Into the Bronze Age: December 1971 (Part 3)

Welcome back to our voyage into the Bronze Age! Once again life has intervened and rather spectacularly ruined my plans for a quicker turn around on this little feature. Things have been difficult here in the Greylands, though I suppose that they are indeed difficult in most places these days. For those of you that pray, I’d appreciate your prayers. We are physically and materially okay, but we are feeling rather worn-down by life at the moment, and there may be more difficult challenges on our horizon. Here’s hoping that 2021 may yet bring us all brighter days.

However, when life gets you down, there are few better escapes than the wonderful world of superhero comics, especially this particularly exuberant variety from the Bronze Age, so let us see what strange marvels the next bit of this month holds 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 #407
  • Adventure Comics #413
  • Batman #237
  • Detective Comics #418
  • The Flash #211
  • Green Lantern/Green Arrow #87
  • Justice League of America #95
  • Mr. Miracle #5
  • Phantom Strange #16
  • Superboy #180
  • Superman #246 (#245 was all reprints)
  • Superman’s Girlfriend, Lois Lane #117
  • Superman’s Pal, Jimmy Olsen #144
  • Teen Titans #36
  • World’s Finest #208

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


Justice League of America #95


Cover Artists: Neal Adams

“The Private War of Johnny Dune!”
Writer: Mike Friedrich
Penciler: Dick Dillin
Inker: Joe Giella

Editor: Julius Schwartz

“How He Began”: Dr. Mid-Nite
Writer: Charles Reizenstein
Artist: Stan Aschmeier

“The Origin of…Doctor Fate”
Writer: Gardner Fox
Artist: Howard Sherman

We’ve got a very interesting story to kick off this set of comics, a tale that wholeheartedly steers into the relevance push of the early Bronze Age, combining a number of different contemporary issues in its plot. The result is a story that is rather fascinating as a representative of its era, even if the plot itself leaves something to be desired. The tale has a solid, if unexceptional cover. Adams’ rendering of our titular antagonist, Johnny Dune, is colorful and interesting, even if he is just wearing “normal” clothes. Well….normal is a relative term in the 70s. Let’s just say that he’s not wearing a costume. The piece captures the basic idea of the conflict, with Johnny having hypnotized the League. I do enjoy the miniature figure of the Tiny Titan trotting along at his feet. It’s not the most exciting of covers, but it does its job and sets the stage reasonably well.

And the show that plays upon that stage begins, not with our titular antagonist Johnny himself, but with Batman and Aquaman preparing to teleport up to the JLA Satellite, only to be scooped up by Superman, who dramatically declares that he is trying to prevent their deaths! In a two-page spread that gives us a nice cross-section of the Satellite, he transports the heroes to their headquarters, and we discover that Flash, Green Lantern, and Hawkman disappeared in some type of teleporter disaster. Fortunately, the world’s greatest detective is on the case!

Meanwhile, we are introduced to the young man from the cover, Johnny Dune, a Vietnam veteran returning home to a country that doesn’t want him. We learn that he fought in several battles of that terrible war, eventually getting wounded and facing certain death at the hands of advancing North Vietnamese troops. In a moment of agony and anger, he cried out for them to stop, and strangely enough, they did. Thus Johnny Dune discovered that he was a mutant with the power to control people with his voice. Despite his newfound power, the young man finds nothing but closed doors and rather unnecessarily discouraging “No Help Wanted!” signs when he returns home. Really, I don’t think it’s necessary to advertise that you don’t have any jobs available. It’s usually the other way around. It’s also interesting that the comic uses the word “mutant”, as you don’t tend to see that term show up as often at DC, given its association with Marvel. Of course, at this point, the original X-Men title had been cancelled, and we were still years away from the beginning of Chris Claremont’s legendary run.

That’s…really not all that impressive…

Next, we jump forward in time and join Green Arrow and the Atom as they perform an exhibition for a youth event. And it turns out that they are the opening act for…Johnny Dune, who has become a successful musician. That’s a sharp turn! We jump back and see that the rising star had approached one of the city’s political bosses, wanting to run for mayor (man, there must be something in the air; everyone’s getting into politics in the DCU!). Johnny is dedicated to addressing the somewhat vague social problems plaguing the city, including poverty, drugs, and violence. He warns that the kids are restless and angry but promises that he can calm things down, thanks to his star power. The rocker offers to play free concerts to help cool the situation off, only to be betrayed by the wheelers and dealers afterward.

In revenge, Johnny uses his power to hypnotize his current crowd into following him, as he leads them, Pied Piper style, out of the city. When the Emerald Archer and the Six-Inch Super-Sleuth try to stop him, the would-be musical messiah sics his audience on them. The heroes hold their own for a while, but get taken out by one random big dude, the first of many unimpressive showings by our heroes in this issue. You know, Ollie getting his lumps from an average guy is one thing, but the Atom getting casually taken out by a backhand is something else. I suppose that’s often how his stories go, though. No-one can touch the shrinking superhero…until the plot requires it.

I do quite enjoy Ollie’s misplaced confidence here.

Well, our pummeled protagonists manage to get off a distress call, just as Batman has solved the mystery of their teammates’ disappearances.. The Dark Knight theorizes that the trio intercepted a Zeta-Beam and got zapped to Rann, a theory proven a moment later, as Green Lantern manages to contact the team with a distress call of his own. The team splits up, with Superman headed to space to succor the heroes on Rann, while Batman and Black Canary take the Batjet to aid their other allies. In a cool moment, Aquaman is the one who takes charge and makes the plan. Its coolness is counteracted, however, by the fact that he decides to stay on the Satellite and coordinate things….for no particular reason. This is the last time he shows up in the story. So, why was he included in the first place?

The Gotham Guardian and the Bird Lady parachute into the fray, immediately beset by Dune’s disciples. Fortunately for them, they are so focused on their fighting, that they resist his voice, but then he sics his captive heroes on them, and the new comers just…let their teammates pummel them. We get a line about how they can’t bring themselves to fight, but this isn’t a life and death matter yet, so that just seems like another cop-out. With all the Leagures lassoed, our generic Jimi Hendrix heads down the highway, his brainwashed followers behind him.

Yet, along the way, Dune begins to lose control, and some of the kids start wrecking fences. When the musician can’t stop them, he sends Green Arrow to deal with the troublemakers. At first the Ace Archer can’t resist his commands, but in a moment when his captor is distracted by the chaos, the hero seizes his chance. Stopping up his ears, Odysseus-style, the Battling Bowman use a “suction cup arrow” to shut the singer’s trap, then clobbers him. This breaks the spell, and the kids run wild. So the heroes….bravely beat up a bunch of teenagers…? Yep, and even more oddly, Friedrich’s overblown narration plays it as a moment of great heroism.

But none of this is what Johnny Dune wanted, so seeing the destruction his former disciples are dishing-out, he frees himself and commands the crowd to turn their anger on him, instead. They beat him to within an inch of his life, somehow exorcising their rage in the process, and then just wandering off. Friedrich gives us a fake-out then, with Dune supposedly dying, only to be revealed to have survived on the next page. Ohh, the suspense? Apparently the battering he suffered somehow removed his powers, and the League and the law just kind of let him wander off to pursue his political career, despite having kidnapped hundreds of people with his hypnotic voice. Man, the authorities in Generictown sure are forgiving!

So, this is quite a comic. “Touch-feely Friedrich” is writing in his usual style, so the melodrama is cranked up, especially in his narration. Despite that, the tale is full of fascinating elements, as Friedrich stretches and strains for as much relevance as he can cram into the pages. In fact, it’s over-full, positively stuffed with different concepts, all fighting for space. We start with a returning Vietnam veteran, something rare enough in comics of this era, but even more so, Friedrich includes a nod to the difficulties such soldiers faced when coming home, the lack of opportunity and cultural hostility that greeted them. Larry Hama and other (better) writers would later deal with these themes more successfully in the 80s, when the events weren’t quite so present and time, perhaps, allowed for greater clarity and perspective.

Nonetheless, this is a really interesting moment, something that we have not seen very often in this era. In general, it seems DC books were largely ignoring the war and its consequences at this point. Yet, it isn’t just the plight of the veterans that fills the pages of this issue, as we also have other social problems providing background for the ill-defined unrest of the youth, the rage and disaffection which were still reverberating through the culture. Interestingly, there’s no mention of the anti-war movement, which would have been a natural fit for Johnny’s origins and a focus for the otherwise directionless anger of the kids in this story. Friedrich introduces the issue of returning veterans, and then he immediately moves on from it.

That is indicative of one of the major problems with this issue, as it’s a rather jumbled and discordant mix of different elements. As the plot develops, none of the interesting components of Johnny’s backstory actually have any impact on the direction of the story, other than his power and the fact that he was a musician. His military background, his inability to find a job (which is, itself, immediately undercut by the fact that we jump to him as a famous rock star), or his involvement in a neighborhood gang. None of these facets of his origin seem to actually color who he becomes or the choices he makes in the end. We’re given an intriguing hint that he was twisted by his experience in Vietnam, having become inured to violence, but though he displays a willingness to hurt the Leaguers, we don’t really see that come into play, not even in his moment of crisis and self-sacrifice. That’s disappointing because there is a ton of potential in this story’s setup. Speaking of his grand gesture, that also feels a little underwhelming, as it just feels unnecessary. Why does he have to turn their rage against himself? Why does that free them? Because plot? To make matters worse, our heroes are wholly unimpressive throughout. After all, they really don’t do much, other than occasionally beat up some kids, and or get their heads handed to them by random civilians.

Interestingly, the popular and influential, though troubled Johnny Dune, seems to be based on Jimi Hendrix to some degree, especially in the flashy style of clothes he wears throughout the adventure. Friedrich mentions Hendrix by name in his narration, and the real-life star himself had died recently, in 1970. Interestingly, Hendrix himself had been in the army, though he was discharged before seeing active service.

On the art front, this issue is solid, but not exceptional. There are definitely some of those stiff and awkward poses that characterize Dillin’s work on the book, he also does some great storytelling, bringing a lot of personality to Johnny, and giving us some nice moments throughout. All-in-all, this comic is more interesting in premise than in practice. It’s a fairly underwhelming story that can’t quite seem to decide what it’s doing. It’s still an engaging read, and it is fun to see an obvious Jimi Hendrix proxy captivating the DC Universe. I’ll give this one 3 Minutemen, as it more or less breaks even.

P.S.: Another fascinating feature of this issue is that its letter column contains correspondence from not one, but two future comics professionals! That’s right, we’ve got letters from both Mark Gruenwald and future DC Answer Man, Bob Rozakis, which is pretty cool! As you’ll see, they had rather different opinions about the work DC in general, and Friedrich in particular, were doing. I suppose that’s why Gruenwald ended up working for Marvel! However, I have to say, I think the young curmudgeon has some pretty good points in his letter, especially about the disappointing lack of supervillains in these pages. I’m curious if his math is right. It sounds pretty accurate, and we certainly have seen more than our share of alien menaces in this book since we’ve started this project, haven’t we?


Mr. Miracle #5


“Murder Machine!”
Writer: Jack Kirby
Penciler: Jack Kirby
Inker: Mike Royer
Editor: Jack Kirby

“Young Scott Free”
Writer: Jack Kirby
Penciler: Jack Kirby
Inker: Mike Royer

Boy Commandos: “The Invasion of America”
Writer: Jack Kirby
Penciler/Inker: Joe Simon

Well, if our Justice League story this month is a bit of a disappointment, the wonderful madness of Kirby’s Fourth World can make it up to us. In this issue, the King treats us to another delightful outing for the world’s only super-escape artist. It has a pretty good cover, continuing the pattern of our hapless hero being held helpless while being threatened by wonderfully exaggerated perils. The dangerous device isn’t as creative and outre as some of the previous entries, but I love the ridiculous variety of menaces it includes. There’s a missile labelled A-Bomb, as if you would need anything other than that, as well as a knife, an axe, and a flamethrower, which is helpfully labelled for our convenience. It’s entertainingly silly and excessive. As an added bonus, this cover is a pretty honest depiction of the devilish threat that awaits our hero within.

Our adventure begins with Big Barda, in her rather skimpy attire from the end of the last issue, performing her daily exercises to the delight of a group of workmen who have come to deliver a cannon for Scott Free’s act. In a fun and honestly funny scene, she puts all of the admiring apes to shame as she casually rips the massive cannon free from its lashings and tots it away on her shoulder. Kirby’s narration in this section, and really throughout the issue, is a bit weird and on the nose: “See Big Barda! See how she exercises! Big Barda is tough! Big Barda is incredibly strong! Big Barda comes from Apokolips!” Has he suddenly turned into Dr. Seuss? Despite that, the dialog for this opening scene is entertaining and natural….unfortunately, that doesn’t really last.

Yet, while Barda is making the menfolk feel inferior, we are introduced to Vermin Vundabar, the pint-sized Pinochet, who we learn has modeled his appearance and attitude after the rigorous military discipline and efficiency of the Prussian army of the 19th century. He’s been sent to Earth by Granny Goodness to kill Scott, and with the help of one of his henchmen, he’s testing a death trap. In a nicely effective scene, the trap backfires, injuring his minion, all while Vundabar coldly looks on. Then, he casually executes the fellow for having failed him! It’s a very effective introduction to the character, and Kirby puts a ton of personality into the little dictator in every panel.

Meanwhile, Scott and Oberon are trying out their newest act, which involves Mr. Miracle being strapped to a cannon as it fires! Man, ‘ol Scott doesn’t do things by half measures, doe she? But as they are occupied with their preparations, Barda is ambushed by some of Vundabar’s troops, and though she gives a good account of herself, she’s captured. Fortunately, Mr. Miracle is able to escape his bonds before he gets bisected by a cannonball, and he sets out to rescue the captured Female Fury.

Arriving at Vundabar’s headquarters, the heroic Houdini is greeted by a video of his antagonist before being trapped in a “titanium coffer” and locked into place on a conveyor belt of death! The coffer is then subjected to a host of horrible attacks, including battering, blasting, zapping, and finally…melting! Then, in a great moment, as Vundabar and his lackeys laugh and gloat about having caught and killed the world’s greatest escape artist, who should show up behind them but Mr. Miracle himself!

It’s a fun reveal, and he shares with them (and us) how he escaped by using his boot jets to cut through the floor and burrowed underground, which is a fairly satisfying explanation. Kirby specifically tells us that Vundabar’s cameras were focused on the front of the trap, so they didn’t pick up the hole in the conveyor belt. In another entertaining touch, while the gathered goons question him, Scott uses those same boot lasers to literally cut the floor out from under them. I’m not quite sure how that worked without them noticing, but it is a fun moment, so I’ll just roll with it. Our tale ends with Scott scooping up the weakened Barda and the pair flying off into the sunset.

This is an entertaining and thoroughly enjoyable issue. Kirby’s plotting is fun and action-packed, though his dialog and especially his narration is just plain odd in places. This is particularly noticeable in some of the unnecessarily vague and unclear descriptions of Apokolips. Despite that, there are moments of genuine humor and charm, and Kirby really seems to have a good sense of his characters. Vundabar is introduced well and given plenty of unique color and a strong personality. I love the way he doesn’t even bat an eye as his henchman literally explodes behind him. Of course, the premise is pretty wacky, but it works in the wild world of comics. Why would a New God from Apokolips model himself after Prussians from Earth? Because Earth is the center of the universe, apparently! I suppose since Darkseid is convinced that humans have the Anti-life Equation, it would make sense for his forces to turn their attention to our little orb.

Anyway, the central threat of the issue is visually interesting and exciting, and Scott’s escape is relatively satisfying. Kirby’s art is great and energetic throughout, but he also does an excellent job of capturing the emotion and personality of his characters, like Scott’s fear for Oberon while the hero himself is strapped to the cannon. I think we’re seeing the benefits of having a better inker. At any rate, I’ll give this enjoyable outing 4 Minutemen. As much fun as it is, it’s good, not great, with enough little flaws to keep it from a higher score.

P.S.: This issue had an odd little moment that confused and intrigued me, and I can’t quite decide how I feel about it. When Scott confronts Vundabar at the end, the villain accuses the hero of ‘cheating’ and using a technological trick to escape his trap. Mr. Miracle replies that “even in the ‘crunch’ I play it fair — and you know it!” So, this implies that Scott has access to technology and powers that he refuses to use out of some sense of fair play…when the forces of a personification of pure evil are trying to kill him… I find this simultaneously utterly stupid and tremendously entertaining. I love the idea of a hero who is having a good time with his adventures, perhaps who even pushes himself to excel by giving himself challenges within his adventure, like the cosmic race between Flash and Superman from World’s Finest. However, while I could absolutely see Mr. Miracle having such an attitude, I don’t know that it really makes sense for it to be applied to his conflict with Darkseid’s minions. After all, they represent a hellish reality for him, not merely a threat to life and limb. Either way, I’m intrigued by this element and curious if Kirby will develop it further.


The Phantom Stranger #16


“Image in Wax”
Writer: Len Wein
Penciler/Inker: Jim Aparo
Letterer: Jim Aparo
Editor: Joe Orlando

Cover Artist: Neal Adams

Mark Merlin: “Threat of the Horrible Hex”
Writer: Arnold Drake
Penciler/Inker: Mort Meskin

Doctor 13: “And the Corpse Cried, ‘Murder!'”
Writer: Len Wein
Penciler/Inker: Tony DeZuniga

In this month’s Phantom Stranger yarn we find an interesting if overstuffed tale of mystery and magic. All of that lies beneath a cover which is a very mixed bag. The background of wax figures is really excellent and striking, with the Phantom Stranger unobtrusively included in their number, his signature shadow stretching menacingly above. Yet, the central image of the old man in the wheelchair is rendered a little comical by the girl’s apparent terror, despite the monstrous hands reaching from ‘off-screen.’ It’s only half successful, I’d say, as the crippled figure of the old codger doesn’t really fit in with the heavy atmosphere of the rest of the piece.

Within, the oppressive feel of the cover is replicated in a dark and misty night, as a pair of punks tries to break into, of all things, a wax museum. Unfortunately for them, they are interrupted in the act by an apparently frail and helpless old man, and one scream later, they have been transformed into wax statues! This sequence was actually a bit confusing. Before we see the reveal of their fate, the old man, Tallow, dispatches two other shadowy figures to “find the girl!” On my first read, I naturally assumed that those were the former felons.

The next day finds a crowd attending the grand opening of the museum, which has a focus on the occult. Viewing the “Hall of Wizards” with the rest of the patrons is a certain Stranger who senses evil in the old house. Intrigued? Well, if so, too bad, because it’s going to be a quite a while before we follow up on that! Instead, that night, two men attack a woman on a deserted street, only to be interrupted by the Phantom Stranger, whose dialog has suddenly been turned up to 11 on the dramatic scale. I can’t quite decide if lines like “the powers of truth are a beacon in the darkness, far stronger than the shadows they dispel!” are cool or corny. Either way, after saving the girl, our mystery man discovers that she has lost her memory. After she is brought to a place of refuge and left with a promise of protection, she dreams strange and vivid dreams!

Falling through a very Aparo dream-scape reminiscent of some of the last of his Aquaman issues, she finds herself in a fantastic and ancient setting, where she is greeted as “Queen Dalia.” As she watches, the chief priest of this outlandish place declares that the stars declare that they, the wizards of their people, must go into hiding or be destroyed. Their only hope is a spell called “The Deathless Sleep” which will render them “as statues–waxen soulless parodies of life.” Do you see the connection? Well, hang on; it gets stranger! The chief priest, Tallow (!), declares that he will watch over their sleeping fellows, keeping himself alive by absorbing life forces from those that slumber. Yet, Dalia refuses to join him, not wanting to give up her life, and then she is suddenly rescued by the Phantom Stranger, who pulls her through the psychedelic dream space and back to the land of the waking in a cool sequence.

Think you’ve got a handle on the story? Well, hold on to your hat, because despite the fact that we’ve already got a haunted wax museum, an amnesiac girl, and a mysterious ancient civilization, Wein isn’t done tossing in elements just yet! After the nightmare, the Spectral Sleuth and his lovely charge go for a walk to clear her head, only to encounter an ardent and anxious young man named Ernie Drapper, who claims to be her fiance. He goes from distressed to dangerous at the drop of a hat, attacking the Phantom Stranger when the mysterious man tries to explain the situation. While they struggle, they are struck by a burst of dark energy, and when they recover, they discover the girl has been taken! A very tolerant and forgiving Stranger shrugs off Drapper’s attempt to murder him and takes the unstable fellow in search of his forgetful fiance.

Their search takes them to the wax museum, of course, where they are captured by wax figures come to life and brought before Tallow, who is indeed the long-lived chief priest from Dalia’s dream. We discover that she had escaped from her people, having stolen life force from another (!), and they have been seeking to recapture her. At this explanation, Drapper once more displays his disturbingly short temper and penchant for violence, breaking free and trying to burn the whole place down while they’re all still inside it. They rescue Dalia from the flames, but her respite proves short lived, as she melts away like wax once outside, confessing that she was one of these mysterious wizards in hiding, but that she did truly love him. The Phantom Stranger offers the grieving Drapper the rather unhelpful thought that he still has his memories, and then wanders off into the night, leaving the unstable young man weeping over his love’s smoldering remains.

Ooookay…..so, did you follow all that? If you’ve got questions, you’re not alone! I am left a bit befuddled. She tells us that her amnesia was self-induced, but she also says that she lied to Ernie…so….how much was the lie? Did she actually not know what she was, or was she only lying at the end when she said Tallow’s tale wasn’t true? I’m guessing it’s the latter, but this is all a bit confusing. This story is, like many of Wein’s during this run, just plain overstuffed with ideas. There is just too much going on here, and while it isn’t as incongruous and messy as some of Kanigher’s efforts on the book, it does definitely feel hurried and incomplete. We’ve got a lost society hidden in plain sight, which is an interesting idea, but we learn almost nothing about them, their culture, their origins, their objectives, or their motivations, other than preserving their people. We have the girl with amnesia and the mystery of her identity, but although we learn that she was part of this group, we learn almost nothing else about her. What was she doing living as a human? How long had she been on the run? She stole life force to make her escape; did she kill someone to do that? There’s a ton that could be done with these ideas, but Wein just rushes right through them, not taking any time to explore or develop any of these interesting elements. This should have been at least two issues, I’d say, with one perhaps unraveling the enigma of the girl’s identity, ending with the discovery that there was more to the mystery than meets the eye and leading in to the whole ‘secret wizard colony’ thing. Even in comics, that needs a bit more air to breathe.

The art, of course, is fantastic and atmospheric. Aparo creates moody, menacing mystery, mind-bending visions, and even great quiet moments with gusto and aplomb. He also includes some fun Easter eggs in the wax museum. Among the famed figures gathered in that macabre manse, sharp-eyed readers might spot the creepy Cain of House of Mystery fame, as well as Sargon the Sorcerer and, perhaps, the Time Trapper (though his costume is so nondescript, it could just be a generic robbed figure). I wonder if the fellow in colonial garb is someone too, but if so, I can’t place him. His Stranger looks particularly great, always in motion and wreathed in shadow, a striking, dynamic figure in any scene. It’s always interesting to me when this clearly supernatural entity suddenly seems human, like when the stunned Stranger is sprawled on the sidewalk, his hat knocked off his head. It further muddies the waters with just who or what he is. At any rate, the lovely art helps to elevate the rather flawed story, and the end result is a fun, though somewhat confusing and overfull tale that leaves you wishing Wein had picked just one element on which to focus. Still, though the individual components of the story are underdeveloped, Wein does give us a complete tale with a full emotional arc, however rushed. I’ll give it an average 3 Minutemen.


“And the Corpse Cried ‘Murder'”


Our backup is once again a tale of Dr. Thirteen, the Ghost-Breaker (which is, to be fair, an awesome nom de guerre). It begins with a couple on a mountain road witnessing the fiery crash of a car in an apparent suicide. Yet, later on, the good doctor receives an unexpected an unusual visitor in his study, a ghostly apparition who claims to be the spirit of a murdered man named Paul Williams. The interloper, who proves to be actually incorporeal, begs Dr. Thirteen to find his killer, and the intrigued investigator agrees, though he plans to expose the poltergeist as a plot!

He pays a visit to the “ghost’s” widow, who suggests that a disgruntled former employee of her husband, Ross Curran, might have hated him enough to kill him. Heading to the suspect’s house, the skeptical sleuth arrives in time to see the electrical technician apparently commit suicide after admitting that he killed his former boss. Yet, when the doctor examines the body, he finds that it is as cold as ice, as if it had been dead for hours. He also finds a thin film of dust over everything in the room, theorizing that there is a similar residue in his office. Suspecting that he’s being set up as a sucker, the Ghost-Breaker sets out to live up to his nickname.

Calling Mrs. Williams, he implies that he’s uncovered new evidence, and a while later, the supposedly spectral Paul Williams shows up, very much corporeal, and armed to boot! He admits that he and his wife faked his death, sending a derelict to a fiery fate in his place, and framing Curran for his murder, with the electrical wizard’s unwitting aid. Just as the murderer prepares to add another death to his doll, Dr. Thirteen triggers an illusion of his own, the same holographic technology that had created William’s ghostly “manifestation” and Curran’s “suicide”, images projected onto reflective particles floating in the air. William’s fires ineffectively, and the Ghost-Breaker wades in, only to lose the initiative a moment later. Just as Williams is about to kill the doubting detective, his would-be widow stumbles in, having caught one of the stray bullets he fired, leaving Dr. Thirteen to close the case in a more peaceful, if somber, fashion.

This is a really solid Dr. Thirteen tale. It’s got a good central mystery, wrapped in the appearance of a false enigma. It’s a clever twist on a familiar plot, with a private detective brought in to play unwitting patsy for a nefarious plot, providing an unimpeachable witness for a false reality. The pay-off requires science fiction technology, but for a story taking place in the DC Universe, that is pretty believable. Of course there would be realistic holograms floating around in that world. Thirteen himself is clever and resourceful, not really being taken in by the plot. In only 8 pages, Wein manages to deliver a complete and satisfying mystery, complete with a nice emotional beat at the end. DeZuniga’s art is pretty solid throughout, achieving some really nice effects with some of the holographic sequences. I’ll give this fine backup 3.5 Minutemen. It’s a good and intriguing read, and unlike the title tale, in this one, Wein makes excellent use of his limited space.


And that will do it for this delayed dose of Bronze Age brilliance! We’ve got a solid set of stories, all of them making for at least decent reads, and with a very diverse set of styles. I hope that y’all found them as interesting as I did, and that you’ll join me again (hopefully soon!) for another ed

Into the Bronze Age: November 1971 (Part 4)

DC-Style-Guide-2.jpg
Hello Internet travelers, and welcome to another edition of Into the Bronze Age!  It’s time to explore some more classic, Bronze Age DC comics, and we’ve got a pretty interesting trio of titles to talk about this time.  We have a significant issue of The Haunted Tank’s harrowing adventures, a cool and unusual issue of JLA, and finally another frantic feature of the Fourth World!  Let’s dive right in, shall we?

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


Roll Call


(You can see everything published this month HERE)

  • Action Comics #406
  • Adventure Comics #412
  • Batman #236
  • Brave and the Bold #98
  • Detective Comics #417
  • The Flash #210
  • Forever People #5
  • G.I. Combat #150
  • Justice League of America #94
  • New Gods #5
  • Superboy #179
  • Superman #244
  • Superman’s Girlfriend, Lois Lane #116
  • Superman’s Pal, Jimmy Olsen #143
  • World’s Finest #207

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


G.I. Combat #150


g.i._combat_150

“The Death of the Haunted Tank”
Writer: Robert Kanigher
Penciler: Russ Heath
Inker: Russ Heath
Editor/Cover Artist: Joe Kubert

“The Two-Legged Mine”
Writer: Bob Haney
Penciler: Russ Heath
Inker: Russ Heath
Editor: Robert Kanigher

“Hip Shot”
Writer: Sam Glanzman
Penciler: Sam Glanzman
Inker: Sam Glanzman
Editor: Robert Kanigher

“Ice Cream Soldier”
Writer: Robert Kanigher
Penciler: Joe Kubert
Inker: Joe Kubert
Editor: Robert Kanigher

We’ve got a landmark issue of the Haunted Tank this month!  For once, the cover doesn’t lie, and when it promises the “Death of the Haunted Tank,” it is being quite literal!  After roughly 60 issues, the plucky little M-3 Stuart tank will meet its demise in this issue.  And that cover is a pretty good one, in addition to being honest.  It’s dramatic, catching a moment, not before disaster strikes, but just as it is striking, which creates a pretty dynamic effect.  Of course, Kubert’s stark work adds to the drama of the moment rather nicely.

gi combat 150-03

Inside, our tale begins in what has become normal fashion, with the spectral J.E.B. Stuart offering one of his habitual vague warnings that could really mean anything, as Kanigher continues to not really take advantage of his awesome premise.  In this case, the General’s super helpful warning that “things aren’t what they seem” applies to a seemingly crashed German bomber that is actually a trap for the tank.  Jeb and company knock it out in a nice two-page splash, but then their ghostly guardian informs them that this was the last time he could “help” them, and bids them farewell.

gi combat 150-04-05

As Jeb ruminates on this startling turn of events, his crew continue to contemplate his apparent insanity as he seems to speak to empty air.  They roll past a depot where other crews are cannibalizing knocked out tanks for parts.  There are two things of note in this scene.  First, the other crew actually asks how Jeb’s tiny little Stuart constantly knocks out tanks much heavier than it, joking that it must be because it is haunted.  Second, we get a shot of this crew, who include Joe, Russ, and Steve, who are given very detailed faces.  I feel like this has got to be a reference to particular folks.  I’m guessing, and this is just a guess, that the fellow in the middle is Joe Kubert and the one on the right is Russ Heath.  I would love to hear from any readers who actually know!

gi combat 150-07

Anyway, possible creator cameos aside, the ghostly guys next run into trouble when they encounter a Jeep full of wounded troops fleeing a fighter.  The crew manages to knock the perilous plane out of the sky (more unbelievable feats!), encouraging the team.  Yet, their continued faith in the old Stuart meets a much tougher test later on, when they are sent into a hot zone to aid Dog Company.

gi combat 150-08

The infantry is getting cut to pieces on the banks of a river by a tank and artillery in the woods on the other side.  Jeb charges the Stuart into the teeth of the enemy guns, and they get the enemy tank.  However, the AT gun tears their little tin box apart piece by piece, and in surprisingly short order, the Haunted Tank dies, though the crew manage to make a frantic escape.

gi combat 150-12

When Jeb and company realize that no more backup is forthcoming, they race to the depot and assemble a new, “Jigsaw Tank” out of cannibalized parts.  They take their new makeshift metal monster into combat, just in time to stop two new Nazi tanks charging across the river, and they even manage to clean up the AT gun that killed their previous ride.  The story ends with General Stuart returning, and explaining that the tank didn’t matter, only the dedication of the men inside, so the grateful crew christen their new vehicle The Haunted Tank once more.

gi combat 150-13

I actually expected rather more form this tale.  It’s a fine, fun story, however unrealistic it is for the guys to assemble a new tank so quickly and easily.  Still, I’ve been seeing this cover approaching for some time, and I just expected the death of the tank that had been through so much with the crew to be given a little more weight.  Instead, Jeb and co. basically joke about it for a minute, then immediately replace the faithful old girl.  Of course, there’s only so much you can do in a 14 page story, but I found myself a bit surprised that Kanigher didn’t make more of the moment.  The actual adventures here could have been condensed, with more focus on the central conflict at the river and the loss of the Stuart, which I think would have been more effective.

As is, the story is really rather forgettable.  Of course, Russ Heath’s art remains excellent, perfect for the title.  He’s a master of both the dynamic battle scenes and even the quiet, character-centric moments.  On a broader note, I continue to be disappointed by the lack of development of the premise.  General Stuart leaves the crew for most of the issue, but functionally, it doesn’t actually play out any differently than 90% of the stories we’ve read, as he plays no active part in most plots after his traditional enigmatic warning anyway.  Well, missed opportunities aside, I’ll give this solid armored adventure 3.5 Mintuemen.  At least Jeb and crew now have a tank that might stand a ghost of a chance against German armor in real life!

minute3.5


Justice League of America #94


jla_v.1_94

“Where Strikes Demonfang?”
Writer: Mike Friedrich
Pencilers: Neal Adams and Dick Dillin
Inkers: Neal Adams and Joe Giella
Letterer: John Costanza
Editor: Julius Schwartz

“The Tarantula Strikes”
Writer: Gardner Fox
Penciler: Bert Christman
Inker: Bert Christman
Editors: Vincent Sullivan and Julius Schwartz

“The Amazing Starman”
Writer: Jack Burnley
Penciler: Jack Burnley
Inkers: Jack Burnley and Ray Burnley
Colourist: Raymond Perry
Letterer: Betty Bentley
Editors: Whitney Ellsworth and Julius Schwartz

Alright!  Time for another issue of my favorite comic team’s book!  Despite the fact that this title has been so uneven since we’ve started, I still find myself excited about it each month, and this issue features my favorite character….sort of!  Sadly, we’ve got a pretty lackluster cover, really.  It’s got Deadman’s dramatic pronouncement, but the blank blue background and compressed, box-out cover-space don’t do it any favors, and all the pointless occult paraphernalia in the foreground can’t change that.  Of course, the actual art is lovely, as Neal Adams contributes the image, as well as several pages inside!  Yet, the biggest trouble with this cover is that it spoils a significant part of the story, which is a shame.

jla094-(avalon)-01

As for that story, it is actually a pretty darn good one.  We begin with a wonderfully detailed splash page of the League of Assassins’ leader, the enigmatic Sensei, who is plotting revenge against an unknown JLA member for a previous slight.  We join the trio of characters who disappeared from the last arc, Batman, Green Arrow, and the Sea King himself, Aquaman, as they prowl about the waterfront, hunting for an assassin who hunts them in turn.  The Bold Bowman spots a flash from the killer’s scope, and the heroes leap into action, quickly corralling the gunman.  Yet, the assassin refuses to talk, and the Leaguers are left in the dark about who is the target of the “Demon’s Fang,” the League of Assassins.  That’s right, it’s League vs. League!

Back at the Demon Fang’s headquarters, the Sensei is not pleased that his man has missed his mark, and he summons one of his best, Merlyn, the archer.  We get an interesting note of continuity and world-building here, as the League of Assassins are part of Ra’s Al Ghul’s set-up and have been introduced in the Batman books, so it is exciting and surprising to see them here.  What’s more, the Demon’s Head, Al Ghul himself, gets name-dropped, as Merlyn mentions that their master has a special interest in their target.  Nonetheless, the ancient Sensei is adamant, and the archer is sent on the attack.

jla094-(avalon)-05

Meanwhile, everyone’s favorite sleaze, Morgan Edge, makes another universe-building appearance, and sends Clark Kent out on assignment.  There are hints of Intergang’s involvement, and the under-cover Kryptonian brings along a little action figure-sized ace -in-the-hole, the Atom, as the assignment brings him near the last known location of the missing Leaguers.  Yet, before they can arrive, their news van is ambushed with arrows!  Superman attacks, only to be taken out of the fight by special gadgets prepared by the Demonfang techs, including a gravitational arrow which increases the pull of gravity on the Man of Steel exponentially.

jla094-(avalon)-09

The Atom, after delivering a great pint-sized punch, is also put out of commission by a sonic arrow.  Now, if you had told me that Merlyn was taking on a significant subset of the League on his own, I would have said that was silly, but Friedrich actually manages to write his way around the problem of a vastly under-powered villain with some reasonable gadgets.  It’s nice to see Superman treated as something other than completely unstoppable, and without recourse to Kryptonite or something completely silly.  Is it convenient that Merlyn has trick arrows that can take out these heroes?  Yes, but I’ll buy it for the purposes of this story.

jla094-(avalon)-10

Unfortunately, our other heroes don’t have much better luck than their fellows, as our original trio finds their captive assassin killed almost as soon as they turn him over to the police.  On the arrow that killed him is a note, which declares that “The price of failure in the League of Assassins is death!”  It is signed by the mysterious Merlyn, and it is here that we discover that Green Arrow knows our enigmatic assassin.  Merlyn was a master archer, and he was Ollie’s first great rival, who embarrassed him in a competition before disappearing, only to emerge now, as a master of a decidedly more deadly discipline.

jla094-(avalon)-12 - copy

The titanic trio set out on Merlyn’s trail, but we have an odd little moment where Batman asks Aquaman if he has enough time, and the apparently confused Sea King responds, ‘sure…uh…why not?”  I saw what was coming, and I was a bit annoyed by it, and sure enough, as soon as they reach their destination, a creepy old house that is definitely not a trap, the Marine Marvel passes out.  He’s been out of water too long (that darn 1 hour limit can’t go away soon enough!), and I just couldn’t believe Friedrich had put the character in the book just to have him act this stupidly.  But, when the Caped Crusader finds a fountain inside and submerges the submarine superhero, things take a much more interesting turn, as the Dark Knight puts Aquaman in a headlock and demands to know….who he is!  Just then, the trap springs, and Green Arrow is locked in a vacuum tube!

jla094-(avalon)-13jla094-(avalon)-16

While the hunted heroes investigate the house, the agonized Atom manages to smash the sonic arrow and free himself, and he comes up with a novel way to free the Metropolis Marvel too.  He can’t budge the gravity device, but he wraps his belt around it and enlarges the machine until it becomes unstable and explodes! That’s actually a really clever solution, and fitting for the brilliant Ray Palmer.  The haggard heroes aren’t yet back at a hundred percent, however, and they must hitchhike towards their allies!

jla094-(avalon)-14

jla094-(avalon)-17 - copy

I love the hilarious banality of Superman having to listen to some schmo blather on as he hitches a ride! “Really, I have more important things on my mind, man!”

Back in the villain-haunted house, the Masked Manhunter can’t break his Emerald ally out of his glass prison, but Superman, recovering enough to take flight and escape their blabbermouth chauffeur, is able to spot the predicament with his super vision and hurl the Atom hard enough to free Ollie.  It’s really a nice sequence.  Yet, at the same time, Batman has become stuck on the fence that separated him from his fallen friend, a perfect target for Merlyn, who has emerged at last to kill his true target…the Dark Knight, of course!  He lets fly, but the stunned Green Arrow recovers rapidly enough to string and fire an arrow just in time to deflect Merlyn’s killing shot!  His nemesis salutes such a fine shot, and his carefully calculated chance gone, the magician uses a jetpack built into his quiver to escape.  Merlyn himself is now a hunted man, as he reminds the heroes that “the price of failure in the League of Assassins is death!”

jla094-(avalon)-18

It is then that the “mystery” of Aquaman’s identity is solved in another pair of Adams-penned pages, as the Sea King and the Dark Detective discuss the case.  It turns out that Deadman took over the Marine Marvel’s body because the being he serves, Rama Kushna, warned him of an attempt to kill a Justice Leaguer which would upset the balance of the world.  He didn’t know who the target was, and the Sea Sleuth was just the first hero to hand, effectively.  That’s why he ran himself out of gas (or water, as the case may be), and made various other mistakes.  All of this was in revenge for Batman interfering with the Sensei’s attack on Nanda Parbat back in Brave and the Bold #86, apparently, which I must have read but have forgotten.

Of course, this would be a lot more impressive if we didn’t know Deadman was possessing Aquaman from the cover (even if I did get swept up in the story enough to forget!).  Yet, the tale doesn’t end there.  It ends with a return to the JLA Satellite, where something is wrong with the teleporter, something that we won’t discover until next issue!  Meanwhile, the Sensei has learned his lesson, and the next time he strikes, he shall isolate and destroy his enemy!

Well, the non-reveal aside, I really enjoyed this issue, despite some trademark overwriting and generally deplorable dialog from Friedrich.  It’s a lot of fun, and it is really great to see the universe-building happening in other books filter into the flagship title like this.  How interesting must it have been to be reading the Bat-books and JLA, and to see these characters and concepts jump from one title to another?  Of course, this makes perfect sense, but it isn’t the kind of thing that you see that much in DC from earlier eras.  I imagine it will become more common as we get further into the Bronze Age.

In addition, the story is pretty solidly plotted, with events having a decent logic to them, with characters acting with clear motivations.  As I was reading, several story beats seemed off to me, only to be revealed to work perfectly in Friedrich’s plot, which was a pleasant surprise.  On another note, the removal of Kryptonite seems to already be paying story dividends, as it has forced Friedrich to come up with a clever way of taking the Man of Tomorrow out of the fight, rather than relying on the formerly ubiquitous mineral.  One of the only real downsides to this tale is that Aquaman doesn’t actually get anything to do, which seems like a real waste when he features so prominently in the comic, especially since he isn’t actually Aquaman.

The art is solid throughout, though evincing the standard weaknesses I’ve come to associate with Dillin’s JLA work, though the interpolated Adams pages are beautiful.  They are also a bit distracting, as the clash of styles is very noticeable.  Nonetheless, this is a fun, interesting issue, with some fascinating world building happening that still manages to include a solid adventure.  I’ll give it 4 Minutemen.

minute4


New Gods #5


new_gods_v.1_5

“Spawn!”
Writer: Jack Kirby
Penciler: Jack Kirby
Inker: Mike Royer
Letterer: Mike Royer
Editor: Jack Kirby

“Introducing Fastbak”
Writer: Jack Kirby
Penciler: Jack Kirby
Inker: Vince Colletta

We finally return to the centerpiece of Kirby’s Fourth World epic, and it is a definite improvement over the somewhat understated and disappointing last issue, as the operatic action that suits this book best is back in spades.  Our dramatic tale lies beneath a solid, if flawed cover.  It’s got a nice, dynamic image in the central brawling characters, though their poses are a bit odd.  Yet, their size rather downplays the significance of the massive monster symbolically squeezed into the corner.  The orange background doesn’t really help either, especially with Orion’s red costume.  Kirby just isn’t producing his best covers for this run, which is a real shame, as the stories really beg for ‘kapow’ images.

This particular issue begins with Metron, who is traveling through dimensions once more.  This time his wanderings take him to one of the most memorable and dramatic settings from Kirby’s Fourth World, the Promethean Galaxy, the last barrier of the Source, where float for all eternity the Promethean Giants who give the place its name.  Kirby gives us an amazing, dramatic two-page splash, depicting the size and scope of this strange sight as only the King could.  It’s a really striking image.  We discover that these giants were beings who tried to force their way to the source, and in return for their hubris, they are bound forever in suspended animation, just short of their goal.  I love this concept, wonderfully archetypal, reflecting all of the myths of giants and titans, who have traditionally been associated with the sin of pride and destroyed by the deities they opposed.  What a wonderfully Kirby-cosmic treatment of the theme.

newgods05-0203

Star-sized super-beings aside, once his contemplation is finished, Metron returns to New Genesis, but our story is much more concerned with a humbler sphere, the Earth, where a detective named Terrible Turpin is interrogating Dave Lincoln after the events of the last issue.  Turpin has discovered the war between gods that is brewing in his city, and he’s determined to put a stop to it, before the place is leveled in the process.  When Lincoln returns to Orion’s human allies, we check in with them, but the Useless Crew continues to contribute little to the plot, other than some exposition and general fretting.

newgods05-07

Fortunately, we don’t waste too much time with them, and we soon rejoin Orion, who was captured by the Deep Six last issue.  He’s pinned by a giant clam, where he is taunted by Slig, who also demonstrates the Six’s sinister powers, the ability to mutate living beings with just a touch from his right hand, and to kill instantly with his left!  Fortunately for the Dog of War, he is able to free himself with a hidden device after his captor has finished his gloating, though he discovers that the clam is more than meets the eye.

newgods05-08

What follows is a cool sequence as Orion battles his way through various mutated menaces, who all have wonderfully cool Kirby designs (the man just constantly produced awesome creations, even for these little creatures which we’ll never see again!).  Finally, the hunted hero discovers a massive, battleship sized cradle, which once held some gargantuan beast created by the Six, but now lies ominously empty.

Back in the city, Turpin continues his investigation and the Useless Crew continue their fretting, but they are all interrupted by the coming of….Kalibak!  Darkseid’s scion arrives with a smash, prepared to spread fear and devastation on Earth!  However, Orion is busy elsewhere, so the Cruel one will have to keep for the moment.  Back in the undersea caverns, Slig finally finds his quarry amid a pile of smashed guards.  Unfortunately for him, the warrior has also found something, his Astro-Harness, and he blasts his foe in the face before proceeding to pummel him pitilessly.

newgods05-17

It’s another great sequence, and Kirby shows us the savage joy Orion takes in the terrible thrashing he administers, as well as showing us Slig’s beaten face.  The King actually manages to make this malicious monster a little pitiful in that moment.  Interestingly, Orion’s brutal visage is revealed by the violence of his attack, and he is forced to have Mother Box replace his fallen features, another hint about his origins.  Finally, the Dog of War disposes of his fallen foe by tossing him into a pit and sets out in search of the monster the Six have unleashed.  We get a glimpse of the beast in a nice splash page, but lacking anything to establish its scale, it’s not as effective as it might be.

So this is a great, action-packed issue, setting up a lot of what’s to come with Terrible Turpin and Kalibak’s chaotic arrival, as well as the monster unleashed on the seas.  There is a lot going on here, and Kirby handles it quite well.  While the time spent with Orion’s supporting cast feels wasted, every moment with the warrior’s quest is exciting and dramatic, and the glimpses of the wider mythology with Metron are fascinating.  The whole thing feels operatic and earth-shaking in the best ways, like a particularly good issue of the classic Fantastic Four, but elevated by the cosmic overtones and archetypal underpinnings of the Fourth World.

newgods05-20

It’s also fun to see Detective Dan Turpin introduced, as he will later be recast as a tribute to Kirby himself in Superman: TAS, where his bulldog attitude and heroic perseverance make him a fitting match for his creator.  On the art front, this issue looks quite good, and it is immediately noticeable that Colletta is gone from the book.  Mike Royer’s inks aren’t perfect, but they seem to pick up more detail and generally drown out Kirby’s pencils less.  At least so it seems to my inexpert eye.  As I said, I love the creativity of the Deep Six’s monster minions.  Why no-one has brought the Six back as recurring Aquaman villains, complete with a Kirby-esq monstrous menagerie of mutants is quite beyond me.  Missed opportunities aside, I’ll give this exciting adventure 4.5 Minutemen.

minute4.5


“Introducing Fastbak”


newgods05-35fastback

We get another brief Young Gods backup strip in this issue, this one featuring Fastbak, a free-spirited New Genesis youth with a need for speed.  Once again, there are only four pages to the strip, so there isn’t really time for Kirby to do much with the character, but we see him lead the New Genesis equivalent of cops, the Monitors (no, not those Monitors) a merry chase as he flies around Supertown at reckless speed.

The aptly named Fastbak is joined by more restless young gods, and when he finally comes to ground, he is given a quick wardrobe change by his friends just in time to sing before Highfather.  It turns out that our rebellious friend has the voice of an angel when he’s not busy raising Cain. This was a fun little strip, full of exuberance, energy, and the boundless enthusiasm of youth.  With Fastbak and his fellows, Kirby immediately humanizes the New Gods by showing us a fitting parallel to our own youthful foolishness even in their hallowed halls, yet this youthfulness is presented in an inimitable Fourth World fashion.  Of course, the King also gives us more great designs both in characters and wild Kirby-tech.  I’ve decided I’m not going to rate these backups, as they are really too brief to be judged as full stories.


Well, I will close out this post with Fastbak’s flying feats and bid you all a fond farewell until next time!  I hope you enjoyed my coverage of these exciting adventures and that you will join me again soon, for another edition of Into the Bronze Age!  Until then, keep the Heroic Ideal alive!