DCUG Developer’s Journal #2

Hoo-boy, things have certainly not gone more smoothly since my first journal entry.  This campaign has given me even more troubles.  I encountered a whole set of problems I’d never seen before and just about gave up hope for the finale of the whole darn arc I’m working on.  In the process, I learned a whole lot about maps and objects that I never knew, though I still couldn’t solve my problems.  The good news is that this story has a happy ending, even if it was really in doubt there for a while.

So, when last I left you, I had just finished up mission #14 and had it basically working, so I got started on testing #15.  As with the previous mission, I had already written, scripted, and mapped this one, so testing was all that was left.  It proved to be just as temperamental as its predecessor, but the script problems were magnified by a map problem.  In this mission, the gathered heroes from #14, Green Arrow, Green Lantern, Flash, and Superman, with Batman as an ally, had to rescue the remaining Leaguers, who were once again scattered across different diskworlds.

Fortunately, I had learned from the previous problems, and I anticipated some of the issues in this mission.  I started all of the encounters off at once to avoid the non-completing encounter bug.  Still, I had problems with the custom encounters for MM and GL.  WW’s encounter worked pretty well, but I discovered that I hadn’t created a animportrait (talking head) entry for the Amazons that provided her opponents.  Interestingly, sometimes a missing head.nif or entry will crash the game, sometimes it will just show a dialog balloon with a blank space.  I’m not sure what causes the different reactions.

This instance only resulted in the latter, thankfully.  I was able to fix MM’s encounter by doing the same thing I had one with Flash, using two different encounters with two different MMs, to get both the rescue and the alliance.  This one provided an extra challenge, though, as with so many more characters in play, it isn’t as easy to make the substitution and teleportation as seamless and unnoticeable.  Complicating the matter further, the encounter in question is a ‘Rescue Fire,’ which means the diskworld is sort of a hot place, and my players aren’t going to want to hang around there!  I’ll have teleport my new Jonn to the old one and hope for the best.  Here’s the pertinent script.

#———————————-

Encounter: Burn1
Type: Rescue Fire
Allies: martian_man named jonn
Marker: desert5
Primary Objective: “Save the Martian Manhunter from his fiery prison” for 1000 prestige
Next: If All Congregated: Burn4
Next: If None Congregated: Final2

Ally Congregates Cutscene:
Camera on jonn
jonn says, “Thank you my friends, once again, I owe you my life. I would not have lasted long in this fiery world. these flame creatures seem to be everywhere, and the ground burns constantly.”
flash says, “Don’t worry about it, J’onn, that’s what we do. Now let’s get out of here!”
green_arrow says, “Right, just one more little lost lamb and we’ll have the whole set. Maybe then I can go home!”
Fade for 1 seconds

#———————————-

Encounter: Burn4
Type: Custom
Actions: allies become controllable, allies fight villains, allies follow heroes, allies remain after encounter ends
Allies: martian_man named bob
Marker: bottom2
Next: None

Alert Cutscene:
bob teleports to jonn
jonn teleports to bottom1
jonn is killed
jonn is destroyed
Unfade for 1 seconds

#———————————-

It was here that I really ran into problems, the first of many in this batch of testing, unfortunately.  The GL encounter was only partially working, but the real problem was that my heroes teleported onto the center of the map…and then couldn’t get off of it!  They teleported into the middle of a number of turrets, which were on the edges of the disk, and the team literally could not move to them or reach the Lantern to free him.  There was some type of issue with this particular diskworld that made its edges impassable.  I tried tweaking it in Nifksope, but no luck.  I really don’t know enough about meshes OR maps to figure this out.

So, I had to adjust my story, throwing out that entire encounter or reworking it to fit somewhere else.  I chose the latter, moving his encounter to the final disk, a Timemaster-flavored world, and I switched up the plot slightly.  I’m fairly happy with the results, but it gave me a bad moment or two.

Of course, that was nothing compared to what happened when I went on to #16.  You see, that problem I had with the outskirts of that one diskworld, in the final Timemaster map I was using for the grand showdown with the Key, the ENTIRE map was impassable.  My heroes couldn’t go anywhere, and if I teleported them around with console commands, they would slowly slide back to where they came from.

Once again, I examined the terrain.nif, but I couldn’t make heads or tails of what I was seeing.  I posted on FR, and fortunately, the ever-awesome Detourne_me came to my rescue.  He didn’t know how to solve the problem, but he got me looking in the right directions.  He pointed out that the actual play area of the map was a giant game object, not part of the map itself.  I checked the object attributes of the “cog_massive”, digging through FFEdit’s manual to make sure that it had all the necessary attributes, but no luck.  It’s worth mentioning that there are explanations for each of the mysteries (to me at least) template attributes in the manual.  If you’re ever tying to figure them out, you can check objattributes for a complete listing.

(One of the stages of my frantic attempts to save the map made the cog disappear entirely!)

I checked the terrain itself, which DM had suggested might be the culprit.  Its bottom surface, far below the giant spinning cog, was composed of two levels, and each had an “AREA_UNPASSABLE” label.  DM posited that this might cause problems to anything over such an area, so I tried renaming them.  Progress!  Unfortunately, this only got me one step closer.  Now my characters could move…on the very bottom level of the map, as they would fall through the cog any time I teleported them up there.  I fought and fought with this thing before I hit on a solution.  I finally just copied the cog object directly onto the terrain.nif.  It took a few tries, but I got it right, and I finally had a workable map!  Now I only had to get the script working!

Fortunately, despite the fact that the big finale encounter only partially functioned, it was a very easy fix.  It features a showdown with the Key, where he is invulnerable until you destroy an object.  The CSes weren’t playing, and the object wasn’t showing up.  Turns out, I had misspelled the object name (d’oh!0 and mixed my metaphors, so to speak, in naming the Key.  You see, FF doesn’t like it when you refer to a character in two different ways.  You can use generic terms (like Villain1) OR specific names, like the_key, but you CANNOT use both, or it will choke.  So, easy fixes, and now the mission is playing quite nicely.

That wraps up this journal entry.  Please let me know if this is interesting to y’all, and if there is anything you’d like to hear more/less about, or if you’d like me to illustrate other parts of the process.

Into the Bronze Age: October 1971 (Part 4)

 

DC-Style-Guide-1

Happy belated Halloween dear readers, almost in time for Thanksgiving!  I hope you all had a grand and spooky time!  We’ve got at least one tale in this batch that has a horror flavor that befits the season now behind us, and it’s in Lois Lane, of all books!  Honestly, all of our issues for this month have a suitably Halloween-ish flavor, with monsters, mayhem, and more.  They make for an interesting, if not electrifying set of stories.  Let’s check them out!

If you’re new to this little journey, you can check out the first post to learn what it’s all about.


Roll Call


(You can see everything published this month HERE)

  • Action Comics #405
  • Adventure Comics #411
  • Detective Comics #416
  • Green Lantern/Green Arrow #86
  • Mr. Miracle #4
  • Phantom Strange #15
  • Superboy #178
  • Superman #243
  • Superman’s Girlfriend, Lois Lane #115
  • Superman’s Pal, Jimmy Olsen #142
  • Teen Titans #35

Bolded entries are covered in this post, the others will be covered soon.


Superman’s Girlfriend, Lois Lane #115


Lois_Lane_115

“My Death … By Lois Lane”
Writer: Robert Kanigher
Penciler: Werner Roth
Inker: Vince Colletta
Cover Artist: Dick Giordano

“The Computer Crooks”
Writer: Robert Kanigher
Penciler: Dick Giordano
Inker: Dick Giordano

We have an unusual cover for an unusual story this month, and once again, Dick Giordano turns in a lovely version of title character.  It’s a dramatic piece, with Lois’s apparent death, and Superman’s sudden entrance adds a bit of dynamism it would otherwise be lacking.  I can’t help but feel that the typewriter represents some wasted space, though.  Nonetheless, the tale within manages to deliver on the suspense promised by the cover.  It begins, strangely enough, with our titular heroine visiting Willie Walker, to help his sister care for him.  That’s right, Jack Kirby’s Black Racer makes an appearance in Lois Lane of all books!  Kanigher seems to be pretty interested in picking up on the threads that the King is weaving in his own titles, which adds a really neat and unexpected flavor of world-building to these stories.  Would that there was such attention in the other Superman books.  Interestingly, I think the Racer’s pretty terrible design actually looks a bit better when drawn by Roth, a little leaner and more graceful, which suits the character.  It still isn’t good per se, but it might be less hideous.

lois_lane_115_p01

Anyway, once Lois leaves, the paralyzed Willie becomes his perilously powered alter-ego, and sets out to bring death to denizens of Metropolis.  Later that night, Lois is entertaining her new boss, Morgan Edge, having invited him over because “he always seems so alone,” which seems uncharacteristically sweet for Lois and is also pleasantly ironic given Edge’s nefarious nature.  After the evil executive leaves, the ravishing reporter opens a newly arrived package and discovers a typewriter, supposedly a gift from a secret admirer.  However, she finds herself compelled to write on it, and she produces a prediction of death for a famous biochemist.  She rushes to the bridge where her premonition placed his perishing, only to arrive just in time to see him die, the first victim of the Black Racer!

lois_lane_115_p03

Returning home, she tries to dismiss the strange event, only to once again be compelled to foresee another fatality, this time a famous singer.  Calling the woman despite the late hour, the jinxed journalist has no luck, and when she tries to intercede directly, she once again arrives too late.  Lois finds the singer’s apartment full of gas and the woman herself quite dead, the Racer’s second victim.

lois_lane_115_p06

Once more returning to her apartment, the creeped-out columnist faces the demonic device in fear, and she begins to type out a final oracle, her own obituary, set for the distant dawn in that very apartment.  Her first thoughts are of Superman, but he’s on a mission to the arctic.  Finally, the witty writer decides she’ll just avoid her apartment until the appointed hour has passed, and she heads into an all-night movie theater (do they have those in big cities?).  Unfortunately, a fire breaks out in the cinema, and Lois is ironically trampled while trying to prevent a panic.  The Man of Steel had just gotten back home and puts out the blaze, but in the melee he missed his lady love.

 

Meanwhile, a ‘kind’ couple, claiming to be Lois’s neighbors, have brought her home and drugged her.  They are secretly Inter-gang agents reporting to Morgan Edge, and the mysterious typewriter is revealed to be an Apokaliptian artifact!  Shortly after they leave, Superman comes to check on his Pulitzer-winning paramour, only to find her almost unconscious.  Lois is able to warn him about the terrible typewriter.  Reading her notes, the Man of Steel finds himself forced to type his own death-notice.  Yet, just as he’s about to finish the note, he wrenches himself away from the macabre machine!

lois_lane_115_p14

He realizes that Lois’s notes used every letter…except J, and he was just about to be forced to write “Jewel Theater,” the location of the fire, which would trigger the trap.  The Man of Tomorrow puts the pieces together and throws the device into space, narrowly avoiding a powerful explosion, one that might have even killed a Kryptonian!  The story ends with Superman comforting a sleeping Lois, relieved at their escape but ruminating on the fact that his enemies killed two innocent people as part of their ploy and promising to bring the killers to justice.  I quite like that Superman, and thus the story, take these deaths seriously.  With the main characters safe, it would be easy for Kanigher to forget about the others, but it’s a nice note of character consistency that Superman doesn’t.

lois_lane_115_p15

This is a solid and effective little mystery.  Kanigher manages to create a little tension and suspense, with Lois’s perilous predictions and her increasing confusion and fear when facing the uncertainty of her situation.  Unfortunately, the Black Racer is a bit of a red herring, as he doesn’t actually contribute anything to the story in the end.  The final resolution, with the typewriter gimmicked to kill Superman is the least effective element of the tale, but it’s not bad.  An exploding typewriter just feels a bit pedestrian for the New Gods.  Nonetheless, the result is a pretty decent read.  Werner Roth’s art continues to be quite good, and he gets a chance to create a wider range of panels, including some action, while mostly avoiding the superheroic elements that aren’t his forte.  Still, his Superman continues to evince the occasional awkwardness.  I’ll give this solid story 3.5 Minutemen.

minute3.5


“The Computer Crooks”


lois_lane_115_p36

This month’s Rose and Thorn backup is another solid entry in this surprisingly good feature.  This one is mostly setup, a definite ‘part one,’ but Kanigher has the sense to give the story he wants to tell room to breathe.  It begins with the 100’s leader, Vince Adams, directing a group of his men dressed as hippies to hit the streets and start getting kids hooked on drugs.  The Thorn gets wind of this, and she is none too pleased.  In another of Giordano’s nice multi-moment / collage panels the Nymph of Night cleans house at a drive-in movie theater showing a Superman documentary, just in case you forgot whose town this is.

lois_lane_115_p37

Note the guy in the top right.  Who knew that the Thorn once decked Donald Trump?  Even the dialog is fitting!

 

As she’s finishing the job, Danny Stone arrives, and the two share a moment, only for the Vixen of Vengeance to pull away and drop a ‘smoke thorn.’  The dialog in the scene is downright painful, but the idea, of the vigilante being too driven by her mission to allow herself to get close to anyone, is a good one.

 

lois_lane_115_p38

And now we’ve got Robert Kennedy!  This book is a veritable who’s who.

lois_lane_115_p41

The next day, the Thorn’s unwitting alter-ego, Rose is at work with Adams when he is called in to a meeting of the gang.  In another example of Kanigher’s attention to continuity and his blending of Fourth World ideas into his own books, the 100 have stolen an advanced computer from Intergang.  The device is described as being similar to a Motherbox, but it’s design is too 50s sci-fi and not nearly Kirby enough to fit the bill.  Nonetheless, Adams has the machine tasked with creating a trap for the Thorn in the organization’s collective side, and after being pleased with the result, kills the scientist who got the thing working.

That evening, Detective Stone is ambushed by some disguised 100 thugs, only to be rescued, again, by the Baleful Beauty.  Meanwhile, we get a glimpse at the first stages of the 100’s plan, as no less a peerless personage than Poison Ivy is brought in to orchestrate the operation!  But sadly that waits for next month!

lois_lane_115_p46 - Copy (2)

Exciting!  This is the first Poison Ivy appearance, as near as I can tell, since 1966!  She won’t return to a Batman title for another six years, but she’ll show up in JLA pretty soon.  I’m looking forward to seeing this classic Batman villain in action, as she’s a favorite of mine.  She’s even more of a favorite of Lady Grey, who always insists on referring to her as a ‘hero’, but then again, the good lady tends to identify more with the villains than with the heroes!

lois_lane_115_p46 - Copy

As for the story itself, it is unexceptional but effective.  This issue did its job, setting up the second half, though it could probably have been a bit more tightly plotted given how little space it had to work with.  Still, Kanigher turns in another entertaining outing for the Thorn, giving us some action, teasing us with a glimpse of the larger plot, and even giving us a awkward but interesting piece of characterization.  Dick Giordano’s art is really good throughout.  I’ve been enjoying seeing his work in this book, as I’ve only ever known him as an editor.  So, I’ll give this solid first chapter 3.5 Minutemen.

minute3.5


Superman’s Pal, Jimmy Olsen #142


Jimmy_Olsen_142

“The Man from Transilvane!”
Writer: Jack Kirby
Penciler: Jack Kirby
Inkers: Vince Colletta and Murphy Anderson
Letterer: John Costanza
Editors: Jack Kirby and E. Nelson Bridwell

“Last Mile Alley”
Writers: Joe Simon and Jack Kirby
Penciler: Jack Kirby
Inker: Joe Simon
Letterer: Howard Ferguson
Editors: Whitney Ellsworth

Okay, we’ve got a strange one here.  I vaguely remember this arc from my original read-through, and not fondly, I’m afraid.  Judging from this first story, I don’t think it seems too promising.  One thing’s for sure…it’s weird.  Once again, it seems like the King’s imagination is running away with him.  As the cover announces, it’s vampires and werewolves, Kirby style, which means that, if nothing else, it certainly won’t be boring.  Unfortunately, that doesn’t necessarily mean it’ll be good.  The cover itself is a decent composition, with the vampire figure fairly menacing and filling the space well, but I’ve got to say, seeing Superman and a Dracula knock-off sharing space is just a bit off-putting.  It looks almost like a poor photoshop job, which isn’t helped by the fact that DC is still redrawing Kirby’s Superman.  Jimmy getting mauled by the wolfman in the corner is more entertaining, though!

jimmyolsen142-01

The story itself is not Kirby’s finest work.  It begins with two refugees from the Late-Late Show, a vampire and a werewolf (sounds like the setup for a bad joke!), who are stalking around the outskirts of Metropolis.  The art is alternately strikingly creepy and awkward as the vampire uses extremely vaguely defined eye beams to make bite marks on a sleeping woman’s neck from miles away.  Sure, why not?

jimmyolsen142-02

jimmyolsen142-04That woman happens to be Laura Conway, assistant to Morgan Edge, and the next morning sees her stonewalling Clark Kent and Jimmy Olsen as they try to see her boss and confront him about his shady doings.  Things take a turn from the strange when she suddenly goes full vampiress, complete with fangs, pale skin, and missing reflection.  She passes out, and before the newsmen can figure out what to do, a bat flies into the office, transforming into our friend the vampire, who helpfully announces that he is “Count Dragorin of Transilvane!”  Of course he is.

jimmyolsen142-05

The guys take this all rather remarkably well in stride, even considering their unusually high threshold for the unusual.  Still, the vampire zaps them with those same vague eyebeams, referring to them as “The Power.”  Clark recovers quickly enough to hear Dragorin ask the girl for the location of a man named Dabney Donovan, but before the disguised Man of Steel can manhandle the macabre un-man, he vanishes!  The girl recovers once he’s gone, and Mr. Mild-Mannered and Jimmy leave to chase down their clue.

 

They arrive at a defunct NASA research facility used to create synthetic alien environments for testing, the former home of ‘mad scientist’ Dabney Donovan.  However, they are greeted by a wolfman, a very Kirby wolfman, with a cool look and some very snazzy duds.  Fido tries to maul Clark, but Jimmy courageously and selflessly attacks the creature, leading it away from his fallen friend.  That gives the reporter the chance to change into Superman.

 

jimmyolsen142-17The Man of Tomorrow saves his beleaguered pal, making short work of the woflman, but he in turn is once more stunned by Dragorin’s eyebeams, allowing the villains to escape.  The reporters rally and search the facility, discovering a clue pointing to a cemetery and a “destruct date”, 1971 (incidentally dating this story, which tends to be rare in comics).

Meanwhile, the pugnacious youngsters of the Newsboy Legion have escaped from the Project and sailed down an underground river.  Flippa Dippa (sigh) is useful for  precisely second time in the series, as he opens an underwater door and allows the group access to an elevator.  They arrive in an old bunker, now serving as the hideout of a gangster.  More importantly, they overhear his phone conversation, which reveals that he is the man who killed the original Guardian, Jim Harper!  The kids are entertaining in their short appearance, but sadly this is all we see of them this issue.

 

Back in our ‘A’ plot, Superman and Jimmy arrive at the cemetery and investigate a tomb, with the Action Ace offering a theory that Dragorin and his furry friend don’t actually disappear but instead shrink rapidly.  Inside the tomb they find a miniature alien world, Transilvane, which I guess confirms the hypothesis..  Oookay.  Not sure what is going on?  Well, you’re not alone.  You see….he’s a vampire…but from…not space…but..mini-space?  I don’t know.

jimmyolsen142-27

So, like I said, this is a weird one, and it is a bit hard to assess.  There are some really fun elements to it here and there.  I love Jimmy’s desperate but heroic attempt to save Clark, and Kirby’s artwork captures the savagery of the wolfman attack.  I actually really like the King’s take on Jimmy in this series in general.  The kid is a young adventurer, hardened to danger by his association with Superman, quick on his feet, loyal, and a thoroughly likeable guy.  Yet, he’s still a kid and still trying to prove himself.  I wish that both Jimmy and the Legion were given more space to shine in recent issues .  Unfortunately, Kirby’s portrayal of Jimmy’s super-pal isn’t as successful, at least in this issue.  Perhaps this one’s biggest weakness is its dialog, which is just plain bad: awkward, stilted, unnatural, and sometimes just weird.  Despite that, Kirby turns the occasional nicely fitting phrase, which only highlights how rough the rest of it is.

The actual plot of this issue is pretty bonkers.  I think I see what Kirby is trying to do, but the whole thing just feels pretty far out there.  We’ve got space-vampires, space-werewolves, and a tiny planet.  This feels like a rejected Fantastic Four script.  In general, the sudden invasion of the monster mash cast just feels like a disorienting tonal shift, and the mixture of horror and sci-fi elements, which can certainly be done well, here just feels poorly conceived.  The fairly coherent (if outlandish) and focused approach to the first several issues of Jimmy Olsen, with the connecting elements of the D.N.A. Project and the mystery of the Wild Area, has been lost, and the book is starting to feel like it is floundering, lacking a clear direction.  Kirby’s art is mostly good, though a little bare-bones in some places.  He brings his trade-mark energy and drama to even the silliest scenes.  I’ll give this random tale of movie monsters and super-sleuthing 2.5 Minutemen.  It’s not terrible, but it just doesn’t work well.

minute2.5

P.S.: This issue include a two-page spread on the “Haries” and their gadgets, which is interesting and adds to the world Kirby is creating.  It’s odd, though, as the Wild Area seems to have been abandoned and is already fading in the rear-view mirror as this series races off in a random direction.  Clearly, the King was still thinking about that seemingly abandoned setting, which makes me wonder what might have been.

 


Teen Titans #35


Teen_Titans_v.1_35

“Intruders of the Forbidden Crypt”
Writer: Bob Haney
Penciler: George Tuska
Inker: Nick Cardy
Letterer: John Costanza
Editor: Murray Boltinoff
Cover Artist: Nick Cardy

“A Titan is Born”
Writer: Bob Haney
Penciler: George Tuska
Inker: Nick Cardy
Letterer: John Costanza

“The Doom Hunters”
Writer: Jack Miller
Penciler: Ramona Fradon
Inker: Ramona Fradon
Editor: Jack Schiff

“Have Arrow — Will Travel!”
Writer: Robert Bernstein
Penciler/Inker: Lee Elias
Editor: Mort Weisinger

Well, you thought the combination of vampires and simulated alien worlds was odd?  You ain’t seen nothing yet.  Zaney Haney has got a new one, a tale of possible reincarnation, star-crossed lovers, and Shakespeare…and oh yeah, the Teen Titans are there for some reason.  It’s a story only the rajah of randomness could tell.  Nick Cardy gives us another really nice cover for it, this one suitably suspenseful and creepy for our use so close to Halloween.  Cardy creates a nicely mysterious and tense scene, and it’s beautifully drawn as always.

teentitans35-02

teentitans35-03The story inside begins with Lilith being vague, cryptic, and once more displaying the power of plot…so, pretty much business as usual for her.  I thought we had gotten past all of her esoterism, but apparently not.  In this instance, the team is randomly in Verona, Italy, and they are visiting the supposed house of Juliet, of “Romeo and…” fame, when she passes out after feeling like she is the young heroine reborn.  Wally mocks her, but the superfluous Mr. Jupiter, who is still hanging around the book for some reason, tells him to lay off.

Then the industrialist shows the team why he’s come to Italy (though not why a group of superheroes are just be-bopping around Europe with him), a new lab complex he plans to build there.  Suddenly, an angry local business magnate, Donato Loggia, bursts into the office, ranting about stopping the project.  The Italian insists that his family runs Verona and that he won’t have an outsider upstaging him, even trying to get Jupiter to challenge him to a duel.

teentitans35-05

teentitans35-09After the intruder leaves, the team heads to a costume ball, just straight-up wearing their costumes, wildly endangering their secret identities.  ‘Hey, I wonder if the group of kids traveling with the well known philanthropist could be the same as the superheroes who went to the party with him…’  Nonetheless, at the party, Loggia shows up with his son and nephew, and Lilith immediately falls for the son, reenacting “Romeo and Juliet,” as the kid is the son of her “father’s” enemy.  Kid Flash doesn’t take this too well and starts playing the part of Tibalt, starting a brawl with the Loggia family, with the rest of the male Titans joining in until the police show up.

 

If you’ve read the play, you can probably guess what’s coming next.  Both parties are warned to keep the peace by the local law (not quite a prince, but beggars can’t be choosers).  Things continue in this silly direction, with Lilith now convinced that she and the young Loggia, literally named Romeo, are the reincarnations of Shakespeare’s tragic lovers, and Wally flying off the handle at the whole situation.  That night, Lilith and Romeo 2.0 run off, while Kid Flash gets jumped by a couple of random Loggia thugs, who manage to stab the Fastest freaking Boy Alive, because plot.  Now Flasher is playing the part of Mercutio, down to even uttering some of the poor guy’s dialog….despite the fact that Mercutio was Romeo’s friend, not Juliet’s, but logical consistency isn’t really Haney’s strength at the best of times.

teentitans35-12

teentitans35-13

“Oh no!  I’ve been stabbed!  If only I had super-humanly fast reflexes that let me dodge knives…and bullets….”

Meanwhile, Interpol has approached Jupiter, wanting his help getting evidence on Loggia, who they suspect of being dirty.  Jupiter wants to use Lilith’s relationship to spy on his rival, but Dick won’t hear of it.  It’s at this point that they figure out the girl in question is missing.  She’s run off with Romeo and discovered the ancient tomb of the Capulets, Juliet’s family, where they find two empty coffins.  Yet, when the Titans arrive to search for them, they find three empty coffins and are stalked by a shadowy figure.  Dun dun DUN!

 

Oookay.  This isn’t a bad story, really, but it is such a poor fit for the Titans that it is hard to assess it on its own merits.  I’m also so sick of this goofy direction for the team that Mr. Jupiter and their pointless meanderings just annoy me at this point.  This plot could work decently well for a romance comic, but the superheroic cast of this book just feels dreadfully out of place and underused.  We don’t even have anything approaching a credible threat.  Instead, a couple of random guys, not even with enough gravitas to join the Generic Gang, give a bunch of superpowered heroes a run for their money.  Essentially, this tale just emphasizes things that were already problematic about this book.  I’ll give this particularly ill-fated instance of Haney’s zaniness 2.5 star-crossed Minutemen.  A plague on both their houses!  I’m being generous because I feel my own bias quite strongly here.

minute2.5

P.S.: Maybe the reason Speedy has such a poor showing in the brawl with the locals is that he’s still recovering from his addiction over in Green Lantern….


“A Titan is Born”


teentitans35-20

teentitans35-21

Our backup continues the tradition of focusing on a single Titan, which is a nice way to develop the team a bit.  Unfortunately, the Titan they focus on is the pointless Mal Duncan.  I can’t wait for him to become the new Guardian and therefore justify his presence on the team!  Fittingly enough, when we join Mal, he is ruminating on the very fact of his own pointlessness.  Apparently the other Titans left the poor kid behind on monitor duty at Jupiter’s lab when they went to Italy, which hardly seems fair.  As the lonely youth roams the halls of the facility, he marvels at the processing power of Jupiter’s computer, which has a name that could only have come from Hepcat Haney, “Think Freak.”  In his wanderings, he encounters a stranger in the lab, who claims he is a scientist there at the invitation of Mr. Jupiter and produces a letter to prove it.

Mal is a little suspicious, but he accepts the fellows explanation at first.  After a while, he begins to notice things that don’t add up, like changed records on an experiment, the fellow’s coat not being wet, despite there being a rainstorm that night, and the guy’s odd reaction to the mention of the word “limbo”.  Feeding all of his data into, *sigh*, Think Freak, Mal discovers that the supposed scientist is actually the Gargoyle!

teentitans35-24

So this guy is apparently an old foe of the Titans, having faced them a few times in their series.  He took on this current identity in issues 14, which I know I read, but I can’t remember this loser to save my life!  At the end of that story, this mystically powered mort was trapped in Limbo, but Mr. Jupiter’s experiment inadvertently freed him.  (Can scientists in the DCU do anything without endangering their world?)  Now the Gargoyle wants revenge, but since he can’t get at the Titans who actually defeated him, he’ll settle for Mal.

teentitans35-27

Hey, a new head-blow for the Headcount!

The two have a running fight, with the young hero clearly outclassed, and the villain comes out on top.  In desperation, Mal tells Think Freak to fix the problem with the experiment that allowed the Gargoyle to reenter the real world, which severs the criminal’s connection and sends him back to Limbo.  The somewhat tenderized Titan decides that he’s worthy of staying on the team after all, which seems like something of a stretch to me, and welcomes the sun as it comes out after a stormy night.

teentitans35-28

This is a decent little story, but there isn’t too much to it, nor does it have an inspiring villain.  The Gargoyle has a semi-cool look, though it doesn’t make sense that he’s just a dude in a costume, but the real problem with him is that he just doesn’t have much personality or a coherent concept.  All I could tell you from this issue would be that he wears a gargoyle costume, was trapped in Limbo, and hates the Titans.  Who is he?  What does he do?  No clue.  Mal’s soul searching is fitting, seeing as he really doesn’t belong on the team, but rather than use this opportunity to actually give him a raison d’etre, Haney leaves the character where he found him.  In general, this is a pretty forgettable story.  If you’re going to bring back a forgotten character, you might need more space to make it worthwhile, especially one as bland as this guy.  I’ll give this backup 2.5 Minutemen.  It isn’t bad, but it feels a bit lacking.  George Tuska’s art is quite good in both of these comics, and he does a good job on the Gargoyle, though once again, you really don’t see him as a man in a costume, and his work in the main story is nicely atmospheric.  His slightly exaggerated, cartoony style is not a bad fit for this era of Titans.

minute2.5

P.S.: While the new stories in this issue weren’t all that great, this issue might still have been worth your money way back when, as it included two really fun and charming classic tales, featuring Aquaman and Aqualad and Green Arrow and Speedy.  The former features the peerless pencils of the ever awesome Ramona Fradon.  Having so often just read these stories in reprints and collections, it is really fascinating to see what else was actually included between the covers of these books.


The Head-Blow Headcount:

Aquamanhead.jpgBatmanhead.jpgshowcase-88-fnvf-jasons-quest0robin2 - Copy.jpgPhantom_Stranger_05.jpgrobin2 - Copy.jpgbatman-family-6-cover.jpgAquamanhead.jpg3072564469_1_3_hCmU7jwq.jpg

arrowheadglheadAquamanhead.jpgAquamanhead.jpgAquamanhead.jpgbatman-family-6-cover.jpg2f52ff2370b3a87769869427faeac69darrowheadAquamanhead.jpgbatman-family-6-cover.jpgMister_Miracle_Scott_Free_00014aa6e3fed1467a75dcac3f9654a2c723glheadLilith_Clay_(New_Earth)_002malduncan

In all of our books this month, we only came up with one headblow for the headcount, but it brings a new face to the feature.  That’s right, the esteemed Mal Duncan, pointless member of the Teen Titans joins this august company.  Maybe he does have what it takes to be a superhero after all.  He may not have super powers or a costume, but he can take a blow to the back of the head like a champ!  I wonder who will be next!


Final Thoughts:


This month has been drawn out because of my busy schedule, but we have finished it at last.  Unfortunately, it wasn’t a particularly memorable month in most respects, and we’ve got an unusually high number of turkeys in this batch of books, including our oddball Action Comics tale and several others.  The exception, of course, is the famous finale of the Green Lantern/Green Arrow drug story.

The conclusion to Denny O’Neil’s latest attempt at social relevance was surprisingly good, rising above its beginnings and its hokier elements to actually achieve a little power at times, all while still maintaining some classic comic fun, which is perhaps even more impressive.  This tale clearly illustrates the continuing attempt at relevance and more mature storytelling, and it is once again not alone on the stands.  Our Supergirl yarn in Adventure Comics features a classic morality tale about prejudice and fear of the Other, while Batgirl’s Batman backup includes mentions of radical political groups and the tension between Americans and their government.

Interestingly, in the Batgirl story, these elements are almost purely set dressing, not really being the focus of the narrative.  This indicates how thoroughly these ideas have made it into the zeitgeist of the DC Universe.  The Phantom Stranger’s story also has a focus on realistic issues, zombie robots not withstanding, as it both provides a positive portrayal of native Africans and exposes the evils of the exploitation of the continent by foreign corporations.  That’s a surprisingly sophisticated topic for a comic in 1971, where the traditional ‘darkest Africa’ stereotypes are often still in play.

Other highlights and points of interest this month included a return of the Macabre Man-Bat, with the unusual but engaging art of Frank Robbins, which I quite enjoyed.  I also really enjoyed Mr. Miracle’s latest adventure and the introduction of Big Barda, though the story had its flaws.  I’m excited to see the role she’ll play in the series going forward!

There seem to be a number of series that are floundering at the moment, including Supergirl, Jimmy Olsen, Teen Titans, and the Superman books.  These are all proving uneven and inconsistent.  I hope we’ll see more definite directions for them in the coming months.

Well, there’s not too much to say about this month of comics, but I hope y’all enjoyed the journey!  I am looking forward to our next month of Bronze Age exploration, and I hope you’ll join me soon for another edition of Into the Bronze Age, where we’ll start the new month.  Until then, keep the Heroic Ideal alive!

 

 

Excelsior! Farewell to Stan Lee

stan_lee-1024x512

This is a sad and somber day. Our world has a little less wonder in it, as one of the greatest imaginations of the 20th Century has passed out of it. Stan Lee, who was, along with artist Jack Kirby, half of the creative genius behind pretty much the entire Marvel Universe, died today. In an incredibly short and unbelievably productive period of time, these two idols of imagination breathed life into a universe, creating dozens and dozens of characters and concepts that have thrilled, entertained, and inspired generations of people since. They gave us characters like Spider-Man, the Hulk, Thor, Iron-Man, the X-Men, and countless others.

Stan and Jack helped shape America’s, and indeed, the world’s, conceptions of heroism, the collective imagination of the West, and gave us modern incarnations of archetypal ideas that, I am certain, have made our world at least a little better. In addition to the wondrous worlds he created, through his work as a writer and editor of Marvel Comics, he helped bring comics into conversation with their culture, wrestling, in a simple yet earnest and effective way, with such topics as racism, sexism, and environmentalism. He helped train a generation of kids to recognize that the content of a man’s (or woman’s) character was more important than the color of their skin (or their possession of mutant powers, for that matter).

His books did the work of literature, however silly and simplistic they were at times, as they both entertained and edified. And, of course, they have now inspired an entire cinematic universe, movies that are themselves continuing the work he began and touching millions of lives in the bargain.

That’s pretty impressive for a guy who built an empire out of writing funny books.

Goodbye Mr. Lee. You shall be dearly missed. We shall endeavor to carry on in your stead. Excelsior!

On a personal note, Stan Lee was one of my heroes, and I am deeply saddened by his death.  I had always dreamed of meeting him and thanking him for giving the world so much joy, and now I shall not have the chance in this life.

DCUG Developer’s Journal #1

Okay, let’s try this out.  There will be some spoilers for the campaign stories, so read at your own peril.

So, while traveling this summer, I had a really helpful email correspondence with Unkoman, who helped me plot several new campaigns and expansions for existing ones.  The centerpiece of my DCUG 2.0 update/expansion is a finished/polished JLA campaign that also provides a significant expansion in the form of half a dozen new missions featuring Green Arrow’s recruitment to the team, the first encounters with the Injustice Gang, and the first battles with the Key.  I created a really fun but, of course, overly ambitious outline.  I wrote it all up, added new materials to the mod, set up the maps, and got it all ready to test weeks ago.  Since then I’ve been very busy, and of course, only able to test and troubleshoot occasionally.  Of course, my attempts to get fancy have led to tons of bugs and lots of frustration.  I had a little time recently and got back to it.

I’ve been working on level 14 of the JLA campaign, where Green Arrow is jumping from pocket universe to pocket universe to rescue the JLA who have been scattered through the multiverse by the Key.  I’m using the ‘disk worlds’ maps from the finale of  :ff:, which makes for a really cool level.  Unfortunately, the maps have some issues.  More unfortunately, my scripts had issues!  I think every single encounter had bugs, and I eventually had to create workarounds for certain parts of it.

The mission was designed with GA encountering four heroes, Batman, Flash, Aquaman, and Superman, each imprisoned on their own diskworld, which was a threat specifically for them.  GA could teleport between them, recruiting each hero as he rescued them.  First I discovered that the individual encounters were not ending properly, meaning the mission never progressed past the first one.  This seems to be a result of using custom encounters that had an ally join your team.

I fixed that by just starting all the encounters at once.  Then, inexplicably, the Flash would somehow join your team twice, meaning there was no room for poor Aquaman….again.  I had to split that up into two encounters, one where you rescue Flash, one where that Flash is destroyed and a different one joins the team.  After I finally solved that I discovered that the diskworld he is on has pathing issues.

Here’s a truncated version of my scripting work-around.  You’ll notice that I name the two Flashes different so the game doesn’t get confused, and I wait to tidy up my extra Flash until we reach the second encounter, that way his being wiped out of existence, Anti-Monitor style, won’t screw up that first encounter.  By fading the camera between encounters, hopefully my players won’t even notice the substitution.:

#———————————-

Encounter: Chill1
Type: Rescue Frozen
Allies: flash named bob
Villains: shurale named harry
Minions: shurale, snow_man, snow_man, snow_man, snow_man
Marker: snow1
Primary Objective: “Free Flash from his frozen prison” for 1000 prestige
Next: If All allies freed: Chill2
Next: If No allies freed: Final2

End Cutscene:
Fade for 1 seconds
bob teleports to bottom1

#———————————-

Encounter: Chill2
Type: Custom
Actions: allies become controllable, allies fight villains, allies follow heroes, allies remain after encounter ends
Allies: flash named jim
Marker: snow2
Next: None

Alert Cutscene:
jim teleports to green_arrow
bob is killed
bob is destroyed
Unfade for 1 seconds

#————–

I’ve got an idea about that, but I haven’t tried it yet.  Finally, Aquaman’s wasn’t properly rescueable in his custom encounter, so I had to change it up too.  I’ve finally got this mission mostly sorted out…and now I face another one in mission 15, where you save the rest of the team.  I honestly don’t know that I’ve ever had a mission with so many problems per-capita!

Let this be a lesson to you, future modders: don’t get fancy!

The good news is I’m still making progress, and the campaign is coming together well.  I’m also really happy with a lot of how I’ve designed these missions and the base scenes.  I know SO much more about modding these days than I did when I made the DCUG in the first place, and it’s nice to be able to bring a little higher production value to the stories I’m telling.  I’m still often limited by EZScript and the available maps, but I’ve been able to find some fun ways to change things up.  I hope y’all will agree with me when you get a chance to play these missions!

I also just got a small pile of new and updated skins/skopes from Deanjo2000, and they look fantastic!

Finally, I posted an add for a map maker on ModDB.  Since it’s just an unpaid position working on a decade old game, chances are nothing will come of it, but it would be really fantastic if I could get some help with map creation.  That could open up so many possibilities and free up an incredible amount of time for me.  So, cross your fingers, gang!

Completed script:

Story: 14jla

#
# New JLA mission pitting the team agains the Key
#
Starting Encounters: Knight1, Chill1, Red1, Dry1, Dry2, Dry3
#———————————-

Encounter: Knight1
Type: Custom
Actions: allies become controllable, allies fight villains, allies follow heroes, allies remain after encounter ends
Villains: duplicate_male1, duplicate_fem1, duplicate_male1, duplicate_fem1, duplicate_male1, duplicate_fem1, duplicate_male1, duplicate_fem1
Minions: duplicate_male1, duplicate_fem1
Allies: batman
Marker: city1
Primary Objective: “Help Batman defeat the strange civilians” for 1000 prestige
Next: If Ally Survives: None
Next: If Ally Lost: Final2

Alert Cutscene:
Set Lighting to Night
Cinematic camera on green_arrow
Unfade for 2 seconds
Play music music_pandemonium
green_arrow says, “Well…this doesn’t look that bad. Looks a bit like home, actually…though it’s strangely quiet…”
Cinematic camera on batman
batman says, “Green Arrow? How in the world did you get here?”
green_arrow says, “Hiya Bats, I just caught a lift through…”
batman says, “Nevermind! There’s no time! Watch out! There’s something wrong with the people of this world!”
green_arrow says, “What do you mean…?”
Camera on Minion1
Minion1 says, “Hsssss…fresh meat! kill them! rend their flesh!”
batman says, “I think you get the picture. It’s the Key’s idea of a joke. I have dedicated my life to protecting the people of my city…so he sent me to a world where they’re out for my blood..though it seems any will do.”
green_arrow says, “But how…?”
batman says, “Later! Now, just concentrate on survival!”

Ally Lost Cutscene:
green_arrow says, “Nooo!”

End Cutscene:
batman is revived
Cinematic camera on green_arrow
green_arrow turns to batman
batman moves to green_arrow
batman says, “Best as I can tell, this world suffered some type of plague or contamination, and its inhabitants seem to be mad. we should keep our eyes open for more infected civilians.”
batman says, “so, how did you end up here?”
green_arrow says, “You’re welcome….”
batman says, “Yes. thank you.”
green_arrow says, “For saving your….?”
batman says, “don’t push it.”
green_arrow says, “Fine. I had just teleported to the Watchtower when the Key grabbed all of you. I followed him through his portal before it closed. I found myself in a crazy place, glowing, under a neon sky…”
green_arrow says, “there were a bunch of other portals. I crossed my fingers and jumped through, found myself here.”
batman says, “Hmm…disappointing. I hoped you’d have some way to get back.”
green_arrow moves to spot1
green_arrow says, “Yeah, I didn’t really think this through…unfortunatley, these things don’t come with instruction manuals.”
batman turns to spot1
batman plays animation ranged
batman says, “Wait! The portal…it’s open again!”
green_arrow says, “How? Did you do something?”
batman says, “No…I wonder…the Key talked about absorbing dimensional energies in his travels…it’s possible that you absorbed enough as you jumped between worlds to activate his gateways.”
green_arrow says, “Well, there’s only one way to find out. You coming?”
batman says, “It would be tempting fate to say ‘anywhere is better than here,’ but I suppose I’ll take my chances.”

#———————————-

Encounter: Chill1
Type: Rescue Frozen
Allies: flash named bob
Villains: shurale named harry
Minions: shurale, snow_man, snow_man, snow_man, snow_man
Marker: snow1
Primary Objective: “Free Flash from his frozen prison” for 1000 prestige
Next: If All allies freed: Chill2
Next: If No allies freed: Final2

Start Cutscene:
Fade for 1 seconds
Set Lighting to Day
Camera on snow1
Unfade for 1 seconds
batman says, “It looks like this world is frozen over. some second ice age, or perhaps nuclear winter.”
green_arrow says, “Brrr! You’re telling me. I wish I’d have packed my thermal costume…”
Camera on bob
green_arrow says, “Look! It’s the Flash, frozen like a TV dinner! and we thought we were cold…”
Camera on harry
batman says, “And it looks like he’s not alone. We’d better free him, but tread carefully.”
harry says, “Raarraggghhhh!”
green_arrow says, “A little late for that!”

End Cutscene:
Cinematic camera on bob
batman moves to bob
green_arrow moves to bob
bob says, “thththththannnnks….gggguys…this entire world…is so cold…even I couldn’t…keep my molecules moving.”
batman says, “we must have been protected by residual dimensional energy. hopefully there’s still enough left to get out of here.”
green_arrow says, “No kidding. I snow as much as the next guy, but this place over does it!”
bob says, “whhhwhhwhat’s going on?”
batman says, “Explanations can wait. We need to find the rest of the League. Let’s hope our next stop is warmer.”
Fade for 1 seconds
bob teleports to bottom1

#———————————-

Encounter: Chill2
Type: Custom
Actions: allies become controllable, allies fight villains, allies follow heroes, allies remain after encounter ends
Allies: flash named jim
Marker: snow2
Next: None

Alert Cutscene:
jim teleports to green_arrow
bob is killed
bob is destroyed
Unfade for 1 seconds

#———————————-

Encounter: Chill3
Type: Fight
Villains: shurale named harry
Minions: shurale, snow_man, snow_man, snow_man, snow_man
Marker: snow1
Next: None

#———————————-

Encounter: Dry1
Type: Custom
Actions: allies become controllable, allies fight villains, allies remain after encounter ends, allies can be freed, allies move when freed, allies in cages, allies do not move, allies thank heroes
Villains: fire_elemental, fire_elemental, fire_elemental, fire_elemental
Minions: fire_elemental1
Allies: aquaman_classic
Marker: desert1
Primary Objective: “Rescue Aquaman from the burning desert” for 1000 prestige
Next: If Ally Survives: None
Next: If Ally Lost: Final2

Start Cutscene:
Camera on desert1
green_arrow says, “Some kind of desert world…well, at least it’s warmer.”
batman says, “very warm. we’d better be careful. we could easily dehydrate here, and there’s no water in sight.”
jim says, “dry or not, I’ll take this over that frozen…”
Camera on aquaman_classic
jim says, “Hey, there’s Aquaman! It looks like there’s something wrong with him…”
green_arrow says, “hopefully it’s not whatever was wrong with those folks on the first world…”
batman says, “no, don’t you see? he’s an amphibian. this place is killing him! we’ve got to get him out of here, quick.”
Camera on Villain1
jim says, “Ohh yeah? I wonder what they’ll have to say about that…”
green_arrow says, “what the heck are they?”
jim says, “They look like some kind of…living flame…sort of the opposite of the things on the snow world.”
green_arrow says, “well, they don’t look any more friendly!”

Ally Thanks Hero Cutscene:
Camera on aquaman_classic
aquaman_classic says, “th…thank you all…I wouldn’t have…lasted much longer…”
jim says, “we’ll find you a nice ocean as soon as we can, aqua-buddy. can you make it?”
aquaman_classic says, “Yes…I’ll be alright, once we get out of this heat…”
green_arrow says, “Then it’s onward and upward!”
jim says, “do you realize what this place means, guys? these different versions of earth…this is the multiverse that physicists have theorized about for years!”
jim says, “scientists have posited that there are infinite variations to our universe, each in its own dimension, and each differing in key ways from our own. it looks liek they were right!”
batman says, “Yes, but unfortunately that multiverse is currently trying to kill us.”
green_arrow says, “Hey, you wonder if there are alternate versions of us out there anywhere?”

#———————————-

Encounter: Dry2
Type: Destroy Object
Villains: fire_elemental
Objects: ro_generator
Primary Objective: “Sabotage the automated factory” for 1000 prestige
Marker: desert2
Next: None

Start Cutscene:
batman says, “These fire beings seem to be coming from that portal…maybe we can destabalize if we hit it hard enough…”
Red Arrow on desert2

End Cutscene:
jim says, “That’s done it!”

#———————————-

Encounter: Dry3
Type: Hunt
Villains: fire_elemental
Marker: desert3
Starts When: Dry2 not at End
Next: Dry4

#———————————-

Encounter: Dry4
Type: Wait
Minimum Time: 30
Maximum Time: 35
Next: Dry5

#———————————-

Encounter: Dry5
Type: Hunt
Villains: fire_elemental
Marker: desert4
Starts When: Dry2 not at End
Next: Dry3

#———————————-

Encounter: Red1
Type: Rescue Caged
Villains: darkman_blue, darkman_blue, darkman_blue, darkman_purple, darkman_blue, darkman_blue, darkman_blue, darkman_purple, darkman_blue, darkman_blue, darkman_blue, darkman_purple
Minions: darkman_blue, darkman_blue, darkman_blue, darkman_purple
Allies: superman
Marker: ruin1
Primary Objective: “Save Superman from the ruined world” for 1000 prestige
Next: If Ally Survives: Final1
Next: If Ally Lost: Final2

Start Cutscene:
Fade for 1 seconds
Camera on ruin1
Set Lighting to red alert
Unfade for 1 seconds
green_arrow says, “Whoa, this place has seen better days. It looks worse than Gotham.”
green_arrow turns to batman
green_arrow says, “Err…sorry Bats.”
batman says, “It looks like this world has suffered some type of catastrophe…and look…the light.”
jim says, “Red…is that the natural sun color of this world, or is it linked to whatever happened here.”
batman says, “No way to tell…but if this place is under a red sun….I can guess who the Key imprisoned here.”
aquaman_classic says, “Superman…but where…”
Camera on superman
jim says, “there he is!”
green_arrow says, “Well, the good news is, this place looks dead. Hopefully we don’t have to worry about any unfriendly natives.”
Camera on Minion
Minion says, “Outsiders! Maybe they have food! Maybe they WILL be food! Get them!”
jim says, “Arrow! Don’t you know better? You NEVER tempt fate like that!”

Ally Thanks Hero Cutscene:
Camera on superman
superman says, “Thanks, guys…I’ve been robbed of my powers under this red sun. I’ve been staying just ahead of these poor creatures. they’ve been hunting me since I arrived.”
superman says, “It looks like there was a nuclear war here…and the survivors were changed…mutated…it’s not a pretty sight…but the worst part is…all I could think about was…I wasn’t there to stop it.”
superman says, “We’ve got to get home. I won’t let the same thing happen to our world.”
superman says, “Now, someone tell me, what in the name of Krypton happened to us?”
batman says, “I’ll explain, but first, we still have a few Leaguers to find.”

#——————————————————————————-

Encounter: Final1
Type: Cutscene
Next: Win

Start Cutscene:
Play Transition

#——————————————————————————-

Encounter: Final2
Type: Cutscene
Next: Lose

Start Cutscene:
Play Transition

#——————————————————————————-

 

Back in the DCUG!

Historyofthedcu

Greetings Freedom Fans and Internet travelers!  This is an announcement of a current project that is near and dear to my heart: The DCUG (The DC Universe According to Grey)

I’ve always wanted to return to my first and favorite mod and tell more stories, fix it up, and polish the whole thing up.  That’s what I’m currently slaving away on.  I’ve got a TON of work to do and almost certainly unrealistic plans for its development, but I am plugging away at it.  Time is a very rare commodity for me at the moment, as I’m finishing my PhD, dealing with a fair amount of general craziness, and searching for jobs, but I still manage to put a bit of work into this monster from time to time.  There’s not even a tentative release date yet, but I will say that I’ve already written and designed a major expansion for the JLA/JSA campaign, including a conclusion to the unfinished JSA crossover.  I’m in the midst of testing that at the moment, and after that…well, I’ve got a lot of ideas and made extensive notes while traveling this summer.

This post is an announcement and a notice.  The links for the current, unfinished build of the DCUG will come down sometime soon.  I don’t know how long it will take me to finish this update/expansion, but I hope it will be worth the wait and will be a much nicer package, inside and out.

I’m also going to post every once in a while to keep anyone interested apprised of my progress.  I’ll post ‘developer’s journals’ from time to time, talking about what I’m doing, offering general commentary on the project, and probably mostly just griping about bugs!  Feel free to ask questions and offer suggestions.  Interest from the community is one of the things that keeps me going!  Now, back to work!

Into the Bronze Age: October 1971 (Part 3)

DC-Style-Guide-1

Welcome to another edition of Into the Bronze Age!  We’ve got a pair of super-titles to examine today, and we’ve got more super titles for the next session too!  It’s crazy that Superman had twice as many titles as Batman at this time, not counting their shared title.  Imagine that happening today, as Batman has become the face of DC Comics and WB movies, for better or worse.  It’s especially funny considering the somewhat uneven quality of the super-books compared to Batman’s titles.  Well, let’s see what this batch holds for us, shall we?

If you’re new to this little journey, you can check out the first post to learn what it’s all about.


Roll Call


(You can see everything published this month HERE)

  • Action Comics #405
  • Adventure Comics #411
  • Detective Comics #416
  • Green Lantern/Green Arrow #86
  • Mr. Miracle #4
  • Phantom Strange #15
  • Superboy #178
  • Superman #243
  • Superman’s Girlfriend, Lois Lane #115
  • Superman’s Pal, Jimmy Olsen #142
  • Teen Titans #35

Bolded entries are covered in this post, the others will be covered soon.


Superboy #178


Superboy_Vol_1_178

“Pawn of the Monster-Maker!”
Writer: Leo Dorfman
Penciler: Bob Brown
Inker: Murphy Anderson
Cover Artist: Neal Adams

“Superbaby’s First Friend!”
Writer: Leo Dorfman
Penciler: Bob Brown
Inker: Murphy Anderson

Our issue of Superboy this month has an interesting cover, promising us a Superman-bat-esq tale, complete with torch-bearing mobs.  What we actually get is much stranger.  The cover composition is suitably horror-ish and well done by Neal Adams, though Superboy’s batwing/arm is legitimately creepy to me.  Inside, we are met, not with another ill-fated experiment by Kirk (Man-Bat) Langstrom, but with Superboy traveling through space.  He visits the world Glorr, where an advanced civilization was destroyed by their own pollution, which in turn, mutated all of the plant life on the planet.

superboy v1 178 - 01

Brown gives us some pretty cool alien lifeforms in the one panel of this we see.  When he arrives home, the Boy of Steel responds to an emergency at a movie studio where a giant mechanical monster has gone haywire.  We get a pretty cool two page spread of the Youth of Tomorrow battling the two-headed dragon, though the hero’s off the charts powers, of which we are reminded, rob the moment of any suspense or drama.

superboy v1 178 - 02 & 03

Strangely, during the fight, Superboy’s hands suddenly become reptilian.  The transformation is brief, and the restored Kryptonian puts out the fire, meeting the director who created the mechanical menace once that is done.  Jan Milo, monster movie-maker supreme tells the young champion that this massive mechanism was going to be the heart of his new picture, which was going to restore his fortunes.  He gives the Boy of Steel a tour of his studio, introducing him to some of his famous movie monsters, which once again have sort of neat designs.  Clark is rather rude and tells the director that his day is done and that monster movies have gone out of style, but the auteur is adamant.

superboy v1 178 - 04

Later on, Superboy responds to a number of emergencies, but each time he does, he transforms into a monster and causes destruction before coming back to himself.  He repairs the damage he causes, but people begin to fear him.  First he turns into something evoking Frankenstein’s Monster, then King Kong, the Wolfman, and an insectoid creature.  At first the Boy of Steel thinks this might have something to do with Glorr, but he eventually comes to suspect Milo might somehow be behind it, as the director and his cameraman show up at each of these disasters.

We discover that Milo is in fact the mastermind, and his assistant has invented an “ultra-morph ray” which, with a red-Kryptonite lens, projects an image over Superboy, somehow causing him to transform into that image….sure.  Why not?  The pair are out to gather material for Milo’s comeback monster epic, and their latest and last ploy is to turn Superboy into a Super-Bat.  Yet, before they can make their attempt, as Super-Bat attacks them!  How can this be?  Well, Superboy has fooled them with a projector of his own, having spied on them with X-Ray vision.  He teaches the two a lesson and hauls them off to the police.

This is a very silly and forgettable story, though it reminds me of the classic Silver Age trope of superheroes getting involved in the movies.  It seems like everyone got into that act back in the day, Batman, Superman, Aquaman, the Fantastic Four, Spider-Man, and many more.  Those stories tend to be charming and fun, while this one, unfortunately, is just goofy instead.  The red herring of the mutated world was an interesting storytelling feint, but there isn’t much made of it, and the crazed director turned nascent supervillain is a silly concept, even for Superboy.  It’s not a terrible yarn, but it isn’t a particularly good one either.  I’ll give it 2.5 Minutemen.  Seeing the Boy of Steel turn into various was fun, but that’s about all you can say for it.  Notably, we have here another instance of environmentalism appearing in comics, with the mention of the world destroyed by pollution, but as this turns out to be a red herring, that is little more than set dressing.

minute2.5


“Superbaby’s First Friend”


superboy v1 178 - 16

Ohh…another Superbaby story…yay?  Just to add to the usual level of crazy for these tales, this one features a completely unexplained witch-baby as well who befriends our little super-scamp.  Geoff Brown really pulled this one out of left field.  It begins with the Kents going camping, and little Clark is gleefully tearing through the forest…literally!  Sheesh, apparently even toddler Superman is occasionally prone to ‘Superdickery‘.  Ma and Pa get on to their rambunctious youngster and tell him to rein in the superpowers because someone might see him.  However, the Kryptonian kid isn’t the only super-powered child vacationing at this random national park.  There’s also a family of…*sigh*….witches, who have a young son around Clark’s age.  The two tots meet and are each thrilled to find someone else who can do the things they can do.  They take turns showing off and flying around.

superboy v1 178 - 17

Just then, a couple of robbers head through the park, and when they see the soaring super-kids, they panic and wreck their car….over a cliff!  The terrific tots save the pair and their car, but the men are so stunned that they just assume they were hallucinating.  After all, who would believe something so insane?  They continue with their operation, recovering the stolen loot they had hidden at the bottom of the park’s lake.  The kids decide that they should help to make up for scaring the men and raise the huge golden statue they stole from the bottom of the lake.  Now, this raises some questions about how in the world these two guys managed to steal, transport, and hide this thing in the first place, but Brown has sillier things to do than answer sensible questions like that!

The thieves yell at the super friends, who fly off in tears, but they quickly recover and return to playing, accidentally whipping up a giant wave of bubbles on the lake, leading the robbers to become lost and the Kents and the witch-family to take off, each thinking their child alone was responsible.  Neither set of parents believes their super-powered offspring when they tell them about their new friend, and when the authorities respond to the bubble-lanche, they discover the two thieves and their loot.

As far as Superbaby stories go, this one isn’t that bad.  The kids’ antics are mildly entertaining, and their completely unconscious thwarting of the thieves is somewhat funny.  Still, how utterly crazy is it that Brown introduces this random family of witches without any explanation or background.  I’m pretty sure the magical kid is never heard from again, which contributes to this being a pretty forgettable little yarn.  I’ll give it 2 Minutemen, as despite the fact that it isn’t too bad, it loses a step because of the continued use of the incredibly asinine baby-talk all of these tales seem to feature.

Both of these stories feature Bob Brown’s artwork, and he does a very solid job throughout.  His designs for the background monsters in Superboy are creative and interesting.  In fact, I’d have rather seen a story featuring them!  He produces some really nice pages and panels, with Superboy’s fight against the two-headed dragon looking particularly god.  He also create charming, bright artwork for the Superbaby adventure, turning in an all-around solid-looking comic.

minute2


Superman #243


Superman_v.1_243

“The Starry-Eyed Siren of Space!”
Writer: Cary Bates
Penciler: Curt Swan
Inker: Murphy Anderson
Editors: Julius Schwartz and E. Nelson Bridwell
Cover Artists: Neal Adams and Dick Giordano

“The Death-Trails of Krypton!”
Writer: Cary Bates
Penciler: Bob Brown
Inker: Murphy Anderson

We’ve got quite the romantic cover for this month’s Superman, and you’d think for a moment that someone mixed up the art for Lois Lane and Superman.  Now, don’t tell Lois, but that ain’t her getting smooched by the Lips of Steel!  Fortunately, the tale inside is not as much ‘lonely hearts’ as the cover indicates.  The image itself is really quite good for what it is, a striking composition, though I have to wonder what the heck is going on with Superman’s cape!  There isn’t much to it, of course, and I wonder if Julie Schwartz was nervous about putting out a Superman book with nothing but a kiss on the cover, especially because it isn’t really representative of the tale within.  The actual story is a much more conventional Super-saga than we might expect from the lip-lock that greets us on the outside.

superman_243_03

A supernova, why that tickles!

It starts with the Man of Steel returning from a mission in space when a star unexpectedly explodes, buffeting our hero and sending him hurtling through the cosmos.  And here begins the pretty ridiculous and literally astronomical power levels depicted in this story.  I guess the de-powering of Denny O’Neil’s run really didn’t last long at all.  We are now one issue on, and already the star-juggling Superman is back.  Thus, a supernova is just a mild inconvenience to our hero.  After the star-shaking explosion, he finds himself in unfamiliar skies and then is drawn inexorably to and through an unknown planet.  As he burrows into the world’s interior, he discovers a Star Trek style advanced being, except this one is a brain in a pyramid (almost a brain in a jar) rather than an energy being.  The brain introduces himself as Kond and tells the Man of Tomorrow that he drew the Kryptonian to the cavern in order to get his help.

Apparently Kond is a super-evolved being who long ago left his physical form behind, along with his mate, Rija, but she got bored with being a brain in a jar (how could such a thing happen?!) and made herself a physical form in order to enjoy corporeal experiences again.  Kond is worried about her and wants the Metropolis Marvel to bring her back, and in exchange, the superbeing promises to give Superman the means to end war, hunger, disease, and poverty on Earth.  Disease and hunger, sure, but one wonders what even a superbeing could give someone that would put an end to activities caused BY human beings without abrogating free will.  Nonetheless, Kal agrees, pointing out that he would do with it even without being ‘paid,’ which is fitting.

On the surface, Superman quickly discovers Rija, but she is being menaced by a skeletal dinosaur!  Quickly rescuing the girl, the Man of Steel finds defeating the monster more difficult, as it reforms when he smashes it.  Finally, he flings it into space, and the grateful girl, wants to thank him and experience a little romance at the same time.  She modeled her physical form on that of the crew of a passing ship, and the Man of Tomorrow realizes she is a “Starry-Eyed Siren of Space,” because of course she has, and he can’t resist her charms, leading to our cover-kiss.  superman_243_12Unfortunately, Kond is observing this super-necking and becomes insanely jealous.  He creates a body for himself based on Superman’s and attacks the unwitting love-slave.  Using both his newfound Kryptonian might and his own mental powers, Kond almost destroys the hero and returns to Rija, only to discover the she has come to regret her moment of weakness.  Like almost any woman in a comic from the Silver Age, she just wanted to make her paramour jealous.

While she weeps and wishes for death (!), thinking that Kond has been so hurt he has taken off, the couple is attacked by an energy being (there it is!  I knew there had to be one in this story).  Kond jumps to defend his lady love, but every attack just splits the creature in two.  Finally, a recovered Superman intercedes, using his super-breath to suck the oxygen away from Rija…killing her!  Well, at least for a moment.  The Man of Steel has realized that Rija was actually creating these menaces with her subconscious, and as this one was created by her desire for death, allowing her to ‘die’ for a moment ended the threat.  Shades of Forbidden Planet!

Fortunately, Kond quickly revives Rija and the soulmates reunite.  The superbeings honor their agreement and give Superman four flasks that will somehow end war, hunger, poverty, sickness.  Once again, one wonders.  However, when the Man of Tomorrow tries to return home, he realizes that the supernova actually blew him into yesterday….or a few million yesterdays ago.  He jumps through the time barrier and back into the modern day, but unfortunately, the stresses of the journey destroy the flasks, leaving the world still very much in need of a Superman.

The slightly melancholy ending, with Superman realizing that this shortcut out of the “neverending battle” isn’t going to work after all, is a nice touch, but it isn’t really earned by the rest of the story.  Bates’ little moment of characterization feels more like an afterthought than anything else.  The rest of his story is relatively effective, a decent little sci-fi adventure, though it’s nothing special.  The whole thing has a very Star Trek-ish feel to it, from the advanced beings, the romancing of alien women, and the energy creatures.  Another blogger has pointed out that Kond and Rija bear a striking resemblance to The Providers, the alien overlords in the original Star Trek episode, “Gamesters of Triskelion”.  It seems likely that Cary Bates was watching some Star Trek reruns while penning this comic.  I’ll give the uninspiring but inoffensive result an average 3 Minutemen.  As usual, Swan and Anderson turn in a solid job on the art, though there are some particularly nice moments scattered throughout.

minute3


“The Death-Trails of Krypton!”


superman_243_24

We get another “Fabulous World of Krypton tale in the backup slot this month, which is always a treat, and this one is no exception.  It’s a quick but imaginative little yarn about the first man on Krypton to fly…with dire consequences!  It starts with a father and son examining strange green trails in the Kryptonian sky.  The father explains to his boy that these are the trails of Trolius, and their origins are wrapped in mystery stretching back thousands of years.  Fortunately, we can solve that mystery, and the readers are drawn back in time to see a young Kryptonain inventor, Dol-Nd, who is preparing to test his powered artifical wings, which have a cool design thanks to Bob Brown.  The young man throws himself off of a cliff, which seems rather drastic for a first test, but fortunately, after a little adjustment, he gets the hang of his wings and soars through the air.  Not so fortunate, however, is the unexpected side effect of his flight.  The wings have left behind alarming green trails in the sky.

superman_243_25

superman_243_29

Dol-Nd built his flying harness with the help of a previously undiscovered crystal he found shooting out of geothermal vents in the area, a crystal with massive energy potential, enabling it to power the engine of the wings.  The element, Trolium, which he named after the sky god, Trolius (a nice bit of world building) proves to be unstable, giving off deadly radiation when activated.  Thus, Dol-Nd concludes that he can never risk flying again.

Unfortunately, an escaped criminal has observed his test flight and is quick to attack the inventor and steal his flying harness, taking to the skies in a journey that might well doom the planet!  The quick-thinking young scholar lures the thief down into range with a bag of jewels, pretending to offer them in ransom for the wings, only to smash them into the ground, triggering an explosion of steam and Trolium, which batter the Kryptonian Icarus (though I suppose he got burned by going too low rather than too high) out of the sky.  Once again, Bob Brown turns in a really nice sequence here.  The story ends with poor Dol-Nd sending his wondrous wings flying towards space where they could do no more harm.

superman_243_31

This is another fun little glimpse into the science fantasy world of Krypton, and it is a limited but nicely imaginative one at that.  Bob Brown brings some nice energy and creativity to the art, while Murphy Anderson’s inks bring his pencils in line with Swan’s, creating some continuity between the two features.  Bates manages to cram his complete story in these six pages…just barely, though we’re left without any characterization and without a spare moment.  I’ll give this pleasant little story a solid 3 Minutemen.

minute3

 


And like Dol-Nd’s wings, we have come to the end of this stage of our little journey.  These were a decent but unexceptional pair of books.  Fortunately, though we had to endure some Superbaby silliness, we also got to enjoy some World of Krypton wonders.  That’s the give and take that makes the project work and keeps me sane!  I have to admit, though, I’m rather disappointed that O’Neil’s partial depowering of Superman didn’t last a bit longer.  We may yet see other scribes return to the idea, but it is clearly business as usual this month.  Well, I hope that y’all enjoyed my commentary and that y’all will join me again soon for another edition of Into the Bronze Age!  Until then, keep the Heroic Ideal alive!

Into the Bronze Age: October 1971 (Part 2)

DC-Style-Guide-1

Welcome to another edition of Into the Bronze Age!  The world seems quite intent on falling to pieces around us, but let’s take a little time to look back at a simpler era and a better class of comic.  The big news in this edition is the finale of the (in)famous GL/GA drug story, but we’ve got a couple of other interesting books to keep that one company.

If you’re new to this little journey, you can check out the first post to learn what it’s all about.


Roll Call


(You can see everything published this month HERE)

  • Action Comics #405
  • Adventure Comics #411
  • Detective Comics #416
  • Green Lantern/Green Arrow #86
  • Mr. Miracle #4
  • Phantom Strange #15
  • Superboy #178
  • Superman #243
  • Superman’s Girlfriend, Lois Lane #115
  • Superman’s Pal, Jimmy Olsen #142
  • Teen Titans #35

Bolded entries are covered in this post, the others will be covered soon.


Green Lantern/Green Arrow #86


Green_Lantern_Vol_2_86

“They Say It’ll Kill Me… But They Won’t Say When”
Writer: Dennis O’Neil
Penciler: Neal Adams
Inker: Dick Giordano
Letterer: John Costanza
Editor: Julius Schwartz

That’s right, at long last (longer because of my travels and distractions!) we come to the end of the GA/GL drug two-parter.  It’s a famous issue, and we examined why with the first one.  As we saw, these issues certainly deserve their iconic status, whatever flaws they may have, and I was surprised by how much better the first issue was than I remembered.  I was in for a similar shock with this story, which is a much more even-keeled offering than its predecessor.  We don’t have as many heavy-handed and goofy moments here as we did in the last one.  Even the cover has a touch more dignity…which is not to say it isn’t a bit over the top as well.  In fact, it is wonderfully, ridiculously melodramatic, especially with its bold tag-line.  I love Green Lantern’s ‘curse the heavens’ pose as well.  Still, it is effective, striking, and memorable, especially with the faces of the various drug victims making up the background.

Unfortunately, the touching image of Green Arrow carrying the fallen form of his ward isn’t quite what greets us inside, where things start off with a bang…or more accurately, a backhand.  Ollie follows up Roy’s dramatic confession from last issue with a smack to the face and a heavy dose of vitriol.  It’s a really stunning moment, and O’Neil hits us with it right out of the gate.  To see a hero, in his right mind, treat a faltering friend like this in 1971 was practically unprecedented.  It serve’s O’Neil’s purpose, immediately casting the Emerald Archer’s merciless dismissal of his surrogate son’s suffering in the worst light.  Unfortunately, he overplays his hand once more, and the result is a further stain on Ollie’s already fairly blackened character, though it is consistent with the strong views he evinced in the last issue.  It’s just an ugly moment, not helped by the fact that Roy isn’t at his most sympathetic after his weak story last issue.

green lantern 086 003

Speedy mocks his mentor for his violent response, hitting him with a major guilt trip, and Arrow throws the kid out.  Then we get a moment which ALMOST addresses some of the flaws of the previous story, as the Battling Bowman ponders the situation and points out that, even though he hadn’t paid his ward much attention lately, the kid shouldn’t have needed much at his age, being in college and all.  Then O’Neil once again turns Ollie’s jerk dial to 11, as, from that, he concludes that he is completely “innocent of blame,” which is a self-righteousness and self-deception that is breathtaking, even for O’Neil’s Green Arrow.  Still, in all of this melodrama, there is some realism.

After concluding that he’s father of the year after all, the Emerald Archer sets out to take revenge on the pushers who he blames instead, heading to the airfield where he previously traced their supply to pick the investigation back up.  Meanwhile the two junkies who betrayed our heroes last issue come to Ollie’s place looking for Speedy and, not finding him, decide to shoot up their reward.  The drugs are pure, and one of them overdoses in what is, admittedly, a pretty good scene, though Adams perhaps overdoes the revelation a bit.

Later, we find Hal Jordan still running through previous events, unable to shake the feeling that there is something wrong with Speedy, and when he heads to GA’s to check on the kid, he finds the junkie and begins his own investigation.  Ollie, for his part, turns the table on a guard at the airport who gets the drop on him and is sent into a trap for his troubles.  It’s a nice scene, emphasizing both his anger and his skill, that he’s still dangerous, even with a busted wing.

green lantern 086 012

In the meantime, the Emerald Gladiator finds Speedy passed out in an alley and discovers the truth.  They have an almost decent conversation, though O’Neil overdoes the youth’s rhetoric a bit.  The generation gap stuff he spouts is a little problematic given the fact that most of the members of the previous generation Roy knows are freaking paragons of virtue.  Nonetheless, Hal’s measured response and kindness is a very pleasant departure from his stupidity and naivete from early in the run.  The ring-slinger takes the kid to Dinah’s house for sanctuary.

On the docks, where the Battling Bowman has followed the guard’s tip into trouble, he finds the thugs he tangled with at the airport last issue.  We get a nice fight scene, with Arrow still holding his own, but it ends with him getting knocked out.  When he comes to, we meet the man behind the drug operation, a wealthy socialite named Saloman, whose massive yacht, stuffed full of important people, is just leaving.  He tells his men to dump the antagonistic archer into the drink as soon as he’s away.

green lantern 086 018Adams gives us a fantastic image of Ollie’s plight, as he’s tossed overboard tied to an anchor, but the hero manages to grab an acetylene arrow and cut through the chains, making a desperate and dramatic escape.  Just then, the Lantern arrives and disposes of the thugs with some green gorillas.  As they pursue the head honcho, Speedy is busy going through withdrawals, aided by Black Canary’s quiet compassion in another good sequence, improved by a lack of dialog.

In the Caribbean, Saloman Hooper visits his pharmaceutical lab, where he picks up a suitcase worth of dope (which doesn’t seem like enough to justify the scope of his operation), only to be caught in the act by the Green Team.  While Ollie takes out the mogul’s minion with a one-armed arrow shot (shades of Dark Knight Returns!), Hal tosses his friend his ring in order to deal with Hooper with his own two hands.  This is actually a pretty believable, satisfying moment, unlike the book’s tendency to have the Lantern just decide that he needs to use his fists to feel like a man.  He’s angry, and he takes it out on this privileged punk, but he has enough self control to do it ‘unofficially,’ so to speak, like a cop putting aside his badge to do something that needs doing but which falls outside of the law.  Notably, Arrow calls him on this afterward.

green lantern 086 019

The issue ends with the funeral of the junkie who overdosed, where Hal and Ollie are joined by Dinah and a recovered Roy.  Unfortunately, the newly clean Titan is in no mood to mend fences, and he lashes out at his former guardian, giving a speech about how people like him, who lack compassion, are contributing to the crisis that so many young people face.  As Speedy walks away from the closest thing to family that he has, Green Arrow finds himself proud that the boy has become a man.

green lantern 086 028

That final scene isn’t as heavy-handed as I remember, though the melodrama still sets my teeth on edge a bit.  What’s worse, it leaves the situation between our hero and his surrogate son unresolved and embittered.  That’s a shame, and this story’s consequences will be deep and long-felt.  On the whole though, this is actually quite a good issue, sensitive and perceptive, but also an engaging and exciting adventure, with some real, if sometimes discordant, character development to go with it.  Once again, the message of compassion and understanding towards drug addicts is powerful, and the theme of empathy, learning to see things from someone else’s perspective, is effective and an interesting continuation of O’Neil’s better efforts in this run.  I think the story itself would have been a bit more effective if we had met our villain a bit earlier, as he’s mostly just a convenient and morally acceptable punching bag, an outlet for outrage and despair.  Still, O’Neil manages to make the guy loathsome in very little space.  Roy’s sudden and complete recovery is more than a little silly, in regards to the reality of addiction, but I suppose allowances can be made for the medium.

green lantern 086 032

Adams’ art continues to be beautiful and compelling, really capturing the emotion and the power of the moments he portrays.  And yet, even with that focus on drama, he manages to give us some fun and funny moments, like with Ollie’s expression during his impromptu dive.  Once again, we see Adams’ power with a more intimate, personal story.  I just love his portrayal of Ollie.  Characters of that scale are really what he excels at, which is part of why his Batman run is so legendary.  All in all, this is a very good story, only slightly damaged by O’Neil’s excesses and his lack of forethought.  It is an important comic, culturally, and its themes and subject were incredibly groundbreaking in its time.  Heck, we’re still fighting some of these battles, and a story that reminds us of the humanity of those who are suffering is still relevant, perhaps moreso these days than in recent years.  I’ll give this milestone issue 4.5 Minutemen out of 5.  It isn’t perfect, but it really is a good one.

P.S.: To mark just how important his comic book was, it carries a copy of a letter from the Mayor of New York, commending the creative team for their work and pointing out the seriousness of the drug crisis.

 


Mister Miracle #4


Mister_Miracle_Vol_1_4

“The Closing Jaws of Death!”
Writer: Jack Kirby
Penciler: Jack Kirby
Inker: Vince Colletta
Editor: Jack Kirby

“The Romance of Rip Carter”
Writers: Jack Kirby and Joe Simon
Penciler: Jack Kirby
Inker: Joe Simon

“Jean Lafitte: ‘Pirate or Patriot?'”
Writer: Jack Kirby
Penciler: Jack Kirby
Inker: Jack Kirby

We’ve got another marvel-packed issue of Mister Miracle here, and, as always, I was excited to read it, especially after the pulse-pounding excitement of last issue’s Paranoid-packed pandemonium.  Sadly, this one doesn’t quite live up to the thrill of the first half, though it does introduce us to a wonderful character and an important part of Scott Free’s supporting cast.  It’s got another great cover, like most of this series, though one wonders how our escape-artist hero gets from being locked in a trunk to tortured in a medieval dungeon.  The answer is, of course, Kirby madness.  Nonetheless, we get another death-defying scene in this cover, memorable and exciting, beautifully rendered by the King.

Inside, we don’t start with the miraculous one plummeting to his death, still locked in that suitcase, but back at his home, where a fretting Oberon finds himself with an uninvited guest.  A fierce and outlandishly armored warrior woman appears behind him, jarring the loyal fellow from his reverie rather violently.  She declares herself a friend of Scott Free and demands to know where he is, mentioning they both come from Apokolips.  When Oberon mentions Doctor Bedlam, the newly introduced Barda suddenly teleports after her friend, fearing for his life.

mrmiracle-03

Now we pick up where we left off, and Scott’s situation looks hopeless, but Barda appears in a flash of light and catches his suitcase in a feat of strength, casually ripping it apart, ropes and all, only to reveal that it is…empty!  Wonderfully, we don’t see how the eminent escape artist pulled off this trick just yet; instead, we see him perched on a balcony several floors up, where he is quickly swarmed by more crazed civilians.  They think he is a vampire and attempt to stake him, but Mr. Miracle is too slick for them, and eludes his pursuers in several fun pages, even sliding down the banister of the staircase like Errol Flynn.

mrmiracle-12Suddenly, he’s attacked by refugees from a Robin Hood picture, as a bunch of guys in medieval costumes capture the hero.  They drag him into a dungeon, which turns out to be a set in the Galaxy Broadcasting TV studio, conveniently located on this level.  Inside is a director, even nuttier than most, who directs his men to kill the interloper so that his death-throes can make for good television!  Despite his struggles, Scott is forced into an iron maiden, and all seems lost as the lid slams shut.  The whole scene is fun but utterly crazy.  It reads like a Fantastic Four issue from the era where Stan and Jack weren’t talking to each other and Stan was thrown into narrative gymnastics in an attempt to explain the bizarre and unrelated images Jack created as his imagination ran away with him.  However, this time, there’s nobody to blame for the sudden shift and strange explanation other than Kirby himself.  I guess he just wanted to draw an iron maiden, so he shoe-horned the setting in, logic be darned!

mrmiracle-14

Back in our original office-building setting, Barda is getting attacked herself.  She casually rips a stone column out of the lobby and tosses it onto a half dozen men, almost certainly crushing them all to death.  Despite Mr. Miracle’s insistence that she stay out of this so that his deal with Bedlam could be honored, she is worried, so she pursues her friend, smashing her way through the overly-excited extras in the process in a really nice panel.  Yet, when she pries open the torture device, it is empty, and Scott casually strolls up and greets her.  Once again, we don’t find out how he accomplished this yet, establishing a running joke in the issue.

The two press on, confronting the disembodied energy-form of their antagonist in another nice sequence.  Bedlam promises to unleash the entire fury of the building’s trapped inhabitants upon the pair, but the next thing we see is them teleport back home, greeting a worried Oberon and catching up.  The dialog in this section is pretty rough and stilted, especially when Scott awkwardly declares: “Maximum is the word for you, Barda!  I could never think of you without deep and genuine fondness.”  I know that line just makes the ladies swoon!  From the start, Barda and Oberon are sparring verbally which, despite the dull dialog, is still fun.  We learn that Barda helped her friend escape, but she didn’t go with him, and now she’s an officer in Darkseid’s Female Furies, as everyone helpfully spouts exposition.

In a fun little scene, Scott takes the domestic roll, preparing dinner for Barda, which is really striking in a comic from 1971.  That’s honestly somewhat groundbreaking.  I doubt you’d ever see Superman making dinner for Lois Lane!  It also establishes the unusual dynamic between these two characters.  As he works, the heroic homemaker reluctantly explains to his assistant how he escaped from the various traps he faced.  We’re introduced to the ‘multi-cube’, Scott’s multi-purpose escape tool, which will become a common feature of his stories, if I remember correctly.  Mr. Miracle used it to cut his way out of the trunk as it twisted in mid-air, which works pretty well as an explanation.

mrmiracle-22

Unfortunately, the other stories aren’t nearly as good.  He used a fast-acting acid on the back of the iron maiden and literally just stepped through it, which apparently no-body noticed.  Even more problematic, he literally presses the ‘off’ button on all of the panicked people in the tower, putting them to sleep with his multi-cube and just waltzing out the front door.  Okay……why not just do that in the first place?  That’s a pretty massively unsatisfying conclusion, which is a shame, because this is otherwise a really fun issue.  The yarn ends with Barda showing up for dinner, having changed out of her armor into something a tad more revealing, leaving Oberon picking his jaw up off the floor.

mrmiracle-23

This is a solid adventure, despite its glaring deus ex machina, though it is primarily worthwhile for introducing Big Barda, who will eventually become Scott’s partner and wife, creating one of the great comic relationships and partnerships.  Mr. Miracle without Barda is like Nick without Nora, and she is, even from this first appearance, a unique and interesting character, further credit to Kirby’s boundless creativity.  In addition, I absolutely love Scott’s laughing, devil-may-care attitude throughout the story, the extra element of flair and style to his antics, which really capture his personality and are part of why I love the character.  I also quite like the running gag of not explaining his escapes right away, however flawed the execution is here.  Hopefully Kirby will make better use of it in the future.

Art-wise, we’re seeing some rough panels again with this issue, and I think Colletta’s impact is still being felt.  On the plus side, it seems we get a new inker next issue!  Despite some weaknesses, especially with inking and coloring, there are some wonderful panels and some fun, dynamic sequences throughout.  Ultimately, I’m quite torn on the score.  This issue’s flaws are significant, especially the dialog and weak conclusion, but it is also a lot of fun.  I suppose I’ll be generous and go with 3.5 Minutemen, as the comic is carried along by the interest of Barda and the fun of Scott.

minute3.5


The Phantom Stranger #15


Phantom_Stranger_Vol_2_15

“The Iron Messiah”
Writer: Len Wein
Penciler/Inker: Jim Aparo
Colourist/Letterer: Jim Aparo
Editor: Joe Orlando
Cover Artist: Neal Adams

“I Battled for the Doom Stone”
Writer: Ed Herron
Penciler: Alex Toth
Inker: Alex Toth

“Satan’s Sextet”
Writer: Robert Kanigher
Penciler: Tony DeZuniga
Inker: Tony DeZuniga

“I Scout Earth’s Strangest Secrets”
Writer: Jack Miller
Penciler: Mort Meskin
Inker: Mort Meskin

What a wildly, wonderfully ridiculous cover image.  It’s gloriously strange and unusual and so very, very much something that could only happen in comics.  We’ve got an African witch doctor raising a zombie…but not just any zombie, a ROBO-zombie, complete with stainless-steel robo-zombie Afro, all while the shadow of the Phantom Stranger looms in the background.  It’s a thing of mad beauty, and I love it.  It’s beautifully illustrated by Adams, and it absolutely grabs your attention.  Could you honestly say you could see that image on the newsstand and NOT want to figure out what in the blue blazes is happening inside?  If so, I can only assume you’re an imagination-less wreck of a human being.

The story within doesn’t quite live up to the glory of the robo-zombie cover, but then, how could it?  It is an interesting and unusual one, though, and it begins, not with necromantic robotics (more’s the pity), but with a young African scientist named John Kweli, who is returning to his native country after having been educated in the West.  Suddenly, the train on which he’s traveling derails in a fiery crash, and the brilliant man would have died, if not for a Stranger pulling him from the wreckage.  Kewli awakens in the home of an old friend, Ororo (no, not that one).  She has treated his injuries, but she also bears bad news, his father, the tribal chief, has died.

John is prepared to come home and take over his responsibilities as chief, but he’s met with resentment for having gone away to be educated and built a life overseas.  His people feel like he abandoned them, including the lovely Ororo.  He also finds things greatly changed, with signs of unrest and oppression everywhere, barbed-wire and troops abound.  Ngumi, the village shaman also rejects John, promising that Chuma, the Warrior God, will free his people without the young man’s help.

the phantom stranger (1969) 15 - 04

Ororo tells her friend about what has happened in his absence, that though their country has been liberated, they are now enslaved to the interests of big foreign business.  Driving away, John and Ororo encounter a lion and wreck their jeep.  The young scientist bravely prepares to sacrifice his life to lure the beast away, only to have the Phantom Stranger leap out of nowhere to tackle the feline fiend in magical fashion.

the phantom stranger (1969) 15 - 08

The next day, Kewli goes to visit Amos Trent, the oil company’s man on the ground, but Trent isn’t interested in his pleas or his threats, so the young scientist decides to take matters into his own hands, so of course he builds a robot.  Some time later, a group of soldiers who are abusing the villagers are scattered, not by John, but by “Chuma”, the Iron Messiah, the android John has used his scientific skill to build in order to rally his people.  Over the next weeks, Chuma trains the villagers in the ways of war, and Ngumi, the shaman is revealed as an agent of the oil company.

Unfortunately, even iron will can be bent by such a burden, and Chuma begins to develop human feelings…and human frailties.  He declares his love for Ororo, and when she rejects him, saying she loves his creator instead, the Iron Messiah rejects his role as savior and leaves the people to the fate.  It is here that the Phantom Stranger intervenes once again, convincing the automaton that the only way to prove he is a being with a soul is to choose to help his people, to be better than jealousy and spite.  Back at the village, the government troops have attacked, and John has rallied the people, but they are losing without the power of Chuma to inspire and aid them.

Chuma charges into the battle, turning the tide, but his help comes at a terrible cost, as he shoots his creator in the back in a fit of jealousy, only to be witnessed and called out by Ororo.  The people reject their Iron Messiah and destroy him, thanks again to the Phantom Stranger, who leaves, pondering the enigma that is life and giving a speech about not “tampering in God’s domain.

the phantom stranger (1969) 15 - 15

It’s…a little abrupt, really, and rather grim.  These 14 pages pack a whole lot in, and Len Wein has a very interesting story to tell…I’m just not entirely sure he’s finished telling it.  We get a robot who develops human feelings, including hatred who turns on his creator, a full on Frankenstein, but it is also sharing space with a story about the exploitation of Africa.  There’s just too much in too little space.  Chuma literally goes from his creation to his renunciation of his purpose in three pages, and John, who has until then been our protagonist, almost drops out of the story at that point.  The Stranger’s attempt at a moral just feels extremely tacked on, though it certainly has potential.  In the end, what exactly was the point of the Stranger’s intervention?  Was it to free the natives from both the outsiders and from their superstitions?  Whatever it is, it needs more development.  The whole thing is cramped, but it is also intriguing in a number of ways.

It is really noteworthy that we have a story set in ‘darkest Africa’ where the natives are not portrayed as ignorant savages, despite their belief and hope in Chuma.  Even more, the natives are not rescued by a white outsider.  Instead, the hero is a black man, and a black scientist at that, who succeeds, not through brute force, but through intelligence and cleverness.  That’s still very much a rarity in any media in 1971, much more so in comics.  We also have another example of the depredations of faceless corporations, as the oil company is pretty unambiguously evil here.  That is a sign of things to come, I’d wager.

The whole tale is beautifully illustrated by Aparo, who is handling all of the art chores.  He gives us some really striking panels and pages, and the art has a nice sense of drama, especially with Chuma.  I’ll give this rushed, slightly muddled story 3 Minutemen, as its strengths and weaknesses somewhat even out.

minute3


“Satan’s Sextet”


the phantom stranger (1969) 15 - 28

If you thought robo-messiahs were strange, you ain’t seen nothing yet.  Our Dr. Thirteen backup this month is in the style that I think works best, with the good Doctor doing his ghost-breaking on his own, without tangling with the Stranger.  Nonetheless, this particular outing isn’t exactly a home run.  It begins promisingly and strangely enough, with a group of seemingly sinister musicians leading a line of dancers into the sea, where they presumably drown, only for the band to emerge later, still playing.  Later that night, Dr. Thirteen happens to be driving along the beach when he sees a ragged, raving figure stumble out of the surf.

the phantom stranger (1969) 15 - 29

The man claims to be the wealthy Willard Wentworth, who has a home on the beach.  He hired “Satan’s Sextet” for a house party because he was lonely, but they hypnotized all of the guests and led them to a watery grave.  Wentworth isn’t sure how he escaped, but he stumbled out of the water sometime later, shaken and terrified.  Thirteen agrees to investigate, but when they return to the beach house, they find it packed with people, a party in full swing.  The owner claims not to know any of them and accuses the band of murder.  Dr. Thirteen insists they stay and continue their investigation (Maybe he just wants to party!), and the pair are given love-beads.

the phantom stranger (1969) 15 - 30

Suddenly, the band’s music becomes hypnotic, and they once more lead the party goers into the waves.  Thirteen is forced to follow, but his mind is working all the while, and he deduces that the beads are responsible, and he removes his and Wentworth’s necklaces.  Returning to the house, he overhears the convenient exposition by the bandleader, whose motives are…well, as prosaic as his methods are insane.

Apparently, he’s the millionaire’s disowned son, who got plastic surgery and planned this whole thing to kill his father so he could get his inheritance.  The beads had hallucinogens in them which were activated by the vibrations of the band’s music.  Ooookaaaay.  That’s pretty out there, even for comics.  Entertainingly, Thirteen overcomes the band with a massive mounted fish, and the police arrive to tidy things up.  Dr. Thirteen rides off into the sunrise, but not before laying some major guilt on Wentworth, pointing out that he must have really screwed up to raise a murderer!  Ouch!

the phantom stranger (1969) 15 - 35

This is a fun concept that sadly doesn’t really deliver a good story.  The image of the Pied-Piper-esq murder is really neat and creepy, but the explanation and the motivations don’t live up to the cleverness of the gimmick.  I think this might have worked better as a Phantom Stranger story, with an actual supernatural explanation.  Nonetheless, it’s a decent enough read.  The sequence where Dr. Thirteen reasons his way to the solution to the mystery is quite solid, and it has a nice sense of suspense and stakes as he slowly drowns.  Tony DeZuninga’s art isn’t particularly impressive, but it does the job, though the inking is a bit overdone in some sections.  He tries to create a somewhat psychedelic feel to the band’s sections, and that is partially successful.  I’ll give the whole thing 2.5 Minutemen.

minute2.5

 


And with those maudlin mysteries, this episode of Into the Bronze Age comes to a close!  It was a really interesting trio of books, flaws and all.  Thank you for joining me on this journey, and please come back soon for another edition of Into the Bronze Age!  Until then, keep the Heroic Ideal alive!