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: October 1971 (Part 2)

DC-Style-Guide-1

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

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


Roll Call


(You can see everything published this month HERE)

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

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


Green Lantern/Green Arrow #86


Green_Lantern_Vol_2_86

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 


Mister Miracle #4


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

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

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

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

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

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

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

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

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

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

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

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

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

minute3.5


The Phantom Stranger #15


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

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

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

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

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

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

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

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

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

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

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

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

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

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

minute3


“Satan’s Sextet”


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

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

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

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

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

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

Into the Bronze Age: August 1971 (Part 4)

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“Ping! Ping! Ping!”  Mother Box says, “Welcome to another edition of Into the Bronze Age!”  Clearly New Genesis technology is so advanced as to have developed excellent taste.  As proof, I’ve got a smattering of classic comics for you, including the next chapter in Jack Kirby’s epic Fourth World Saga!  It’s an honestly intriguing trio of books on the docket in this bunch, so let’s jump right in!

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 #403
  • Adventure Comics #409
  • Batman #233 (Reprints)
  • Batman #234
  • Detective Comics #414
  • The Flash #208
  • Green Lantern/Green Arrow #85 (the infamous drug issue)
  • Justice League of America #91
  • Mr. Miracle #3
  • The Phantom Stranger #14
  • Superman #241
  • Superman’s Girlfriend, Lois Lane #112
  • Teen Titans #34
  • World’s Finest #204

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


Mr. Miracle #3


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“The Paranoid Pill!”
Writer: Jack Kirby
Penciler: Jack Kirby
Inker: Vince Colletta

We start off on a great foot, with this Kirby classic where the King is starting to hit his stride with his unusual superhero.  Ironically, this is probably one of his Mr. Miracle run’s weakest covers, while also being one of his more memorable stories.  The crowd in the image looks suitably maddened, but the perspective is a bit wonky, and the coloring job lets it down, with the mixture of single color and full color characters being a bit distracting.  And why in the world is our hero completely white?  The composition feels unbalanced and crowded by the title, though it effectively captures the feel of the issue.

And the issue is definitely a good one, though it suffers from some of the Kirby-as-writer excesses we’ve been noting.  Having learned at the Stan Lee School of Exposition, where the only thing better than text is yet more text, the King overwrites throughout, starting with the first scene.  A number of silver androids, called “animates,” swarm through a Boom Tube into an empty room, where they set up an office, and the caption declares that “Sometimes, there are things that take place in empty rooms that defy belief, and so go unnoticed!”  Think about that for a moment, as written.  I don’t think that something taking place in an empty room is escaping notice because it “defies belief.”  It might just be because the room is…you know…empty.

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Nonetheless, we discover that these silver creatures are artificial constructs, all animated by a single mind, a creature that was once a man but has now become a being of pure energy.  This being is Dr. Bedlam, who slowly takes possession of one of his animates, molding it into the shape he wore in life.  Despite the overwritten dialog, this is a pretty cool scene, and there is a nice air of menace to the whole tableau.  What’s more, while this type of sci-fi concept is pretty common in the genre today, popping up in modern shows like Babylon 5 and the like, it strikes me that it must have been much more groundbreaking in 1971.  I can only think of one example in comics that predates it (though there may be more), and that is NoMan from the T.H.U.N.D.E.R. Agents, and I can’t think of any well-known sci-fi novels before this point that explored the idea of beings of pure energy inhabiting temporary bodies.  The use of actual brain transplants and such parallels are much more common and date back to the beginning of the century, as early as the John Carter novels (1927).  Yet, this seems pretty original.  Once again, Kirby is just casually tossing out fascinating and innovative ideas that could easily support much larger works.

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The unique Dr. Bedlam, after taking possession of his body, dismisses the rest of his animates and, with super overly dramatic dialog, picks up the phone and calls Scott Free!  I quite like Bedlam’s design, in keeping with many of the other Apokoliptians we’ve seen so far, but bearing his own sinister identity.  His call finds Mr. Miracle in his usual position, strapped into an elaborate trap and preparing an escape.  It’s a great splash page of wonderful Kirby art.  Scott and Oberon have a fun back and forth as the escape artist asks his assistant to get the phone, completely unconcerned about the nearness of a rather messy death.  Poor Oberon.  This job can’t be good for his blood pressure.  Casually escaping the trap with a full second to spare, the hero answers the phone and receives a challenge, which he accepts.

 

After the call, Scott tries to explain what Bedlam is, offering that he is pure mental energy, making him very dangerous, but adding that Mother Box is fortunately able to guard against such psionic assaults.  What follows is a fairly cool sequence that doesn’t get enough explanation.  Mr. Miracle conducts a seance of sorts with Oberon in which he contacts Dr. Bedlam and experiences a mental attack, and using Mother Box, weathers the storm.  It’s a creepy and suitably imaginative scene, but the purpose and motivations behind it are really unclear.  Does Scott do this to head off an attack he expects, or is this just a way to show Oberon Bedlam’s power?  Kirby’s slightly muddy writing doesn’t clarify.  Yet, the scene does have the effect of establishing the power and threat of the bad Doctor, which is something.

 

After scaring poor Oberon half to death, Mr. Miracle takes to the sky and heads to a high-rise where he is to meet the Apokoliptian.  There, Bedlam offers the escape artist a choice, either surrender to his citizen’s arrest, or escape from a trap of his devising.  It’s never made clear why Scott would show up in the first place, but he is the kind of guy that likes to face danger head-on, so I can at least partially hand-wave that.

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Anyway, the Dr. tells the slippery superhero that all he has to do is descend through the 50 stories of the building and walk out through the front door, but to make things interesting, he shows his foe the substance of his trap, a concoction he calls the Paranoid Pill, which he drops into the building’s ventilation system.  Soon the drug does its work, turning the everyday inhabitants of the office building into madmen, and the tower is full of “an army of unreasoning, unpredictable, unstoppable enemies!”  Mr. Miracle lashes out, but Dr. Bedlam simply abandons his animate, which is a nice touch, a villain that cannot really be fought.

 

mr miracle 03-13 the paranoid pill

A great page, absolutely full of menace.

 

Kirby provides a wonderful illustration of the Paranoia Pill taking hold, with people panicking and running wild throughout the building, and it isn’t long before a gang of maddened men burst into the office that traps our hero.  Sensibly, Scott tries the window, only to find it charged with “cosmi-current,” leaving him only one way out.  He flies along the ceiling in a great sequence, dodging the ad-hoc attacks of the panicked populace flooding the halls.  He narrowly escapes into the elevator, only to be attacked by a gun-totting citizen and forced to flee a host of ricocheting rounds on the 45th floor.

 

Unfortunately he leaps right into the arms of another crazed crowd, who, in their delusional state, mistake him for a demon.  The carry him along and lock him into a trunk, which they bind closed with rope and chains before deciding to dispose of this “demon” by chucking him down the central shaft of the building.  The comic ends on wonderful cliffhanger, with the trapped Mr. Miracle plummeting 45 floors to his doom!

 

This is a great issue, featuring a really unique and fitting challenge for the character.  The tower-turned-death-trap is a big enough threat to fill the comic (and then some), and the trope of innocents turned into threats is always a good twist to throw at a hero.  Kirby does a great job with the art throughout this issue, but his work on the crowds is just fantastic.  They’re individual and varied, as are their reactions to the gas itself.  Mr. Miracle’s desperate race through the high-rise makes for good action, and it’s nice to see him use his wits to escape rather than just plot devices and “Applied Phlebotinum.”   Bedlam makes for a good villain, and his gimmick is suitably creepy and outlandish.  Once again, I find myself in awe of Kirby’s creativity and the casual way in which he pours out innovative concepts.  Other than the overwritten sections and the lack of clear explanations, this is a good, solid adventure tale.  I’ll give it 4 Minutemen.

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Superman #241


Superman_v.1_241

“The Shape of Fear!”
Writer: Dennis O’Neil
Penciler: Curt Swan
Inker: Murphy Anderson
Editors: Julius Schwartz and E. Nelson Bridwell
Cover Artist: Neal Adams

“Superman’s Neighbors”
Writer: Bill Finger
Penciler: Wayne Boring
Inker: Stan Kaye

“Superman’s Day of Truth!”
Writer: Leo Dorfman
Penciler: Curt Swan
Inker: George Klein

Here we are at the penultimate issue of Denny O’Neil’s innovative but rather weird run on Superman.  This comic is no exception to that description either, featuring a strange mix of elements.  Beginning with the cover itself, which is, of course, beautifully illustrated by Neal Adams, the issue is full of rather odd choices.  I like the image of the monster dragging our defeated hero and his doppelganger away, but the design for the monster itself is a bit curious, with its tail coming out of the center of its back rather than out of its tailbone as you might expect.  Also note the sign referencing New York.  Randomly, this story seems to be set in New York rather than Metropolis, down to including several New York landmarks.  Strange settings aside, it’s a solid enough cover, if not exceptional.  You can’t help but wonder what could defeat two Supermen.

The story itself begins where last issue left off, with the former Man of Steel, now just the Man of Flesh, having defeated the Intergang assassins.  I-Ching offers to complete the ceremony to restore the hero’s powers, but Superman refuses!  In a surprising and rather moving twist, Clark has a crisis of doubt.  He’s tasted what it’s like to be a mortal man (ignoring for the nonce that he’s experienced that TONS of times over the course of his career), and he sees now a chance to be free of the loneliness and crushing responsibility of being Superman.  It’s a great moment, but O’Neil doesn’t give it enough space to breathe.  No sooner does it begin than it is already ending.  I-Ching emphasizes that “one does not choose responsibility!  It is often thrust upon one!” and “To refuse it is to commit the worst act of cowardice.”  Despairing, the Kryptonian relents, and tells the old mystic to work his magic.

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I-Ching draws Superman’s spirit out of his body and sends it soaring off to find his dusty duplicate.  When the hero’s soul-form encounters his double, it drains the creature of its stolen powers, leaving it weakened and helpless.  When his spirit returns to his body, the Man of Steel finds himself full powered once more and rushes off to test himself.  He smashes a meteoroid, races around the Earth, and then spots a purse snatcher upon whom he can test his powers.  Faster than a speeding bullet, or a running thief, for that matter, the Action Ace builds a complete jail cell around the startled man in the middle of the street.  The people of Metropolis aren’t too pleased, and thus begins a display of classic Super-dickery.

 

superman 241 p_015The hero has suddenly become overbearing, brash, and more than a little selfish, and he begins to handle even the most minor of crimes with outlandish responses, like when he picks up a speeding car and deposits it on top of the Empire State Building (like I said, we’re suddenly in New York).  He also meets I-Ching up there at the blind man’s request.  The mystic points out this strange behavior and tells Superman that he thinks the Man of Tomorrow suffered brain damage when he was mortal, which enrages the hero.  Unable to convince the Metropolis Marvel that something is wrong, I-Ching turns again to magic, all the while talking about how it is a really bad idea because he doesn’t really know what he’s doing.  I knew they should have contacted Dr. Fate!

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The martial arts master conjures a spell to track the Sand Superman, and when he and Diana Prince find the weakened creature, they learn its origins.  Apparently it’s a being from the “Realm of Quarrm,” which I-Ching helpfully describes as “a state of alternate possibilities!  A place where neither men nor things exist…only unformed, shapeless begins!”  Sure, why not?

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The explosion that destroyed the world’s kryptonite ripped a hole between dimensions between Earth and Quarrm, and the energy that leaked out mingled with that of Superman as he lay stunned in the sand, eventually giving form to the formless.  Each time the two got close to each other, the Sandman gathered more and more power from his opposite number.  In a desperate bid, I-Ching plans to use this creature to drain Superman once more, but unbeknownst to them, a new tear has opened, and more energy begins to leak into this world.

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Sneaking into Morgan Edge’s apartment (for some reason), Diana calls Superman to lure him into their trap.  When he arrives, his dusty duplicate drains some of his powers, but the headstrong hero manages to escape.  Meanwhile, a shadowy figure watches from a soundproofed room.  Mysterious!  Down on the street, fate takes a hand as nearby in Chinatown a parade is underway and the energy from Quarrm seeps into a statue of an “Oriental War Demon,” which suddenly comes to life and runs amuck.  The Man of Steel stops his flight in order to investigate, showing that he is still somewhat himself, only to be drained once more and fall from the sky, to collapse helplessly at the mercy of the Quarrm-demon.

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There’s a lot going on in this issue, and you have to give O’Neil credit for creativity.  He’s certainly telling new stories.  Whether or not they’re also good stories…well, that’s a different question.  In this case, there are definitely strengths that recommend this yarn, like the moment of mature emotion that grips Superman when he is faced with the prospect of a normal life.  It’s just a shame that this dilemma isn’t given more (or any) development because it has a lot of potential.  Also, despite how time-worn the Super-dickery trope is, at least it is given a fairly reasonable explanation here, as the Man of Steel took a blow to the head while he was vulnerable.  How do you force a demigod to get help if he doesn’t want it?  There are some weaknesses here too, though, including a general sense of disconnectedness between the different elements of the plot.  I-Ching’s vaguely defined abilities and general inscrutableness don’t help matters, really.  The sudden return of Superman’s powers once again illustrate how over-powered he is in the Silver Age.  I find myself hoping that, once this arc is finished, O’Neil will leave him at least a little weaker.

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Curt Swan’s art is largely great, as usual, but I’m noticing that in the current iteration of Superman, he tends to draw the character’s legs as too short and stumpy at times.  His work on the demon is alternately nicely rendered or a bit cartoonish.  The creature’s design in general and the sudden injection of Chinese elements into the tale seems a bit incongruous, despite the involvement of I-Ching, because these events seem to have nothing to do with him.  Thus, the fact that the Quarrm energy just happens to inhabit a Chinese demon statue ends up feeling rather random.  So, in the end, this is a solid continuation of the story, even if it doesn’t quite come together successfully.  I’ll give it 3.5 Minutemen.

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The Phantom Stranger #14


Phantom_Stranger_Vol_2_14

“The Man with No Heart!”
Writer: Len Wein
Penciler: Jim Aparo
Inker: Jim Aparo
Colourist: Jim Aparo
Letterer: Jim Aparo
Editor: Joe Orlando
Cover Artist: Neal Adams

“Spectre of the Stalking Swamp!”
Writer: Len Wein
Penciler: Tony DeZuniga
Inker: Tony DeZuniga

What a cover!  That is a wonderful composition, with the incredibly menacing swamp monster rising from the water, his shape only partially defined and gloriously creepy in its uncertainty and inhumanity.  Apparently muck monsters are just in the zeitgeist over at DC at this time!  It’s a great scene, very fitting for a monster story with the blissfully unaware couple in the foreground, though I’m not entirely certain what I think of the Phantom Stranger’s outline hanging out there in the background.  This is especially true because, unusually, this cover does not relate to our headline tale.  Instead, this is an image from the Dr. Thirteen backup.

Nonetheless, I think any kid with an interest in horror or the supernatural would be hard pressed to resist the lure of that image.  Inside, despite the disappointment of not finding the Phantom Stranger locked in combat with shambling swamp monster, we still find a gripping and arresting story.  It begins on a stormy night in New York (Again with New York!  What happened to Metropolis or Gotham?), where the Phantom Stranger pays a visit to a somewhat Lex Luthor-looking fellow named Broderick Rune.  Interestingly, Rune doesn’t react the way most do when they see the Stranger, instead seeming positively pleased to see him, and as the mysterious wanderer steps into the man’s penthouse apartment, we see why.  Suddenly, the Spectral Sleuth is caught in a glowing pentagram, and “sorcerous fumes” knock him out!

the phantom stranger (1969) 14 - 02 & 03

A Hindu servant named Rashid arrives and we discover that this is all part of a plan, just as the wealthy rune topples over from what is described as “the final attack.”  Both the Stranger and his captor are rushed to a private hospital, where a hesitant doctor performs a bizarre transplant, stealing the Ghostly Gumshoe’s immortal heart and giving it to the ruthless Mr. Rune.  The procedure is a success, but while under, Rune dreams that he is confronted by the Stranger, who demands the return of what is his.  There’s a nice little back and forth about the importance of a soul above all else that is reminescent of Christ’s question, For what shall it profit a man, if he shall gain the whole world, and lose his own soul?” 

 

When Rune awakens, he is panicked, but things continue to get more bizarre!  Two thugs trying to dispose of the Spectral Sleuth’s body, only to discover their bag is empty when they try to dump it.  Just then, the Stranger appears behind them, and shock of the confrontation shatters their minds!  Meanwhile, Rune recovers, but he is plagued by visions of his mysterious adversary.  Finally, he decides to try and escape his guilt by heading to a castle in Europe.

 

the phantom stranger (1969) 14 - 15This gambit seems to have worked for a time, but on another stormy night, Rune once again sees the Stranger stalking out of the darkness.  In desperation, his servant, Rashid, who had originally trapped the mysterious hero, tries to conjure another spell to banish his spirit.  Unfortunately, his power is not up to the task, and in the midst of his incantations, the Stranger appears!  Despite the loyal Hindu’s desperate efforts, when Rune flees out into the storm, the Spectral Sleuth follows, and the stolen heart stops beating!  Finally, Rune’s allies find him, dead, and lacking a heart!

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This is a really good Phantom Stranger story, taking full advantage of the mysterious nature of the character and supernatural trappings of the setting.  You can ask questions about how the Stranger’s heart was able to be taken in the first place, but given the way things worked out, I’m rather inclined to think that this undertaking was always intended to end like this.  The story tackles rather similar themes of guilt and conscience as the Edgar Allen Poe classic, “The Tell-Tale Heart,” with its protagonist who is slowly driven to desperation by the knowledge of his crime.

the phantom stranger (1969) 14 - 18

Like Poe’s own brand of Gothic horror, this tale is wonderfully atmospheric, with menacing oozing from every panel, and the oppressive threat of outer night seeming to press against every scene.  Aparo’s art is fantastic, bringing Rune’s selfish self-confidence to life, as well as his growing terror.  The looming menace of the Stranger is wonderfully rendered as well, and our mysterious hero has rarely scarier.  It’s short, but tightly plotted and effective.  I’ll give it 4.5 Minutemen, an excellent supernatural thriller.

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“The Spectre of the Stalking Swamp”


the phantom stranger (1969) 14 - 20

Our Dr. Thirteen backup sadly doesn’t live up to our wonderful cover either.  It presents a rather unusual tale for the Good Doctor, though it is also a pretty entertaining one.  It starts in the swamp, right enough, with a young couple out for a walk.  The youthful Romeo’s efforts are interrupted by a strange sight, a green monster arising out of the swamp! The creature scoops up the frightened girl and carries her off into the murk.  The next day, the local sheriff, Rufus Taylor, explains the mystery to Dr. Thirteen.

the phantom stranger (1969) 14 - 21

The boy who witnessed the abduction is now comatose from shock, but he and the girl are not the only victims of this monster.  Apparently people have been disappearing for weeks.  According to local legend, a hundred years ago a settler got separated from his family and wandered off into the swamp, where the essence of the bog infused his body, turning him into the specter that haunts the silent spaces.  Thirteen, of course, is having none of this, and he insists on going out into the wild to investigate.

the phantom stranger (1969) 14 - 22

That night, the monster attacks his boat, and the Ghost Breaker disappears, apparently broken himself!  Despite his strict orders, his wife follows him, persuading the sheriff to help her, and they find the doctor’s boat.  Maria manages to convince Rufus to continue the search, even though he insists it’s hopeless, and they stumble upon a strange sight deep in the swamp, a gleaming domed city. Finding their way inside, the pair discover the populace moving like zombies, blank-eyed and listless.

the phantom stranger (1969) 14 - 24.jpg

Upon a throne in the city’s center, the encounter the swamp monster, actually a man called Professor Zachary Nail, who is wearing a suit designed for “protection against the filth outside–the polution that infects your dying world!”  Nail has created his own Eden in the swamp and kidnapped the locals to populate it.  When the sheriff bravely tries to capture the madman, the Professor shots him with a bizarre ray, which converts the lawman into a plant!  Shades of Batman: TAS!

the phantom stranger (1969) 14 - 25

Nail takes the terrified Mrs. Thirteen for a tour of his city, explaining that the place is powered by a nuclear reactor (!), and that he has hypnotically controlled the populace so that they are utterly subject to his will.  He then leads her to her husband, who is also under his power.  The Professor orders Dr. Thirteen to take his wife to the “Submission Room” (which doesn’t sound too pleasant), but the strong-willed Ghost Breaker resists his control.  In an overly written sequence, Thirteen throws off the brainwashing and attacks Nail.

the phantom stranger (1969) 14 - 28 - Copy

Just then, the foliage of the swamp starts growing exponentially and begins to smash the dome.  The Professor runs off in an attempt to save his Eden, but the Thirteens have better sense and begin to evacuate the place.  They get the placid populace out just in time, as the vegetation of the wilds reclaim the city, destroying it utterly.  Know-it-all Dr. Thirteen theorizes that the waste from nuclear reactor must have caused the plants to grow super fast, but Maria thinks maybe Mother Nature was exacting her revenge “for the crimes he committed in her name!”

the phantom stranger (1969) 14 - 28

This is a solid and entertaining story, if quite rushed.  It is not, however, really a Dr. Thirteen-style story.  This character is best suited by relatively conventional mysteries with exceptional or sensational trappings, and this type of science fiction yarn is a little out of his wheelhouse.  He doesn’t even really solve the mystery here.  The villain just captures him and conveniently explains his plans.  The actual plot is an interesting one, and the eco-terrorist villain archetype is one that will emerge more often in the future, most notably when R’as Al Ghul is given his chance to shine in future issues.  Clearly the concept of radical action on environmental issues was in the zeitgeist, which is interesting.  I rather thought the spread of such characters was a more recent development.

the phantom stranger (1969) 14 - 29

Poor Sheriff Rufus, despite looking the part, surprisingly didn’t conform to the usual trope of the small-town Southern sheriff.  These characters in fiction tend to fat, incompetent, and corrupt.  Rufus, on the other hand, was brave and apparently honest and dedicated, even losing his life trying to perform his duties.  I’m so used to the tropes that I was surprised by this.  We can give credit to DeZuniga and Wein for subverting expectations there.  Wein, for his part, is a bit overly purple in his prose, especially in his narration, throughout, but the writing isn’t bad.  On the art front, Tony DeZuniga does a solid job, and some of his character work is really quite good.  We don’t really get a good sense of the city, though, which might have more to do with the lack of space than anything else.  His design for the swamp monster is effective considering what we eventually learn of it, but it certainly isn’t as cool as Adams’ cover version, sadly.  On the whole, I feel like his style is a good fit for these types of horror/suspense comics.  So, all-in-all, I suppose I’ll give this rather cramped and odd tale 3 Minutemen.  It’s enjoyable but forgettable.

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P.S.: Notably, I think that this concept of a futuristic city hidden in the swamp will be recycled in the first Swamp Thing run, though I can’t remember which issue.  That run, of course, was begun by Len Wein, for a bit of synchronicity.

 


Eco-terrorists, Chinese demons, and energy beings, oh my!  A fun set of books, these, and I had a good time going through them.  There is certainly plenty creativity in this batch, whatever their quality.  I hope that y’all enjoyed reading my commentaries and that y’all will join me again soon for another edition of Into the Bronze Age!  Next post, we close out August 1971!  Be there, or Mother Box will be disappointed!  Until next time, keep the Heroic Ideal alive!

 

Into the Bronze Age: June 1971 (Part 3)

DC-Style-Guide-1

Hello readers, and welcome to another step forward in our journey Into the Bronze Age!  We have a trio of comics here that are pretty widely varied in quality but all of them are quite interesting in one way or another.   In particular, we’ve got a really thought-provoking (at least for me) issue of Justice League in store for us!  I’m afraid I’ve got plenty to say about this one, and things get rather heavy, so consider yourselves warned!  To round things out, we’ve got some more Fourth World goodness and some Phantom Strange…well, strangeness!

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 #401
  • Adventure Comics #407
  • Batman #232
  • Detective Comics #412
  • The Flash #207
  • Justice League of America #90
  • Mr. Miracle #2
  • The Phantom Stranger #13
  • Superboy #174 (reprints)
  • Superboy #175
  • Superman #238
  • Superman’s Pal, Jimmy Olsen #138
  • Teen Titans #33
  • World’s Finest #203

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


Justice League of America #90


JLA_v.1_90

“Plague of the Pale People”
Writer: Mike Friedrich
Penciler: Dick Dillin
Inker: Joe Giella
Cover Artist: Carmine Infantino

This comic is one of the clearer signs I’ve encountered of the intermediary stage we’re in at this moment of our journey, here in 1971.  It’s a very mixed bag.  It features attempts at world-building, more mature characterization, social relevance, and emotional impact, which are all commendable goals and will come to define the better works of the Bronze Age.  However, each of those attempts is, at best, flawed, and Mike Friedrich makes a number of poor choices in order to accomplish his aims.  The result is a very uneven book with a lot of potential that manages to fall frustratingly short on most every front.  That really begins with the cover.  It’s a reasonably solid image, though the composition feels rather unbalanced.  It conveys its message, but there’s not a whole lot more I can say about it.

The story within begins, oddly, with a line from one of T.S. Eliot’s most famous poems, “The Love Song of J. Alfred Prufrock.”  (More about this at the end of my commentary.)  Here we meet a conveniently named girl with the moniker ‘Shally,’ who, we’re told, “sells seashells by the seashore,” or did, because now she lies dying.  In a cool bit of world building, we see that she was attached to the “Atlantean Cultural Exchange,” whose existence makes perfect sense, though it gets exactly zero development.  The girl herself is discovered by a young couple on the beach, soon joined by Batman himself, who notes that she seems to have been poisoned.  He tries to contact Aquaman, but getting no response, he summons the rest of the JLA.

Justice_League_of_America_#090-01

We flashback one month in the interim, as Clark Kent covers the disposal of a deadly chemical weapon by the military, who plan to scuttle the ship bearing the gas at sea, where it can’t harm anyone.  Of course, this is the DC Universe, where every square inch of land, sea, and space is crawling with strange, undiscovered cultures, and the deadly substance happens to rain destruction upon the undersea city of Sareme, home of the Pale People, a somewhat simple submarine race that Atlantis had recently raised to a high technological level (originally appearing WAY back in Flash #109, another bit of world building).  They worship an ancient “wonder plant,” the “Proof Rock” (get it?) which can detect dishonesty and perfidy, but the miraculous growth is smashed by the falling canisters, and in one fell swoop, the foundation for their culture is destroyed as well.

Justice_League_of_America_#090-04

A charismatic leader, Prince Nebeur, arises among the Pale People and declares that he will be their new god and will lead them to conquest and glory.  Then, without any preamble and completely off-panel…they defeat Atlantis.  Just like that.  The Saremites harness the chemical weapons that were dumped on their heads and turn them against their former benefactors.  Apparently after a single skirmish, Aquaman, King of Atlantis, surrenders, saying that his people have no defense against the gas…though we will see in a few pages why this claim is ridiculous on the face of it.

Justice_League_of_America_#090-06

Well…that was easy.  And these sheep conquered Atlantis?

There are a few major problems with this scene and what it represents for our story.  First, in it Friedrich breaks one of the cardinal rules of writing, telling rather than showing, as the defining moment comes and goes without us seeing even a glimpse of it.  Second, and much more significantly, Aquaman simply…gives up.  Without a fight, without a desperate counterstrike, without so much as throwing a single punch.  He just gives up.  He doesn’t take the field like the warrior king he is.  He surrenders, and in so doing, he submits all of Atlantis to the reign of a tyrant and an alien people.

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Bad writing aside, check out Aquaman in that middle panel.  Time to lay off the crab cakes, Arthur!

This scene and much of what flows from it are wildly problematic because of the philosophy that drives it.  It is forged from a foolish, unworkable personal pacifism that was common in the Vietnam era, the type that can only exist in a free country that gives its citizens the leisure and convenience of such scruples (this is not all pacifism, of course, just impractical, irrationally demanding strains).  It becomes unworkable the moment there is a true struggle for survival in the offing, and it absolutely cannot function at the national level.  Even neutral nations like Switzerland will defend themselves at need, and in our fallen and fractious world, all nations sometimes face outside forces that want what they have.

The doctrine of Just War is an old and respected one (I ascribe to a fairly Augustinian version myself), but the spirit that leads us to seek out such philosophies is borne from the knowledge that some things are worth fighting, and indeed, dying for.  There is a long history of such thought, but I think John Stuart Mill may have said it best back in the era of the great struggles for liberty:

“War is an ugly thing, but not the ugliest of things: The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is worse. […] The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertion of better men than himself.  As long as justice and injustice have not terminated their ever-renewing fight for ascendancy in the affairs of mankind, human beings must be willing, when need is, to do battle for the one against the other.”

And make no mistake, that is precisely what is at stake for the Atlanteans: freedom.  Yet, Aquaman, of all men, considers this too small of a stake for which to fight.  Now, the text tells us that the Atlanteans don’t stand a chance, so unconditional surrender is the only option, but that is simply not supported in the book.  Here is where Friedrich’s literary sin of ‘telling’ really hurts his tale, as the reader can’t help but say, “Really?  All of Atlantis and Aquaman can’t do ANYTHING against these random guys who we’ve never heard of before?”  It’s a drastically unsatisfying explanation, and it makes the Sea King look more than useless.

Back to our story, the power hungry Nebeur, unsurprisingly, isn’t satisfied with Atlantis, so he plans to conquer the surface world as well, with the help of the gas that the surfacemen themselves created.  That’s really all they’ve got going for them.  Nonetheless, the usurper king shames Aquaman and pushes him around as he takes control of Atlantis, but fortunately the apparently pathetic hero has allies that are more useful than he is in this story.  Batman tells his fellow heroes of his suspicions about the missing gas and the absent Marine Marvel, and they split into teams to investigate.  The Dark Knight goes in search of the missing Flash, while Hawkman and Superman go hunting for the chemical weapons and Green Lantern and the Atom try to contact Aquaman.

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I like Hawkman’s pressure suit; the white looks good with his costume.

In a nice bit of detail, the Winged Wonder dons a pressure suit so he can travel into the deep, but the searching duo are attacked by the Pale People near their city.  Superman saves a stunned Hawkman and returns to smash the Saremites’ weapons, with a little help from his airborne ally.  Having solved part of the mystery, the pair head to Atlantis to meet up with their teammates.

Justice_League_of_America_#090-12

Things are tense in the undersea city, with the Atlanteans feeling justifiably a trifle antsy about the whole ‘unconditional surrender’ thing.  Green Lantern and Atom are attacked as they approach by the occupiers, but Hal’s power ring proves up to the challenge and silences the Atlantean artillery.  When the heroes are attacked by gas shells (underwater, let’s remember), the Emerald Gladiator manages to bottle up the toxin while the Atom disables the launcher and captures the guard.

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Just then the other pair arrive, and the Saremites, in desperation, turn the water pumps of Atlantis into a weapon, which is actually a really clever idea and a great extrapolation of the extant material.  They expel all of the water from the domed city in a massive, crushing torrent, and the heroes are blown and battered by the flood, even Superman.  Now, that’s a tad problematic, as anything that could take out the Man of Steel would probably kill the others, but I’ll give Friedrich a pass because balancing these power levels has got to be tough.

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This is a cool sequence, and it includes a pretty clever idea, but it also reveals a huge problem for the whole ‘Atlantis is helpless against the gas’ angle.  The whole city is under a water-tight dome!  All the Atlanteans had to do was sit tight, and the Saremite’s weapons would have been completely useless.  In a story where Friedrich is clearly thinking through a lot of his choices, this is a pretty glaring oversight.  Nonetheless, the action doesn’t end there, as the Emerald Crusader uses his ring to shield the Man of Tomorrow, and the Kryptonian smashes his way into the Atlantean control center and knocks out the invaders manning it.  With the pressure released, the heroes storm the city and take out the Saremite troops in a decent, if not spectacular, splash page.

Justice_League_of_America_#090-18

The tyrant, Nebeur, tries to flee when he sees his troops defeated, but Aquaman finally does something useful and decks the would-be conqueror.  Finally, the crisis is over, and the heroes begin to celebrate, but the Sea King berates them, noting that a death toll of 43 makes this anything but a bloodless victory, and blames the surfacemen for instigating the tragedy in the first place by being irresponsible with their weapons.

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What the heck is going on with Aquaman’s face in panel #2?  The Sea King just can’t catch a break in this book!

This is an interesting scene, as it tries to deal with the realistic costs of conflict, which are always too high.  War is always a tragedy, even when it is a just necessity.  While Aquaman is rather unfair to his teammates, the real trouble is that the moment is somewhat undercut by the weaknesses of the story.  The tone is rather heavy handed as well, which is no surprise considering who our author is, but that is nothing compared to the overblown narration that follows.

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The League return the Saremites, including their dead, to their city, and the desperate, directionless people gasp in wonder as the ‘Proof Rock’ comes back to life when the heroes approach it.  They beg the Leaguers to rule them as their gods, but Hawkman steps forward and responds with an honestly intriguing speech.  He declares that they have placed their faith in external sources, which have failed them, so they must turn within in their search for meaning, a very existentialist sermon (“existence precedes essence”).  The comic ends with a distorted recreation of the Christian rite of the Eucharist, as the Thanagarian hero takes pieces of the ‘Proof Rock’ and administers them to the Pale People, saying “Take and eat of it, for this is the food of life.”  Afterwards, back aboard the Satellite, the assembled League are discussing the case when suddenly Batman appears bearing a gravely wounded Flash!  That’s quite a note to go out on!

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St. Hawkman of the wings

The Hawkman sermon is…well, a slightly sacrilegious ending, but that doesn’t bother me too much since the symbolism is clear and clever (internalizing a once external source of meaning).  It’s a really striking, provocative conclusion, and I am impressed that Friedrich is able to deliver it after the uneven story that precedes it.  Essentially, Hawkman attempts to give the Saremites a new belief structure to replace that which they lost, which is a pretty huge move on his part.  I suppose that the JLA doesn’t subscribe to the Prime Directive!  Honestly, the gesture is quite fitting coming from the Winged Wonder, given the type of advanced, science-based culture that the Thanagarians evince, but I find myself a little troubled by it, purely on philosophical/theological grounds.

While I have a deep affection for existentialism, and I think it is a useful response to the weak, unexamined Epicureanism of the modern world, it is an ultimately flawed philosophy unless joined with Christianity, as in Kierkegaard ‘s work.  When you remove external sources of objective morality, you’re eventually left with nothing more than enlightened self-interest as an ethics that can be rationally defended.  That is a pretty poor ethical standard, and the moral relativism of the modern world reflects the reality of such a stance (even when it masquerades under the guise of adhering to an objective morality).

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In terms of Friedrich’s references to Eliot’s “Prufrock,” I can’t decide if they are asinine or brilliant.  You see, the poem, like much of Eliot’s work, is about the disillusionment, frustration, and indecision of modern life.  The piece is one of the great standards of Modernism, capturing the ennui of the early 20th Century.  Given the condition of American culture in 1971, with many people frustrated about the state of things but unable to decide how to get involved or how to create change, it is possible that this is a very insightful framing device…except for the fact that the story doesn’t really capitalize on it, and the supplied line seems to be chosen because of its aquatic theme rather than any interpretative power.  The use of the “Proof Rock” in the alien city also confuses the issue.

It’s clearly a reference to ‘ol Prufrock, but its significance in the story seems to have little to do with poem, except insofar as the Pale People are lost and directionless with its destruction, as is ‘Prufrock’ himself.  One way or another, this is certainly not the clear and effective literary allusion we saw in the Avengers story from a while back.  It feels more like Friedrich showing off, but perhaps I’m being unfair.  The unmoored, directionless narrator of Eliot’s poem certainly shares his uncertainty with the Saremites.  Nonetheless, a much more effective allusion accompanies Hawkman’s sermon, as Friedrich includes a passage from William Carlos William’s “Spring and All.”  The line and the poem at large deal with the perennial regrowth of nature, the power of spring to transform even the ugliest and harshest landscapes, symbolizing the power of life to recover from even the worst shocks.  It’s a very fitting reference that adds to the scene.  I’m not much for William’s poetry, but this works.

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Justice_League_of_America_#090-22So, what do we make of this very unusual story?  It is an ambitious comic, and Friedrich is really striving to create something significant and provocative.  He falls short of most of his aims, but we have to give him credit for his aspirations.  Yet, in order to get the message he wants across, he wrenches characters and concepts out of shape, turning Aquaman into an appeaser and a z-list alien race into a major threat without proper development.  In the Vietnam era, where American forces were literally burning down and defoliating entire jungles in an attempt to pin down the Viet Cong, responsible use of weapons and accountability for them was a pretty pressing issue.  (It just so happens that it remains so in a world of robotic drones bringing comfortably distant death from the skies.)  Clearly, there is an attempt here to encourage the audience to grapple with this issue, and that is valuable.  Despite its glaring problems of structure, characterization, and logic, Friedrich delivers a very memorable and (relatively) thoughtful comic here.  Dick Dillin’s art is serviceable as usual.  He renders the Pale People pretty well, but there are some awkward panels scattered about.  There are a few places where the art doesn’t quite serve the story, but on the whole, he does a good job.  In the end, I suppose this issue deserves 3.5 Minutemen, as its flawed efforts raise it slightly above the average, though I’m inclined to be merciless because of what Friedrich does to my favorite hero, Aquaman.

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Mister Miracle #2


Mister_Miracle_2

“X-Pit!”
Writer: Jack Kirby
Penciler: Jack Kirby
Inker: Vince Colletta
Editor: Jack Kirby

After the heaviness of the previous comic, with its ambiguous literary allusions and downer elements, this next issue of Mr. Miracle’s rip-roaring adventures are a breath of fresh air.  I’ve been looking forward to reading more of the super escape artist’s escapades, and the King did not disappoint with this one.  I’ll save y’all the suspense: it’s a great comic, as are the bulk of this run.  Yet, this has what is probably one of the weaker Mr. Miracle covers.  Kirby has created a composition that hearkens back to his days at Marvel.  Just look at all that cover copy!  The central image, our hero facing the flying blades is great, and the peril is palpable, but there’s a lot of wasted space and cluttered text.  Still, it is properly exciting, and the story inside lives up to its promise.

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It begins the way this series often does, with Scott Free and his assistant Oberon working on a new escape for their show.  At the moment, the pair are constructing an android, which the escape artist refers to as a “Follower,” that can mimic his movements.  Interestingly, this entire scene is framed with the most Kirby panel dividers that have ever existed.  Some unseen foe watches the proceedings and reports to a superior with sinister intent.  The trick in the offing involves explosives, and Scott is using his duplicate to help him test it, but then their uninvited guest, a strange looking robot named Overlord, strikes, with devastating results.

Fortunately, the android takes the brunt of the blast, and Oberon comes to his friend’s rescue, fighting the resultant blaze.  I’ve given Vinnie Colletta a lot of flak for his rushed and lazy inks on Kirby’s books, but I’ll give him due credit for this sequences, as he does a masterful job capturing the light and shadow of the flame and smoke.  Amidst that obscuring smoke, Oberon discovers Scott, unharmed, thanks to the intervention of his Mother Box.  The mysterious Mr. Miracle tells his friend that the box was hurt while protecting him, and he must help it heal by pouring “my love–my belief” into it.  Okay?  The machine remains an enigma.

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What a fantastic page!  It’s great that Kirby gives Oberon a chance to shine, endearing this odd little guy to his readers.

mr miracle 02-08 x-pitMeanwhile, our scene changes to focus on a strange old woman surrounded by amazing machines and armored troops. When the soldiers question her about the mysterious machine, Overlord, she throws back her cloak to reveal battle armor and beats them viciously, declaring that the robot is precious to her.  She adds that she wants to kill Scott Free and orders her troops to bring him to her.  This is our first introduction to Granny Goodness, and it is fantastic.  It’s really striking and funny to see this old woman just wail on all these vicious looking warriors, and Kirby draws her as a grotesque, frightening in her ugly rage.

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mr miracle 02-11 x-pitScott, for his part, is testing another act, recreating the cover image as he is strapped to a board facing a trio of razor-sharp spears, narrowly avoiding their strike.  After his escape, Oberon begins to question him about his origins again, and I quite like his line: “Level with me, boy!  You’re not from anyplace I ever heard of–are you–?”  Their conversation gives us a nice touch of characterization for both of them, though it reveals little more about Scott, other than that he his on the run and arrived via ‘Boom Tube.’  Of course, folks reading the rest of Kirby’s books would recognize that term.  After their talk, Granny’s soldiers arrive and, mistaking the android for Mr. Miracle, capture it and Oberon.  Scott sees this and, recognizing the attackers, he takes off after them with flying devices called ‘Aero Disks.’  I’ve always loved this element of the character.  When I’m walking a long way, I’ll occasionally daydream about having a pair of these myself!

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mr miracle 02-13 x-pitBack at Granny’s base, her troops return with their catch, and you can imagine how well she takes it when she realizes they have been suckered.  Just then, Mr. Miracle arrives in grand fashion and snags his assistant.  Yet, their escape is short-lived, as Granny triggers a device, and the pair drop into something called….the X-Pit!  The Pit involves a clear, glass-like cage bearing a number of buttons, which Mr. Miracle calls “a torment-circuit.”  Sounds lovely!  Kirby gives us a bit of awkward, fuzzy dialog here, but the heart of the trap is a series of tortures corresponding to each button, including flames, electricity, and choking mud.  It’s a great sequence, and Kirby draws the heck out of it.  The trap itself is pretty clever, as, each press of a button brings relief from one peril, only to replace it with another.  That’s an insidious type of torture, giving you control over your own fate.

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As Scott and Oberon face their desperate struggle for survival, Granny celebrates by having ‘Overlord’ brought out of her vault.  We discover that the strange device is actually some type of “fabber,” or nano-fabricator, that can create nearly anything out of thin air.  Think of the replicators from Star Trek.  Of course, Kirby doesn’t describe it in those terms, as the idea was much less common and established in science fiction back in 1971.  It does highlight the incredibly advanced technology of the New Gods.  I mention all of this, because the King often likes to make such imaginative concepts central elements of his stories, even when they don’t have a major impact on the plot, and such is the case here.

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Another fantastic page, capturing what is great about Mr. Miracle.

Granny’s enjoyment of Overlord is rudely interrupted as Mr. Miracle makes another dramatic entrance, destroying the device.  He explains that he kept trying different settings for the torment-circuit until he found a radiation attack, which he was able to channel into Mother Box to restore her power, and then he use her to send an energy spike into Overlord, who was hooked into everything in the X-Pit, frying him.  Essentially thumbing his nose at the vicious old woman, the super-escape-artist takes off, admitting to Oberon that it was difficult for him to stand up to her…but we don’t yet entirely understand why!

This issue is just a blast.  It establishes the pattern that most of the Mr. Miracle comics will follow, where we begin with our hero practicing an outlandish escape, have him be challenged by some of Darkseid’s minions and put into some type of fiendish trap, only to live up to his name and thwart their plans by escaping.  It could get repetitive, but Kirby is endlessly creative and manages to throw so many strange and wondrous ideas at his readers that the formula doesn’t get boring, if memory serves.  This particular story is just a lot of fun, with all kinds of outrageous threats facing our hero, some nice character work, and a really bizarre and memorable villain.

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Granny Goodness really is a great addition to Kirby’s growing Fourth World.  She’s a reversal of the archetypal motherly/grandmotherly figure, with her deceptive saccharine sweetness and her vicious cruelty.  She fits perfectly into Darkseid’s world, and the fact that she is the model of how Apokolips interacts with the innocence and helplessness of childhood speaks volumes.  The King’s art is, of course, great throughout, full of energy and bursting with imagination.  Other than some clunky dialog and the fact that what exactly is going on with Overlord is left quite fuzzy, the issue has no real flaws, so I’m going to give it a boisterous and exciting 4.5 Minutemen.

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P.S.: We have another text piece in this comic, this one about Mr. Miracle himself and Kirby’s prophetic imagination.  It’s an interesting read!

mr miracle 02-23 miracle talk


The Phantom Stranger #13


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“A Child of Death!”
Writer: Robert Kanigher
Penciler: Jim Aparo
Inker: Jim Aparo
Letterer: Jim Aparo
Editor: Joe Orlando
Cover Artist: Neal Adams

“The Devil’s Timepiece”
Writer: Robert Kanigher
Penciler: Tony DeZuniga
Inker: Tony DeZuniga
Editor: Joe Orlando

Brace yourselves, guys.  This promising mystery tale takes a really bizarre left turn, with Kanigher pulling a crazy third act reveal.  It actually starts out a really strong, promising Twilight Zone-esq tale, but that doesn’t last.  Nonetheless, we’ve got a great cover for this one, creepy, mysterious, and intriguing.  You’ve just got to pick this issue up and see what’s going on with this weird little kid!

The story inside starts well enough, with a scene straight off of the cover, wherein a scientist working in a remote facility is burning the midnight oil when he is startled by his grandson’s sudden arrival.  The child points his toy pistol at the old man, says “Bang! Bang!” and suddenly the gramps crumples to the floor, dead!  The narration is a bit heavy-handed, but the scene is pretty chilling, especially given the demonic cast Aparo brings to the boy’s cherubic features.

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the phantom stranger (1969) 13 - 03The next morning, the boy’s mother finds her stricken father dead, seemingly from heart failure, and we observe the fallout from his loss.  He was the head of Project Thunderhead, some sort of nuclear weapons undertaking, and the team must choose a new director.  There’s a bit of politicking, as an aged German scientist named Heinrich makes a play for the position buts get shot down, starting a plot thread that goes absolutely nowhere.  At the slain scientist’s funeral, the Phantom Stranger appears, ruminating that there is a terrible secret in the grave.  How mysterious!

A week later, the incident repeats itself, as the new head of the project, Dr. Kurasawa, meets the same fate when he visits the young boy, Freddy.  Once more, Freddy points his toy gun and shouts “Bang! Bang!”, and once more, a man dies!  The kid then continues to just carry on with his playing, violently, and his unconcern is really quite unnerving.

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Meanwhile, Dr. Heinrich, who seems to be losing his mind, ranting about how he should be the director and clutching a pistol, has a dramatic confrontation with the Phantom Stranger that results in a fight.  The struggle brings the rest of the crew running, and they think Heinrich is hallucinating because, of course, the Stranger is nowhere to be seen when they arrive.  The aged German is sedated, and we get a strange scene where a female scientist named Dr. Clair has an encounter with Freddy but seems immune to his “shots.”

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Three nights later, the boy creeps out of his bed once more, this time targeting his own father, the latest head of the project, but the Phantom Stranger intervenes, throwing his cloak over the child and pretending to be a newly arrived scientist.  For some reason, the father doesn’t freak out because this strange man has his son wrapped up in his cloak…and also, wears a cloak.  We learn that Freddy is adopted and unusually intelligent, and the Spectral Sleuth gives the scientist a clue about the strange deaths, noting that a set of computer banks shorted out when the other scientists were killed and that Freddy was in the room for each death.

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Suddenly, the boy runs off into the night, and his father chases after him.  Out in the stormy desert, Freddy turns on his adoptive father, and invisible energy flashes from his eyes.  Only the Phantom Stranger’s intervening again saves the man’s life.  And, this is where things just get weird.  “Freddy” begins to explain his origins, claiming that his people were an Adamic race, living in an Edeninc world, free from strife or suffering, living in peace with all.

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When the Ice Age came, they were driven underground, and after millennia in a subterranean world, their physiology changed, causing them to cease maturing around 4 years old.  The creepy child is actually an adult, a mutant of this society, who developed the ability to kill with a glance.  When subterranean nuclear tests began, this underground race was imperiled, and they dispatched their mutated members to infiltrate the various nuclear nations and sabotage their efforts in order to protect themselves.  The story is absurd, but Aparo’s art is so lovely I almost want to see him draw a full comic about this craziness.  Why didn’t anyone ever put him to work adapting some Edgar Rice Burroughs stories?

the phantom stranger (1969) 13 - 22But let’s think about this plot for a moment.  So…this guy somehow made his way to the surface, somehow ended up in an orphanage where the scientist and his wife just happened to come looking for a child, and somehow just happened to be adopted.  It’s…a bit of stretch, even without getting into the gonzo antediluvian child-culture that Kanigher pulled out of left field.  Regardless of how silly or strange the setup is, the story doesn’t end there.  After his explanation, “Freddy” flees from the recovered Stranger, who meets Dr. Clair in his pursuit, only to have her revealed as Tala!  She gives her usual ‘join me and we shall rule the galaxy together’ spiel, but he brushes her off.  The Stranger chases his quarry back to the caverns from which he emerged, but the kid…err…guy, runs straight into a nuclear test!  Despite the scientist’s protestations that “we don’t mean to kill,” our mysterious hero responds with a weird, heavy-handed ‘ye who are without sin, cast the first stone,’ bit about pollution and such that doesn’t entirely makes sense in context.

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This is a weird one, and not in the usual and positive style of macabre mystery that suits the Phantom Stranger.  There’s just too much going on here.  The bizarre, fun-sized subterranean race is just an odd concept that doesn’t really work, at least without more space to breath, aside from how incongruous the whole thing is with the story actually being told.  The slowly unfolding mystery of the kid’s powers is really fairly exciting.  It’s just a shame it doesn’t have a better payoff.  The whole story just feels messy, with the random, dropped plot thread of the jealous German and Tala’s equally random appearance.  I’m also becoming fairly certain that the DC writers had never actually met a human child.  The little boy in this story speaks in the same type of bizarre third person pidgin as ‘Superbaby’ from his ridiculous adventure in Action Comics #399, except that this is even worse, because this kid is supposed to be four years old!  I don’t think any child has ever actually spoken this way, but by four, I would hope that a kid would be a bit more clear-spoken than this!

Of course, the adventure isn’t all bad, and it is notable for the fact that it contains a fairly decent, if oddly delivered, critique of nuclear proliferation.  I was really surprised to see this type of social issue show up here, especially in 1971.  I thought it would probably take a bit longer for the nuclear issue to really reach the zeitgeist the way it had when I was a boy.  The whole M.A.D. (Mutually Assured Destruction) concept was everywhere in the 80s, so it’s interesting to see it showing up this early, at least in some fashion.  The message here is as messy as the yarn that carries it, but it does manage to make its central premise clear.  ‘If we have enough bombs to destroy the world, why do we need more?’  Of course, it makes that point in a random aside with a minor character, so take that for what it’s worth.  This is certainly an unusual subject for a comic, so that’s worth noting.  Unfortunately, on its own merits, there isn’t much to recommend this confused jumble of a story, even with Aparo’s always-lovely art.  I’ll give it 2 Minutemen.

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“The Devil’s Time-Piece”


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Dr. Thirteen continues to hold down the backup slot here, and he gets another solo adventure.  I prefer these, on the whole, as using him too often in the Phantom Stranger’s stories just tends to make him annoying and repetitive.  On his own, he gets a chance to actually win a few rounds instead of constantly losing to and being embarrassed by his otherworldly opposite number.  Kanigher’s short adventures often prove better than his longer efforts in headline-tale, but this one isn’t as clear cut a winner as some.  It begins with Dr. Thirteen attending a secret occult auction, apparently just to mock all of the superstitious fools gathered to bid.  One of his friends, Bentley, buys an antique clock with a Satanic theme, and the auctioneer offers some cryptic warnings about the object.  Oddly, he also says that the clock needs to be wound every hour.  What kind of a clock needs winding every hour?  That would be maddening!

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Nonetheless, upon winding the clock for the first time at home, Thirteen’s friend sees a devilish figure leap out of the artifact and proceeds to plunge its trident into his chest!  Later, the good Doctor arrives to find his friend dead.  He investigates the scene, and in a nice piece of detective work, he reconstructs the setup, reasoning that Bentley wound the clock before he died.  Doing so himself, Terry gets quite a surprise, as the same Satanic figure leaps out of the object and attacks him!

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Disoriented, Dr. Thirteen realizes that the clock released some sort of gas, but he still manages to defend himself.  Finally, his attacker falls upon his own weapon, dying, and the Doctor puts the pieces together.  He realizes that this man was the auctioneer and that his father was sentenced to death on the strength of Bentley’s testimony, so he was out for revenge.  The murderer hid in the clock (which seems rather small for that) and rigged it to release a gas when wound.  Wearing nose filters, he sprang out and killed his victim…and then, apparently got back in the clock, rather than making his escape…for some reason.

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It’s a bit of a stretch, this whole setup.  Watching Dr. Thirteen solve the mystery is entertaining, and his fight with the demon-dressed villain is pretty good, but the murderer’s plot is a bit out there.  Apparently he posses as an auctioneer when his victim just happens to go to this random occult auction, or he actually is an auctioneer and takes advantage of the very unlikely coincidence of this fellow coming to his secret auction.  Either way, it’s a rather elaborate plan.  Of course, to a certain extent, you can excuse that because this is a comic story, but Kanigher doesn’t quite manage the great backup pacing he often pulls off.  This one is just too rushed, with the fight and the explanation literally happening simultaneously.  It must be easy to solve crimes when the criminals scream their confessions at you as soon as they see you.  “I DID IT WITH THE CANDLESTICK IN THE LIBRARY!  ARREST MEEEEE!”  I suppose this is a moderately entertaining read, despite its problems, and the gas-induced devil hallucinations are rather cool, so I’ll give it 3 Minutemen.

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With Dr. Thirteen’s capture of the crimson cloaked killer, we reach the end of this post.  I found this trio of comics a particularly fascinating read, and I hope that y’all enjoy my commentary!  We’ve got rather a lot of awkward social consciousness on display here, though it isn’t as well done as that we saw earlier this month.  I’m curious if the rest of the month will hold any more.  Thank you for joining me, and please come back soon for another stop along our journey Into the Bronze Age!  Until then, keep the Heroic Ideal alive!

 

Into the Bronze Age: April 1971 (Part 4)

DC-Style-Guide-1

Welcome Internet travelers, to my examination of the highs, the lows, the greats, the not so greats, and everything in between of DC Comics in the Bronze Age!  Today we’ve got a widely diverse pair of books with a quartet of quirky stories to quicken your pulses!  Check them out below!

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.


The Phantom Stranger #12


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“Marry Me – Marry Death!”
Writer: Robert Kanigher
Penciler: Jim Aparo
Inker: Jim Aparo
Letterer: Jim Aparo
Editor: Joe Orlando
Cover Artist: Neal Adams

“A Time to Die”
Writer: Jack Oleck
Penciler: Tony DeZuniga
Inker: Tony DeZuniga
Editor: Joe Orlando

We’ve got another beautiful, dramatic, and striking cover courtesy of Neal Adams this month.  It’s a nice, spooky image, and it’s well suited to the headline tale within.  Indeed, this month our Phantom Stranger story is rather different than what we’ve encountered of late.  Instead of focusing on the mystical heroics of the Stranger himself, this comic flips the script, and we see the story from quite a different perspective.

In many ways, this is a classic horror story, and it begins shortly after the wedding of Jason Phillips to his new bride, Wanda.  He brings the blushing beauty to his mansion, where he suddenly spots a mysterious figure, the Phantom Stranger, but the next moment there is no-one there.  Strange indeed!  Recovering, he introduces his new wife and their guests to his old wife, or rather, her coffin!

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Well, this seems perfectly normal and healthy…

He explains to the shocked well-wishers that he met and romanced the older and very wealthy Irina when he was a ski instructor.  He discovered that she took nitro pills for a weak heart, and despite the fact that she felt she was too old and weak for him, he insisted on marrying her.  A few years later, she passed away, but not before making him swear to keep her with him, always.

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There’s a very strange bit where she collected ancient Egyptian artifacts and learned about their embalming practices, insisting that they be used on her, but that doesn’t really feature in the story (something of an unfired Chekhov’s Gun…or at least an un-awakened Kanigher’s Mummy.)  Irina also left a clause in her will that all of her money would go to charity unless Jason kept her body with him always, which is pretty darn weird.  Throughout the tale, Jason paints himself as the perfect grieving husband, but there is something strange about the whole story.  This ominous note is strengthened when Jason once again sees the Stranger and begins to scream at him, only to have the figure vanish once more.

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That night, the re-married millionaire awakens in the night to hear a creaking sound and investigates to see the cloaked shape of the Stranger standing by the the coffin as it is slowly opening.  A voice tells him that he knows why they are here, but yet again, things are not as they seem, and when Wanda comes to investigate her husband’s shouts, the coffin is still locked.

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Suddenly, Jason sees Irina outside in a flash of lightning, along with the Supernatural Sleuth, who repeats his message.  The maddened millionaire strikes him, sending the cloaked form flying off of the balcony, but once again, Wanda sees nothing.  The next day as they are boating on a lake, the Stranger emerges from the waters.  Still, Wanda sees nothing.  She pleads with her husband to get rid of the coffin, but he refuses, citing his vow, yet even during their intimate moment of conversation, he sees Irina.

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Finally, pushed to the breaking point, he confronts the Phantom Stranger over his first wife’s coffin and attacks him with an axe, but the mysterious one forces him to think back over what really happened to his wife.  We learn that Phillips tried to kill her, putting her in situations where her heart would give out, and when it finally did, he destroyed her pills and callously sat by and watched her die.

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Jason thinks that the Stranger is just a blackmailer and attacks, but as his wild swings carry him outside, he runs towards a pair of advancing lights, only to be struck by a car and killed.  Fittingly, the car had come to get his wife’s coffin, though strangely, the name on the work order is Irina, not Wanda.

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This is a great little horror yarn, and though that isn’t really my favorite genre, Kanigher turned out a very entertaining tale here, continuing his inconsistency.  It’s either feast of famine with this guy!  He handled the building tension and mounting clues quite well.  There are just a few incongruous elements, like the Egyptian bit and the detail at the end with the conflated names.  I’m not really sure what the purpose of that was.  Still, the total effect is quite strong.  Needless to say, Aparo does a masterful job with this book.  His work is wonderfully moody and atmospheric.  Every panel is draped in shadow or lit with the bright light of romance, and all of the characters are beautifully rendered.  As much as I love his Aquaman work, let’s face it, he was even more perfect for the Phantom Stranger than for the Sea King.  All together, I’ll give this chilling chronicle 4.5 Minutemen.

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“A Time to Die”


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We have a solo Dr. Thirteen backup this month, and it’s a rather nice change of pace.  I like the interplay between the good Doctor and the Phantom Stranger, but a little goes a long way.  It is good to give each of them room to grow.  This particular outing is a respectable Dr. Thirteen mystery set in England, on the misty moors.  The Doc and his wife arrive just in time to see a man drop dead at the stroke of midnight.  ‘Ol Terry is his usual charming self, talking down to his wife and immediately making friends with the natives.  When the townspeople start talking about “the ghost of the Black Friar,” the Dr. responds by saying “You men are acting like frightened fools.”  Astonishingly, this does not endear him to them, and they tell this rude American to butt out in no uncertain terms as they carry the body to the town doctor.

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Incidentally, that is who summoned Dr. Thirteen in the first place.  When they visit this fellow, Dr. Hall, he tells them that he’s a man of science, yet he has spent much time investigating the ruins of the old abbey and believes that there is something evil there.  He tells them the tale of one of the abbey’s former inhabitants who turned to the black arts until he was convicted of witchcraft and burned in the 16th century.  Before he died, he swore a curse on the town.  Dr. Hall reveals that, since he is an old man, he’ll shortly be replaced by a new young doctor, but before he retired, he wanted to see that the town was protected.

That night, Dr. Thirteen investigates, only to see the figure of the Black Friar but be unable to catch him when he vanished.  Summoning the townspeople, they scoff, telling him that another man just died on the other side of town and the Friar couldn’t be in two places at once…if he weren’t a ghost!  With Dr. Hall’s help, the Ghost Breaker manages to convince the townspeople to help his investigation, but the next night, when they approach the abbey, a disembodied voice declares that, unless they run the strangers out of town, the ghost will take a terrible vengeance no them.  The townsfolk tell Thirteen to hit the road, Jack, and don’t come back no more!

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Yet, Dr. Thirteen is nothing if not persistent, so he sneaks back into town after sending his wife to safety, and searches a house and the abbey ruins.  Soon, he confronts the townspeople just at midnight and entreats them to follow him.  Heading to the graveyard where he first encountered the Friar, they once more hear the voice, but the Ghost Breaker leaps forward and searches a tombstone for a hidden switch, revealing a secret passage and a robbed figure!  The figure is unmasked to reveal….Doctor Hall!?

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That’s right, apparently Hall was just a tad bitter about being forced into retirement, so he used his scientific knowledge to construct a sonic weapon (fancy!), which he hooked up to the bell tower.  Every night at midnight it would send out a sonic pulse, and if anyone was close enough and susceptible enough, it would kill them.  Thirteen was suspicious of the old fellow, and when he searched his house, he found enough evidence to let him trap the doctor the the help of a micro transmitter that he used to track the fake fiend to his hiding place.  That wraps things up rather neatly, if making it a tad Scooby Doo.

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This is a decent little backup strip for Dr. Thirteen, if not one of his best.  Hall’s scheme is a bit too outlandish and the resolution is rushed, packed into one page, but that’s to be expected when you’ve only got seven to work with in the first place.  Both of the creators are new to me, but they turned in a perfectly serviceable story.  We’ll see if they show up in future DC Comics.  Either way, this yarn earns 3 Minutemen, a solid if unremarkable story.

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This issue also had a really excellent missive in the letter column, a thoughtful and insightful take on what makes Dr. Thirteen tick which is worth a read.

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Superboy #173


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“The Super-Clark of Smallville!”
Writer: Leo Dorfman
Penciler: Bob Brown
Inker: Dick Giordano

“Trust Me or Kill Me!”
Writer: Cary Bates
Penciler: George Tuska
Inker: George Tuska

Well, would you look at that!  It’s the totally original ‘hero acting out of character’ cover type!  The cover is probably enough to make you want to know what’s going on, and it’s decently illustrated, but it’s not all that interesting, really.  One does wonder what exactly Clark is doing in that dorky outfit, though.  Unsurprisingly with Leo Dorfman calling the tune, our headline tale is rather Silver Age-ish and goofy, as you’d expect from this cover.

The gimmicky tale begins in Professor Lang’s lab, where the good doctor has what he claims is a jar of ambrosia, the food of the gods, from ancient Greece.  He also happens to claim that ambrosia was what gave the gods their powers, which makes me wonder if this guy got his degree out of a Cracker Jack’s box, as any school kid with an interest in mythology would know better.  They got their powers by being, you know, gods.  In some versions of the myths, ambrosia did have a role in their immortality, but that’s really not the same thing at all.  Yes, it’s a comic book, but it’s a comic book in a setting where the Greek gods actually do exist, so details like this matter a bit.

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Well, one way or the other, Dr. Cracker Jack decides to test some of the powered residue within the jar, but when he tries to, it explodes!  I hope they haven’t given this guy tenure!  The explosion wrecks the lab, but, of course, Clark is uninjured.  He rushes to help Professor Lang, but Lana spots him hefting a bookshelf off the quack.  At first she thinks this confirms her suspicions about him being Superboy, but seeing that he is holding the test tube and has traces of ambrosia on his face, she assumes that he ate the ambrosia, and thus gained the powers of the gods!  With no real choice, supposedly, the Boy of Steel fakes the discovery of new powers, like Hermes’ flight, as if he were a novice.

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In a purely rational and not at all wacky and bizarre response to this discovery, Lana’s first instinct is that Clark must show off to all of the bullies at school by going out for the track team.  She even makes a costume for him, for some reason.  This bit really makes no sense at all, in context.  I guess because he’s ‘super’ he needs a costume?  But he isn’t becoming a hero, just going out for sports.  Oookay, Lana.  Whatever you say.

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You’ll be the coolest kid in school…and you’ll wear a dorky costume while you do it!  It’s foolproof!

Well, “Super-Clark” (sigh) goes to the track field and shows off his strength and agility.  There is actually a great opportunity for some characterization here, for Clark to revel in the ability to use his powers in public and to enjoy Lana’s attentions.  Yet, Dorfman almost completely ignores that angle to focus on gimmicky situations for Clark’s ‘new’ powers.  My favorite is definitely when Clark rescues a bathysphere that got in trouble….in Smallville…Kansas.  Sure!  Doesn’t your small farming town have bathyspheres on every street corner?

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superboy 173 0008Needless to say, Pa Kent is rather shocked when an excited crowd shows up yelling about how his son has superpowers, but the new Smallville Spectacle explains things, pointing out that he’s happy he can help his father with his store.  Apparently at this point, Pa Kent isn’t a farmer, instead owning a general store, which seems far less fitting, iconic, or archetypal for the character.  After another series of super feats, Clark starts to get tired of the constant requests for aid and begins to realize the benefits of a secret identity.

Later on, a young, super-bald Lex Luthor comes back to town to get his revenge on the people who spurned him.  He is thrilled when he sees the townspeople tearing down their Superboy statue, but he becomes less excited when he sees them replace it with a statue of (sigh) Super Clark.  Man, Smallville residents are more fickle than Atlanteans!  Lex is more constant, at least in his hatred, and using a new invention, a “power nullifer” which does just what the name implies, he shoots Superboy out of the sky once the young hero is back in costume.

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The Boy of Steel crashes in a swamp and finds his powers gone.  He rushes to the nearby ruined lab of Professor Lang, hoping to find some ambrosia on the off chance it will really give him powers.  He finds the a note that was in the jar with the ambrosia and, conveniently, can read ancient Greek, which, you know, anybody can just pick up.  He eats the note, hoping it absorbed some of the food of the gods and finds himself actually possessing the powers of the gods.

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Using the Zeus’s shape-shifting power and thunderbolts, the ‘Phantom Vision” of Hades, and flight of Hermes, he manages to defeat Luthor’s various gadgets and drive off his former-friend-turned-foe.  The story ends with the godly powers fading and Superboy’s own powers returning.  When he tells Lana that his career as ‘Super Clark’ is over, she doesn’t exactly take the news gracefully.

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superboy 173 0022Well, this story wasn’t terrible, but it wasn’t exactly fantastic either.  Dorfman wastes the chance to do some actual character work with Clark, botches his mythology, and throws in plenty of goofiness as well.  The yarn is entertaining enough, and the section where Superboy gains the godly powers is an interesting change of pace.  Yet, that is over in two pages, so we don’t really get a lot of opportunity to see the difference between those and his usual abilities.  This story has some potential to be neat, but it ends up being fairly forgettable.  I’ll give it 2.5 Minutemen, with the inexplicable ‘Super Clark’ costume costing it some points.

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“Trust Me or Kill Me!”


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Our Legion backup this month is once again the highlight of the book.  It’s a fairly conventional identity mystery, the likes of which the Legion writers seem to love, but there are some neat details to it.  The tale begins with the stalwart Cosmic Boy left alone in the Legion headquarters, as the rest of the team has gone off to get vaccinated against a new virus sweeping the planet, a vaccine he himself had received years ago.  That’s a reasonably decent excuse to get the rest of the team out of the way for this story, and in light of the recent vaccination madness here in the U.S., I can’t help but smile.

Well, Cosmic Boy’s sojourn is interrupted when, all of a sudden, his double in a mirror smashes through the glass and attacks him!  Each claims to be the original, and they find themselves evenly matched in combat, knowing each other’s moves.  We also learn that Cosmic Boy knows a martial art named Ku-Jui, which he learned on his homeworld, a fun little detail and bit of world-building.  They decide to call in help in order to figure out which of them is real, and they settle on Superboy, who they summon from the past.  The Boy of Steel speeds through the Time Barrier (such a wonderfully comic book-ish concept), and joins the duplicated duo in the future.

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Tuska really knocks the face-work on this story out of the park.

Once he arrives, he is confronted by a massive image of the Legion’s most deadly foe, Mordru!  The evil wizard informs the young Action Ace that this is all part of one of his schemes.  Mordru has created a duplicate of Cosmic Boy, and if the hero cannot discover him, the double will secretly destroy the Legionnaires one by one.  I know very little about this character, but I have to say, I like this little glimpse of him. George  Tuska does a great job of making Mordru’s image seem intimidating and ominous, while also giving him some good old fashioned villainous glee.  His plan is really quite devious.  It has the longshot possibility of destroying the Legion, but even if it fails, it promises to subject the team to terrible emotional strain as they face the possibility of destroying one of their friends in order to save themselves

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Superboy tries to solve the mystery by quizzing the two Cosmic Boys, but each of them is able to answer his questions about their history.  Realizing that the Legionnaires are on their way back , the Boy of Steel tries one last, desperate gambit.  He flies off and returns with two massive iron boulders, hurtling them at both claimants to the Cosmic Boy title, saying that the real master of magnetism will be able to stop his rock.

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Yet, when one of them fails to halt the hurtling stone, Superboy rushes to his rescue.  The stunned youth wonders why, since he failed, but Clark explains that the rocks were actually plastic, and he counted on the fake Legionnaire using magic to simulate Cosmic Boys powers, rather than duplicating the powers themselves.  Thus, they mystery is solved, and the story ends with Mordru swearing that the traditional vow of ‘this isn’t over’ and Superboy headed back to his own time.

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This little tale has a clever resolution in Superboy’s plan.  It’s a good way to solve the mystery, and it does make a certain amount of sense.  There isn’t a whole lot to it beyond that, but we get some nice background on Cosmic Boy, and he gets a standard ‘you have to kill us both, Spock’ moment, though it is immediately countered by Superboy.  Mordru’s very brief appearance is fun, and I look forward to seeing a full story with him as the villain.  George Tuska’s art is bright and cheerful, and he really succeeds in making the protagonists look youthful, something not all comic artists can really pull off.  His clean, expressive art is a nice fit for these characters.  I certainly wouldn’t mind seeing him stay on this feature.  I’ll give this little backup 3.5 Minutemen, as it makes for a fun read and has no real flaws other than its brevity.

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And once again, we find ourselves at the end of a post.  These stories present a widely varied whole, and they certainly illustrate how diverse an era we’re working with.  In just this pair of books, we go from the creepy horror story of a haunted killer to the goofy antics of a gimmick driven Superboy farce.  As silly as the latter story was, it’s an interesting and positive thing that both types of comic are being published by DC, a variety of tone and theme not seen after this era until very recently.

The Phantom Stranger tale is particularly notable for the overt use of horror elements and for the cold-blooded murder that actually happens on panel.  It represents a darker type of story, one that had mostly passed out of mainstream comics with the dawning of the Silver Age and the rise of the Comics Code.  The return of such storytelling marks the continuing shift across the genre to more mature and varied comics.  Well, I hope that y’all enjoyed this read, and that y’all will join me again soon for the next stop on our journey, Into the Bronze Age!  Until then, keep the Heroic Ideal alive!

 

 

 

Into the Bronze Age: February 1971 (Part 1)

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Here we are diving into February!  We’re definitely moving along pretty well this year.  I’ve managed to get a good routine of reading and writing down.  I consider it training for when I start writing my dissertation, and having just finished a conference paper, I think the practice may be doing me some good!  Anyway, this month we’ve got a promising line-up of books.  I wonder how they’ll stack up in the reading.  For today, we’ve got a double-dose of Super, and despite a real clunker, the net result is mostly positive!

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


This month in history:

  • Idi Amin ousts Milton Obote and appoints himself president (dictator) of Uganda
  • A series of house searches by the British Army in Catholic areas of Belfast, resulting in serious rioting and gun battles
  • OPEC mandates “total embargo” against any company that rejects 55 percent tax rate
  • National Guard mobilized to quell rioting in Wilmington NC
  • Apollo 14, 3rd US manned Moon expedition, lands near Fra Mauro, and Alan Shepard & Edward Mitchell (Apollo 14) walk on Moon for 4 hrs
  • South Vietnamese troops invade Laos
  • Richard Nixon installs secret taping system in White House
  • Algeria nationalizes 51 percent of French oil concessions
  • Many deaths in Ireland as the Troubles continue to escalate

Things are really getting bad in Ireland.  I’ve condensed a half dozen or so entries on the subject here.  Sadly, there’s no relief in the near future.  We also see the rise of OPEC, heralding all kinds of complications later on in the decade.  Notably, this is the month that Nixon started his notorious tape-recording operation.  We’re still three long years away from his impeachment.  I wonder if history will be repeating itself any time soon.  On a more positive note, man once more walked on the Moon this month.  That’s a bright point at any time.

This month’s number 1 was the Osmonds with the very cheerful “One Bad Apple.”  This song of encouragement in love despite disappointments and ‘bad apples,’ seems surprisingly fitting given the ugliness of this month in history.


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.


Action Comics #397


action_comics_397“The Secret of the Wheel-Chair Superman!”
Writer: Leo Dorfman
Penciler: Curt Swan
Inker: Murphy Anderson
Editors: E. Nelson Bridwell and Murray Boltinoff

“The Super-Captive of the Sea!”
Writer: Leo Dorfman
Penciler: Curt Swan
Inker: Murphy Anderson
Editors: E. Nelson Bridwell and Murray Boltinoff

Urg.  I suppose it will come as a surprise to pretty much no-one who read my coverage of the previous part of this story that I was dreading reading this issue.  It ended up being pretty much exactly what I expected, and not only did the cover story not fix the problems with the previous issue, it magnified them as well.  To his credit, Dorfman does attempt to address the obvious issues with Superman becoming a super-bum, but his efforts are woefully inadequate.

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Our story, such as it is, picks up right where the previous one left off.  As the not-so-Superman takes off in his wheelchair, pursued by a curious, gawking crowd, Jimmy Olsen notices the disturbance and sets out to discover what has brought his former friend to this extreme.  The Man of Tinfoil, after escaping from the lookey-loos with the aid of a cloud of steam created by his heat vision, returns to his squalid home.  There Jimmy finds him and finally gets the story of the former hero’s disappearance.  It’s a pretty lack-luster tale.

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What we don’t hear is the agonized screaming as the crowd is scalded by steam…

Apparently after a series of disappointing missions, his powers just began to fade away, one after another, leaving only his invulnerability and visions.  I don’t know about you, but I think I could find some way to use being invulnerable and being able to melt things with my eyes.  I’m just saying.  Anyway, the now hobbled Kryptonian was fired by Moran Edge for taking too many sick days….despite the fact that he’s still invulnerable.  I don’t think Dorfman quite thought that one out all the way.  For a while he tried to continue hero-ing with the aid of his superman robots, but they were eventually all destroyed, and Superman, not having any savings, was forced to live on the streets.  There’s some nonsense about him not wanting to mooch off of his friends because of his pride too.

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Of course, that’s silly six ways from Sunday, but we covered that last time.  Anyway, we also discover who the strange, plague-ridden people are who were sharing Superman’s hovel.  They are a doctor named Reynolds and his wife who were infected with a terrible disease while trying to cure it, and the super-bum has promised to care for them for the few weeks they have left to live so that they don’t risk infecting anyone else.  We’re supposed to see all of this as a sign of Superman’s continuing altruism, but that conflicts with his petty motivations for the rest of the story, which are revealed when Jimmy convinces his friend to visit a neurologist.

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The doctor elicits a more substantive account of the missions that preceded Superman’s power loss, and it turns out that in each case, the Man of Steel discovered he wasn’t needed because mankind had advanced technologically to the point where they could deal with any disaster.  Instead of being proud of his adopted race or in any way acting in accordance with his established characterization, this cause Superman to develop psychosomatic symptoms and imagine his power loss because he feels sorry for himself.  Despite being told its all in his head, the former Metropolis Marvel  can’t get out of his own way long enough to restore his powers, giving up after a whole five minutes of effort, really displaying that willpower and drive that made him such a great hero.

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What a hero!

Then, to cap things off, back home he gets distracted while heat vision drying his clothes and sets the building on fire.  He finally recovers his powers in time to pull the doctor and his wife out of the inferno, but they die anyway.  They die because of his carelessness, but we’re supposed to be okay with it because they only had a short amount of time left anyway.  Then, after burying his friends, Superman heads out into space to find a new world that needs him, not for their sake, but for his, because in this comic Lex Luthor was right all along.

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I don’t have much to say about this comic that I didn’t say last time.  It’s an example of terrible characterization, and Dorfman’s efforts to address the glaring problems with his portrayal just don’t hold up, especially because the entire conflict of the story is that Superman felt so bad for himself because human beings weren’t in mortal danger from natural disasters that he sank into a power-robbing depression.  That’s fairly awful.  I’ll give this, like the first issue, two Minutemen.  The story is so-so, but the characterization is what sinks it.

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“The Super-Captive of the Sea”


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Our backup for this issue is another ‘Untold Tale of the Fortress,’ which seems like a pretty decent setup for interesting stories.  This one stretches the the theme a bit, as we begin by discovering that Superman had two other Fortresses of Solitude, one in a meteor and one at the bottom of the Sea.  Now, I’m no Superman expert, but I was surprised to learn of their existence.  I was curious if these alternate Fortresses had some life beyond this book, and according to the Fortresses’ Wikipedia article, the undersea version was introduced way back in 1958!  Who knew?

Anyway, our untold tale begins with Superman re-opening that very undersea Fortress and using its monitoring equipment to watch for threats beneath the seas.  What’s this?  Has Superman decided that lording it over the whole air-breathing world isn’t enough and he he needs to horn in on Aquaman’s territory?  We don’t find out right away, as the Man of Steel rushes out to dispose of some barrels of radioactive waste that are caught in a fishing boat’s nets.  While rounding up the barrels, the Metropolis Marvel turned Marine Marvel (Aquaman is so going to sue him) accidentally leaves the sea and suddenly begins to suffer some strange ill effects.

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Swan draws some great underwater action.  I’d love to see him tackle an Aquaman tale!

We learn that a cloud of space pollution (sure) recently drifted into the Earth’s atmosphere, and it plays merry havoc with Superman’s sense of direction.  Water seems to block the effects, so he moves into his old Fortress while he waits for the cloud to dissipate.  Over the following days, the Man of Tomorrow has to get creative to deal with threats that aren’t in the sea, like using his heat vision from a distance to weld a bridge that is collapsing and creating a tidal wave to put out a forest fire.  At each adventure, he thinks he spots two shadowy figures leaving the scene, but when he investigates he finds only innocuous sea-life.  One wonders how he’s explaining Clark Kent’s sudden absence from the Daily Planet during these escapades.

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Eventually, Superman begins to get lonely, so he uses his powers to create a suit of lead-glass that should protect him from the cloud’s effects.  Come on, Supes; if you’re lonely, just visit Atlantis!  I’m sure Arthur and Mera would roll out the red carpet for you!  Well, just as the Submariner of Steel prepares to leave the ocean, he’s confronted by two strange aquatic aliens.  They catch him in a net that gives off red sun radiation and explain that they are the source of all of his problems.

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Apparently, they’re from a water planet which has observed Earth for some time, and they decided that they just had to have a Superman of their own, so they devised these tests to see how he would operate on a oceanic world.  I’m reminded of the opening lines of H.G. Wells’ War of the Worlds:

[T]his world was being watched keenly and closely by intelligences greater than man’s and yet as mortal as his own; that as men busied themselves about their various concerns they were scrutinised and studied, perhaps almost as narrowly as a man with a microscope might scrutinise the transient creatures that swarm and multiply in a drop of water.  […] Yet across the gulf of space, minds that are to our minds as ours are to those of the beasts that perish, intellects vast and cool and unsympathetic, regarded this earth with envious eyes, and slowly and surely drew their plans against us.

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Literary associations aside, Superman’s not about to stand for being carted off to some other world without so much as a ‘how-do-you-do,’ and he’s got a clever plan.  The invaders tell him that they were the sea creatures he kept seeing, as they have the power to change shape, so the Man of Steel says he doesn’t believe them and challenges one of the aliens to turn into a seahorse.  When the aquatic alien obliges, the Man of Tomorrow goads him into coming close ‘so he can see clearly,’ and the seahorse/creature swims into the net.  Once he’s inside, Superman bets him that he can’t turn into a whale, and the dim-witted alien (Okay, so maybe the ‘intelligences greater than man’s’ bit doesn’t fit so well after all) cheerfully shows off, snapping the net and freeing the Kryptonian.  Superman quickly freezes the pair and, donning his suit, hurls them through space towards their homeworld and disposes of the cloud.  Yeah, I’m sure that will work great and they won’t die horribly in the vast and frozen void of space.

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This is a fun little story.  It’s very much a Silver Age plot, but it’s handled well enough that the silliness of the concept isn’t too much.  The aliens are pretty cool looking, very fitting for aquatic extraterrestrials.  I quite enjoyed Superman’s plan for defeating them.  It’s straight out of a fairy tale.  It’s the kids tricking the witch into the oven or the like, and I found it charming, a pleasant expression of the character’s cleverness.  My only real problem with the story is its wasted potential.  What a perfect opportunity to have Aquaman guest star!  I’ll bet the Sea King was relieved when Superman went home and stopped stealing his thunder.  Other than that, this enjoyable backup is just fine.  I’ll give it 3.5 Minutemen.

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Adventure Comics #402


Adventure_Comics_402“Love Conquers All-Even Supergirl”
Writer: Mike Sekowsky
Penciler: Mike Sekowsky
Inker: Jack Abel
Letterer: John Costanza
Editor: Mike Sekowsky

“Rat-Race”
Writer: Mike Sekowsky
Penciler: Mike Sekowsky
Inker: Tony DeZuniga
Letterer: John Costanza
Editor: Mike Sekowsky

This offbeat issue of Adventure provides us with an interesting angle, a superhero falling for an old, old scam.  The villains of this piece employ a honey trap, a scam wherein a grifter/spy/general-ne’er-do-well seduces a mark in order to get something out of them.  It’s a new one on me to see this done with a superheroine, at least outside of a specific espionage-esq setting.

The villains in question here are a new femme fatale named Starfire (no, not the famous one) and her conman minion, a Brit named Derek.  Starfire has a neat look, with a distinctive star-burst eyepatch, but we don’t learn too much about her.  Apparently she’s got aspirations to world domination, but with an unusual twist.  She plans to put a female hegemony in place, with her at its head, of course.  That’s a pretty neat take on an old refrain, and it definitely has potential for an antagonist of Supergirl.  Well, this unknown megalomaniac with delusions of grandeur has an ace up her sleeve.  Her scientist henchman has been developing a pill that removes superpowers…all superpowers…which seems a bit of a stretch.  One pill that counters everything, power rings, genetic mutations, alien DNA?  That’s…convenient.  For some reason, Starfire has pegged Supergirl as her first victim, so she’s hired honey trap expert Derrek to seduce the young heroine and slip her the pill.

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What the devil is going on with his hair in the second panel?

The ‘young man,’ who in Sekowsky’s lackluster art looks to be in his late 30s, has to get his introductions the hard way, so Starfire arranges a fake mugging for the grifter in Supergirl’s home town.  It works like a charm, unfortunately for the make-believe muggers, who get a real beating.  They also yell out their plans to one another, which is probably not a fantastic idea when dealing with someone who has super hearing, but luckily for them, the Maid of Might seems to not be paying attention.  When the heroine goes to check on Derrek, he surprises her with a kiss in thanks and turns on that British charm.

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“I THINK SHE’S FALLING FOR OUR SECRET PLAN, GUYS!  JUST BE COOL!”

The next day, Linda Danvers finds Derrek in one of her classes at Stanhope College, and she finds herself thinking about him.  Later, she finds a sign a note on the campus bulletin board from the conman, begging Supergirl to meet him that night.  The Girl of Steel reluctantly agrees, even though she knows she can’t get involved with a mere mortal.

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She meets Derrek, dressed in a formal version of her costume, which is a fun little touch, and they have a night on the town, where he works his magic.  Still, Supergirl is made of sterner stuff, so she tells him that they can’t be together, and after one last kiss, agrees to meet him the next day for a farewell picnic.

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What…is going on with that car’s back end?  It’s apparently floating several feet off of the ground!

On that day, Derrek slips the anti-powers pill into her cup, completing his mission.  Meanwhile, Starfire’s flunkies have staged a robbery to put the drug to the test, and when Supergirl intervenes, she finds her powers rapidly waning!  She dodge gunfire for a moment but suddenly crumples to the ground.  When the grifter checks her, he declares to his confederates that Supergirl is dead!  Dun-dun-DUN!  That’s a good cliffhanger to end on.  It’s hard to get much more serious than ‘the book’s star is dead!’

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So, this month Supergirl became a romance comic.  This story was an interesting departure, and there is actually a little bit of good character work here.  That’s the part of the tale that I found most enjoyable.  It’s reasonable that Supergirl might fall for a charming rascal who said and did all the right things.  After all, she’s still just a girl, young and inexperienced with romance.  I know I was pretty darn stupid at that age and got into all kinds of romantic troubles before I meet my wife.  It’s a plot that actually takes some advantage of Supergirl’s age and setting, which is a pleasant change of pace.

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The whole thing moves a bit too quickly to make the betrayal have the punch that it could have, and the anti-power pill is a bit of a silly gimmick.  Yet, the biggest weakness with this story is the art.  Sekowsky’s usually uneven pencils are absolutely abominable in this story, and there are several pages that are just plain ugly.  The creativity and inventiveness that marked Manhunter don’t have much opportunity to shine here, and his figure-work and perspective are all kinds of wonky.  The final effect is a solid if unattractive story of an unusual type.  I’ll give it 3 Minutemen.  Amor vincit omnia!

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And since I’m not covering the very short-lived backup feature in Adventure (I believe this is its last month), that will do it for this post.  I hope you enjoyed my musings and will join me again soon for another leg of my journey Into the Bronze Age!  Until then, keep the heroic ideal alive!