DCUG Developer’s Diary #5

Howdy folks, and welcome to the first developer’s diary after my long hiatus.  I am getting back to work on the mod, shaking off the rust, and working out the kinks.  I have been super busy the last few weeks, hitting my modding to-do list hard and getting a ton done!  With the semester done and things calming down a little bit here at Grey Manor, I have finally been able to catch my breath and get back to my great modding love, the DCUG!  I have really had a blast working on it, and I have learned a lot recently.  I’ll share the highlights with y’all, as well as a little sneak peek at my Aquaman campaign, which is my current focus. Fair warning, I’m going to talk a fair bit about mapping in the beginning of this post, and I’m going to try to create my long-deferred tutorial video on the subject in a few weeks. If that subject doesn’t interest you, skip on down to screenshots of the new campaigns! And make sure to stay tuned for another developer’s diary entry next week which will provide another peek at the Green Lantern Corps. campaign which I have also been working on!

Map Design Part 1: Creating the Elusive Second Story

To get started with my return, I foolishly tackled something that I knew was going to be difficult and frustrating, and guess what? It was both of those things!  When I had to put the mod on hold, I had started to develop custom maps for my Aquaman campaign.  I faced a number of hurdles, detailed in my last couple of entries, and there was one in particular I had not solved yet and which returned to haunt me when I came back to the mod.  You see, thanks to Daglob who modified the crane object from FF 1, I had a nice big oil rig to serve as a setting for the Sea King’s adventures.  Unfortunately, while it looked great, characters would fall right through it in the game, meaning it wasn’t much use as, you know, a map. 

The main issue is likely that FF just doesn’t do multiple floors, really, and whatever is tagged as the ‘ground,’ is going to be used that way by the game engine.  Unfortunately, I don’t know enough about the actual mechanics of the terrain meshes (nifs) and how they are set up to change what the game perceives as ground, and there really isn’t anyone left in the community who could tell me either.   So, what to do?  Well, the answer is obvious.  Cheat!

I tried a thousand different approaches to fix this, mostly centered around trying to create a ‘false floor’ through the use of other objects.  I settled on the pier object from FF 1, which gave me a nice, flat object to work with.  I tried blowing it up and adding it directly to the nif.  Characters still fell through.  I tried adding it in the editor.  Still fell through.  I tried a dozen different sizes and permutations, and no luck.  I tried just adding the original, small object, and just covering the rig’s surface with them.  That worked!  However…it also screwed up the character’s pathing. 

Finally, I realized that, when blowing the object up, I had used the scene root and tried to do the whole thing at once.  You see, objects in FF2 have to have two pieces to be interactable.  There is the object mesh itself, and then there is a bounding box, which tells the game where the mesh starts and ends, spatially.  Although Nifskope was telling me it had expanded the bounding box as well, it hadn’t.  So, when I did both pieces, both the object and the bounding box, individually, it worked perfectly!  Now, I’ve got an oil rig, and all I need to do is add the set dressing!

Map Design Part 2: Textures, UV Maps, and Madness, Oh My!

Of course, my luck being what it is, that was far from the end of my mapping woes. The next hurdle arose when I started remastering the first two missions of my Aquaman campaign, which were all that I had previously finished. I’ve been reworking my whole planned plot for the campaign, and I’m really happy and excited about how it’s coming together, but the changes required me to rework those first two missions. And that meant I needed a new map for mission 2, as the map I had planned on using, one of the incomparable CmdrKeonig’s crackerjack creations, but it was too small to fit in everything I needed. CK’s map was, at its core, a re-texturing or re-skinning of an existing terrain. The way most custom maps work is that, in addition to positioning objects in new and interesting ways, they provide a sub-directory in which an existing map’s terrain mesh can look for the textures it needs. But the mappers replace the vanilla textures with new ones that have the same name. Most of the custom FF maps that accomplish such amazing transformations use this fairly simple device to do it, though skilled mappers like CK also put in a lot of work ‘dressing up’ the map with re-textured and repurposed objects too.

So, what does all of that have to do with my own map troubles? Fortunately, CK’s map was based on one of the FF2’s Cuban missions, which all share the same texture set, and there was another of those missions which had the space and layout I needed. So, I just open the map up in FFEdit and point it’s texture directory to CK’s _textures_underwater folder, and it’s smooth-sailing, right? Well, nope; no such luck! The new map featured an airforce base with a big runway, and for some reason, when I gave the map the underwater textures, they displayed differently on the runway area than they did on the rest of the map! This distortion was pretty noticeable, and it really bothered me, so I tried to find a way to fix it. Whew! What a black hole this particular problem was!

Now, I know fairly little about textures (skins), and I know even less about meshes, so I had no idea what was going on here. I guessed that there was something about the terrain.nif, the actual 3d model of the map terrain itself, that was making those spots display the texture differently. So, I had to change it. I started by finding the level_layout.txt file for the map, which tells the game which terrain.nif to use. I copied and renamed it, pointed the map to this new file in the editor. Then I tracked down the terrain.nif, copied and renamed it, and pointed the layout file itself to its folder. The first entry in the layout is always the map’s mesh.

So, now I had a version of the mesh that I could play with and not mess anything up, and play I did. Or more accurately, I beat my head against this particular wall for days! I opened the map in Nifskope and clicked on the various pieces of the terrain, pouring over their entries and trying to figure out what settings controlled how they displayed textures. I compared their entries line by line, looking for whatever was different, and I tried a thousand different things, none of which had ANY positive effect! Finally, the community came to my rescue, and told me that how a texture is displayed is apparently all about something called a UV map. Who knew?!

I suppose that to be a good modder, it really does help to know about all of the different parts of game design. Anyway, I found a tutorial that explained how to edit the UV maps, which it turns out is a rather painstaking process in Nifskope. And that runway area was BIG! But, after a lot of rather maddening work, I finally had the map looking the way I wanted! Then it was just a matter of decorating it! So, I copied CK’s excellent design for his map, scattered a bunch of shrubs and weeds retextured to look like coral and seaweed all over the place, as well as some boulders and such for visual and gameplay interest. Then, because this mission is supposed to be one of the stages on the young Aquaman’s search for Atlantis, I asked superstar skinner Dean2000 to create some extra textures for me so I could add in the traces of a ruined city, using the map’s original textures and layout as a guide. I’m super happy with the finished product!

Map Design Part 3: Getting Clever

With the main map done, I set out to create a base scene to help me advance the plot and set up the mission that was going to take place on it. Now, my Aquaman plot is fairly ambitious. I’ve got a lot of story and a lot of development that I’m trying to cram in, and I struggled figuring out how to get through everything I needed in the base scene, while keeping the cutscenes it featured reasonably interesting to watch. I don’t just want to hit my players with a whole bunch of text with no visual interest! The story called for me to explore the origins of Black Manta and Aquaman, drawing on some of Geoff Johns’ better ideas from his N52 run. I had an excellent FF1 custom map featuring a lighthouse by the sea, but I wanted to portray some of what happened IN the water, and the map just has a flat, ‘painted’ surface for the water. How could I portray a story featuring both land AND sea in one map without looking silly? If I were Dr. Mike of The Strangers mod fame, I could just shift between maps INSIDE the base scene, but I don’t have a clue how he did that, and I probably couldn’t replicate it even if I did! So, once again, I decided to cheat.

I wrote the base scene CSes to focus the camera on a few different spots on the map, all out of sight of each other. Then I added a nice animated “water” object (one of our mappers, I forget who, created this years ago) above the surface of the “water” on the map in two of those spots. In the first spot I added a ship object “floating” in the top water layer, and my swimming Aquaman below it. In the other, I placed two ship objects, partially hidden in ‘floor’ of the map, to make it look like the ship had been sunk. Then, with a little camera work, the whole scene plays out relatively nicely, and the players only see what I want them to see. I’m inordinately pleased with how well it worked out.

Aquaman Campaign Update and Preview

While I was struggling with my various mapping mountains, I also tackled a ton of other, smaller jobs. I spent a lot of time tweaking the art assets for the Aquaman-related characters, especially the Aqua-Family, and that included new skins an skopes for Arthur’s sidekicks, Aqualad and Aquagirl. The tremendously talented Tomato very graciously agreed to make the Prince and Princess of the Sea for me, and they turned out fantastically! I also spent a lot of time skoping the keys of the various aqua-characters and updating their Herofiles to make them more interesting and unique in the game. I did a ton of work on the swimming keys, in particular, creating specially modified versions drawing on a wide range of different animation sets that gave me vastly more options in how I built the various characters. I discovered that the swimming keys were compatible with male_basic keys, and a hovering animation from another MB set would often look quite good as a swimming animation. That really expanded my options!

But the really excited work for me was remastering and reimagining my first two missions, laying in story hooks and plot threads that I can play with throughout the campaign. It’s great to finally be getting started on my Aquaman adventure in earnest, as this was one of the first ideas I conceived when I began working on my DCUG mythology. So, I rewrote the first mission, adding in some new elements to set up things to come, and I completely scrapped and recreated my second mission, starting with that whole new map. The first mission involved Arthur Curry beginning a quest to find Atlantis, and by finding it, to discover what happened to his mother, Atlanna, who was stolen away when he was a boy. During his search, he finds a mysterious island that is home to a research station, which has been besieged by the Marine Marauder!

My second mission saw the rookie Aquaman clash with the forces of Black Manta for the first time, as both men searched for Atlantis! This mission actually takes place underwater, so I have a separate mesh and key-set, essentially for my hero and all of his foes, an entirely separate set of characters, essentially. Everyone gets flight to simulate their ability to move in 3 dimensions, and eventually Aquaman will have the ability to summon his finny friends to aid him! As the mission progresses, Arthur makes a terrible discovery about his future nemesis, and he finds that the sea floor is covered with clues about Altantis! Finally, our hero frees an actual Atlantean warrior from Mantas men, but his welcome from his erstwhile people is not quite what he hoped it would be! Here’s a few glimpses of the mission, and you can see the base scene in action too!

Well, that should give y’all a sense of what I’ve been up to lately, though there are a thousand and one little jobs I’ve been doing as well. I hope that this has proven interesting and informative. Please feel free to ask questions and give feedback! There are some exciting developments on the horizons for the DCUG and for the Aquaman campaign in particular. I hope to have more to share with y’all soon! In the meantime, here’s a little peek at the Green Lantern Corps. campaign mission I finished a while back. Expect to see more about that, as well as about OrWolvie’s Green Arrow campaign, in my next developer’s diary! Until then, keep the Heroic Ideal alive!

Into the Bronze Age: April 1971 (Part 2-Special Edition!)

DC-Style-Guide-1

This is a bittersweet post, and that touch of melancholy is part of what has made me slow to put figurative pen to equally figurative paper for this set of books.  On the one hand, we are starting a new month, full of the promise of adventure, but on the other, this month also holds the final issue of Aquaman’s solo series, the last solo Aquaman book that would be seen for six years until its brief revival, after which Aquaman would be absent from solo books until the beginning of the very divisive Pozner/Hamilton mini-series in the mid 80s, which, for whatever positive qualities it may have, is still guilty of starting the ‘let’s fix Aquaman’ approach to the character that endured for decades.  It’s a crying shame, especially given the very high quality of this book and the incredible inventiveness of its creative team, SAG.  Nonetheless, life, and comics, go on.

As I’ve mentioned before, the cancellation of this book was made all the more shocking and lamentable because it had much less to do with sales than with internal politics.  It seems that then editor-in-chief Carmine Infantino didn’t much care for Dick Giordano’s style, so, when Giordano desired to leave editing and start inking full time, the head honcho took that as an opportunity to rid himself of the man.  Now, Giordano was very fond of what he had created with Skeates and Aparo, so he offered to continue editing Aquaman freelance, but rather than agree to that or even replace him, Infantino just cancelled the book, despite the fact that it had maintained solid sales!  The Aquaman Shrine has a great interview with Steve Skeates that reveals a bit of the behind the scenes drama.

However unjust the cancellation, it was presented as a fait accompli, and it was a shock to all involved and a major blow for the character.  In fact, I would argue that it is this incident which crippled the character for years to come.  It attached a stigma that his book couldn’t sell, despite the fact that sales had very little to do with the book’s fate.  What’s worse, it robbed the hero of the chance for development and growth during a very important time in comics history, as I’ve mentioned before.  While Batman, Superman, Green Lantern, Green Arrow, and many others were being revamped and redefined in extremely influential ways, Aquaman is left by the wayside, with only the SAG team’s incomplete efforts to support him.  This is a situation that the character is only very recently starting to overcome, some forty years later.

Yet, not all is doom and gloom.  As promised, I have a special treat for y’all today.  You see, when the book was unceremoniously cancelled, Steve Skeates was left with a half-finished story.  Yet, he was not one to be daunted by such a small matter as a cancellation, and he would eventually finish that story, but do so on the other side of the aisle.  That’s right, in a 1974 issue of Marvel’s Submariner, Steve Skeates would pick up the dropped thread of this Aquaman adventure and finish the tale for Marvel’s own sea king.  I’ll be covering that comic today, in addition to our usual fare.  So, let’s see what this month has in store for us!

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 #399
  • Adventure Comics #405
  • Aquaman #56 / (Sub-Mariner #72)
  • Detective Comics #410
  • The Flash #205 (Reprints, won’t be covered)
  • Mr Miracle #1
  • The Phantom Stranger #12
  • Superboy #173
  • Superman’s Girlfriend, Lois Lane #109
  • Superman’s Pal, Jimmy Olsen #137
  • Superman #236
  • Teen Titans #32

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


Aquaman #56


Aquaman_Vol_1_56

“The Creature That Devoured Detroit!”
Writer: Steve Skeates
Penciler: Jim Aparo
Inker: Dick Giordano
Letterer: Jim Aparo
Editor: Dick Giordano

“The Cave of Death!”
Writer: Steve Skeates
Penciler: Jim Aparo
Inker: Dick Giordano
Letterer: Jim Aparo

Here we have one of the all-time great Aquaman covers.  It’s exciting, titanic in scope and promise, and other than the rather muddy colors, is pretty much a perfect composition.  It’s got an old-school monster flick feel, right down to the title, like a 50s sci-fi film…but unfortunately it also bears little in common with the story inside.  Just imagine what could have been, a massive struggle between the King of the Sea and a colossal monster from the watery depths!  Instead, we get an offbeat, if unquestionably interesting, tale.  I imagine I might have been a more than a tad disappointed if that cover had persuaded me to pick the book up off the newsstand, only to find no massive monstrosity within.

Aquaman56_03

Man, Aparo could pack personality into a page!

Instead, the final issue of Aquaman begins in rather simple fashion.  A husband and wife bicker over the minutia that can grow into its own sort of monster in a marriage, but the debate is postponed by the tuning in of a television to the “Warren Savin Show” (interestingly, that’s actually a pen-name that Skeates has used from time to time).  The show promises to feature, of all people, the King of the Seven Seas as their special guest, but it is interrupted by a special report about a massive algae growth on Lake Erie threatening to consume the city of Detroit.

Aquaman56_05

This bumper bloom seems to be caused by a mysterious satellite which is reflecting light onto the city and its surroundings at night, keeping the area in a perpetual daylight that has sparked this overgrowth.  When the cameras cut back to the show, the Sea Sleuth is missing!  The Aquatic Ace has rushed out of the studio to see what he can do about this threat, answering the call to action.

Aquaman56_07

Too bad this is symbolic…

Aquaman56_06Arriving in Detroit, Aquaman finds the green gunk everywhere and decides to look up an old friend of his, a former police scientist named Don Powers, to try to get a handle on the situation.  Meanwhile, we cut to a strange figure in a garish costume, and we’re informed that this bargain-basement Batman is ‘The Crusader,’ a superhero who is ignoring the growing plight of the city to chase a car theft ring.  We get a nice action sequence as the Crusader jumps the gang he’s been tracking and barely manages to subdue them.

Aquaman56_10

After we see the orange and black clad figure finishes his fight, we switch over to follow Aquaman as he goes to consult his old friend, now a successful businessman and scientist, and the Sea King finds him at his corporate lab, where the fellow is completely unconcerned with the growing green tide swallowing the city, instead bragging about the reduction in crime thanks to the perpetual daylight and revealing that the mysterious satellite is, in fact, his.

Aquaman56_13

During their debate, Powers brings up the Crusader, and Arthur reveals that the League had refused him membership because he was considered unstable and too violent (He’d fit right in today, no doubt!), which is a fun little detail.  When the Marine Marvel tries to take matters into his own hands, Powers and his flunkies jump him, and sadly, you guessed it, Aquaman earns another slot on the Head-Blow Headcount!  Skeates really loved this device a bit too much.

Aquaman56_16

Not again

With the real hero disabled, we watch as Powers slips into his private office and dons the costume of…the Crusader!  In internal monologue, he reveals that he had an ulterior motive for launching the satellite.  His low-light vision is fading, and he’s willing to let the whole city suffer just so he can continue playing costumed crimefighter.  He justifies his selfishness by arguing that the case he’s working on is too big to abandon, and once he solves it he plans to destroy the satellite.  Powers also thinks that this case will be his ticket into the big time, that it will help him prove himself.  Now, just for some perspective, let’s remember that the case he’s trying to crack is no doomsday plot, no terrorist’s master plan, no city shaking scheme, just a car-theft ring.  Priorities man, priorities!

Aquaman56_20

While the Crusader continues his…well…crusade, Aquaman awakens on a park bench, having been dumped there by Powers’ goons, and before he can get back to the lab, he sees a young girl threatened by the growing green goo and rushes into the morass to save her.  He does so without a second thought, putting her life ahead of his own, though the peril of the situation doesn’t entirely come through as well as I imagine Skeates intended.

Aquaman56_22

A bit of a disappointing confrontation, really, and the dramatic title doesn’t help.

On his way back, he discovers a crowd surrounding a still figure on the pavement.  The Crusader lies dead, not felled by an enemy’s bullet or having met his death in the line of duty.  He just tripped over a wire and fell to his fate on the street below, his eyes finally having failed him.  He is the very soul of anti-climax.  When his mask is removed, the Sea King recognizes his friend and things begin to become clear to him.  Rushing back to Powers’ building, the Marine Marvel smashes his way inside, taking no chances, and locks himself inside the control room until he can find the proper switch.  The issue ends with the button pressed, the satellite destroyed, and the menace ended.

Aquaman56_24

The title here, on the other hand, is pitch-perfect.

So, not exactly what one would expect from that cover, is it?  This is a strange issue, but certainly an inventive and intriguing one.  Skeates is doing what he has done all along, trying new things and experimenting with the medium.  The story at the heart of this comic, the contrasting of two different concepts of heroism in the person of two very different heroes, is actually a great one.  It’s still quite pertinent today.  It’s the examination of the perennial conflict, between selflessness and selfishness.  Aquaman’s selfless conduct throughout, abandoning the TV show to help Detroit, putting his life in danger to save the little girl, and even risking who knows what kinds of consequences to destroy the satellite, stands in relatively effective contrast to the purely selfish motives of the Crusader.  That myopic manhunter, for his part, ignores all other concerns in search for his own fulfillment and fame, endangering the entire city, a city that he supposedly protects, in order to continue his callous crusade.  The concept is a fascinating one, yet Skeates’ treatment thereof isn’t entirely successful.

Aquaman56_27

Remember these images.

The story is far too rushed.  We meet the Crusader and see his futile death in just a few pages.  He’s not given the time to really develop the comparison appropriately, and compressing the setup and payoff into one book renders Aquaman’s contributions fairly slight.  Part of the trouble is that the threat to the city doesn’t ever quite seem tremendous enough to justify everyone’s concern.  We see the sludge surge up and endanger one little girl playing too close to the water, but that’s about it.  Skeates commits one of the prime storytelling sins.  He tells us about the threat rather than showing it convincingly.  Now, part of the reason for that simply has to be lack of storytelling space.  Nonetheless, this tale is certainly noteworthy for its innovation, and the central concept is worthwhile, despite its flaws.  This was a remarkable plot for its time.  Characters getting killed off was rare enough, but having a “hero” die, especially in the story in which he was introduced, was almost unheard of.

Of course, it almost goes without saying that the book is beautiful, with Aparo creating yet another cast of distinctive, interesting faces, lovely action, and rich settings.  Perhaps the greatest calamity in the cancellation of the book is the fact that Aparo stops working on the character that he captured better than anyone else.  Unfortunately, there is no shortage of four-color woe to be found in this comic’s cancellation, so that loss has plenty of competition.  Nonetheless, this is a fun and entertaining read.  It may be an offbeat ending to the series, but at least it’s an intriguing one.  All things considered, I’ll give this final Aquaman story 3.5 Minutemen.

minute3.5

This issue also contains a super brief backup with Aquagirl, where she rescues a little boy foolishly playing too close to an ominously named threat called ‘The Cave of Death.’  Something of a theme this month, apparently.  It’s only two pages, so really too brief to rate as a story by itself, but it’s always nice to see Aquagirl in action.    It seems clear that Skeates was setting something else up, and this is just one more way in which the sudden cancellation of the book is a shame.

Aquaman56_29


The Savage Sub-Mariner #72


Sub-Mariner_Vol_1_72

“From the Void It Came…”
Writer: Steve Skeates
Penciler: Dan Adkins
Inker: Vince Colletta
Colourist: Linda Lessmann
Letterer: Artie Simek
Editor: Roy Thomas

 You can see what else Marvel put out this month HERE.

For our special feature, we once again pass across the aisle to Marvel comics, but this time it isn’t ersatz counterparts we see but an actual story-line continued.  It’s a shame that the rest of the SAG team wasn’t able to join Skeates for this revival of his Aquaman work, but he’s creating with a new team.  The results are surprisingly fitting for a Marvel comic considering the origins of this yarn over at DC.

While DC’s Sea King is my favorite comic character, I’ve also always had a soft spot for Marvel’s ocean monarch, Namor, the Sub-Mariner.  He’s not one of my favorite Marvel characters, but I’ve always liked him, and when I read through the classic Fantastic Four stories where Stan Lee and Jack Kirby brought him back, I really started to appreciate comics first anti-hero.  Incidentally, Kirby’s work on the history of Namor’s Atlantis is one of the coolest things ever.  While Namor’s temper can wear thin after a while, I’ve always appreciated the unfailing regalness of his character.  He’s one of the few times where comics have captured the ideal of royalty.  I’m just now starting to read his Silver Age solo series, and I’m only up to the 40s at the time of this posting, but I’m quite enjoying those adventures.  For this outing, I’m skipping ahead a few years, so I’m reading this tale without much context.

It begins with the Sub-Mariner himself swimming through the terribly polluted waters offshore of a major city and commenting, in usual fashion, on how terrible us surface dwellers are.  Notably, at this point Marvel’s Sea King is wearing his more substantial costume that replaced his green trunks.  It’s certainly a more dignified look, and it’s grown on me, though, being something of a purist, I tend to be biased in favor of original looks.  Sartorial concerns aside, the Sub-Mariner takes to the sky, still meditating on the evils of the surface world.

Sub-Mariner72_03

Our narrative lens shifts, and we move into space two years previously where a strange green blob, some bizarre alien lifeform, drifts through the cosmos and lands upon a certain satellite, just before a (blue) gloved hand destroys its temporary lodging.  Take a look at that image.  Does it look familiar?  That’s right, Skeates intentionally evokes the last panels from Aquaman #56 in order to tie these two stories together in a subtle crossover.

Sub-Mariner72_05

The creature rides the wreckage down and splashes into the ocean nearby where Namor will come ashore.  The being observes the sealife that passes by and decides to emulate those ocean dwellers by creating a body out of the slime on the seabed and the wreckage from the satellite.  The process takes the intervening years, and we get a really nice series of panels as the alien heads to the surface to explore.

Sub-Mariner72_09

Meanwhile, the Sub-Mariner has encountered trouble in the form of a strange pair of humans.  There’s something just a bit odd about these guys, and you might not be able to put your finger on it.  I wasn’t, at first.  Don’t worry, we’ll come back to that.  These two toughs decide, with suicidal bravado, to pick a fight with Namor because he’s different.  It’s a case of prejudice, and bizarrely, the attack is accompanied by a quote from Hitler which talks about the effectiveness of visuals in delivering messages.  Oookay.

Sub-Mariner72_13

This looks like a cover for a Double Dragon game.

The Prince of the Blood, who, let’s’ remember, has traded punches with the Hulk, belts his  normal human antagonist and somehow doesn’t turn his head into a fine red mist, instead sending him flying into the drink.  The thug’s friend jumps Namor in reprisal, voicing a rather strange response to the attack, “You’ve probably ruined him for life!”  How odd.  As the two tussle, the curious alien being reaches the dock, and they smash into him, leading all three to tumble into the water.  Interestingly, the narration notes that Namor has become somewhat unstable because of his constant battles, so that he meets the strange, monstrous newcomer with open hostility, just assuming that it’s a foe, and thereby leaving his original human antagonist to his watery fate.

Sub-Mariner72_18

While the fellow’s companion drags him to the surface, the Sub-Mariner and the star-spawned creature trade blows.  Namor pours all of his rage, all of his frustration, into this fight, attacking blindly, but the creature literally blinds the Atlantean in response.  Even that doesn’t stop the Sub-Mariner, who grapples with his slimy foe.

Sub-Mariner72_25

Finally, having had enough of this whole ‘body’ business, the being launches itself skyward once more, though, having meant no harm, as it passes into space it uses its powers to restore life to the drowned man and even, surprisingly enough, restore Namor’s sight.  Skeates plays with superhero conventions here to some pretty good effect, raising some questions about the violent ways such characters tend to respond to the unknown.

Sub-Mariner72_29

For his part, before his eyes are healed, the Prince of the Blood realizes that his metaphorical blindness may have trapped him in literal blindness.  His anger and rage kept him from trying to communicate with the creature and may have doomed him to perpetual blackness.  It’s an interesting and relatively effective message about understanding and tolerance of the “Other.”  And with that, Namor heads for sepulchral Atlantis (previously destroyed, it seems) while the two humans head home as well, with one of them saying, seemingly apropos of nothing, that he just got a new professional wrestling magazine.  With these scenes, our story ends.

Sub-Mariner72_32

So, what was the discordant note that the two wharf rats kept striking?  Well, these two toughs, Skeates later confirmed, were meant to be a gay couple.  Hence the rather flamboyant dress of the first thug, who was, by the way, named Bruce, a moniker with some associations with the gay community at the time, as I understand.  Now, you may wonder what in the world their sexuality has to do with anything in this oddball story, but it really does add a little depth to Skeates’ treatment of the theme of intolerance and metaphoric blindness.  You’ve got these two characters acting as bigots who have themselves suffered from intolerance, abuse, and bigotry, which is ironic.  While it could just be seen as anti-gay, it could also be read as an indication of the depth to which distrust of the “Other” is built into human nature, how deeply the disease goes.  Even those of us with reason to sympathize with societal outcasts can find it easier to lash out than attempt to act with understanding.

Sub-Mariner72_34

Nonetheless, that was certainly an unusual wrinkle for comics in 1974, when you could not present any openly gay characters.  Once again, Skeates is experimenting with the genre.  The story itself is solid enough.  It’s more effective in its delivery of its message than in telling a particularly compelling and enjoyable adventure yarn, though.  Yet, I do enjoy the focus on Namor’s reaction to the mysterious creature.  It makes rather perfect sense given the Sub-Mariner’s characterization over the course of his series and the endless series of conflicts and reverses he’s faced.  There’s a very human element in his blind rage.  Still, the story feels a bit disjointed, with the conflict with the two morons on the dock coming out of absolutely nowhere.  I know people are plenty stupid, but who says to themselves, ‘I think I want to pick a fight with that guy that can punch through steel!’  In the end, I suppose I’ll give this story a 3.5 as well.  It’s an interesting one, if not stellar.

minute3.5

P.S.: Oddly, this story, picking up from the final issue of Aquaman, falls on the final issue of the Sub-Mariner, who has outlived his distinguished counterpart by three years at this point but falls prey to a similar fate, and, ironically, with the same hand at the helm!  Steve Skeates had to wonder if he was jinxed when it came to aquatic characters!


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.jpg

Poor Aquaman adds yet another appearance on the Wall of Shame.  This really illustrates just how much Skeates relied on the head-blow plot device.  Whenever he needed to remove the Sea King from the story for a few pages, it seems a sock on the noggin was the first club out of the bag.  The results are self-evident, with Aquaman more than tripling the next most common resident on the wall in total head-blows.  At least one benefit from the lamentable cancellation of his book is he won’t be adding many more entries in this feature any time soon!


Final Thoughts:

These two comics make for an intriguing pair, a unique case (at the time) with a story translating across both companies and years (Of course, the Marvel character Mantis will see a similar transition later in the decade).  Even more unusually, the stories are very reflective of their universes, DC and Marvel, with each comic fitting surprisingly well into the style of their respective companies.  The DC story is full of bigger ideas, while the Marvel tale is much more melodramatic and emotionally focused.  The contrast illustrates Skeates’ skill as a writer, as one of the great tests of an author’s mettle is the ability to write well in different styles.

I’m really curious what shape the second story would have taken if it had graced the pages of Aquaman as intended.  One wonders if the muck creature from the cover of #56 might actually have put in an appearance after all, perhaps on a much grander scale than Namor’s unwitting sparring partner.  If we assume that the alien creature and its curious attempt to explore our little globe was always the core of the concept, then perhaps it would make sense for all of that algae coating Detroit to be incorporated into the being’s new body.  We might have gotten a version of that massive monstrosity after all.  Sadly, we’ll never know what might have been.

That is, truly, the greatest misfortune to be found in the sudden and unlooked-for cancellation of the Aquaman book, the loss of what might have been.  The SAG team had been paving the way for a whole era of stories, layering in hooks for coming arcs and continuing plot threads, setting up some really intriguing story possibilities, and creating a fascinating setting for the Sea King.  There are too many lost opportunities and abandoned elements in this run to count, like the rabble-rousing politician and his bid for power, the rocky relationship between Tula and Garth, the myriad underwater civilizations we’ve encountered in the preceding pages of the book, the microscopic world in Mera’s ring, Ocean Master’s recovered memories, and so much more that could have been.  I’ll always wonder what plans the SAG team had, what heights the book might have reached in the years to come.  How might the undersea setting have grown?  How might the Aqua-Family have evolved?  The possibilities really dazzle the imagination, don’t they?  Instead, we get this rather off=beat finale.  The book ends, not with a whimper, but neither does it close with a roar worthy of what has come before.  Instead, it slips away without fanfare or acknowledgement, without the slightest hint that this is the final issue.

It’s one of the great comic calamities, and so it is with a heavy heart, that I bid adieu to one of the best Aquaman runs and one of my favorite creative teams.  And it is also time that I say goodbye to this post.  I hope you’ll join me again soon as I resume our regularly scheduled Bronze Age browsing.  Until then, keep the Heroic Ideal alive!

Into the Bronze Age: February 1971 (Part 2)

DC-Style-Guide-1

Welcome to part 2 of February 1971!  We’ve got a good pair of books in this post, and I found plenty to talk about.  I’m afraid I grow a tad long-winded on this one, folks, so be warned!  Let’s see what awaits us as we travel Into the Bronze Age!

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 #397
  • Adventure Comics #402
  • Aquaman #55
  • Batman #229
  • Detective Comics #408
  • The Flash #203
  • Justice League of America #87
  • The Phantom Stranger #11
  • Superman’s Girlfriend, Lois Lane #108
  • Superman #234
  • Teen Titans #31
  • World’s Finest #200

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


Aquaman #55


Aquaman_Vol_1_55“Return of the Alien!”
Writer: Steve Skeates
Penciler: Jim Aparo
Inker: Jim Aparo
Letterer: Jim Aparo
Editor: Dick Giordano

“Computer Trap!”
Writer: Steve Skeates
Penciler: Jim Aparo
Inker: Jim Aparo
Letterer: Jim Aparo
Editor: Dick Giordano

Man, I am LOVING these Nick Cardy Aquaman covers.  They’re always exciting, dynamic, intriguing, and just beautifully rendered.  This is a particularly striking example.  The story within is definitely worthy of such a great cover, and it returns to a plot thread readers must have thought abandoned back in issue #52.  This tale takes us back to the strange microscopic world that exists within Mera’s ring and to the brave girl who helped Aquaman during his sojourn there.  I was really struck by the moral conundrum with which Skeates faced his character in that earlier story, as the Sea King had to choose between leaving his alien girl Friday in the clutches of slavers or risk her death at the hands of a hostile colony.  While I understood Aquaman’s choice to abandon her, it definitely seemed like an unresolved issue when he came back to the normal world.  In this story, the Marine Marvel finally sets out to right that wrong.  It’s great that Skeates brought this thread back from three issues ago, despite there not having been a single mention of it since.  That level of continuity was still rather rare in this era, and it’s the smallest example of such in this issue.

The story itself begins with Dr. Vulko, playing his role as Atlantis’s resident mad scientist, as he prepares a machine to transport the Sea King back to the microscopic madhouse.  Apparently, in a fun little touch of universe awareness, Aquaman got advice from the Atom about how to build this shrinking device.  Operating the machine, Vulko reminds Mera that she must concentrate, as she’s vital to the procedure.  As we discovered in that earlier story, the Queen can actually exert some form of telepathic control over the realm in her ring.  There’s actually room for a really interesting set of stories exploring that connection and the origins of this place, and I have to think that Skeates saw that possibility.  Unfortunately, he never got the chance to investigate those mysteries.

Aquaman55_04

Vulko throws the switch, and Aquaman shrinks back to the surreal, Dali-esq sub-reality.  He begins to explore, but he encounters another one of those horrible cyclopean blob creatures that attacked him on his first visit.  Realizing that there’s nothing to be gained by fighting the monster, the Sea Sleuth evades it and continues his quest.  There’s a nice bit of characterization in that encounter, as Arthur evinces sound judgement but also shows some awareness of his public role as king, noting his subjects might not understand his actions.  As it turns out, that’s a thought that proves somewhat prophetic given the other events in this story.

Aquaman55_06

With the telepathic guidance of his wife, Aquaman succeeds in locating the colony of the big-headed slavers of the previous story, and he just charges right in swinging.  It’s a pretty dynamic sequence, as the Sea King just smashes into their defenses.  Meanwhile, back in Atlantis, Mera can sense that her love is in combat, and Vulko stresses that she must not think about wanting him to return to her or she’ll bring him back prematurely.  At the same time, Aqualad is observing a fiery speech in an Atlantean park, where a local nutjob has managed to acquire quite a following.  The rabble-rouser, named Noxden, is stirring up resentment against the King by claiming that the destiny of Altanteans is to be air-breathers, and this is a destiny of which Aquaman robbed them!

Aquaman55_07

I would NOT want to be in that guy’s way!

All the way back in issue #35, the Atlanteans were converted into air-breathers, and their king restored them (in issue #43), because it’s pretty stupid to live on the bottom of the sea if you can’t breathe underwater.  Yet, despite the utter absurdity of the fellow’s claims, people are beginning to listen.  There was a time when that would have seemed more far-fetched than it does today, I suppose.

Yet, if there’s one thing that history teaches us, it’s that a looney who shouts loud enough and provides a convenient scapegoat for people’s problems will always be able to attract a following.  Aqualad is disgusted by the raving rhetoric, seething at the idea that Atlanteans would be so ungrateful to the king who had done so much for them, and he heads out to tell Aquaman.  Just at that moment, the Marine Marvel is getting overwhelmed by his alien antagonists and…oh no.  Not again…that’s right, the third head-blow in a row!  Arthur gets conked on the noggin and he’s down for the count!

Aquaman55_10

Before we learn what happens with the Sea King, though, we have another stop.  Subplots galore!  In this case, we’re touching base with Mupo, the fiery young man who led the rebellion against Aquaman’s regent-turned-tyrant way back in issue #47.  This book is just full of continuity!  Mupo has been swayed by Noxden’s speech, and he begins to spout some racist rhetoric, which Aquagirl calls him on.  The Marine Mistress shows her class by storming out on the moron.

Aquaman55_11

Meanwhile, Mera uses her connection with the ring-world to revive her husband, which si a nice touch and a way to give her more of a role.  Aquaman awakens as he’s being taken prisoner by the aliens and carefully times his escape, plowing through the guards that thought he was helpless.  As he’s swimming through the city, searching for a place to hide and make plans, who should he encounter but the object of his quest herself!  The girl signals him and hides the hero while they talk.  The Marine Marvel realizes that she’s communicating with him telepathically, despite the fact that this was against her beliefs when they last met.

Aquaman55_13

Aquaman55_14She explains that her captors have opened her mind and taught her to think for herself, strangely enough.  Yet, even more surprising, when he tells the young lady that he’s there to rescue her, she refuses, saying she’s happy in her role!  While she may be a captive, she is, in many ways, more free than she was in her oppressive home.  It’s an interesting wrinkle and an unexpected twist.  Yet, it is also a bit unsatisfying.  Our hero has gone through all of this to save her, and she doesn’t want to be saved!

Stunned, Aquaman leaves, realizing that he’s got twenty hours on the clock before he’s due to be recalled and hoping he can find somewhere to hide and wait for his rendezvous.  At the same time in Atlantis, our plot threads are converging, as Aquagirl encounters Aqualad, just as she’s thinking over things with Mupo.  When the young Aquatic Ace brushes her off in his hurry to see the King, she thinks that the more he ignores her, “the more attractive Mupo looks!”  Uh-oh Garth, better watch out!  You’ve got competition!

Aquaman55_16

Nobody draws action like Jim Aparo.

Back in the microscopic world, Aquaman encounters another group of the aliens, and as he’s tearing his way through them, he suddenly begins to grow, way ahead of schedule!  When he arrives back home, Mera apologizes, realizing that her anxiety must have inadvertently led to her recalling him, but her husband stops her, saying that she came through at the perfect time.   Just then Aqualad arrives and tells his tale, but Aquaman silences him as well, reminding his young charge that he respects free speech and isn’t about to start censoring folks he disagrees with, which is a nice character beat.  The story ends with a very striking image of Noxden, gesturing in a manner that is grimly familiar.

Aquaman55_17

This is a very good tale, and it is absolutely packed full to the gills (if you’ll forgive the expression) with plot.  In fact, it’s so stuffed with story that I had trouble summarizing it!  Skeates is layering in storylines that could stick with the book for a long time to come, doing some worldbuilding, and in general giving Aquaman a more fully realized setting to inhabit.  Of course, that makes the title’s impending cancellation all the more heartbreaking.  None of these plotlines will get resolved in the next and, as it happens final issue, leaving so much undone, so much potential wasted.  I suppose I’ll talk about that in more detail when I cover the final issue, but on this read-through, I’m really struck by how much this loss hurt the character.  At the very beginning of the Bronze Age, where the DC Universe is evolving and growing, and when he had a fantastic opportunity to do the same, the powers that be cut the legs out from under Aquaman.  That’s just a crying shame, and it explains a lot of the problems the character has had since then.

Aquaman55_19

Anyway, in terms of the story itself, it is a really enjoyable read.  The quick cuts between the different plots keep it moving at break-neck pace.  While the resolution of the plot of Aquaman’s girl Friday is a bit of a letdown, the adventure that reunites the pair is pretty exciting.  It does seem like the Sea King could have offered her a third option, or at least tried to do so.  He could have sent the Atom in to bring her up to Atlantis, where she could have had her mental and physical freedom.  Maybe that idea would have materialized in time, if Skeates had been given the opportunity.  We’ll never know now, I suppose.

I enjoy the mini-plots with Aquaman’s supporting cast.  At this time, the Marine Marvel is the only character that has his entire extended super family gathered around him, giving him unique story possibilities that other characters with similar supporting characters don’t have access to at the moment.  It’s great to see Skeates take advantage of that.  I also love seeing more of Tula in general.  The character she developed into under Skeates’ pen, capable, level-headed, independent, and still with a great sense of adventure, is one that I really love.  The plot of the trouble-making politician that the young Aquatic Aces are mixed up in is certainly not a new one for Aquaman, but this time it comes with a new twist.  Interestingly, part of Noxden’s platform is a call for free and democratic elections, which is actually quite sensible and seems only natural to an American audience.  After all, one of the central values of our culture is reverence for democracy.  There is a lot of potential for some fascinating stories in the interplay between tradition and progress in Atlantis.  Sadly, we won’t really get to see Skeates develop that potential.

In the end, though this isn’t a perfect story, it is a lot of fun and just full of intriguing beginnings.  The SAG team has done a lot of experimentation, but I rather feel like, with this issue, they were settling into what would have been a very promising routine.  I’ll give it 4.5 Minutemen.

minute4.5


“Computer Trap”


Aquaman55_22

We’ve got a very pleasant surprise this month in the form of an extra Aquaman yarn as a backup in this issue.  This is a great little 7 1/2 page story that hits on some unexpected themes.  The backup begins with Skeates doing a bit more aquatic world building, as the Sea King, returning from a mission on the surface, swims through a submarine ghost town.  It’s a forlorn abandoned city that rather gives our hero the creeps, and while he’s pondering what happened to its inhabitants and how long it has lain empty, he suddenly detects a telepathic signal.  Strange!

Aquaman55_23

When he goes to investigate, he discovers an advanced computer, a self-aware machine that attacks his mind!  The AI attempts to enslave his will, but Aquaman is no mental weakling, and his incredible willpower and mental strength hold off the telepathic attack.  In the interim, we get treated to a flashback to this device’s origins, and it’s a pretty interesting story, the archetypal ‘machines turn on their masters‘ setup. An advanced aquatic society built this powerful computer to help run their civilization, but, in a classic twist, the machine found the humans far too unstable and imperfect, so it simply took over.

Aquaman55_24

In this case, the device actually dominates the minds of the citizens and turns them into efficient little worker-bees, creating more and more machines and more and more advancements, all in the name of ‘progress.’  That was the great ideal, progress for its own sake, and progress defined as technological growth, while all else in this culture decayed.  In a really neat take on the concept, the machine can only control the minds of the adult society members because their brains are fixed and rigid, leaving the youth to grow disaffected and eventually to abandon the colony in search of a place that valued more in life than the endless pursuit of ‘progress.’  In a cool example of truth in fiction, the minds of young people actually are more flexible and less fully developed, so this is surprisingly believable on that score.  Of course, there are also obvious social parallels as well.

Aquaman55_29

Eventually, the machine’s slaves grew old and died, leaving no-one to serve it.  The computer plans to use Aquaman to attract a new population to pursue ‘progress,’ but the King of the Seven Seas is nobody’s pawn.  He stops fighting the device long enough to summon help, and though the computer invades his mind, the timely arrival of an electric eel breaks its control!  To put an end to the menace of this mad machine, Aquaman summons a horde of his finny friends, and they collapse the cave it inhabits.  Yet, Skeates leaves a note of mystery in the ending of this tale, as the machine may yet survive!

Aquaman55_30

This is a quite a good story for as brief as it is.  It helps that it fits into the end of the previous yarn, building off of its momentum, allowing this one to feel a bit more expansive than it really is.  Skeates also deals with some really fascinating themes here, including the dangers of the rapid pace of technological advancement, one of the perennial subjects of science fiction.  As long as man has built machines, there has always been a fear that they might somehow cost him his humanity.  As it turns out, it’s a fear well founded.  We’ve begun to see that our hypertechnological society comes at a cost, with kids losing the ability to interact socially because of their addiction to social media and the like, not to mention the impact of information and sensation overload in the Internet Age.  These are just the newest manifestations of an ancient phenomenon.  Very little that we create comes without a cost, and it seems that those costs are growing more dear.

Perhaps the most interesting element of the story for me was Skeates’ implicit criticism of the concept of progress as its own goal.  C.S. Lewis described the origins of this tendency brilliantly in his essay “De Descriptione Temporum,” where he wrote of the modern idea of a progressive, which is to say ‘evolutionary,’ view of history:

“that what has imposed this climate of opinion so firmly on the human mind is a new archetypal image.  It is the image of old machines being superseded by new and better ones.  For in the world of machines new most often really is better and the primitive really is the clumsy.”

And he critiqued this view in his Mere Christianity, arguing that:

“Progress means getting nearer to the place you want to be. And if you have taken a wrong turning, then to go forward does not get you any nearer. If you are on the wrong road, progress means doing an about-turn and walking back to the right road; and in that case the man who turns back soonest is the most progressive man.”

There can be no progress without a concept of a destination, without an ideal and a goal, and you’re either moving closer to that end or you’re moving further away, so movement by itself is not necessarily progress.  It’s a useful lesson to remember, and, in its own small way, this little backup tale teaches it.  The departure of the colony’s youth makes the point rather well, as they are searching for the things that give a culture its soul, the things that make life worth living, like the sublime pleasures of art and literature.  Of course, Skeates’ story is so brief that it can do little more than gesture at its themes, but they are interesting enough on their own merits that they still add some flavor to the final product.  I’ll give this great little backup 4.5 Minutemen, as it gets extra credit for at least having the potential to be thought-provoking.

Of course, it hardly needs to be said at this point, but Aparo’s art in this issue is as beautiful as usual.  His depictions of the action scenes are particularly impressive, but I just plain love his illustration of the ring-world.  He gives that place such a wonderfully insane feeling that it really adds something to Aquaman’s adventures there.  His Tula is a tad off this issue (she’s probably the only Aqua-character for whom I really prefer Nick Cardy’s rendition), but Aparo, as usual, also injects a lot of personality into the supporting characters.  That last shot of the rabble-rousing politician is a bit chilling and instantly conveys the fellow’s nature and personality.


Batman #229


“Asylum of the Futurians!”
Writer: Robert Kanigher
Penciler: Irv Novick
Inker: Dick Giordano
Editor: Julius Schwartz

“Temperature Boiling… and Rising!”
Writer: Mike Friedrich
Penciler: Irv Novick
Inker: Frank Giacoia
Letterer: John Costanza
Editor: Julius Schwartz

Not the most amazing cover we’ve had here, though I suppose it does do its job of making the reader curious about what’s going on.  And what is going on is rather weird.  This isn’t the type of terrible, lazy story we’ve encountered from Kanigher in the past, but neither is it the stronger type of tale he’s been telling lately in our reading.

The yarn itself opens with a young woman running along a country road where she encounters the Batman, who has come searching for her and her husband.  Her name is Laura, and how the Dark Knight knows her isn’t explained.  When she asks about his fortuitous arrival in the middle of nowhere and the middle of the night, he just says he’ll tell her later.  Odd.  She proceeds to tell the Caped Crusader that her husband disappeared in the middle of the night, and when she found him, the scene she witnessed was almost enough to drive her mad!

Refusing to describe the source of her trepidation for fear he won’t believe her, Laura leads Batman to an eerie, gloomy old house in the woods.  Therein, they observe a scene out of an asylum, as musicians play on invisible instruments, waiters serve phantom food, and diners dressed in futuristic garb eat off empty plates.  They observe Larua’s husband, Stephen, a “famed photographer of psychic phenomena” looking on in befuddlement before he finally breaks out in anger, demanding to know the meaning of all of this.  In response, the creepy lady in charge yells out that they thought he was “the Seventh Futurian,” but since they were mistake, they must kill him!  His work made them think that he’d be able to “hear” their music, and “taste” their food, things only a Futurian can do.

Batman takes that as his cue, rushing in and overcoming the gathered gang and their futuristic weaponry.  It’s a nicely drawn sequence for the most part, and it ends with only the girl left standing.  She declares that the Futurians are “the wave of the future,” born psychic and destined to rule the world.  They have cells all over the planet, waiting for the arrival of the Seventh who will lead them.  She reasons that only one person could overcome five of her fellows, and thus the Dark Knight himself must be the Seventh for which they’ve been waiting.  They hand the Masked Manhunter a crown, and he decides to play along in order to take care of them peacefully.  But it’s a trap!  The crown tightens on his head, knocking him out, and the Futurians decide to put him to the test.

Taking a book out of Renaissance witch trials, they lock him in a coffin and toss it in the lake, thinking that only the special Seventh could escape from a watery grave.  Inside his sinking prison, the Dark Knight uses the now loosened crown to pick the coffin’s lock and swims for the surface.  For some reason, the Futurians seem sure that this guy they’ve just tried to kill, TWICE, who has dedicated his life to fighting crime, is going to help them take over the world.

Instead, for some strange reason Batman seems more inclined to punch them in their faces.  He takes them out, using the estate’s statuary, and captures their lovely leader.  Then, as he takes the rescued couple home, we discover that when Stephen was captured, he “screamed silently for help,” and somehow, that call reached the Caped Crusader.  The question of psychic powers is left ambiguous, but not in a particularly productive way.  It’s so vague and these characters so forgettable (I had to go back and look up their names), that it doesn’t have much impact.

This is a mediocre story.  It’s okay, and Novick renders the action nicely.  Yet, the Futurians are too big of a concept to be tossed out in 15 pages while also vying for space with two other supporting characters, one of whom is entirely superfluous to the plot.  Kanigher could have just had Batman show up at the house and saved two pages for better use.  The gang/cult themselves are just shy of being interesting.  With some more development, they could have made the jump, but as is, they just seem like generic would-be world-conquerors.

In general, the concept of this story just doesn’t quite manage to come together, and that concept, interestingly enough in light of the Aquaman backup tale above, seems to be tied into Futurism, an early 20th Century cultural movement originating in Italy that, coincidentally enough, advocated complete neglect of the past and an ethic of unbridled progress.  Even when I first read the “Futurist Manifesto” in college, I thought its principles were utterly foolish.  To once more quote Lewis, he argued that “[t]o study the past does indeed liberate us from the present, from the idols of our own market-place.  But I think it liberates us from the past too.  I think no class of men are less enslaved to the past than historians” (12).  Far from enslaving us, a knowledge of the past frees us from the blindness that makes contemporary mores into commandments and fashion into fact, and it also puts bygone days in their proper context, removing the rosy tinge that nostalgia tends to apply to all such visions.

But what has this story to do with Futurism?  It’s only tangentially related, but I can’t help but think that it is this movement which Kanigher had in mind when he penned this tale.  The antagonists of the piece read like a more militaristic version of the Futurists, which is impressive considering just how militaristic the originals were.  There are some definite parallels, and the sad thing is that these guys could actually furnish some really interesting villains if they were given any chance to develop a personality other than ‘strangeness.’  The story just feels a bit unfinished, though it is entertaining enough.  I’ll give it 3 Minutemen.

P.S.: Well, it just might be that I was wrong!  The letter’s page of issue #232 included a short note about the Futurians.  It turns out that the name was a reference to a group of science fiction fans from the 30s, many of whom would go on to be major influences in the genre.  How neat!  Yet, perhaps the political leanings of the group might indeed provide some overlap with the Futuristis.  I’m curious, but I can’t say.


“Temperature Boiling… and Rising!”


Batman229-21

It’s nice to get a bird’s eye view of Hudson University.

The second half of this Robin tale is pretty good, even better than its predecessor.  It picks up with the student volunteers for Prof. Buck Stuart’s senate campaign as they try to make sense out of the shocking newspaper headline from last issue and the picture showing their golden boy giving a payoff.  In an interesting scene, a hippy-looking kid blows his top and tells Dick Grayson that he’s through playing by the rules before storming out.  What makes the scene fascinating is the boy’s mention of the Kent State Massacre.  Bringing that real event into the story instantly makes it feel more serious and grounded, and it really puts the kid’s anger and impatience into perspective.  This election, and those like it in which young people were getting involved, mattered.  They mattered because they were a chance to show the youth of this country that the system worked…or risk driving them into the streets in anger and despair.  It’s a small moment, but it struck me nonetheless.

Batman229-22

The story continues, with the candidate himself arriving and telling the boys that the claims are phony.  With the help of Phil Real, the campaign photographer, Dick does some good detective work by realizing that the damning picture is doctored and sets out to prove it as Robin.  The Teen Wonder heads to the local paper where the editor tells him in no uncertain terms that their publisher is backing the incumbent and won’t allow a retraction without hard evidence, so Dick goes in search of just that when the fellow reveals that their source’s name was…Phil Real!

Batman229-23

When Robin arrives at his friend’s room, he finds Phil’s roommate, who is one of the kids behind the fire at the campaign office from last issue.  The firebug and his friend jump the young hero, and for the second issue in a row, Robin barely escapes a slot on the Head-Blow Headcount, as he gets his bell rung pretty good.

Batman229-26

Still, he keeps his feet and easily dispatches the two college-toughs. In the room he finds the evidence he needs of the photo tampering, enough to force the paper to print a retraction, which helps to swing the election in Stuart’s favor!  At the end of the tale, Dick Grayson leaves the victory party, saying there’s still much more work to be done, an ending that I rather liked.  There’s something in it that indicates our young hero is growing up.

Batman229-28

This is a good ending to this story, and it manages to pack a really impressive amount into these seven pages.  There’s enough of a misdirect to make the mystery feel somewhat satisfying, with the evidence of both this and last issue seeming to point to the photographer.  Robin gets to display some detective skills and gets in a touch of action as well, in general, being portrayed as the intelligent, capable, and resourceful young man he is, which hasn’t always been the case with these Robin tales.

Batman229-29

It’s nice to see the Teen Wonder come off well.  He is one of my favorite characters, after all.  This iteration doesn’t have as much focus on youth involvement in politics as the previous one, but together they make an interesting whole, commenting on the situation.  It’s fascinating to see the social unrest of the period work its  way so clearly into comics, and this tale is a particularly obvious example of the tendency.  I’ll give it a good score of 4 Minutemen.

minute4


And that will do it for the second part of February 1971.  I hope y’all enjoyed the read and will join me again soon for the next edition of Into the Bronze Age, where we’ll have a little something from the Dark Knight and the Fastest Man Alive.  Until then, keep the heroic ideal alive!


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.jpg

Oh no!  Three in a row!  Poor Aquaman.  He just can’t catch a break, and the biggest blow of all is yet to fall.  Once again, Robin narrowly avoids inclusion on the Wall of Shame, and no-one else has really come close.  We’ll have to see if this month holds any more additions to the august company.

Into the Bronze Age: December 1970 (Part 5)

DC-Style-Guide-1

Hello Internet travelers, and thank you for joining me for today’s stop on our journey Into the Bronze Age!  This is the very last post covering the banner year of 1970.  We are standing at the threshold for the 70s proper, and soon we’ll be exploring a whole new year of comics.  We’ve got a promising trio of titles to examine in this post.  So, hop in your Whiz Wagon and join me as I investigate these classic comics!

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 #395
  • Adventure Comics #400
  • Aquaman #54
  • Batman #227
  • Detective Comics #406
  • The Flash #202
  • Green Lantern/Green Arrow #81
  • Justice League of America #84 (reprints, won’t be covered)
  • Justice League of America #85
  • The Phantom Stranger #10
  • Superman’s Pal, Jimmy Olsen #134
  • Teen Titans #30
  • World’s Finest #199

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


Superman’s Pal, Jimmy Olsen #134


jimmy_olsen_134“The Mountain of Judgment!”
Writer: Jack Kirby
Penciler: Jack Kirby
Inker: Vince Colletta

We return to Jack Kirby’s Fourth World today in our second issue of Jimmy Olsen.  With this book we get a bit better of an idea about the setting Kirby is developing, but there are still far more questions than there are answers.  Kirby is setting up a great deal here, and my memory doesn’t quite serve to show me which threads will get paid off.  I have a vague notion that several of the ideas he sets up here won’t quite get the development they need.  Nonetheless, this issue is full of wild ideas and colossal concepts, including some classic Kirby artistic experimentation.

jo134-03

It opens in grand fashion, with a full-page splash of a mass exodus from the tree-house like ‘Habitat’ we saw at the end of the previous issue.  It’s a parade of crazy, Kirby-esq vehicles, led by the wondrous Whiz Wagon.  Jimmy Olsen and the Newsboy Legion are leading the Outsiders out in search of the mysterious and oh-so-awesomely named ‘Mountain of Judgement.’  The Newsboys get into some antics as they try to film the crowd that turns up to see them off, and Flippa-dippa is already stretching for an excuse to make himself useful…which is not a great sign.  Yet, the festivities are interrupted by the newly recovered Man of Steel who tries to talk the crew out of pursuing their mission, intimating that he knows something they don’t.  Jimmy and the Legion insist they have a job to do, but their discussion is cut short by the antagonistic bikers, who mount another attack on the Metropolis Marvel.

jo134-04

One of them tries to run Superman down with a rocket cycle, because apparently he’s a moron and doesn’t get the whole ‘more powerful than a locomotive’ thing, and that goes about as well as you’d expect.  The Man of Tomorrow catches it and plays rocket wrangler in a really cool panel.  Yet, the next attack is more effective.  One of these dropouts with their ridiculously advanced weaponry, targets the hero with a bazooka shell of kryptonite gas, and another finishes him off with a “green K paralysis gun.”  Of course, this is another example of that ‘everything is kryptonite’ problem with this era of Superman stories.  Fortunately, next month we get “Kryptonite Nevermore,” and I am really looking forward to that.

jo134-07

Anyway, Superman is defeated and possibly poisoned, you know, what with the deadly element he was exposed to and all, and his best friend, Jimmy Olsen, casually and callously notes that now they can get on with their job.  This is the one point of the book that really bothered me.  Last issue, the attack on Superman was sudden and unexpected, and Jimmy had just taken control of the gang.  This issue, on the other hand, the attack goes on for some time, the young reporter is clearly more in control, and yet he does nothing to stop it.  What’s more, he greets his friend being knocked unconscious with all the concern that you or I might muster for seeing a stranger stub their toe.  That’s a beat that doesn’t ring true.  It seems like, at the least, they could have, you know, listened to what Superman had to say.

jo134-08

After that kerfuffle, the convoy heads out, careening towards the foreboding Zoomway and beginning a race with death as they encounter obstacle after obstacle in their search for the mysterious Mountain.  First, Jimmy sends the Whiz Wagon straight through a camouflaged entrance to the roadway at top speed, ‘trusting in his instincts,’ which seems an unnecessary gamble, but what do I know?  Next, they must build up speed on a rock-strewn course in order to leap a chasm, a jump that some of the bikers don’t make.

jo134-13

Then they wade into “the water course,” where Flippa-dippa actually contributes, by planting a charge on a blocked exit, though his incompetence nearly gets himself killed as the charge goes off too early.  Of course, the incredible Kirby-bikes of the Outsiders are equipped for submarine operation as well, because Jack Kirby’s reality is way more interesting than ours.

jo134-14

Next, the crew encounters a reality-warping tunnel that messes with their senses, and they have to pilot by instruments as they lose all sense of direction.   This is portrayed by two bizarre pages of Kirby’s patented black and white photo-collages.  They’re fairly psychedelic and surreal, but it rather irks me that his model car doesn’t actually look that much like the Whiz Wagon.  I think he’d have been better off to incorporate some pencils, as he did in similar instances with the Fantastic Four.  I know that this was the King experimenting with the medium, pushing its boundaries and pioneering new techniques, but I never really cared for the effect that this type of gambit created.  According to the letters’ pages of the old Marvel books, though, it seems to have received at least some positive reaction from fans.  I wonder what DC readers would have thought of this in 1970.  If they hadn’t been reading Marvel books, it’s possible they wouldn’t have seen anything like this before.

jo134-16

jo134-19At any rate, Superman has awakened during all this adventure, and he sets out after our young travelers, zooming past the dangers they overcame.  Along the way, he passes the bikers who were left behind in the madcap dash towards their goal, and, in a bit of a cheat, he notes that they are all unharmed.  I can’t help but wonder if that was a Comic’s Code sop, because you’ve got to think that the guys that failed that jump and plowed into the chasm wall probably didn’t do too well.  Nonetheless, the Man of Steel suddenly encounters a bizarre, Brobdingnagian behemoth, a boogeyman from the nightmares of a regular car, a gigantic converted missile carrier with a frightening facade that is screaming down the Zoomway.  This is the Mountain of Judgement.  Who should be caught in its path but the plucky Legion.  Pulling off a last minute save, the Metropolis Marvel carries the Whiz Wagon into the Mountain, which is Kirby-tech from top to bottom.  Instantly, the enigmatic Hairies who we heard about last issue spring forth and start examining the Wagon with delicate instruments.

jo134-20a

Only Kirby could design this gloriously mad vehicle.

Superman begins to explain but is interrupted by the discovery of a tiny but incredibly powerful bomb hidden in the car-mounted camera.  The Hairies lessen its power, and the Man of Steel smothers its blast, leaving the Legion boys entirely gobsmacked.  At this point, Jimmy finally begins to show some appreciation for the guy who is constantly saving his life.  It seems that Morgan Edge had an ulterior motive for sending this expendable little gang of kids on this assignment.  They were a Trojan Horse designed to destroy the Hairies.

jo134-29

But, just who are these strange people, and what are they doing in this bizarre corner of the world?  Most of our questions remain unanswered, but their new hosts take the hero and his crew on a tour and show them the incredible insides of the Mountain, which serves as a giant rolling home for their enclave.  Essentially, theirs is a “mobile scientific society,” whatever that is, and Superman somehow knew about them.  The issue ends with the Legion wondering what game Morgan Edge is playing, and we get a glimpse of the man himself contacting a mysterious master, a strange character by the name of…Darkseid!

jo134-30-copy

This is another jam-packed issue, full of Kirby’s signature wild, rollicking action, an imaginative overload.  Unfortunately, our inker is the notorious Vince Colletta, so I imagine that we’re losing some of the nuances of the art.  Nonetheless, the book is full of fantastic visuals and wonderfully over-designed gadgets.  I don’t think he’s quite got the hang of Superman himself yet, as the Man of Steel occasionally looks a bit wonky, but the rest of the art in this issue is as gorgeous and creative as you’d expect.  The King delivers a plot that centers around a frantic race, which makes for a fun read, and the mysteries he’s introducing left and right are intriguing.

jo134-30

Obviously, DC fans will recognize where a lot of this is going, but it is great fun to see the seeds planted.  The weakness, other than the odd moment with Jimmy’s indifference to Superman’s plight, is Kirby’s dialog.  It’s got a strange quality to it that I just can’t put my finger on.  Just check out some of the examples I posted above.  It has something in common with Beat poetry, an odd rhythm and cadence, combined with some silly 60s slang.  I’m definitely not the first to observe this, and while it isn’t a huge problem with this issue, this is something that marks the Fourth World books and can make them feel a bit dated, even for their contemporary milieu.  Still, on the whole, this is a fun issue, full of the manic energy that always characterizes Kirby’s plotting.  I’ll give it 3.5 Minutemen.

minute3.5

Interestingly, despite several ads for more forthcoming Fourth World books due out this very month, we won’t see them premiere until a few months into the next year.  I wonder what happened there?

P.S.: Several of my friends over at Freedom Reborn have been kind enough to remind me of something that I really should have remembered.  Apparently, despite hiring Jack Kirby to draw Superman and Jimmy Olsen, DC’s top brass were concerned that he would somehow damage the characters by drawing them like Jack Kirby rather than like the house style.  They actually had artists like Al Plastino and Murphy Anderson retouch and sometimes completely redraw both of those characters, leading to the weirdness I noticed in the Superman figures above.  Here’s a great article by Kirby champion and expert, Mark Evanier.  It’s really a crying shame, and the few samples of existing Kirby Superman art really make me long for what might have been.  I had actually learned this years ago when I read through the 4th World omnibuses, but I apparently had forgotten.  Thanks guys!

P.P.S.: This issue also came with an odd, off-beat text piece by the King himself where he praises the possible development of real-life Whiz Wagons and ponders the world that might come.  It’s an interesting read, though Kirby’s strange prose style is a bit hard to get a hang of.  It seems that prediction like these were everywhere decades ago, and yet I still don’t have my flying car, my personal submersible, or my jetpack.  Clearly, we’ve failed to make the future as awesome as it should have been.  After all, we’re living in the 21st Century, and aside from the Star-Trek like device I carry around in my pocket, it doesn’t seem all that different from the 20th.  Buck Rogers would be heartbroken!

jo134-26


Teen Titans #31


Teen_Titans_Vol_1_30.jpgGreed… Kills!”
Writer: Steve Skeates
Penciler: Nick Cardy
Inker: Nick Cardy
Letterer: John Costanza
Editor: Dick Giordano

“Some Call It Noise”
Writer: Steve Skeates
Penciler: Carmine Infantino
Inker: Nick Cardy
Editor: Dick Giordano

Apparently we’re seeing a change in format with this issue.  Instead of a single story, we’re going to get two short yarns each month for a while.  I’m more than a little disappointed by that, as I’ve been looking forward to this issue because the cover indicated it would be Aqualad-centric, even featuring the fantastic but rarely used Aquagirl.  Imagine my dismay when I realized the promising cover only represented a brief backup tale (8 1/2 pages) rather than a full comic.  Promisingly, both of the stories herein are penned by Steve Skeates, but they didn’t quite live up to my expectations.

The first tale, which is actually not the cover story, sadly returns our titanic teens to the pointless Mr. Jupiter plot.  We find them engaged on a mission for the mysterious millionaire, costume-less and also rather clueless.  Lilith has had another vague vision, and she has brought them to a pawnshop she foresaw being robbed.  The team debates the value of following her “hunches,” and Kid Flash is particularly dubious.  Yet, the would-be thieves do show up, and while the boys tackle them, quickly dispatching two of them, the young speedster lets his pigeon get away.

teentitans30-04

For some reason, he doesn’t use his super speed in pursuing the guy, and then he just stands idly by while the fellow stumbles into traffic and gets run down.  Now, it’s supposed to be sudden, but how sudden does it have to be for a kid with super speed not to be able to intervene?  That bothered me, and it smacked more of Kid Flash just choosing not to act than anything else, which is a failure on Skeates’ part.

teentitans30-05

A scene follows with the police in the hospital that tells us that the injured man is Kevin Murphy (no, not Tom Servo’s alter ego), a notorious thief, thought to have died ten years ago.  What does all of this have to do with a job for Mr. Jupiter?  Well, wait and see.  The kids follow up on their “mission,” visiting a wealthy businessman, named Mr. Tout, from whom they are tasked with getting a donation for a charity to help first time youth offenders reform.  Mr. Scrooge, er…I mean Tout doesn’t react take too fondly to this idea, and he screams about how criminals can’t be reformed and how he won’t subsidize lazy bums who won’t get jobs.  Cardy really does some great personality work with this fellow, giving him a distinct and evocative look.

teentitans30-07

Their plea having failed, Mal notes that Tout looked directly at him during his tirade and speculates that there were probably racial overtones in it.  The quintet try to decide what to do now, and Lilith surprises them all by insisting that they go visit the injured Mr. Murphy.  teentitans30-08It’s handy to have the powers of plot.  Meanwhile, Tout discovers the concussed crook’s whereabouts and, strangely, begins to panic.  He decides that he must take care of this situation, immediately!

When they arrive at the hospital, the former Titans discover gunmen attempting to take out the police guards and kill Murphy.  Fortunately for the lone cop still standing, the girls intervene, promptly incapacitating the two assassins in a nice Cardy action sequence that, like some of our previous issues, demonstrates the different fighting styles of the participants.  Interestingly, Lilith is actually useful in the fight, which I didn’t expect.

teentitans30-11

The gunsels grounded, the kids get an explanation from Murphy, who is dying from his injuries (that’s entirely on you, Wally).  Apparently, he and Tout were partners years ago, and after a big score, the ‘self-made man’ went straight and built himself a business empire.  Yet, he was afraid that his former partner would one day be caught and turn on him, so he tried to have him killed.  Murphy faked his own death in order to escape, and when his identity was in the papers after his capture, Tout decided it was time to finish the job.  Strangely, the issue ends, not with the capture of Tout, but with the youths just wandering down the street, talking over the enigmatic events of the case.  Tout’s fate is implied, but not shown.

teentitans30-14

This is a fine story, with an interesting twist, but the trouble is that it isn’t really a Teen Titans story, just like some of the earlier issues I’ve covered.  Replace little-miss plot device with a clue that connects Murphy to Tout, and you could lift the Titans entirely out of this plot without anyone noticing.  None of the team use their abilities, none of their secret identities come into play, and the characterization, while solid, isn’t particularly distinctive or necessary to the narrative.  There’s nothing at all that makes this a Teen Titans tale.  The kids aren’t even in costume.  Cardy’s art is as beautiful as usual, but it also suffers from the lack of costumes.  His Kid Flash and Speedy are pretty hard to tell apart without any of their action garb to aid us.  Cardy still turns out a lovely story here, but I miss seeing his Titans in action.

teentitans30-15

Part of the problem here is just the situation that Skeates inherited, but I’m disappointed that he didn’t just go ahead and disentangle the team from this narrative albatross around their necks.  There are some elements of social commentary here, with the bootstraps-businessman’s success not actually a product of his own hard work, the racial tension, and the counterexamples for criminal reform and the like.  It subtly pushes for a more liberal approach to several social issues, but there isn’t much made of those ideas.  I suppose I’ll give this story 3 Minutemen.  It’s about average.

minute3

Oddly, this comic also includes a two-page, mostly text short story about Kid Flash encountering a bank robber with a portable whirlwind, who is definitely not Whirlwind.  I wonder if this was an experiment or just a space filler.


“Some Call it Noise”


teentitans30-20

The story I was so eagerly anticipating proved more than a little disappointing in context, mostly from its brevity, which left Skeates just too little space to follow any of the fun and interesting ideas he introduced.  Nonetheless, it’s an enjoyable little adventure, and it is great fun to see Aqualad and Aquagirl in a story together, something we haven’t seen for quite some time, and never in a Teen Titans book, methinks.

This little yarn begins in an operating room where a desperate case is met by a daring doctor.  The patient has some type of head trauma that will prove fatal, unless, perhaps an experimental treatment the doctor has been developing is employed.  Meanwhile, everyone’s favorite aquatic adolescents hurry out of the waves on their way to a concert.  This is a fun idea, but unfortunately, Skeates just doesn’t have the time to do much with it.

teentitans30-21

It does give us a charming image, though.

Just as the two young heroes reach the concert, the experimental surgery reaches its own crescendo, and the patient seems to be recovering well.  Yet, there is a terrible side effect of the new drug, and the recovering man goes mad!  His body chemistry thrown into turmoil, he develops superhuman strength, and he smashes his way out of the hospital.  Outside, he pulls a Grendel, catching wind of the merry music in the park and, enraged by the noise like that lonely fen-stalker, he sets off to put a stop to the revelry in most violent fashion.

teentitans30-22

The maddened patient charges past the Aqua-teens, clocking poor Tula on the head and leaving her stunned.  Aqualad sets out in pursuit, realizing that this guy needs to be stopped before he kills someone.  Just as the crazed music critic prepares to smash the band, the Aquatic Ace attacks, laying into the fellow in a nice action sequence.  However, here we get one of my only real critiques of the issue.

teentitans30-23

Aqualad thinks to himself that he’s able to throw a strong punch underwater, so he’s even more capable on the surface without the water resistance to fight.  Now, you might be thinking, ‘but that’s right!’ and you’d be correct.  My issue is that this really rather sells his abilities short, as he isn’t just able to throw “a strong punch;” he’s downright super strong!  I think Skeates, as much as I love him, forgets the super strength of his Atlanteans too often.  Still, it’s a minor complaint, and the kid still handles the enraged patient with aplomb.

teentitans30-24

teentitans30-25

Yet, his encounter with his angry antagonist proved a dangerous distraction.  Aquagirl, injured more seriously than he realized, has wandered off in a daze, trying to head to the sea, but stumbling further inland in confusion.  In growing fear, as their one-hour deadline looms closer and closer, Garth sets out on a desperate search.  Following a few clues, he finds her leaning against a lamppost in town, and then we get one of the stronger beats of the story.  Aqualad notes that their hour was up five minutes ago, yet they don’t just drop dead.  Instead, they grow weaker, yet the young man pushes himself to a heroic effort, carrying the lovely lady all the way back to the beach.  He even passes out on his feet, but keeps stumbling forward blindly, collapsing mere inches from the sea.

teentitans30-26

Fortunately, the tide comes in, reviving the exhausted Atlanteans.  It’s a great sequence, and it shows that Aqualad has some of his surrogate father’s force of will.  It also establishes that the one hour limit is not a hard and fast rule, but a general guideline that threatens, not immediate death, but growing weakness.  That’s a significant step in the right direction.  In the final half page, the two teens head out to sea, and I really love the spin Aqualad puts on their adventure.  He argues that, even though they missed part of the concert, it was worthwhile because he “saved a man from doing something he would have hated himself for for the rest of his life.”  That’s true, and an unusual angle on the events of the day.  It implies a thoughtful, empathetic quality for the young hero, which I enjoy.

teentitans30-27

This is a fun little adventure, but it is definitely just that, a little adventure.  I really enjoy seeing Aqualad and Aquagirl get to share a story together, but it is so brief that Tula’s role is almost nonexistent.  She takes no part in the real action, and she’s even out of her head for half of the tale.  That’s a shame because she’s a great character who doesn’t get much focus in the first place.  Despite the fact that I wanted more from this backup yarn, it is effective and efficient, delivering a complete story in just a few pages.  I’ll give it a fun but limited 3.5 Minutemen.

minute3.5


World’s Finest #199


worlds_finest_comics_199Race to Save Time”
Cover Artist: Neal Adams
Writer: Dennis O’Neil
Penciler: Dick Dillin
Inker: Joe Giella
Colourist: Tatjana Wood
Editor: Julius SchwartzE. Nelson Bridwell

This is the second half of our two-parter featuring the race around the galaxy between Superman and the Flash, and it is great fun.  The crazy cosmic adventure of the last issue continues here, though the scale gets reduced a bit for the finale.  Also, Jimmy faces more chronological conundrums.  Interestingly, the first issue promised, in no uncertain terms, that we would get an answer to the age-old question about who would win in a race, the Flash or Superman.  “There must be a winner!” declared the cover copy, and there is…sort of.  O’Neil still cheats a bit.  I wonder if that question was ever entirely settled in the Bronze Age.  Who wins, you ask?  Well, there’s only one way to find out!

Our story picks up right where it left off, with poor, time-displaced Jimmy facing a flight of airborne arrows.  The situation looks pretty hopeless, until the hapless teen fades through time once more, but this is only a temporary temporal reprieve, as he lands right in the middle of a witch trial by the masked menace of the Spanish Inquisition!  I bet you didn’t expect that!  Of course, the young man’s sudden appearance is taken as proof positive that he is in league with dark powers, so he is sentenced to die. Poor Jimmy, out of the frying pan, into the inquisitional fire.

worlds-finest-comics-199-004

Meanwhile, our two heroes are continuing their race, and we get a brief recap of events , thanks to some exposition from the masters of the art, the Guardians.  Our nameless Centurion is still hanging out, but sadly we don’t get any more of his inner monologue.  That’s a missed opportunity Mr. O’Neil!  Anyway, the radical racers are ambushed by another batch of the Anachronids, and unfortunately they chose their sector of space well as they are near an orange star, so Superman is weakened.  The charging champions put up a good fight, but eventually they go down, captured by the super-fast robots!

worlds-finest-comics-199-007

Back in 15th Century Spain, Jimmy is not one to wait idly by for his fate.  He uses his wristwatch, a marvel in that era, to distract his guard and then takes him out, fleeing the prison.  He escapes into the night, trying to figure out how to get home.  In search of shelter, he stumbles into a barracks, accidentally stirring up a hornet’s nest of trouble!  Fleeing the roused soldiery, the young reporter climbs up a balcony, only to run smack into the grand inquisitor himself, Torquemada, now unmasked.  Poor Jimmy!  His luck is worse than mine!

worlds-finest-comics-199-011

As time continues to fluctuate, we also get a brief check-in with some other DC characters, including Batman and Wonder Woman, as their environments shift and anachronisms creep into the modern day.  In deep space, Superman and the Flash awaken to meet their captors and the architects of the universe’s current peril, the Phantom Zone Villains!  They kindly introduce themselves to the Scarlet Speedster as: Kru-El (definitely a case of nominative determinism), Jax-Ur, the notorious General Zod (whose Silver Age look is only so-so), and Professor Va-Kox.  This criminal quartet have had their robotic minions bring the heroes back to the strange, extra-dimensional planet they visited last issue.  Apparently, the villains have managed to escape from the Phantom Zone to this dimension, but they can go no further.  They created the Anachronids to turn the universe on its head, as they’ve determined that upsetting the time-stream will weaken the dimensional barriers enough for them to escape.  That’s workable enough technobabble for the setting.  The Flash cries out that this plan will kill billions of beings, and, in true villainous style, the Phantom Zone refugees respond with callous disregard.  All that matters is their freedom, and once free, they’ll pick up the pieces and rule like kings!

worlds-finest-comics-199-014

Well, for something like the fourth or fifth time this month, the villains complete their contractual obligation to leave the heroes alone in order for them to escape, as the Phantom Zone Four propose to leave the pair alive in order to see their triumph.  Man, the DC villains really need to read the Evil Overlord List.  Even so, the strange star of this world is red at the moment, so the Metropolis Marvel isn’t strong enough to burst their bonds, and, his medallion captured, the Flash doesn’t have the energy to vibrate free.  But wait, the medallion was made by the Guardians, so the heroes realize it may function similarly to a power ring.  They concentrate their willpower on the device, and Superman uses it to free himself, but before he can help his comrade, Zod returns, destroying the medallion!  He has them both dead to rights, and he tells them the villains decided they were too dangerous to let live.  That’s the right idea, Zod; if only you had acted on it earlier.

worlds-finest-comics-199-018

The Flash, still bound, manages to knock the kryptonian’s gun away, and Superman jumps his father’s old foe.  The Man of Steel, now more like the Man of Soft, Bruisable Flesh, takes a beating, but he eventually manages to knock the former dictator out, twisting his ankle badly in the fight.  It’s a fun scene, as Superman has to work much harder than he’s used to because he doesn’t have his powers, yet he still triumphs through force of will.  I rather prefer the Bruce Timm approach to the character, though, which stipulates that everything Superman does requires great effort, but that’s really a matter of taste.

worlds-finest-comics-199-019

Unfortunately, the Flash also catches a ricochet blast from the gun, rendering his legs temporarily paralyzed.  This leaves both heroes unable to walk, but, as the Flash declares in grand heroic fashion, they can still crawl!  They set out, dragging themselves desperately towards the Phantom Zone criminals’ headquarters, where they hope to find the controls for the Anachronids.  Never one to let the weight of the universe resting on his shoulders get him down, the Scarlet Speedster declares to his not-so-super partner that they “began this thing as a race-remember?  Well, we’re still racing–and I’m still determine to beat you!”  That is just a great sequence, and it just wonderfully captures the indomitable heroic spirit of these two characters, Flash in particular, with his cheerful, hopeful personality.

worlds-finest-comics-199-021

Next, O’Neil briefly checks back in with Jimmy as he awaits the headman’s axe, just to add a little more tension to the situation.  Back in the future, the two exhausted, injured heroes, arrive at the headquarters and encounter Jax-Ur and the Professor playing six dimensional chess (!).  The Flash throws a rock to distract them, and then, using a last burst of speed, the pair rush the villains and knock them out.  With just thirty seconds left until the the universe is shattered, the heroes drag themselves up the steps of the control center, and the Flash pulls the shut-off lever with only moments to spare.

worlds-finest-comics-199-026

Exhausted, he declares somewhat sheepishly, “Hey!  Guess what?  I won!”  That’s right, the Flash won the race…after a fashion.  This sets everything to rights, as the Anachronids decelerate and disintegrate, not being able to survive at sub-light speeds.  Jimmy is yanked back through time just in the nick, as the axe descends.  Just then, Kru-El dashes into the control center with a gun, but the sun has just turned once more, giving the Man of Steel back his powers.  He decks Kru-El and destroys their machinery.  Then he takes Flash home, noting that he’ll get the Guardians to help him seal this dimensional breach.

worlds-finest-comics-199-027

Well, this is a great two-parter.  This second half doesn’t have the rapid pace and non-stop action of the first, but it is still a lot of fun.  I love the heroes’ grit, reduced to crawling, and yet refusing to give in.  They persevere and succeed pretty much entirely on moxie alone.  It’s a lovely character moment for the two of them.  The story does have a few little weaknesses, some breaks in logical consistency, like Superman taking out Kru-El easily, despite the fact that the villain now has super powers too.  The wrap-up is really a bit too brief, and it seems that O’Neil may have run out of room.  Still, the story is so much fun, and the adventure, both for the heroes and for time-tossed Jimmy, is so satisfying, that I’m not too bothered by such things.  Once again, Dillin’s artwork is really strong, standing in particular contrast to the stiff and lackluster work from this month’s JLA.  By the way, Bronze Age Jimmy is growing on me as a character.  He’s proving resourceful, courageous, and capable.

Speaking of Jimmy, his encounter with the Inquisition gives O’Neil a chance to bring in a little social consciousness, as the youthful reporter notes that the fanaticism and cruelty of Torquemada didn’t die out in the Middle Ages (in fact, it was generally way more common in the Renaissance), but continues to live on in the modern day.  We certainly still see plenty of that kind of viciousness and irrationality in our own time.  It is a fine little note, but it would have been more effective if he could have connected it to the main plot more directly.  I think there’s an angle to be worked there with the Phantom Zone villains, but c’est la vie.  In the end, this is just an all around enjoyable comic yarn.  I’ll give it 4.5 Minutemen, with the the Flash’s unflappable good cheer helping overcome its weaknesses.  I just had a blast reading both of these stories.

minute4.5


Final Thoughts:


And that, my dear readers, is the end of the first year of our journey Into the Bronze Age!  It’s taken a tad more than a year of real-time, but hopefully the next will move a little more quickly!  Either way, I am very excited to have completed an entire year of this project, having read most of the superhero books published by DC Comics for 1970.  It’s been a fascinating journey, and we have watched the Bronze Age grow before our very eyes.  We’ve seen Silver Age tropes grow a little more rare, but more importantly, we’ve seen a revolution taking place in the pages before us, as the cardboard characters of the Silver Age began to grow, developing unique personalities (some of those more pleasant than others…I’m looking at you, Ollie).  We’ve seen Denny O’Neil absolutely everywhere, jumping from book to book to book, constantly innovating, often failing, at least in part, but arguably succeeding more often than not.  I’m really blown away by how large a role he’s played in these early days of experimentation and evolution.  Clearly, the Bronze Age at DC owes a great deal to that man, and even if his writing is sometimes heavy handed and pedantic, the fellow did some amazing work.  It’s easy to credit later works for being more sophisticated than their predecessors, but it is important to remember that the former wouldn’t exist without the pioneers who came before.

Over the last year of comics, social consciousness themes have grown from occasional influences trumpeted, often solely, in the books being penned by Denny O’Neil, to showing up just about everywhere, even in the most conservative of DC’s offerings, like the Superman titles.  The most immediate and marked change, is of course, in Batman, who has evolved quickly and more consistently than most.  He’s already begun to resemble the ‘grim avenger of the night’ version of the character that is the pure expression of the concept, at least for my money.  Books like Aquaman are serving as sources of innovation, both in art and story, and a spirit of change seems to be in the air.  Interestingly, even the fans notice it, and many of the letters of the latter part of the year have talked about the ‘character revolution’ or something similar, going on at DC, calling for the same process to be applied to characters not yet affected.

I would say by December 1970, the Bronze Age was well and truly on the way.  The change between the first and last month is really quite marked, and I can’t wait to see what the future holds!  First, what about this month itself?

We’ve had a lot of solid stories and a few strong stand outs.  This month’s comics have featured two different takes on the growing political involvement of America’s youth.  We’ve also seen multiple instances of real-life events influencing and inspiring this month’s comics, from the student march in Cleveland being reflected in Robin’s tale to the cultural anxiety around the rise of Satanism being reflected in the Flash’s macabre plot.  In general, I think there has been a slight uptick in stories with supernatural elements, with Flash, Kid Flash, Batman, and, of course, the Phantom Stranger all facing occult menaces this month.

All-in-all, I’d call that a pretty fitting end to a good year of comics, and I hope that you’ll join me soon as we race back through time on our Cosmic Treadmills to peer into 1971!  Until then, keep the heroic ideal alive!


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.jpg

Only Aquaman joins our distinguished company on the wall of shame this week, though we had several very close calls, more than we’ve had before, I believe.  There you go, folks, an entire year of head-blows.  It seems Aquaman’s reputation of getting knocked out as regularly as Philip Marlowe is probably deserved.  Hopefully things will improve for my favorite hero in the next year.