These origial zines were all awesome. Now collected, anyone can get started playing a mutant or technologist (or your standard DCC classes) after surviging the Mall Maul and coming out new adventurers in Umerica. Highly recommended.
The Grappling Rules in this issue are worth the price of admission alone. The other articles are great as well -- I think I've found some new torches, and henchmen to carry them.
Excellent resource. This is the way AD&D should have been done: an expansion and fleshing out of the basic rules. Great art and well designed as well.