World Famous Comics: The Dark Menace of the Universe
The Dark Menace of the Universe
By: Tom Filsinger Publisher: Brust Books Average Rating: Binding: Paperback Label: Brust Books Number of Pages: 225 Publication Date: July 12, 2005 Release Date: July 12, 2005
Product Description: The Dark Menace of the Universe is a memoir on creativity written by Tom Filsinger, an Associate Professor of Psychology and game industry entrepreneur. The book is an analysis of creativity as it relates to rebellion and culture. In The Dark Menace of the Universe, Filsinger tells the inside story of how he created card games like Champions of the Galaxy and Legends of Wrestling. He discusses how he proposed a basic version of his game to the World Wrestling Federation in 1984 only to be rejected in favor of a Milton Bradley game, and how this rejection inadvertently led to the creation and success of Champions of the Galaxy. In addition to being the owner of a game company, Filsinger is also an Associate Professor of Psychology in Jamestown, New York. In The Dark Menace of the Universe he brings together his scholarly interests and game entrepreneurship. I use the expression, 'The Dark Menace of the Universe,' to refer to creativity in general. Creative people are often misunderstood by others and I analyze why this might be the case. Filsinger uses examples from the lives of famous creators to shed light on his subject, including anecdotes from writer Stephen King, jazz musician Jelly Roll Morton, cartoonist Gary Larson, and others.
Don't Be Fooled... ...by the flurry of five-star reviews. This is less of an examination of creativity and more of a catalog for Mr. Filsinger's game products. One should always be leary when the most compelling opinions of a book (e.g., "This book breaks all the rules.") come from the author, himself. One should be equally leary of a collection of reviews by those who have no history on Amazon and are mostly--by their own admissions--fans of Mr. Filsinger's game products.
I had this book on my "casual reading" list for several years, and finally got around to it. All I can say is that I'm thankful I didn't pay for the book, and borrowed it from a local library. The main thrust of the book seems to be a constant stream of self-celebration, punctuated by occasional finger-pointing. "My game is cutting edge. When it isn't, it's the artist's fault. My game is cutting edge. When it isn't, it's been misunderstood. My game is creative."
True, Mr. Filsinger offers a few anecdotes of his academic life (on both sides of the desk), but they ring utterly hollow--less of an attempt to bring real sentiment to the work, and more self-congratulatory nonsense, either showing the obstacles Mr. Filsinger had to overcome in order to become the creative genius he believes himself to be, or showing how his creativity permeates every aspect of his life--even those which would be boring and pedantic in the hands of a lesser mortal.
One of the other reviewers said it best: this is a good book to read if you want more information on Mr. Filsinger's futuristic wrestling game. However, if you are looking for a serious essay on creativity, look elsewhere. It's a light read, written by someone who obviously feels great passion about the subjects within the book--especially the author, himself.
The Dark Menace will inspire you to Create and Dream I purchased the Dark Menace back when it released in July 2005. I really enjoyed this book. I usually don't read to many books that I just could not put down. Tom Filisinger's past kinda takes you back to when you were a kid playing with your friends and dreaming of creating comics or role playing from your favorite TV shows, wrestling programs or Movies. This book will inspire you not to give up on your creative passions and encourages you to never give up and persue your dreams. I would recommend it to any one.
The 'Dark Menace' is Disturbingly Good! If you have never heard of Tom Filsinger, Filsinger Games, Legends of Wrestling, or Champions of the Galaxy, this is the book for you! Mr. Filsinger, a college professor, successful entrepreneur, devoted husband, and loving father discusses and dissects the creative and artistic processes that lurk deep down inside all of us. Being a "Dark Menace" is all about expressing yourself creatively, having an independent point of view, not succumbing to groupthink or the opinion of the masses if you disagree with something, striving to be the best you can be at everything you do, and feeling good about it all at the end of the day!
Mr. Filsinger created an entire universe in the science fiction/science fantasy realm and was able to combine several of his passions including pro wrestling, comic books, films like Star Wars and Star Trek, and great literary works from the past to help him make his unique mark on the role playing and gaming industries. His original game, Champions of the Galaxy, focuses on the sport of professional wrestling as it appears centuries from now. Men from Earth compete on a universal stage against strange aliens from other planets, evil creatures from other dimensions, and historical figures from the past. His second game, Legends of Wrestling, focuses on the rich real-world history of professional wrestling and includes such wrestling Legends as the Road Warriors, "Superfly" Jimmy Snuka, and Hacksaw Jim Duggan!!! Filsinger's games have become wildly popular and accumulated an almost cult-status among wrestling, gaming, and sci-fi fans alike. Never before has someone so gracefully crossed genres and boundaries, defying all previous precedents like Mr. Filsinger has! This book describes how he came up with his ideas, the process he used to brainstorm and create such outrageous characters, some skills that came in handy from his life as a teacher and a father, and lists some of his inspirations from certain comic books to authors and films! The book also contains insight from such greats in the field of writing and creativity, like the father of Marvel comics Stan Lee! If you are interested in learning about the great products produced by Filsinger Games, are a fan of wrestling or science fiction/fantasy, aspire to be an author or entrepreneur, or just want a good, interesting read then this is the book for you!
I have had the pleasure of meeting Mr. Filsinger and believe the author is very passionate about his work, loyal to his fans and the followers of his games, and an overall nice and genuine person. His anecdotes are guaranteed to inspire or at the least, bring a smile. Soon after you finish this book, you will be referring to YOURSELF as a "Dark Menace"!
Been a Menace fan since 1989 I am from England I have been playing Tom's cards game since Nov 1989 . They are just great . Even better than today's WWE wrestling . Tom runs a wrestling cards game mainly held in the future . Wrestlers from all over the galaxy fighting out feuds and for belts . Ever wanted to be your own promoter , what fan hasn't ? . With Tom's card you can . He has now written a book about his life and how the cards started . Its interesting , funny in parts and hard to put down .
Not Just About Creativity, But Also Individuality Last month Tom Filsinger, Associate Professor of Psychlogy at Jamestown Community College in Jamestown, New York and creator of the Champions of the Galaxy wrestling game, released his memoir. To commemorate the occasion, he included a limited edition playing card featuring a science fiction version of himself in the game, aptly named "The Dark Menace", and also tied in nicely with the twentieth anniversary of Champions of the Galaxy. I only know Tom through the Champions of the Galaxy game, which is a card and dice wrestling game set in the far-flung future that has spawned countless spin-off and expansion sets, both officially made by Filsinger Games, and homemade "bootleg" sets. Nevertheless, as a writer Tom has long been an inspiration of mine, so I was eager to receive this book, which is a memoir on his life, creativity and Champions of the Galaxy. Before I begin this review, you have to understand what a Dark Menace is, and is not. A Dark Menace is not something to aspire to be. No, a Dark Menace is the name given to those creative individuals who aren't afraid to speak their mind and be who they are, and to create. The Dark Menace begins with an introduction by John Ettore, a longtime friend of Tom's that actually inspired the name of the book, who tells some amusing anecdotes and explains just what Tom means to him. From there, the book is all Tom's, and he begins by talking about the three themes running throughout the book: his life, a psychological study of creativity, and Champions of the Galaxy. If there's a major flaw to this book, it's the flow, as the chapters seem to have been written independently of one another, and so the discussion of the various topics don't really move from one chapter to the next, so I'm going to discuss his three major themes independently, or as independently as I can. First is Tom's life, in which creativity and Champions of the Galaxy have played a huge role. The early makings of this science fiction wrestling game are there from the beginning, as Tom found himself drawn to professional wrestling and comic books, which have had a profound influence on his creative works. One of his most notable inspirations was Marvel Comics creator Stan Lee, whose influence is apparent not only in Tom's writing style, but also in his rapport with his game's players. It was Stan Lee who unwittingly inspired the term "Promoters" that Tom uses for his game's fans. Tom relates much information about his family and how his birth father abandoned them, only to come back into his life years later full of tall tales and empty promises before disappearing again. Also included is a chapter on innovating "basement wrestling" years before backyard wrestling became the trend. In one of the major areas where the themes crossover is his relationships with the various artists the game has had, filled with stories about each, including the revelation that he's never even seen a picture of one of the most prolific artists the game has had. He also talks about the strain that working with two of his most famous artists had on his friendships with them when he reluctantly decided it was time for a change of pace. Then, there's Leslie. For those of you who don't know much about the Filsinger family, especially Tom and Leslie, you have to understand something: They have arms that open very wide, and welcome people in. Leslie runs Filsinger Games day-to-day now, while also working hard as a stay-at-home mom and practicing her chosen profession, Clinical Psychology, part time. Despite my having never met her or Tom, she's recognized my name as soon as I've said it in the few times I have spoken to her. That's one of the keys to Filsinger Games' success: They don't treat their customers like customers, but more like long-lost family. So Tom tells all about meeting Leslie and his marriage proposal to her, which involved Pee-Wee's Playhouse in a story you'll have to read for yourself, because I couldn't begin to do it justice, especially the part about holding television studios hostage. He also discusses his children (all four, one boy and three girls) and their various creative endeavors. Finally, there's the realization of the dream, in which Tom began producing Legends of Wrestling, which allowed him to meet and work with many of his wrestling idols from his childhood or, in some cases, their next of kin. In his psychological study of creativity, he touches upon the frustration that creative people face day to day, whether it be from person after person wanting to know the "secrets" of creativity, to dealing with those authoritarian types who not only do not appreciate a creative person, but feel threatened by them and try to "stomp out" their flame of individuality, a phenomenon that Tom dubs, appropriately, "Stomp Psychology". With Champions of the Galaxy, Tom has endured some attempts at this "Stomp Psychology", as he's faced people who cannot believe that a college professor, of Psychology no less, could possibly be not only entertained by professional wrestling, but could be responsible for this game about it! Champions of the Galaxy has become more than just a game designed to save people from boredom. After trying to sell it to the World Wrestling Federation and being rejected, Tom got the idea while watching a cartoon to make a game about wrestling in the future! So he populated this group of wrestlers with larger than life heroes and villains, like Star Warrior and Thantos, filled it out with archetypes like the patriot Commander Sam and the wise old man, Omega, and finished it off with inhuman creatures like the reptilian Comrade Terror. He also sparked a firestorm that has grown out of his control and encompassed the creative lives of thousands of people. That is, perhaps, the greatest fruit of Tom's labor of love: Champions of the Galaxy has inspired thousands of people to dig down and create their own fantastic wrestlers of the future, or their own insane science fiction wrestling matches. It has also given all these people a common ground, and spawned lasting friendships between individuals who likely would never have even otherwise met. This intricate juggling act of father, husband, creator, professor and Fearless Leader to masses of Promoters did finally reach a breaking point in 1999, in which Tom considered, for a moment, that it might be time to put an end to the GWF (the fictional federation at the heart of Champions of the Galaxy). This opened up a whole new creative well for Tom that has spawned years worth of new twists, turns and storyline ideas that reinvigorated the game. While Tom does discuss Champions of the Galaxy frequently throughout the book, he mostly talks about the creation of the game and the people involved in it, saving the detailed thoughts on the characters and storylines for the two appendices. One theme that really stuck with me that Tom never mentioned as one he planned to discuss was individuality, but if there was one thing I took from the book, that would be it. Know who you are, and be yourself. Don't try to fit in just because it's the easier thing to do, and don't try to be "different" and "edgy" just because its "cool to be different". If you be yourself, realize that people you meet in life will feel threatened by that, and try to stomp it out, but as long as you stand firm in who you are, you'll be just fine. It's a good message. And if you follow it, you will become a Dark Menace in the eyes of some. In conclusion, The Dark Menace of the Universe was a gripping read for me, that really rang true. If the world had more "Dark Menaces", creative thought may not be frowned upon so harshly. And if this book's legacy were to be that it fanned the flames of fearlessness and individuality in a whole new generation of people, well, we should count ourselves lucky.