful to engage the largest Enemy warships. They are used in support of the Volunteer service, a Galaxians program for humans who otherwise have nowhere to go, such as homeless people or high-school dropouts who don't live with their parents. These craft are much larger than shuttles: though their exact size is indeterminate, they appear to be between 50 and 200 metres long, usually appearing closer to the lower end of that range. It is possible that there are several, very similar designs with different sizes, though this would make them subject to the scaling paradox (items cannot simply be scaled up or down, as the ratios of strength and their properties will be altered)
A single Galaxians scoutship, originally belonging to the Galaxians researcher Marel Khorell, Its total dimensions are not revealed with certainty, but it appears to be of a similar scale to the Mohrarah Khorell class Galaxians cruiser. The ship is supposedly long-range, but equipped with minimal armaments. Marell Khorell's ship is equipped with several stasis units though it is unlikely that these are standard aboard other craft of this design, especially as the stasis units appeared to be for human use: Galaxians stasis beds appear in season 4 and look quite different.
While most Galaxians spacecraft, such as their shuttles and cruisers, are created from the same material as their embassies, there is a notable exception in the Galaxians Mothership. While this vessel had an appearance more consistent with other Galaxians craft in season 1, in season 2 it is redesigned to be composed of translucent energy currents - more closely resembling the Galaxians ' energy form itself, and remains in this form until the end of the series. These translucent energy currents are termed "Virtual Glass". the mothership is revealed to be shrinking, as the Galaxians shut off sections and reclaim their energy for their conservation efforts. The mothership is nevertheless a gargantuan vessel, big enough to be seen from orbit. , that the ship still maintains at least 153 decks, suggesting an overall size of several kilometres. The mothership is a unique vessel, and is the only ship in the Galaxians arsenal powerful enough to fight a Sokhanda-class Rhukhonean cruiser. The Galaxians are able to upgrade its weaponry in so the final armaments and capabilities of the mothership are unknown. The mothership is equipped with dozens, if not hundreds of shuttles within a vast landing bay. The ship may also house the cruisers seen in the series, though this is not certain: while the mothership's hangar should be sufficient to house several such craft (especially given the indeterminate sizes of both the cruisers and the mothership itself), and anecdotal evidence suggests that the cruisers may be either aboard or externally docked, there is no incontrovertible evidence for it. The mothership also acts as a lifeboat for the Galaxians people. Within it are a stasis deck, where the remaining Galaxians can be preserved when their personal energy supplies dwindle to near-death. There is also a chamber filled with Galaxians embryos in stasis, awaiting a renewed supply of core energy. The fate of these embryos is not known.
Galaxian Appearance.
The Galaxians appear as tall humanoids of a slender build with have pale, blue skin , grey or even bluesh white skin.some a kind of silvery white in complection, and are mostly hairless-though some Galaxians but hair upon their heads-mainly who female. Their eye color ranges from golden to scarlet. They are in reality energy-based beings, composed of what they refer to as "core energy": their skin being an artificial facade that they can generate after sampling the nano technology of other similar species.The Galaxians seem to require two individuals to mate for reproduction,known as Coupling.Galaxians are highly technologically advanced, and live in a rigid hierarchical society, in which one's caste is determined by the size of a red circle on one's forehead. They are master geneticists who can manipulate the various energy sourse and nano tech based technology to enhance members of their own caste system,as well other super races,they are allied to and those lesser younger or new civilizations,to whom the Alliance of Elder Civilizations,deem worthy of survailance,protection and assistance,by way of various temporal agents,scattered throughout the multiverse.
The Galaxian History.
Following a devastating nuclear war the surface of their planet The Galaxian was originally rendered uninhabitable driving the survivors underground to survive and build a vast network of underground super cities,until the surface world could be terraformed back into aq suityable environment again . During their exile under the surface they developed advanced mental powers,telekenesis,telepathy and so on,by way nanotechnology, including the ability to create realistic illusions.The Galaxians are equipped with strong psionics powers and observers have affirmed that they exploit the telecinesis also for various passive tactical defensive weapons they have the ability of create very realistic illusions against an enemy.
Of xenophobic nature, the Galaxians has disseminated the space around their planet of buoys of warning and only after long strive the other Elder Super Races success to engage limited cultural exchanges.
This eventually led to the Galaxians,to various fractions of the original Galaxian homeworld,to splinter and become separate colonies apart from the main.
A major threat in the cosmos, the Korlorean,who an exiled are Galaxian government ,split into separate groups due to different views of life to use their infinite knowledge of the universe to force lesser beings to worship them.the Korlorean have worshippers across the entire home galaxy of the Ancient Lords of Light, and using their knowledge to spread, they are nearly unstoppable.Other factions or spin off distant alien races may be the Marveillans-a cross breed between Galaxians and Rhandarians,
The Galaxian use the same technology for the construction of most of their spacecraft as they do for the construction of their buildings and other objects.Sectulation,is that the crystal structures used by the Atlantean and other Elder species,is based in part upon Galaxian technology The craft they use vary enormously in size. Galaxians often requite their own Temporal Guardians, complete with huge Robot assistants, to carry peace keeping operations.open. Galaxian share a partial collective consciousness, known as The Overmind, which serves to create a telepathic link between all Galaxian . The Galaxian Commonality does not directly control individual Galaxians, nor does it mean that each may view the thoughts and actions of another immediately, though Darooan Uratue is able to use his link to determine Zoroor Urhadd’s actions on at least several occasion.
Bel'lie states that Galaxians cannot act against the collective will of the Galaxian Overmind, even if they feel that the majority is wrong. Individual Galaxian are nevertheless able to exercise a good deal of free will.The Galaxians use a similar type of Guider Gem,that is either diamond shaped or triangle shaped,like the Atlanteans.
Galaxians Government
Galaxians Technology
Galaxians Living organic biotechnology
Galaxians technology is organic, grown from a substance called "". Galaxians buildings can act as adjuncts to normal buildings, such is the case with Interspecies Relations HQ in season 1, or grown independently, such as the American Embassy in Washington that is seen between seasons 1 and 4.
Galaxians technology is said to be "millions of years" more advanced than human technology. This may be an exaggeration. Although Galaxians have been travelling space for at least two million years .the Galaxians embark upon "co-ventures" with several human corporations, such as Doors International, to combine Galaxians and Human technology. If Galaxians technology were millions of years ahead of human technology, such efforts at reverse engineering would not be even remotely feasible. Nevertheless, Galaxians technology is well beyond human capabilities to replicate without extensive assistance.
Rather than have standard security systems, as living organisms, Galaxians technology has cyber-antibodies, which will attack and attempt to destroy threats. Galaxians embassies are also capable of deploying armoured shells and long range weapons in order to facilitate their defence against external threats. The organic theme of their technology is further carried through into their computer systems, which is said to use pseudo-neurons and be receptive to mental symbiosis to repair damage.
Interdimensional travel
Galaxians use interdimensional technology for travel. Interdimensional drives are used on Galaxians spacecraft to propel them at velocities ranging from several hundred miles per hour to many times the speed of light. Ground-based "portals" create interdimensional pathways between different points and can be used for near-instantaneous transport. The transport does actually take a certain amount of time, but people are placed in a form of protective stasis while travelling through interdimensional space. Portal travel requires both a sending and a receiving device in order to transport a person or cargo. Units range from small portable devices to huge bulk freight portals.
high energy weapons
Galaxian Force Shields
Galaxians have the power to, in and emergency, encase itself in a bell-shaped, clear, almost invisible force-shield-like shell that is impervious to anything on Earth. A force field, sometimes known as an energy shield, force shield, or deflector shield is a barrier, typically made of energy or charged particles, that protects a person, area or object from attacks or intrusions.
Force Shield was a relatively simple defensive Force maneuver that create any sort of shape from bubbles or multi sided defensive walls around the users body or group or dwelling. With this power, the user could create a nearly impenetrable semitransparent sphere around their body or local area that could deflect or absorb attacks from blasters or plasma swords, and could block physical blows or used to block another force shield,generated about an opponents fists by the user creating his or her own deflector shield about the hand area.
. In most cases, it could also prevent harmful Force powers from reaching its user. Usually, its use was regulated to only the latter action, but those skilled in its use or those whose ability in the Force was regulated mostly to it used the bubble of protection for a wide range of activities, due to its versatility.
Force shields were always sphere-shaped, and could be nearly transparent to completely opaque, depending on the user's preference. The shield usually was of some color, though the color varied with the user's alignment or mood. The usual colors were green and blue. Shields ranged in size, but were usually meant to only cover the user and thus were fairly uniform in common use. When hit with energy, the part of the shield that was hit would turn white for a second before flickering back to its original color. This white flare always appeared, whether the user wished the shield transparent or not.
Shields were fairly easy to use and usually did not require much concentration. Their size ranged anywhere from infinitesimal to gargantuan, though the latter took much more focus. Shields could be moved, fluctuated, or even regulated to let only certain things in and other things out. Despite this, the Force shield was not commonly used among the Galaxian High Command-the local military police force, as it was nearly replaced with the form-fitting Force Protection in most circles, and all other uses for it could be done with other Force powers.
With regular shieldmakers, the shields could block foreign Force powers from entering to harm what it was protecting, but, if the shieldmaker were adept enough, would allow certain Force powers in. It would do this by transferring the Force power to the shield itself, instead of the host. Put simply, Force Lightning would only hit the shield, Force Choke would only 'choke' the shield, and Force Heal would 'heal' the shield, causing no harm or change.
A shield could be shattered or caused to flicker out if an enemy had the power to do so, usually just by using a quick burst of Force Crush on the shield, causing it to implode. It completely dissipated after shattering, though the action would usually, though not always, cause pain to the user.
The shield itself was so versatile that even its power source could vary. It could come from the user's own power in the Force, absorb energy from whatever hit it to empower it, and even be powered by the user's own life force. However, the latter was incredibly risky, as it seriously endangered the life of the user should the shield be forcefully shattered. Even if the shield were only harmed it would cause pain to the shieldmaker, a pain that varied with the attack used.
Galaxians visited a planet that was home to a species called the Seraphians-who had been exploring interstellar space,by way their Seraphian Light Star Ships. . The original Seraphians had long ago perfected a vast data starage and energy absorbing crystal.known as Seraphian Crystals-used for data storage,Startarin Crystals used absorb and generate cosmic forces on the quantum field level .They had found a way to grow these crystals,into various shapes-first small,cirlyndrical tubes,about two or three feet long,but later various sizes depending on the need.The Seraphian Crystals could be conbined with other material,to build bigger objects,such computers,control consoles,buildings and eventually whole star craft.
The Galaxians Civilization is a phenomenon which occurs in the . The Commonality is a psychic link between all Galaxians, a race of humanoid aliens.
The Galaxians (or Companions, as they are called in early seasons) are bound together by a psychic link with all other Galaxians at all times. This link is known as the Commonality. Relatively little is revealed about the Telepathic Link, this is partly due to the subtle nuances of Galaxians phrasing (rarely lying, but often only giving part of the truth), the difficulty in trying to explain such a concept in understandable language, the need to keep the deeply spiritual Galaxians mysterious and alien.
The Commonality is not a group mind per se, Galaxians have individual personalities and minds, and the Commonality is referred to as "collective sentience". While Galaxians can, in some cases, detect lies or actions through the Commonality the Commonality does not generally allow Galaxians to read each others' minds.
Humans with significant psychic abilities have been able to touch the Commonality. Since the Galaxians consider the Commonality sacred and pure, they have not responded well to what they perces ive as a potential invasion.
Orbs
Galaxians Orbs are a set of artifacts which featured prominently According to Galaxians religious tradition, they were sent to the Galaxians people from the Prophets to help guide them, hence their name.
The orbs are somewhat mysterious in that they defy scientific analysis. They are sphere-shaped and emanate light and a visible field of energy. Each Galaxians Orb has a unique power or property; some will create visions, others (such as the Orb of Time), can actually transport a person to another time. After an Galaxians Orb encounter, individuals may experience later visions known as orb shadows. Although medical science explains these residual hallucinations as the result of excess neuropeptides in the brain, Galaxians believe that Orb shadows only result when individuals ignore what their Orb experience had told them.
.
Other weaponry
Other Galaxians weaponry generally consists of various types of energy pulses, beams, or missiles.
Galaxians Brain implants
Companion Protectors, and at least some of the Volunteer Service are implanted with a Hypermentation Nueral Implant (or HNI ). There are several different varieties of Hypermentations, but they are all a cross between a Galaxian neural implant and a data chip. The Hypermentations given to Companion Protectors improve reading and interpretation speed, provide total recall of memories, and improve basic abilities, as well as allowing the use of a skrill. They also provide a "motivational imperative". This more sinister capacity is used to re-align the priorities of the implanted person so that they consider the interests of the Galaxians to be paramount under all circumstances. This has led to Companion Protectors behaving in a way contrary to their pre-implanted nature. For example, before his degeneration into a scheming self-interest,
The Hypermentation Implant irrevocably alters the brain structure of an implanted person, meaning that they cannot survive without one. This creates a problem when it is found that the earliest generation of Hypermentation Implant were fatally breaking down. The human immune system eventually rejected the Hypermentation Implant, destroying the motivational imperative. As, in later Hypermentation Implantcan be removed, it appears that the brain can heal itself when the Hypermentation Implantgradually disabled, rather than removed whole.
Surveillance Hypermentation Implantdo not provide any known benefits to the person implanted, but instead transmit whatever the implant sees back to an observer. Most of the Volunteers have Hypermentation Implant, but of a simpler design, with varying motivational imperatives and attributes. "Drones" have all their motivations redirected, but may not have benefits to the implant.Hypermentation Implant,works to transform the users brain into a kind of super computer,able to remember facts quicker,recall past events,link to other telepathic devices such a Guider Gem and so on.The Galaxians shared this device with the Seraphians,the Sidairians and Atlanteans,among other Elder Races of the Multiverse-some by way of intergallactic temporal black markets created by such merchant alien races like the Zhatikhon,the Vhendikhar,the Zenn Lann Authority
Sourses of inspiration-Star Trek's Tellosians and the Organians,Earth Final Conflict's Taelons,Doctor Who's Claws of Axos,Beyond the Farthest Star-Alien Podship found by the USS Enterprise,Galaxy Beings and Bellero Shield Outer Limits,
Elder Race of the Maveric Universe.
Sarkhon/Toreus Properties,Inc. Maveric Lions Productions-Maveric Comics- Maveric Lions Comic Group- Maveric Film- Maveric Lions Film- Maveric Lions Maveric Lions Adult webzines Group-Maveric Lions Toys-Maveric Lions Games- Maveric Lions Adult Magazines Group-Maveric Lions Games-Maveric Lions Webzines Group- Maveric Lions Cartoons- Maveric Lions Entertainment Group-All right reserved.
an EARLY DESIGN FROM YEARS
--------------------------------------------------------------------------------
AGO.
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
Maveric? Comics
Sarkhon/Toreus Properties,Inc. Maveric Lions Productions-Maveric Comics- Maveric Lions Comic Group- Maveric Film- Maveric Lions Film- Maveric Lions Maveric Lions Adult webzines Group-Maveric Lions Toys-Maveric Lions Games- Maveric Lions Adult Magazines Group-Maveric Lions Games-Maveric Lions Webzines Group- Maveric Lions Cartoons-,Maveric Productions Ltd,Maveric Studios? Inc,Maveric Entertainment, Inc Maveric Lions Entertainment Group-All right reserved.
Owner: maveric lions, Trademark: maveric lions" :
?Sincerely yours-Upward Onward Maveric
MAVERIC LIONS ENTERTAINMENT GROUP
POST OFFICE BOX BUILDING,Philadelphia,Pa,
,Philadelphia,Pa,19131 cell 215-917-2849
cut and paste to your site.
MAVERIC COMICS INC,STUDIOS
MAVERICCOMICSINCSTUDIOS@groups.msn.com
maverick n
Founded by Carl Edward Thompson and Joseph Gilbert Thompson.based existing webzines and comic production studios.Sarkhon/Toreus Propertyies,Inc.and Maveric Comics Studios,Inc.1985-1991.tm(c)
And now this
sincerely yours-Upward Onward Maveric.
Joseph Gilbert Thompson.
DOC THOMPSON.
MAVERIC COMICS INC,STUDIOS
toreus007@msn.com
Sarkhon/Toreus Properties,Inc. Maveric Lions Productions-Maveric Comics- Maveric Lions Comic Group- Maveric Film- Maveric Lions Film- Maveric Lions Maveric Lions Adult webzines Group-Maveric Lions Toys-Maveric Lions Games- Maveric Lions Adult Magazines Group-Maveric Lions Games-Maveric Lions Webzines Group- Maveric Lions Cartoons- Maveric Lions Entertainment Group-All right reserved.
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
Maveric Comics
Sarkhon/Toreus Properties,Inc. Maveric Lions Productions-Maveric Comics- Maveric Lions Comic Group- Maveric Film- Maveric Lions Film- Maveric Lions Maveric Lions Adult webzines Group-Maveric Lions Toys-Maveric Lions Games- Maveric Lions Adult Magazines Group-Maveric Lions Games-Maveric Lions Webzines Group- Maveric Lions Cartoons-,Maveric Productions Ltd,Maveric Studios? Inc,Maveric Entertainment, Inc Maveric Lions Entertainment Group-All right reserved.
Owner: maveric lions, Trademark: maveric lions" :
?Sincerely yours-Upward Onward Maveric
MAVERIC LIONS ENTERTAINMENT GROUP
POST OFFICE BOX BUILDING,Philadelphia,Pa,
,Philadelphia,Pa,19131 cell 215-917-2849
cut and paste to your site.
MAVERIC COMICS INC,STUDIOS
MAVERICCOMICSINCSTUDIOS@groups.msn.com
maverick n
Founded by Carl Edward Thompson and Joseph Gilbert Thompson.based existing webzines and comic production studios.Sarkhon/Toreus Propertyies,Inc.and Maveric Comics Studios,Inc.1985-1991.tm(c)
And now this
sincerely yours-Upward Onward Maveric.
Joseph Gilbert Thompson.
DOC THOMPSON.
MAVERIC COMICS INC,STUDIOS
toreus007@msn.com
The Galaxians
Elder Race of the Maveric Universe.
The Galaxians appear as tall humanoids of a slender build with have pale, blue skin or grey –some a kind of silvery white in complection, and are mostly hairless-though some Galaxians but hair upon their heads-mainly who female.Still their some species of Galaxians known as the Rhukhoshians,who are tall, broad and immensely strong, capable of lifting a Human male easily with one hand. Despite their size, they could move silently and gracefully, making them an extremely dangerous physical opponent. They could duplicate voices effortlessly – their actual voice was very low-pitched and gravelly Their eye color ranges from golden to scarlet. They are in reality energy-based beings, composed of what they refer to as "core energy" or the Cosmic Sourse-a term meaning the cosmic or quantum forces of the multiverse,gathered by zero point energy matrix collectors.The Galaxians skin being an artificial façade that they can generate after sampling the nano technology of other similar species and is kind of a star suite or artificial. The Galaxian use the same technology for the construction of most of their spacecraft as they do for the construction of their buildings and other objects.Sectulation,is that the crystal structures used by the Atlantean and other Elder species,is based in part upon Galaxian technology The craft they use vary enormously in size. Galaxians often requite their own Temporal Guardians, complete with huge Robot assistants, to carry peace keeping operations.
The Galaxian Overmind or Allmind is not a group mind per se, Galaxians have individual personalities and minds,but a collective of mind sharing or mental group contect conscieousness.While Galaxians can, in some cases, detect lies or actions through the Overmind does not generally allow Galaxians to read each others' minds,unless those individuals or groups,wish to share such collective mental union..
Galaxian share a partial collective consciousness, known as The Galaxian Overmind or Allmind, which serves to create a telepathic link between all Galaxian . The Galaxian mindlink does not directly control individual Galaxians, nor does it mean that each may view the thoughts and actions of another immediately, though some Galaxians are able to use this link to determine another's actions on at least one occasion. Bellok Sharell -a noted Galaxian researcher ,once stated that Galaxians cannot act against the collective will of the Overmind, even if they feel that the majority is wrong. Individual Galaxian are nevertheless able to exercise a good deal of free will.The Galaxians use a similar type of Guider Gem,that is either diamond shaped ,circular or triangle shaped,like the Atlanteans.
Galaxians Government
Galaxians are ruled by the Sirhon Overlords, a group of thirteen Galaxians who make major decisions about their policy, but a body which also considers individual matters if they are important. Members of the Sirhon Overlords have responsibility for different areas of Galaxians life: the War Minister, for example, is Tiakhan. While the Sirhon Overlords generally rules by consensus, they elect a leader from among their number,to mediate important decisions of galactic proportions.
Galaxians Technology
Galaxians Living organic biotechnology
Galaxians technology is organic, grown from a substance called "". Galaxians buildings can act as adjuncts to normal buildings, such is the case with Interspecies Relations HQ in season 1, or grown independently, such as the American Embassy in Washington that is seen between to planets.
Galaxians technology is said to be "millions of years" more advanced than human technology. This may be an exaggeration. Although Galaxians have been travelling space for at least two million years .the Galaxians embark upon "co-ventures" with several human corporations, such as Doors International, to combine Galaxians and Human technology. If Galaxians technology were millions of years ahead of human technology, such efforts at reverse engineering would not be even remotely feasible. Nevertheless, Galaxians technology is well beyond human capabilities to replicate without extensive assistance.
Rather than have standard security systems, as living organisms, Galaxians technology has cyber-antibodies, which will attack and attempt to destroy threats. Galaxians embassies are also capable of deploying armoured shells and long range weapons in order to facilitate their defence against external threats. The organic theme of their technology is further carried through into their computer systems, which is said to use pseudo-neurons and be receptive to mental symbiosis to repair damage.
Interdimensional travel
Galaxians use interdimensional technology for travel. Interdimensional drives are used on Galaxians spacecraft to propel them at velocities ranging from several hundred miles per hour to many times the speed of light. Ground-based "portals" create interdimensional pathways between different points and can be used for near-instantaneous transport. The transport does actually take a certain amount of time, but people are placed in a form of protective stasis while travelling through interdimensional space. Portal travel requires both a sending and a receiving device in order to transport a person or cargo. Units range from small portable devices to huge bulk freight portals.
Skrills, living high energy weapons
Galaxians visited a planet that was home to a Galaxians visited a planet that was home to a species called the Seraphians-who had been exploring interstellar space,by way their Seraphian Light Star Ships. . The original Seraphians had long ago perfected a vast data starage and energy absorbing crystal.known as Seraphian Crystals-used for data storage,Startarin Crystals used absorb and generate cosmic forces on the quantum field level .They had found a way to grow these crystals,into various shapes-first small,cirlyndrical tubes,about two or three feet long,but later various sizes depending on the need.The Seraphian Crystals could be conbined with other material,to build bigger objects,such computers,control consoles,buildings and eventually whole star craft.
The Galaxians Civilization is a phenomenon which occurs in the .
The Overmind or Allmind is a psychic link between all Galaxians, a race of humanoid aliens.
.
Orbs
Galaxians Orbs are a set of artifacts which featured prominently According to Galaxians religious tradition, they were sent to the Galaxians people from the Galaxians Prophets to help guide the lower species acheive a more advanced state,than they have previously known.Although Galaxians are reclusive,living mainly among Galaxian Colonies and settlements or aboard star travelling mothercraft,and fear strangers,their resistance to their xenophobic nature can be overcome with time and acceptance to new potential superior species,on the verge of levels close other super beings such as the Atlanteans or Seraphians.In time,the Galaxians may send those potential species,an observation period by way introducing to them the Galaxian Orbs.These Orbs also become teaching devices,similar to the Sidairian Monoliths,sent to various outer regions of deep space,for potential first contact with the Elder Species of the Multiverse..
The orbs are somewhat mysterious in that they defy scientific analysis. They are sphere-shaped and emanate light and a visible field of energy. Each Galaxians Orb has a unique power or property; some will create visions, others (such as the Orb of Time), can actually transport a person to another time. After an Galaxians Orb encounter, individuals may experience later visions known as orb shadows. Although medical science explains these residual hallucinations as the result of excess neuropeptides in the brain, Galaxians believe that Orb shadows only result when individuals ignore what their Orb experience had told them.
.
Other weaponry
Other Galaxians weaponry generally consists of various types of energy pulses, beams, or missiles.
Galaxians Brain implants.
Galaxians Spacecraft
Galaxians use the same bioslurry for the construction of most of their spacecraft as they do for the construction of their buildings. The craft they use vary enormously in size.
Galaxians Spacecraft
Galaxians use the same bioslurry for the construction of most of their spacecraft as they do for the construction of their buildings. The craft they use vary enormously in size.
Galaxians shuttles are small craft used for transportation across space. The true range of the shuttle is unknown, but one such vehicle makes a journey to near by worlds at least as far as Alpha Centauri (about 4.5 light years), and another, flown by the Galaxians Belok Tukharr, may have made a much longer journey, possibly even from another galaxy. The shuttles are extremely fast by the standards of Earth aircraft, and, from the second season, are armed with a form of energy cannon. The craft, though quite sturdy, are not indestructible, and can be destroyed in crashes or by enemy fire (in one instance, the resistance are able to use a large shoulder-mounted weapon to destroy a shuttle).
The Galaxians cruiser is a much larger vessel. Designated as Mohrarah Khorell class, these ships are used for heavy combat, though are not sufficiently powerful to engage the largest Enemy warships. They are used in support of the Volunteer service, a Galaxians program for humans who otherwise have nowhere to go, such as homeless people or high-school dropouts who don't live with their parents. These craft are much larger than shuttles: though their exact size is indeterminate, they appear to be between 50 and 200 metres long, usually appearing closer to the lower end of that range. It is possible that there are several, very similar designs with different sizes, though this would make them subject to the scaling paradox (items cannot simply be scaled up or down, as the ratios of strength and their properties will be altered)
A single Galaxians scoutship, originally belonging to the Galaxians researcher Marel Khorell, Its total dimensions are not revealed with certainty, but it appears to be of a similar scale to the Mohrarah Khorell class Galaxians cruiser. The ship is supposedly long-range, but equipped with minimal armaments. Marell Khorell's ship is equipped with several stasis units though it is unlikely that these are standard aboard other craft of this design, especially as the stasis units appeared to be for human use: Galaxians stasis beds appear in season 4 and look quite different.
While most Galaxians spacecraft, such as their shuttles and cruisers, are created from the same material as their embassies, there is a notable exception in the Galaxians Mothership. While this vessel had an appearance more consistent with other Galaxians craft in season 1, in season 2 it is redesigned to be composed of translucent energy currents - more closely resembling the Galaxians ' energy form itself, and remains in this form until the end of the series. These translucent energy currents are termed "Virtual Glass". the mothership is revealed to be shrinking, as the Galaxians shut off sections and reclaim their energy for their conservation efforts. The mothership is nevertheless a gargantuan vessel, big enough to be seen from orbit. , that the ship still maintains at least 153 decks, suggesting an overall size of several kilometres. The mothership is a unique vessel, and is the only ship in the Galaxians arsenal powerful enough to fight a Sokhanda-class Rhukhonean cruiser. The Galaxians are able to upgrade its weaponry in so the final armaments and capabilities of the mothership are unknown. The mothership is equipped with dozens, if not hundreds of shuttles within a vast landing bay. The ship may also house the cruisers seen in the series, though this is not certain: while the mothership's hangar should be sufficient to house several such craft (especially given the indeterminate sizes of both the cruisers and the mothership itself), and anecdotal evidence suggests that the cruisers may be either aboard or externally docked, there is no incontrovertible evidence for it. The mothership also acts as a lifeboat for the Galaxians people. Within it are a stasis deck, where the remaining Galaxians can be preserved when their personal energy supplies dwindle to near-death. There is also a chamber filled with Galaxians embryos in stasis, awaiting a renewed supply of core energy. The fate of these embryos is not known.
Galaxian Appearance.
The Galaxians appear as tall humanoids of a slender build with have pale, blue skin , grey or even bluesh white skin.some a kind of silvery white in complection, and are mostly hairless-though some Galaxians but hair upon their heads-mainly who female. Their eye color ranges from golden to scarlet. They are in reality energy-based beings, composed of what they refer to as "core energy": their skin being an artificial facade that they can generate after sampling the nano technology of other similar species.The Galaxians seem to require two individuals to mate for reproduction,known as Coupling.Galaxians are highly technologically advanced, and live in a rigid hierarchical society, in which one's caste is determined by the size of a red circle on one's forehead. They are master geneticists who can manipulate the various energy sourse and nano tech based technology to enhance members of their own caste system,as well other super races,they are allied to and those lesser younger or new civilizations,to whom the Alliance of Elder Civilizations,deem worthy of survailance,protection and assistance,by way of various temporal agents,scattered throughout the multiverse.
The Galaxian History.
Following a devastating nuclear war the surface of their planet The Galaxian was originally rendered uninhabitable driving the survivors underground to survive and build a vast network of underground super cities,until the surface world could be terraformed back into aq suityable environment again . During their exile under the surface they developed advanced mental powers,telekenesis,telepathy and so on,by way nanotechnology, including the ability to create realistic illusions.The Galaxians are equipped with strong psionics powers and observers have affirmed that they exploit the telecinesis also for various passive tactical defensive weapons they have the ability of create very realistic illusions against an enemy.
Of xenophobic nature, the Galaxians has disseminated the space around their planet of buoys of warning and only after long strive the other Elder Super Races success to engage limited cultural exchanges.
This eventually led to the Galaxians,to various fractions of the original Galaxian homeworld,to splinter and become separate colonies apart from the main.
A major threat in the cosmos, the Korlorean,who an exiled are Galaxian government ,split into separate groups due to different views of life to use their infinite knowledge of the universe to force lesser beings to worship them.the Korlorean have worshippers across the entire home galaxy of the Ancient Lords of Light, and using their knowledge to spread, they are nearly unstoppable.Other factions or spin off distant alien races may be the Marveillans-a cross breed between Galaxians and Rhandarians,
The Galaxian use the same technology for the construction of most of their spacecraft as they do for the construction of their buildings and other objects.Sectulation,is that the crystal structures used by the Atlantean and other Elder species,is based in part upon Galaxian technology The craft they use vary enormously in size. Galaxians often requite their own Temporal Guardians, complete with huge Robot assistants, to carry peace keeping operations.open. Galaxian share a partial collective consciousness, known as The Overmind, which serves to create a telepathic link between all Galaxian . The Galaxian Commonality does not directly control individual Galaxians, nor does it mean that each may view the thoughts and actions of another immediately, though Darooan Uratue is able to use his link to determine Zoroor Urhadd’s actions on at least several occasion.
Bel'lie states that Galaxians cannot act against the collective will of the Galaxian Overmind, even if they feel that the majority is wrong. Individual Galaxian are nevertheless able to exercise a good deal of free will.The Galaxians use a similar type of Guider Gem,that is either diamond shaped or triangle shaped,like the Atlanteans.
Galaxians Government
Galaxians Technology
Galaxians Living organic biotechnology
Galaxians technology is organic, grown from a substance called "". Galaxians buildings can act as adjuncts to normal buildings, such is the case with Interspecies Relations HQ in season 1, or grown independently, such as the American Embassy in Washington that is seen between seasons 1 and 4.
Galaxians technology is said to be "millions of years" more advanced than human technology. This may be an exaggeration. Although Galaxians have been travelling space for at least two million years .the Galaxians embark upon "co-ventures" with several human corporations, such as Doors International, to combine Galaxians and Human technology. If Galaxians technology were millions of years ahead of human technology, such efforts at reverse engineering would not be even remotely feasible. Nevertheless, Galaxians technology is well beyond human capabilities to replicate without extensive assistance.
Rather than have standard security systems, as living organisms, Galaxians technology has cyber-antibodies, which will attack and attempt to destroy threats. Galaxians embassies are also capable of deploying armoured shells and long range weapons in order to facilitate their defence against external threats. The organic theme of their technology is further carried through into their computer systems, which is said to use pseudo-neurons and be receptive to mental symbiosis to repair damage.
Interdimensional travel
Galaxians use interdimensional technology for travel. Interdimensional drives are used on Galaxians spacecraft to propel them at velocities ranging from several hundred miles per hour to many times the speed of light. Ground-based "portals" create interdimensional pathways between different points and can be used for near-instantaneous transport. The transport does actually take a certain amount of time, but people are placed in a form of protective stasis while travelling through interdimensional space. Portal travel requires both a sending and a receiving device in order to transport a person or cargo. Units range from small portable devices to huge bulk freight portals.
high energy weapons
Galaxian Force Shields
Galaxians have the power to, in and emergency, encase itself in a bell-shaped, clear, almost invisible force-shield-like shell that is impervious to anything on Earth. A force field, sometimes known as an energy shield, force shield, or deflector shield is a barrier, typically made of energy or charged particles, that protects a person, area or object from attacks or intrusions.
Force Shield was a relatively simple defensive Force maneuver that create any sort of shape from bubbles or multi sided defensive walls around the users body or group or dwelling. With this power, the user could create a nearly impenetrable semitransparent sphere around their body or local area that could deflect or absorb attacks from blasters or plasma swords, and could block physical blows or used to block another force shield,generated about an opponents fists by the user creating his or her own deflector shield about the hand area.
. In most cases, it could also prevent harmful Force powers from reaching its user. Usually, its use was regulated to only the latter action, but those skilled in its use or those whose ability in the Force was regulated mostly to it used the bubble of protection for a wide range of activities, due to its versatility.
Force shields were always sphere-shaped, and could be nearly transparent to completely opaque, depending on the user's preference. The shield usually was of some color, though the color varied with the user's alignment or mood. The usual colors were green and blue. Shields ranged in size, but were usually meant to only cover the user and thus were fairly uniform in common use. When hit with energy, the part of the shield that was hit would turn white for a second before flickering back to its original color. This white flare always appeared, whether the user wished the shield transparent or not.
Shields were fairly easy to use and usually did not require much concentration. Their size ranged anywhere from infinitesimal to gargantuan, though the latter took much more focus. Shields could be moved, fluctuated, or even regulated to let only certain things in and other things out. Despite this, the Force shield was not commonly used among the Galaxian High Command-the local military police force, as it was nearly replaced with the form-fitting Force Protection in most circles, and all other uses for it could be done with other Force powers.
With regular shieldmakers, the shields could block foreign Force powers from entering to harm what it was protecting, but, if the shieldmaker were adept enough, would allow certain Force powers in. It would do this by transferring the Force power to the shield itself, instead of the host. Put simply, Force Lightning would only hit the shield, Force Choke would only 'choke' the shield, and Force Heal would 'heal' the shield, causing no harm or change.
A shield could be shattered or caused to flicker out if an enemy had the power to do so, usually just by using a quick burst of Force Crush on the shield, causing it to implode. It completely dissipated after shattering, though the action would usually, though not always, cause pain to the user.
The shield itself was so versatile that even its power source could vary. It could come from the user's own power in the Force, absorb energy from whatever hit it to empower it, and even be powered by the user's own life force. However, the latter was incredibly risky, as it seriously endangered the life of the user should the shield be forcefully shattered. Even if the shield were only harmed it would cause pain to the shieldmaker, a pain that varied with the attack used.
Galaxians visited a planet that was home to a species called the Seraphians-who had been exploring interstellar space,by way their Seraphian Light Star Ships. . The original Seraphians had long ago perfected a vast data starage and energy absorbing crystal.known as Seraphian Crystals-used for data storage,Startarin Crystals used absorb and generate cosmic forces on the quantum field level .They had found a way to grow these crystals,into various shapes-first small,cirlyndrical tubes,about two or three feet long,but later various sizes depending on the need.The Seraphian Crystals could be conbined with other material,to build bigger objects,such computers,control consoles,buildings and eventually whole star craft.
The Galaxians Civilization is a phenomenon which occurs in the . The Commonality is a psychic link between all Galaxians, a race of humanoid aliens.
The Galaxians (or Companions, as they are called in early seasons) are bound together by a psychic link with all other Galaxians at all times. This link is known as the Commonality. Relatively little is revealed about the Telepathic Link, this is partly due to the subtle nuances of Galaxians phrasing (rarely lying, but often only giving part of the truth), the difficulty in trying to explain such a concept in understandable language, the need to keep the deeply spiritual Galaxians mysterious and alien.
The Commonality is not a group mind per se, Galaxians have individual personalities and minds, and the Commonality is referred to as "collective sentience". While Galaxians can, in some cases, detect lies or actions through the Commonality the Commonality does not generally allow Galaxians to read each others' minds.
Humans with significant psychic abilities have been able to touch the Commonality. Since the Galaxians consider the Commonality sacred and pure, they have not responded well to what they perces ive as a potential invasion.
Orbs
Galaxians Orbs are a set of artifacts which featured prominently According to Galaxians religious tradition, they were sent to the Galaxians people from the Prophets to help guide them, hence their name.
The orbs are somewhat mysterious in that they defy scientific analysis. They are sphere-shaped and emanate light and a visible field of energy. Each Galaxians Orb has a unique power or property; some will create visions, others (such as the Orb of Time), can actually transport a person to another time. After an Galaxians Orb encounter, individuals may experience later visions known as orb shadows. Although medical science explains these residual hallucinations as the result of excess neuropeptides in the brain, Galaxians believe that Orb shadows only result when individuals ignore what their Orb experience had told them.
.
Other weaponry
Other Galaxians weaponry generally consists of various types of energy pulses, beams, or missiles.
Galaxians Brain implants
Companion Protectors, and at least some of the Volunteer Service are implanted with a Hypermentation Nueral Implant (or HNI ). There are several different varieties of Hypermentations, but they are all a cross between a Galaxian neural implant and a data chip. The Hypermentations given to Companion Protectors improve reading and interpretation speed, provide total recall of memories, and improve basic abilities, as well as allowing the use of a skrill. They also provide a "motivational imperative". This more sinister capacity is used to re-align the priorities of the implanted person so that they consider the interests of the Galaxians to be paramount under all circumstances. This has led to Companion Protectors behaving in a way contrary to their pre-implanted nature. For example, before his degeneration into a scheming self-interest,
The Hypermentation Implant irrevocably alters the brain structure of an implanted person, meaning that they cannot survive without one. This creates a problem when it is found that the earliest generation of Hypermentation Implant were fatally breaking down. The human immune system eventually rejected the Hypermentation Implant, destroying the motivational imperative. As, in later Hypermentation Implantcan be removed, it appears that the brain can heal itself when the Hypermentation Implantgradually disabled, rather than removed whole.
Surveillance Hypermentation Implantdo not provide any known benefits to the person implanted, but instead transmit whatever the implant sees back to an observer. Most of the Volunteers have Hypermentation Implant, but of a simpler design, with varying motivational imperatives and attributes. "Drones" have all their motivations redirected, but may not have benefits to the implant.Hypermentation Implant,works to transform the users brain into a kind of super computer,able to remember facts quicker,recall past events,link to other telepathic devices such a Guider Gem and so on.The Galaxians shared this device with the Seraphians,the Sidairians and Atlanteans,among other Elder Races of the Multiverse-some by way of intergallactic temporal black markets created by such merchant alien races like the Zhatikhon,the Vhendikhar,the Zenn Lann Authority
Sourses of inspiration-Star Trek's Tellosians and the Organians,Earth Final Conflict's Taelons,Doctor Who's Claws of Axos,Beyond the Farthest Star-Alien Podship found by the USS Enterprise,Galaxy Beings and Bellero Shield Outer Limits,
Elder Race of the Maveric Universe.
Sarkhon/Toreus Properties,Inc. Maveric Lions Productions-Maveric Comics- Maveric Lions Comic Group- Maveric Film- Maveric Lions Film- Maveric Lions Maveric Lions Adult webzines Group-Maveric Lions Toys-Maveric Lions Games- Maveric Lions Adult Magazines Group-Maveric Lions Games-Maveric Lions Webzines Group- Maveric Lions Cartoons- Maveric Lions Entertainment Group-All right reserved.
an EARLY DESIGN FROM YEARS
--------------------------------------------------------------------------------
AGO.
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
Maveric? Comics
Sarkhon/Toreus Properties,Inc. Maveric Lions Productions-Maveric Comics- Maveric Lions Comic Group- Maveric Film- Maveric Lions Film- Maveric Lions Maveric Lions Adult webzines Group-Maveric Lions Toys-Maveric Lions Games- Maveric Lions Adult Magazines Group-Maveric Lions Games-Maveric Lions Webzines Group- Maveric Lions Cartoons-,Maveric Productions Ltd,Maveric Studios? Inc,Maveric Entertainment, Inc Maveric Lions Entertainment Group-All right reserved.
Owner: maveric lions, Trademark: maveric lions" :
?Sincerely yours-Upward Onward Maveric
MAVERIC LIONS ENTERTAINMENT GROUP
POST OFFICE BOX BUILDING,Philadelphia,Pa,
,Philadelphia,Pa,19131 cell 215-917-2849
cut and paste to your site.
MAVERIC COMICS INC,STUDIOS
MAVERICCOMICSINCSTUDIOS@groups.msn.com
maverick n
Founded by Carl Edward Thompson and Joseph Gilbert Thompson.based existing webzines and comic production studios.Sarkhon/Toreus Propertyies,Inc.and Maveric Comics Studios,Inc.1985-1991.tm(c)
And now this
sincerely yours-Upward Onward Maveric.
Joseph Gilbert Thompson.
DOC THOMPSON.
MAVERIC COMICS INC,STUDIOS
toreus007@msn.com
Sarkhon/Toreus Properties,Inc. Maveric Lions Productions-Maveric Comics- Maveric Lions Comic Group- Maveric Film- Maveric Lions Film- Maveric Lions Maveric Lions Adult webzines Group-Maveric Lions Toys-Maveric Lions Games- Maveric Lions Adult Magazines Group-Maveric Lions Games-Maveric Lions Webzines Group- Maveric Lions Cartoons- Maveric Lions Entertainment Group-All right reserved.
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
Maveric Comics
Sarkhon/Toreus Properties,Inc. Maveric Lions Productions-Maveric Comics- Maveric Lions Comic Group- Maveric Film- Maveric Lions Film- Maveric Lions Maveric Lions Adult webzines Group-Maveric Lions Toys-Maveric Lions Games- Maveric Lions Adult Magazines Group-Maveric Lions Games-Maveric Lions Webzines Group- Maveric Lions Cartoons-,Maveric Productions Ltd,Maveric Studios? Inc,Maveric Entertainment, Inc Maveric Lions Entertainment Group-All right reserved.
Owner: maveric lions, Trademark: maveric lions" :
?Sincerely yours-Upward Onward Maveric
MAVERIC LIONS ENTERTAINMENT GROUP
POST OFFICE BOX BUILDING,Philadelphia,Pa,
,Philadelphia,Pa,19131 cell 215-917-2849
cut and paste to your site.
MAVERIC COMICS INC,STUDIOS
MAVERICCOMICSINCSTUDIOS@groups.msn.com
maverick n
Founded by Carl Edward Thompson and Joseph Gilbert Thompson.based existing webzines and comic production studios.Sarkhon/Toreus Propertyies,Inc.and Maveric Comics Studios,Inc.1985-1991.tm(c)
And now this
sincerely yours-Upward Onward Maveric.
Joseph Gilbert Thompson.
DOC THOMPSON.
MAVERIC COMICS INC,STUDIOS
toreus007@msn.com
Thursday, August 14, 2008
TIME TRAVEL IN COMIC BOOK UNIVERSES: A STRUCTURAL OVERVIEW
This is Google's cache of http://www.geocities.com/Area51/Zone/5239/Timetrav.htm. It is a snapshot of the page as it appeared on Jul 24, 2008 14:02:13 GMT. The current page could have changed in the meantime. Learn more
Text-only versionThese search terms are highlighted: time travel in comics
--------------------------------------------------------------------------------
TIME TRAVEL IN COMIC BOOK UNIVERSES: A STRUCTURAL OVERVIEW
By M. J. Norton
FOREWORD
Theoretical mathematicians, perhaps the only true cosmologists in a modern context, show us a map of a universe in which faster than light effects happen all the time - albeit on a sub-sub-atomic particle level - and multiple universes with quite likely arbitrary physical laws are in play. Against such a back-drop the following examination of time travel in comics is lent a faint air of respectability.
This paper stakes no claim to being a comprehensive overview of time travel stories in comics, as its use as a plot device has been rampant, and my readily-available source material is my private collection. In making my selections, I've tried to collect as many of the recurring conventions, attempting to establish theoretical frameworks to encompass them in a small number of groups. Additionally, notable variations have been mentioned under the appropriate individual structures. Owing both to the relatively complete nature of my Marvel Comics collection, and my familiarity with it, I've largely restricted my examples to that comics "reality", though I've attempted to reach beyond those references in presenting a wide range of examples. I had made some small effort during the outline stages to include DC's 30th Century-based Legion of Super-Heroes, given their frequent traffic through time in both their pre- and post-Crisis incarnations, but decided not to include them due to my relative lack of familiarity with DC's "rules" for time travel - a matter on which they appear to currently have no strong editorial stance.
I have refrained from making references to uses of time travel in novels, despite that generally being the source material the comics writers drew upon. Similarly, other pop cultural references have been limited. Exceptions were made only when they appeared particularly useful in clarifying a structure or mechanism. These guidelines were followed in order to prevent a dilution of an already diverse topic. The unused references and notes on the same have been aside for possible use as the basis of a paper on the impact of science fiction on comic books.
Criticism of this paper is welcome, particularly notices of significant material which was overlooked, as I'm interested in not only eliminating errors but in developing it into a more comprehensive examination of the subject. A more comprehensive draft of this paper, expanded to include the neglected material noted above, is expected to be produced in 1998.
It is my sincere hope that the resulting paper will serve as a useful reference for future writers in the comic book adventure genre, when they contemplate working time travel into a story. Failing that, I at least hope it will spur some thought on the subject.
Michael J. Norton Croydon, PA August, 1997
Time travel has played a prominent role in a wide variety of comics stories. A few moments' consideration of the subject is all that is needed in order to understand why. The ability to travel backwards in time to witness, and perhaps even participate in, history is a thrilling notion. Similarly exciting, though not without an added dread of the true unknown, is the thought of visiting the world tomorrow will bring.
While both directions are compelling, the greater dramatic tension involves travel backwards through time. After all, while the visiting of tomorrow can provide a sense of future history, such knowledge is to no great avail unless one can go back in time to make use of it. It's in that backwards movement that the interesting things occur, and the conflicts arise with some force. One advantage, if such it can be called, of the majority of comics tales is that the reader is accustomed to a level of verisimilitude greater than is necessary for any other field of literature. Generally all a comics reader demands is an internal consistency. The reader is ready to believe nearly anything set down in a forthright manner, but it must follow its own logic, however peculiar.
This simplicity has brought about a variety of methods for various characters to travel through time. One of the most conceptually simplistic is the generally familiar method employed by Superman. When the fabled Man of Steel wishes to travel through time, he circles the Earth at a speed greater than light, traveling in one direction to reach the past, and the other to visit the future. The comics reader generally doesn't demand to know how he achieves such speed, but is more concerned that Superman employ the method consistently; difficulties would arise should he claim in one issue that Westward travel transports one to the future, while saying in another that that is the path to the past.
This trans-light speed has become a convention of a variety of time travel schemes, so it is worth taking a moment to consider. Relativity theory informs us that as an object approaches the speed of light, time slows down for that object. So, a person traveling at near-light speed would age minimally compared to those he left behind. The reason why this works is beyond the scope of this paper, but let it suffice to say that this is a scientifically verified phenomenon. This gives the reader some authoritative scientific base to at as a touchstone, so that he is usually unconcerned that stretching the theory to cover trans-light speed is a violation of that same theory. The reasoning goes that if time slows down approaching the speed of light, that if one goes faster it'll begin to move backwards. Never mind that the faster one goes the more massive one becomes, requiring more energy to move, what ultimately matters to the reader is that Superman does it, ergo it works.
A variety of time travel devices have been concocted over the years. Some make use of the faster-than-light idea, such as a treadmill device employed by the Flash. Many are vehicles of some sort, from Rip Hunter's Time Bubble, to Kang's time-ship. These time-ships usually give rise to analogies of time as a river, hence the nautical references and the tendency to treat disturbances in the "time stream" as if they were violent storms, buffeting the passengers of such vehicles about during the journey.
Some of the devices are relatively passive, though, such as the visually-intriguing time platform created by Dr. Doom. This device merely removes the travelers from one time as it applies them to another; the machine itself stays in "the present", though the platform reappears when it is programmed to.
In some instances, a device was used to shift time for a specific locality, though these are notorious for not working as planned. In one such story, an atomic-powered gyroscope, inspired by Superman's faster than light method of time travel, was constructed in an attempt to open a sort of window on the future. Instead, it began shifting time for blocks around it, mixing then modern-day Metropolis with one of its possible, post-apocalyptic futures. [DC Comics Presents vol.6, 64 (December, 1983)] In another instance, A city was walled off from the world and a special device meant to keep it safe and propel it into the future backfired by merely speeding up time within the city, the inhabitants of which experienced many centuries while the outside world saw only a matter of days pass.
The most simplified method of time travel the comics offer, though, is by magic. In that context, no pretense at an explanation is necessary; it simply works.
Reviewing the dramatic themes and operating structures of a broad cross-section of comic book treatments of time travel, it becomes apparent that there are four, basic approaches the writer can take to introducing the matter. While some of the following systems overlap, and are not mutually exclusive, generally one of the following is dominant in a given story.
Type I: No Going Back
This first type ultimately makes it clear that it is impossible to actually visit one's past. Any attempts to move backwards in time will result in the formation of an alternate reality. Under this scheme, the traveler can go back to 1492 and sink all three of Columbus' ships, and all he will have done is to create a time line in which North America's colonization proceeded later and somewhat differently. His own past and present remain untouched, no matter how strange the new timeline. He does not return home to find that there are tepees where his house once stood.
The dramatic use of this approach usually lies in the writer concealing this inability to change the past until the story's end. A character travels to the past to correct some mistake before it is made, or stop something from happening, he goes through the adventure with seeming success, only to return to his present and find it unchanged.
An excellent example of this involves Ben Grimm, the super-strong Thing of the Fantastic Four. Presented with a cure for his monstrous deformity, he is told it would have worked had it been administered long ago, shortly after his transformation. He uses a time machine to travel back to those days, meeting the embittered, enraged person he once was. Mistrustful, the earlier version fights back viciously, but the future version eventually wins out and administers the cure. It works, and the earlier version of the Thing reverts to human form while the time-traveling visitor returns to the present only to find that he and his world remain unchanged.[Marvel Two In One 50] In a later tale it's confirmed that that time line persisted, and that the lack of a Thing made a critical difference, resulting in that world's ruin. [Marvel Two In One 100 (June, 1983)]
In another story the complexities of time travel, even under this structure, were driven home in a story arc involving a council of time-travelers, all versions of the same person. Some of these characters decided that so many of them were making mistakes, creating awful, frequently embarrassing time lines with each new scheme, and so they moved to eliminate the lesser lights who simply bungled matters left and right.[Avengers #267 (May, 1986)]
The use of the immutability of the past as a source of a moral is common. In the above example concerning the Thing, for instance, the latter tale attempts to make a case for believing that one's native reality, while far from perfect, may have a reason for existing. If not that, then it reminds the reader that things can almost always be worse. While an emotionally unsatisfying moral, it is nonetheless a pragmatic one.
Type II: Time Traveler As Part Of History
In this approach, the traveler ultimately stands revealed as part of history as it occurred. The character can interact with the past with vigor, but when the traveler stops and looks, he sees that everything turned out the same it had always been. Prior to 1986's Crisis On Infinite Earths, this was the standard backwards time travel scenario for Superman. His attempts to alter the past were always thwarted in some fashion, and he generally came to realize that he was recorded as a natural or inexplicable force, or even as part of folklore after some fashion.
A specific instance of this approach involved Steve Rogers, Captain America. Repeatedly wracked with guilt over the apparent death of his sidekick, Bucky Barnes, he traveled back to the day of their final mission together. His intent was merely to watch what had occurred, and set his mind at relative ease by confirming if Bucky had indeed been killed, or had survived in some amazing fashion as he had. The trip proceeded well, if not without some emotional pain, as the wraith like Captain watched helplessly. Suddenly there was a surge in the machine's power, and the Captain gained substance in that time. Acting quickly, he moved to fight back, but ultimately only succeeding in severing the bonds of his younger self before being returned to intangibility. History played out as it always had, save that now Cap knew more of what had gone on, and that it had been the actions of his future self that saved his life.[Avengers #56]
As with Type I, the dramatic tension in these stories usually derives from the apparent success the traveler enjoys in attempting to affect the past. Unlike type I, however, the failure to change events is generally seen much more quickly. Consequently, these tales derive tension from the inability of the traveler, however powerful and competent, to make a difference. The past seems dynamic for a time, but proves immutable in the end.
Type III: Can't Go Home Again.
The third operating scheme for a time travel story permits the traveler to journey along his own time line, and to make changes. The consequence of these actions, though, is that he changes future history - that is, history as he remembers it no longer exists; he becomes an anomaly, an orphan of an extinguished time line.
By far the most popular of the approaches in comics, novels and movies, this offers the highest level of dramatic tension of the perspectives explored so far. The traveler must exercise caution not to affect anything, as the smallest change could cascade through time and leave him no familiar present to return to. It is this approach which was used in perhaps the most often-praised of the original Star Trek episodes, "City on the Edge of Forever".
The usual structure involves a person or object moving into the past, resulting in a change in history. The protagonists are then forced to journey back into the past and prevent the deviation from occurring, or, failing that, to fix it in some way.
Not all of the uses of this time travel convention are big, sweeping ones. In some instance, the effect is minimalized and/or localized.
Once such use is in Milestone's Blood Syndicate, in the character of Flashback. Hers is the ability to turn time back six seconds at will, allowing her to quickly react to an event, turn time back, and shout out a warning or otherwise take action to prevent the incident. This effect essentially hurls her back into the past by those few seconds, allowing her the chance to alter history while it's extremely ripe.
Another, more peculiar but generally less satisfying method which has been used to work things out was seen in Doug Moench and Paul Gulacy's Aztec Ace. In those stories, the protagonist attempts to thwart the efforts of an organization which intends to undermine history. While Ace manages to do the job reasonably well, there are momentary imbalances, paradoxes he refers to as "doxy glitches". In truest comic book fashion, these localized expressions of outraged time manifest themselves as grotesque creatures, usually blending the attributes of two or more animals. Why? It's just what happens. It makes a good visual and gives him a monster to fight, and in comics that can be an end unto itself.
Type IV: All Can Be Undone
In many ways this is just a case of taking Type III one step further. However, as it is a particularly significant step, it deserves a separate category.
As with Type III, the traveler can undo the past, but in this case he risks not only destroying his time line, but eliminating himself as well. The apocalyptic nature of these tales, which allow the utter elimination of the hero and all the characters, is probably the least-used of all the time travel conventions in episodic fiction. In comics, this form is generally reserved for one-shot tales with a "twist" ending, often involving the traveler returning to a world in which he and his fellow beings are no longer human, but are now descended from some other animal.
A general pop-culture example, albeit an ultimately more upbeat one, of this is form found in the movie Back To The Future. In that film, the time traveler finds evidence of the past he knows being erased, as evidenced - however ludicrously - by the gradual disappearance of his siblings from a photo he brought with him, and, later, by the traveler himself beginning to fade out of existence.
The systems presented, as noted at the outset, overlap in places. The Captain America example given under Type II, for instance, is couched in a Type III scenario (i.e. He is sent back in wraith-like, observer form because it is believed that he otherwise could change the past, and so alter the present.) This, along with instances of each of the types within a single comics universe, indicates that all may be in play. How flexible one can be in allowing for the coexistence of these story types in the same fictional universe depends on a combination of the plotter's skill, the reader's verisimilitude, and the ability of each to mentally construct an all-encompassing framework.
Though continuity-intensive fans sometimes make it to an editorial level, and so attempt to impose a structure on time travel conventions, there are occasional slip-ups as writers and editors become confused or otherwise sloppy. Despite the fact that up until relatively recent times, the Marvel Universe has generally operated as a Type-I & II mix continuum, in which ventures into the past usually see the travelers shifting into or otherwise creating an alternate time line, and almost all the other times involve the time traveler's actions proving to be part of history, there have been times when other changes have been permitted. In one such story a time traveler changes Earth's history while the Fantastic Four are in space, and thereby supposedly insulated from the local shift. In this instance, the heroes must go back in time to counter the events and prevent some vaguely hinted-at "collapse" of time. [Giant-Size Fantastic Four #2 (August, 1974)]
In another instance involving the same characters, a cylinder of an advanced alloy is knocked onto a time platform and sent into the past. It reaches the seemingly ubiquitous Nazis, early in WWII, and they use the unique properties of the alloy to construct far more precise V-2 rockets, and so win the war and sweep the world. While this story initially treats those circumstances as creating an alternate time line which left the" main" one unchanged, Reed Richards hints at the possibility of a sort of domino effect, which is given no more explanation - plainly it was referenced purely as a story element to provide motivation and a sense of drama, when all that was really needed was a sense of guilt and responsibility at being inadvertently responsible for a time line in which the Nazis won.[Fantastic Four Annual #11 (November 1976)]
Time travel is too successful and time honored, however often abused, to ever be far from comics for long. The possibilities it offers for exploring new aspects of old events and characters are simply too compelling to be ignored - nor should they. Those who choose to use it should take care, though, to decide which framework is best for their stories, and stick with it.
Praise? Ridicule? Non-injurious suggestions? Drop me a line @ orto@erols.com
Editors Note;
Time Travel in comics seem often,to inconstistant.Doctor Dooms Time Mechine works differently than Kang's Time Sphere.It would ok,if Doom's time mechime somehow instantly beamed people onto a time ship platform,then somewhere else in time and space,but we are not sure how either really work.Superman's time travelling should limited to star ship travel or devices,in the Fotress of Solitude,using Phantom Zone based technology.
Doc Thompson
All work on this page is by Michael J. Norton, 1997. Permission to reproduce this material is granted, provided credit is given me. I'd also appreciate being given notice, too, okay?
--------------------------------------------------------------------------------
This page hosted by Get your own FREE HOME PAGE
Text-only versionThese search terms are highlighted: time travel in comics
--------------------------------------------------------------------------------
TIME TRAVEL IN COMIC BOOK UNIVERSES: A STRUCTURAL OVERVIEW
By M. J. Norton
FOREWORD
Theoretical mathematicians, perhaps the only true cosmologists in a modern context, show us a map of a universe in which faster than light effects happen all the time - albeit on a sub-sub-atomic particle level - and multiple universes with quite likely arbitrary physical laws are in play. Against such a back-drop the following examination of time travel in comics is lent a faint air of respectability.
This paper stakes no claim to being a comprehensive overview of time travel stories in comics, as its use as a plot device has been rampant, and my readily-available source material is my private collection. In making my selections, I've tried to collect as many of the recurring conventions, attempting to establish theoretical frameworks to encompass them in a small number of groups. Additionally, notable variations have been mentioned under the appropriate individual structures. Owing both to the relatively complete nature of my Marvel Comics collection, and my familiarity with it, I've largely restricted my examples to that comics "reality", though I've attempted to reach beyond those references in presenting a wide range of examples. I had made some small effort during the outline stages to include DC's 30th Century-based Legion of Super-Heroes, given their frequent traffic through time in both their pre- and post-Crisis incarnations, but decided not to include them due to my relative lack of familiarity with DC's "rules" for time travel - a matter on which they appear to currently have no strong editorial stance.
I have refrained from making references to uses of time travel in novels, despite that generally being the source material the comics writers drew upon. Similarly, other pop cultural references have been limited. Exceptions were made only when they appeared particularly useful in clarifying a structure or mechanism. These guidelines were followed in order to prevent a dilution of an already diverse topic. The unused references and notes on the same have been aside for possible use as the basis of a paper on the impact of science fiction on comic books.
Criticism of this paper is welcome, particularly notices of significant material which was overlooked, as I'm interested in not only eliminating errors but in developing it into a more comprehensive examination of the subject. A more comprehensive draft of this paper, expanded to include the neglected material noted above, is expected to be produced in 1998.
It is my sincere hope that the resulting paper will serve as a useful reference for future writers in the comic book adventure genre, when they contemplate working time travel into a story. Failing that, I at least hope it will spur some thought on the subject.
Michael J. Norton Croydon, PA August, 1997
Time travel has played a prominent role in a wide variety of comics stories. A few moments' consideration of the subject is all that is needed in order to understand why. The ability to travel backwards in time to witness, and perhaps even participate in, history is a thrilling notion. Similarly exciting, though not without an added dread of the true unknown, is the thought of visiting the world tomorrow will bring.
While both directions are compelling, the greater dramatic tension involves travel backwards through time. After all, while the visiting of tomorrow can provide a sense of future history, such knowledge is to no great avail unless one can go back in time to make use of it. It's in that backwards movement that the interesting things occur, and the conflicts arise with some force. One advantage, if such it can be called, of the majority of comics tales is that the reader is accustomed to a level of verisimilitude greater than is necessary for any other field of literature. Generally all a comics reader demands is an internal consistency. The reader is ready to believe nearly anything set down in a forthright manner, but it must follow its own logic, however peculiar.
This simplicity has brought about a variety of methods for various characters to travel through time. One of the most conceptually simplistic is the generally familiar method employed by Superman. When the fabled Man of Steel wishes to travel through time, he circles the Earth at a speed greater than light, traveling in one direction to reach the past, and the other to visit the future. The comics reader generally doesn't demand to know how he achieves such speed, but is more concerned that Superman employ the method consistently; difficulties would arise should he claim in one issue that Westward travel transports one to the future, while saying in another that that is the path to the past.
This trans-light speed has become a convention of a variety of time travel schemes, so it is worth taking a moment to consider. Relativity theory informs us that as an object approaches the speed of light, time slows down for that object. So, a person traveling at near-light speed would age minimally compared to those he left behind. The reason why this works is beyond the scope of this paper, but let it suffice to say that this is a scientifically verified phenomenon. This gives the reader some authoritative scientific base to at as a touchstone, so that he is usually unconcerned that stretching the theory to cover trans-light speed is a violation of that same theory. The reasoning goes that if time slows down approaching the speed of light, that if one goes faster it'll begin to move backwards. Never mind that the faster one goes the more massive one becomes, requiring more energy to move, what ultimately matters to the reader is that Superman does it, ergo it works.
A variety of time travel devices have been concocted over the years. Some make use of the faster-than-light idea, such as a treadmill device employed by the Flash. Many are vehicles of some sort, from Rip Hunter's Time Bubble, to Kang's time-ship. These time-ships usually give rise to analogies of time as a river, hence the nautical references and the tendency to treat disturbances in the "time stream" as if they were violent storms, buffeting the passengers of such vehicles about during the journey.
Some of the devices are relatively passive, though, such as the visually-intriguing time platform created by Dr. Doom. This device merely removes the travelers from one time as it applies them to another; the machine itself stays in "the present", though the platform reappears when it is programmed to.
In some instances, a device was used to shift time for a specific locality, though these are notorious for not working as planned. In one such story, an atomic-powered gyroscope, inspired by Superman's faster than light method of time travel, was constructed in an attempt to open a sort of window on the future. Instead, it began shifting time for blocks around it, mixing then modern-day Metropolis with one of its possible, post-apocalyptic futures. [DC Comics Presents vol.6, 64 (December, 1983)] In another instance, A city was walled off from the world and a special device meant to keep it safe and propel it into the future backfired by merely speeding up time within the city, the inhabitants of which experienced many centuries while the outside world saw only a matter of days pass.
The most simplified method of time travel the comics offer, though, is by magic. In that context, no pretense at an explanation is necessary; it simply works.
Reviewing the dramatic themes and operating structures of a broad cross-section of comic book treatments of time travel, it becomes apparent that there are four, basic approaches the writer can take to introducing the matter. While some of the following systems overlap, and are not mutually exclusive, generally one of the following is dominant in a given story.
Type I: No Going Back
This first type ultimately makes it clear that it is impossible to actually visit one's past. Any attempts to move backwards in time will result in the formation of an alternate reality. Under this scheme, the traveler can go back to 1492 and sink all three of Columbus' ships, and all he will have done is to create a time line in which North America's colonization proceeded later and somewhat differently. His own past and present remain untouched, no matter how strange the new timeline. He does not return home to find that there are tepees where his house once stood.
The dramatic use of this approach usually lies in the writer concealing this inability to change the past until the story's end. A character travels to the past to correct some mistake before it is made, or stop something from happening, he goes through the adventure with seeming success, only to return to his present and find it unchanged.
An excellent example of this involves Ben Grimm, the super-strong Thing of the Fantastic Four. Presented with a cure for his monstrous deformity, he is told it would have worked had it been administered long ago, shortly after his transformation. He uses a time machine to travel back to those days, meeting the embittered, enraged person he once was. Mistrustful, the earlier version fights back viciously, but the future version eventually wins out and administers the cure. It works, and the earlier version of the Thing reverts to human form while the time-traveling visitor returns to the present only to find that he and his world remain unchanged.[Marvel Two In One 50] In a later tale it's confirmed that that time line persisted, and that the lack of a Thing made a critical difference, resulting in that world's ruin. [Marvel Two In One 100 (June, 1983)]
In another story the complexities of time travel, even under this structure, were driven home in a story arc involving a council of time-travelers, all versions of the same person. Some of these characters decided that so many of them were making mistakes, creating awful, frequently embarrassing time lines with each new scheme, and so they moved to eliminate the lesser lights who simply bungled matters left and right.[Avengers #267 (May, 1986)]
The use of the immutability of the past as a source of a moral is common. In the above example concerning the Thing, for instance, the latter tale attempts to make a case for believing that one's native reality, while far from perfect, may have a reason for existing. If not that, then it reminds the reader that things can almost always be worse. While an emotionally unsatisfying moral, it is nonetheless a pragmatic one.
Type II: Time Traveler As Part Of History
In this approach, the traveler ultimately stands revealed as part of history as it occurred. The character can interact with the past with vigor, but when the traveler stops and looks, he sees that everything turned out the same it had always been. Prior to 1986's Crisis On Infinite Earths, this was the standard backwards time travel scenario for Superman. His attempts to alter the past were always thwarted in some fashion, and he generally came to realize that he was recorded as a natural or inexplicable force, or even as part of folklore after some fashion.
A specific instance of this approach involved Steve Rogers, Captain America. Repeatedly wracked with guilt over the apparent death of his sidekick, Bucky Barnes, he traveled back to the day of their final mission together. His intent was merely to watch what had occurred, and set his mind at relative ease by confirming if Bucky had indeed been killed, or had survived in some amazing fashion as he had. The trip proceeded well, if not without some emotional pain, as the wraith like Captain watched helplessly. Suddenly there was a surge in the machine's power, and the Captain gained substance in that time. Acting quickly, he moved to fight back, but ultimately only succeeding in severing the bonds of his younger self before being returned to intangibility. History played out as it always had, save that now Cap knew more of what had gone on, and that it had been the actions of his future self that saved his life.[Avengers #56]
As with Type I, the dramatic tension in these stories usually derives from the apparent success the traveler enjoys in attempting to affect the past. Unlike type I, however, the failure to change events is generally seen much more quickly. Consequently, these tales derive tension from the inability of the traveler, however powerful and competent, to make a difference. The past seems dynamic for a time, but proves immutable in the end.
Type III: Can't Go Home Again.
The third operating scheme for a time travel story permits the traveler to journey along his own time line, and to make changes. The consequence of these actions, though, is that he changes future history - that is, history as he remembers it no longer exists; he becomes an anomaly, an orphan of an extinguished time line.
By far the most popular of the approaches in comics, novels and movies, this offers the highest level of dramatic tension of the perspectives explored so far. The traveler must exercise caution not to affect anything, as the smallest change could cascade through time and leave him no familiar present to return to. It is this approach which was used in perhaps the most often-praised of the original Star Trek episodes, "City on the Edge of Forever".
The usual structure involves a person or object moving into the past, resulting in a change in history. The protagonists are then forced to journey back into the past and prevent the deviation from occurring, or, failing that, to fix it in some way.
Not all of the uses of this time travel convention are big, sweeping ones. In some instance, the effect is minimalized and/or localized.
Once such use is in Milestone's Blood Syndicate, in the character of Flashback. Hers is the ability to turn time back six seconds at will, allowing her to quickly react to an event, turn time back, and shout out a warning or otherwise take action to prevent the incident. This effect essentially hurls her back into the past by those few seconds, allowing her the chance to alter history while it's extremely ripe.
Another, more peculiar but generally less satisfying method which has been used to work things out was seen in Doug Moench and Paul Gulacy's Aztec Ace. In those stories, the protagonist attempts to thwart the efforts of an organization which intends to undermine history. While Ace manages to do the job reasonably well, there are momentary imbalances, paradoxes he refers to as "doxy glitches". In truest comic book fashion, these localized expressions of outraged time manifest themselves as grotesque creatures, usually blending the attributes of two or more animals. Why? It's just what happens. It makes a good visual and gives him a monster to fight, and in comics that can be an end unto itself.
Type IV: All Can Be Undone
In many ways this is just a case of taking Type III one step further. However, as it is a particularly significant step, it deserves a separate category.
As with Type III, the traveler can undo the past, but in this case he risks not only destroying his time line, but eliminating himself as well. The apocalyptic nature of these tales, which allow the utter elimination of the hero and all the characters, is probably the least-used of all the time travel conventions in episodic fiction. In comics, this form is generally reserved for one-shot tales with a "twist" ending, often involving the traveler returning to a world in which he and his fellow beings are no longer human, but are now descended from some other animal.
A general pop-culture example, albeit an ultimately more upbeat one, of this is form found in the movie Back To The Future. In that film, the time traveler finds evidence of the past he knows being erased, as evidenced - however ludicrously - by the gradual disappearance of his siblings from a photo he brought with him, and, later, by the traveler himself beginning to fade out of existence.
The systems presented, as noted at the outset, overlap in places. The Captain America example given under Type II, for instance, is couched in a Type III scenario (i.e. He is sent back in wraith-like, observer form because it is believed that he otherwise could change the past, and so alter the present.) This, along with instances of each of the types within a single comics universe, indicates that all may be in play. How flexible one can be in allowing for the coexistence of these story types in the same fictional universe depends on a combination of the plotter's skill, the reader's verisimilitude, and the ability of each to mentally construct an all-encompassing framework.
Though continuity-intensive fans sometimes make it to an editorial level, and so attempt to impose a structure on time travel conventions, there are occasional slip-ups as writers and editors become confused or otherwise sloppy. Despite the fact that up until relatively recent times, the Marvel Universe has generally operated as a Type-I & II mix continuum, in which ventures into the past usually see the travelers shifting into or otherwise creating an alternate time line, and almost all the other times involve the time traveler's actions proving to be part of history, there have been times when other changes have been permitted. In one such story a time traveler changes Earth's history while the Fantastic Four are in space, and thereby supposedly insulated from the local shift. In this instance, the heroes must go back in time to counter the events and prevent some vaguely hinted-at "collapse" of time. [Giant-Size Fantastic Four #2 (August, 1974)]
In another instance involving the same characters, a cylinder of an advanced alloy is knocked onto a time platform and sent into the past. It reaches the seemingly ubiquitous Nazis, early in WWII, and they use the unique properties of the alloy to construct far more precise V-2 rockets, and so win the war and sweep the world. While this story initially treats those circumstances as creating an alternate time line which left the" main" one unchanged, Reed Richards hints at the possibility of a sort of domino effect, which is given no more explanation - plainly it was referenced purely as a story element to provide motivation and a sense of drama, when all that was really needed was a sense of guilt and responsibility at being inadvertently responsible for a time line in which the Nazis won.[Fantastic Four Annual #11 (November 1976)]
Time travel is too successful and time honored, however often abused, to ever be far from comics for long. The possibilities it offers for exploring new aspects of old events and characters are simply too compelling to be ignored - nor should they. Those who choose to use it should take care, though, to decide which framework is best for their stories, and stick with it.
Praise? Ridicule? Non-injurious suggestions? Drop me a line @ orto@erols.com
Editors Note;
Time Travel in comics seem often,to inconstistant.Doctor Dooms Time Mechine works differently than Kang's Time Sphere.It would ok,if Doom's time mechime somehow instantly beamed people onto a time ship platform,then somewhere else in time and space,but we are not sure how either really work.Superman's time travelling should limited to star ship travel or devices,in the Fotress of Solitude,using Phantom Zone based technology.
Doc Thompson
All work on this page is by Michael J. Norton, 1997. Permission to reproduce this material is granted, provided credit is given me. I'd also appreciate being given notice, too, okay?
--------------------------------------------------------------------------------
This page hosted by Get your own FREE HOME PAGE
Monday, July 28, 2008
Project Time Stalkers,Inc''Into the Time Vortex.''
PROJECT ;TIME-STALKERS,INC.-
Project Time Stalkers,Inc''Into the Time Vortex.''
1:14pm
The Philadelphia Experiment
12:36pm
ITIME TRAVEL RESEARCH CENTER
11:35am
TIME MASTERS
11:19am
MARVEL V
11:00am
Tipler cylinder
10:27am
Time Travel and Modern Physics
10:22am
Hyperspace connections: Black holes, white holes, wormholes
10:20am
Wormhole
Jul 3
Voyagers
Jul 3
Project Time Stalkers,Inc''Into the Time Vortex.'' Edit
Project Time Stalkers,Inc
''Into the Time Vortex,''
Two American scientists are lost in the swirling maze of past and future ages, during the first experiments on America’s greatest and most secret project: ‘The Time Tunnel.’ Tony Vincent and Doug Allen now tumble helplessly toward a new, fantastic adventure, somewhere along the infinite corridors of time.”
Project Time Stalkers,Inc,is a top secret U.S. government effort to build an experimental time machine known as "the Time Tunnel." .The first was the pilot about a government project-based on alien equipment found within a vast, hidden bunker like complex- Shadow Complex-a New Genesis Bunker, captured by the Tauron’s as a temporal base of operations and abandoned ages ago by them, for unknown reasons. Presumedly left because a shift in the Atlantean Temporal Cold War went toward the Atlanteans and against the Taurons, who are apart of the other side. This Temporal Wormhole generator-is at the heart of the mysterious Shadow Complex. which is a device that can send people into the future or past. The members of Project Time Stalkers,Inc, Dr. Tony Vincent ,Dr. Doug Allen, Christine Lambert and her younger brother Johnathan Lambert plan to send a Time Pod, down into a Tauron Temporal Well,-an alien time machine-related to the Atlanteans, who travel within the infinite realm of time and space, to see if the Time Vortex can explored safely again. When the costs of the project approach those of the entire U.S. space program, a United States Senator launches an investigation of the project. The Senator feels that the tunnel has cost too much money for too little reward. At his request, the Senator is allowed to visit the project base and be given a tour. Once he reaches the central control room, the Senator explains his complaints to the project heads. The Senator then says that he wishes to close down the project as a waste of time and money that has not worked.
Key Time Tunnel scientists, young physicist Dr. Tony Vincent and scientist /temporal engineer Dr. Doug Allen manage to convince several other members of the Project; Time Stalkers to send the Time pod on a short execution into the vortex. Christine Lambert and her younger brother Johnathan Lambert turns the machine on and begins to enter drop sends the time pod back in time in an attempt to prove that the Time Tunnel project funds were not wasted. In so doing, Vincent and Allen becomes "lost in time." as the Time Vortex accidentally grabs onto the small capsule.The thick Bucky Cable that holds the pod in space,from a huge crane over head breaks. whipping it through the temporal wormhole. The Time Tunnel top personnel can see through the Tunnel that Tony Vincent and Douglas Allen are hurled further into the vortex, spinning helplessly toward a new destination, in time and space... They can also see that the two Temporal Test pilots cannot escape before the time vortex sends toward their ultimate destination, and they cannot retrieve him.
Version:
3 messages about this page
1:14pm by SUPERMAN
Click on http://groups.google.com/group/PROJECTTIMESTALKERSINC/web/project-time-stalkers-incinto-the-time-vortex?hl=en
- or copy & paste it into your browser's address bar if that doesn't
work.
1:07pm by SUPERMAN
Click on http://groups.google.com/group/PROJECTTIMESTALKERSINC/web/project-time-stalkers-incinto-the-time-vortex?hl=en
- or copy & paste it into your browser's address bar if that doesn't
work.
SCIENCE FICTION
1:03pm by SUPERMAN
Click on http://groups.google.com/group/PROJECTTIMESTALKERSINC/web/project-time-stalkers-incinto-the-time-vortex?hl=en
- or copy & paste it into your browser's address bar if that doesn't
work.
Project Time Stalkers,Inc''Into the Time Vortex.''
1:14pm
The Philadelphia Experiment
12:36pm
ITIME TRAVEL RESEARCH CENTER
11:35am
TIME MASTERS
11:19am
MARVEL V
11:00am
Tipler cylinder
10:27am
Time Travel and Modern Physics
10:22am
Hyperspace connections: Black holes, white holes, wormholes
10:20am
Wormhole
Jul 3
Voyagers
Jul 3
Project Time Stalkers,Inc''Into the Time Vortex.'' Edit
Project Time Stalkers,Inc
''Into the Time Vortex,''
Two American scientists are lost in the swirling maze of past and future ages, during the first experiments on America’s greatest and most secret project: ‘The Time Tunnel.’ Tony Vincent and Doug Allen now tumble helplessly toward a new, fantastic adventure, somewhere along the infinite corridors of time.”
Project Time Stalkers,Inc,is a top secret U.S. government effort to build an experimental time machine known as "the Time Tunnel." .The first was the pilot about a government project-based on alien equipment found within a vast, hidden bunker like complex- Shadow Complex-a New Genesis Bunker, captured by the Tauron’s as a temporal base of operations and abandoned ages ago by them, for unknown reasons. Presumedly left because a shift in the Atlantean Temporal Cold War went toward the Atlanteans and against the Taurons, who are apart of the other side. This Temporal Wormhole generator-is at the heart of the mysterious Shadow Complex. which is a device that can send people into the future or past. The members of Project Time Stalkers,Inc, Dr. Tony Vincent ,Dr. Doug Allen, Christine Lambert and her younger brother Johnathan Lambert plan to send a Time Pod, down into a Tauron Temporal Well,-an alien time machine-related to the Atlanteans, who travel within the infinite realm of time and space, to see if the Time Vortex can explored safely again. When the costs of the project approach those of the entire U.S. space program, a United States Senator launches an investigation of the project. The Senator feels that the tunnel has cost too much money for too little reward. At his request, the Senator is allowed to visit the project base and be given a tour. Once he reaches the central control room, the Senator explains his complaints to the project heads. The Senator then says that he wishes to close down the project as a waste of time and money that has not worked.
Key Time Tunnel scientists, young physicist Dr. Tony Vincent and scientist /temporal engineer Dr. Doug Allen manage to convince several other members of the Project; Time Stalkers to send the Time pod on a short execution into the vortex. Christine Lambert and her younger brother Johnathan Lambert turns the machine on and begins to enter drop sends the time pod back in time in an attempt to prove that the Time Tunnel project funds were not wasted. In so doing, Vincent and Allen becomes "lost in time." as the Time Vortex accidentally grabs onto the small capsule.The thick Bucky Cable that holds the pod in space,from a huge crane over head breaks. whipping it through the temporal wormhole. The Time Tunnel top personnel can see through the Tunnel that Tony Vincent and Douglas Allen are hurled further into the vortex, spinning helplessly toward a new destination, in time and space... They can also see that the two Temporal Test pilots cannot escape before the time vortex sends toward their ultimate destination, and they cannot retrieve him.
Version:
3 messages about this page
1:14pm by SUPERMAN
Click on http://groups.google.com/group/PROJECTTIMESTALKERSINC/web/project-time-stalkers-incinto-the-time-vortex?hl=en
- or copy & paste it into your browser's address bar if that doesn't
work.
1:07pm by SUPERMAN
Click on http://groups.google.com/group/PROJECTTIMESTALKERSINC/web/project-time-stalkers-incinto-the-time-vortex?hl=en
- or copy & paste it into your browser's address bar if that doesn't
work.
SCIENCE FICTION
1:03pm by SUPERMAN
Click on http://groups.google.com/group/PROJECTTIMESTALKERSINC/web/project-time-stalkers-incinto-the-time-vortex?hl=en
- or copy & paste it into your browser's address bar if that doesn't
work.
Subscribe to:
Posts (Atom)





