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Comics for 6 April 2011

AARON AND AHMED HC (MR)

ABYSS FAMILY ISSUES #2 (OF 4)

ALEX TOTH ADVENTURES JON FURY IN JAPAN SPECIAL

AMAZING SPIDER-MAN ANNUAL #38 

ANNIHILATORS #2 (OF 4) 

ARCHIE BEST OF DAN DECARLO HC VOL 02 

AVENGERS CHILDRENS CRUSADE #5 (OF 9)

AVENGERS THOR CAPTAIN AMERICA OFF INDEX MU #12  

AXE COP BAD GUY EARTH #2 (OF 3)  

 

BATMAN BEYOND #4     

BETTY #191

BLUE ESTATE #1 (MR) 

BOYS #53 (MR) 

BOYS TP VOL 08 HIGHLAND LADDIE

BPRD DEAD REMEMBERED #1 (OF 3)

BRIGHTEST DAY #23  

BRING THE THUNDER #4 

BUT I CANT DO ANYTHING ELSE ART OF ROB SCHRAB

 

CAPTAIN AMERICA HAIL HYDRA #4 (OF 5)     

CARNAGE #3 (OF 5) 2ND PTG

CHAOS WAR TP     

CHARISMAGIC #1

CHEW #18 (MR)

CHIP N DALE RESCUE RANGERS #5

CONAN LEGACY FRAZETTA COVER #7 (OF 8) 

 

DAOMU #3 (MR)

DC BLACKEST NIGHT FIG COLL MAG #2 ATROCITUS

DC SUPERHERO FIG COLL MAG #76 BIG BARDA

DC UNIVERSE ONLINE LEGENDS #5 

DC UNIVERSE ONLINE STATUE GREEN ARROW 

DCU JUSTICE LEAGUE UNLIMITED AF ASST

DEADPOOL FAMILY #1 

DOCTOR WHO CLASSICS SERIES 4 #3 SEVENTH DOCTOR

DOCTOR WHO TARDIS VECTOR GRAPHICS NAVY T/S

DOOM PATROL #21   

DUNGEONS AND DRAGONS #5 

 

EMMA #2 (OF 5)

 

FABLES TP VOL 15 ROSE RED (MR) 

FALLEN ANGEL RETURN OF THE SON #3 (OF 4) 

FANTASTIC FOUR BY JONATHAN HICKMAN TP VOL 03 

FARSCAPE UNCHARTED TALES TP V3 DARGOS QUEST

FEAR ITSELF #1 (OF 7)

FEAR ITSELF HOME FRONT #1 (OF 7) FEAR

FEAR ITSELF SPOTLIGHT FEAR

FIREBREATHER HOLMGANG #2 (OF 4)

FIRST WAVE SPECIAL #1 

FREEDOM FIGHTERS #8 

 

GI JOE TALES FROM THE COBRA WARS TP 

GLAMOURPUSS #18 

GREEN HORNET AFTERMATH #1 

GREEN WAKE #1 (OF 5) (MR)

GRIMM FAIRY TALES TP VOL 09

 

HERC #1   

HEROES FOR HIRE #5

HOUSE OF MYSTERY #36 (MR)  

 

INFESTATION #2 (OF 2) 

INTREPIDS #2 (MR)     

IRON SIEGE #3 (OF 3) 

IRREDEEMABLE #24     

IZOMBIE #12 (MR) 

 

JIM BUTCHER DRESDEN FILES FOOL MOON #1 

JLA 80 PAGE GIANT 2011 #1 

JONAH HEX #66  

JSA ALL STARS #17

JURASSIC PARK DEVILS IN THE DESERT #4 (OF 4)

 

LET ME IN CROSSROADS #4 (OF 4)

LOVE AND CAPES EVER AFTER #3 

 

MADMAN NEW GIANT SIZE SUPER GINCHY SPEC ONE

MARVEL SUPER STARS MAGAZINE #2     

MARVEL ZOMBIES 5 TP

MARVEL ZOMBIES SUPREME #3 (OF 5)   

MEMOIR #3 (OF 6) 

MGM MIDNIGHT MOVIES IT THE TERROR & MOTEL HELL

MMW ATLAS ERA STRANGE TALES HC VOL 04    

MORE TALES OF ZORRO SC (RES)  

 

NONPLAYER #1 (OF 6) (MR)   

 

ORC STAIN #6 (MR)

OUR ARMY AT WAR TP   

OZMA OF OZ #5 (OF 8)

 

RAISE THE DEAD II #4 

RED BETTER RED THAN DEAD TP  

ROUGH JUSTICE DC COMIC SKETCHBOOK ROSS & KIDD

ROYAL HISTORIAN OF OZ #4 (OF 5) 

 

SCOOBY DOO WHERE ARE YOU #8  

SECRET SIX #32 

SKAAR KING OF SAVAGE LAND #1 (OF 5) 

SOLOMON KANE RED SHADOWS #1 (OF 4)

SPIDER-MAN POWER COMES RESPONSIBILITY #1 (OF 7)  

STAR TREK KHAN RULING IN HELL TP 

SUPERMAN BATMAN ANNUAL #5 (DOOMSDAY) 

SWEET TOOTH #20 (MR)       

 

TECHNOPRIESTS TP VOL 03 PERFECT GAME (MR)

THUNDERBOLTS FROM MARVEL VAULT #1 

TIME MASTERS VANISHING POINT TP  

TRANSFORMERS SECTOR 7 TP     

 

ULTIMATE COMICS CAPTAIN AMERICA #4 (OF 4)

UNCANNY X-MEN #534 POINT ONE  

UNCLE SCROOGE #402

USAGI YOJIMBO #136

 

VANGUARD FRAZETTA CLASSICS SC V1 JOHNNY COMET

VERTIGO RESURRECTED HELLBLAZER BAD BLOOD #1

 

WALKING DEAD WEEKLY #14 (MR)

WEIRD WORLD OF JACK STAFF #6

WEIRD WORLDS #4 (OF 6) 

WHO IS JAKE ELLIS #3

WITCHFINDER LOST & GONE FOREVER #3 (OF 5)

WOLVERINE BEST THERE IS #5  

WOLVERINE HERCULES MYTHS MONSTERS & #2

 

YESTERDAYS TOMORROWS TP VOL 01 

 

ZOMBIES VS ROBOTS AVENTURE TP

 

copied from the list posted on Facebook by Comics & Collectibles, Memphis

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12134027688?profile=originalThe cover of Metal Men # 33 (Aug.-Sep., 1968) announced the New Metal Men.

 

And as savvy DC fans of the Silver Age understood, “New” was not a good thing.

 

As most of you know, I use the year 1968 to demark the end of the Silver Age.  For a variety of reasons resulting from behind-the-scenes events too detailed to go into now.  But the tinkering was clear.  Artists with long tenures on the same series were being removed or switched around.  The same thing with writers, except, in those pre-credits days, those changes weren’t as apparent.  Suddenly, the heroes weren’t losing sleep over what nefarious schemes their arch-enemies were planning; now, there was more and more “screen time” given to pollution, race relations, evil big business, and social schisms.  You know, the kind of stuff we were facing in the real world.

 

12134121096?profile=originalBottom line:  by 1968, the stories in Silver-Age comics didn’t feel like Silver-Age stories anymore.  It was a visceral reaction more than anything else.

 

And whenever the adjective “New” appeared in the title of a series, that was a big, honkin’ red flag, informing the readers that the old premise was being given the heave-ho, and a “daringly different” approach being launched.  Readers had learnt not to trust a “New” title.  The New Blackhawk Era had been an embarrassment, while the New Teen Titans were just a bunch of boring kids in grey jumpsuits.  So far, “new” had not been a good thing, and as far as the Metal Men were concerned, it wasn't about to get any better.

 

 

 

 

Loyal Metal Men fans knew something was in the wind when the long-running Metal Men art team of Andru and Esposito, who had been with the series since its inception, was replaced; first for two issues by Gil Kane, then in issue # 32 (Jun.-Jul., 1968), by Mike Sekowsky.

That first Sekwosky-drawn Metal Men tale---“The ‘Metal Woman Blues!’”---didn’t deviate from the fan-tested, fan-approved formula for Doc Magnus and his metal crew.  The hardest thing about issue # 32 to swallow was Sekowsky’s rendition of the robots.  Andru and Esposito’s Metal Men may have been stiff, but they were reasonably proportioned.  Sekowsky’s version, on the other hand, showed plenty of oversized heads and undersized hands and feet; and his composition, which had been put to good effect over in Justice League of America, was chaotic and awkward in Metal Men.

 

12134121500?profile=originalThen, in the next issue, came the New Metal Men.  Actually, the New, Hunted Metal Men.  That’s when it really hit the fan.

 

As part of the general editor/writer/artist shuffles of 1968, Jack Miller had been assigned to replace Robert Kanigher as the editor of Metal Men.  Kanigher did, though, stay on as the writer of the series.  So I’m guessing that it was Miller who ordered the radical change in format.

 

Somebody has to take the blame.

 

The opening pages of “Recipe to Kill a Robot” shows the Metal Men on the run from the police, who aren’t messing around.  They’re conducting a dogged search for the robots and carrying sub-machine guns and grenades, while their radios blare out the order, “Shoot to kill!”  Showing surprisingly little of the resourcefulness they had brought to bear in some thirty-odd stories previous, the Metal Men hot-foot it to an alleyway, hiding in the shadows while police units scan the streets for them.

 

As the Metal Men cower like a half-dozen rabbits (for Nameless is no longer with them; she’ll not be seen again in the title, nor will her disappearance be explained for decades), a gigantic alien fly-creature appears and makes short work of the police, despite their heavy armament.  In the confusion, the Metal Men are rescued by a U.S. Army officer in fatigues, whom the readers learn---thanks to some awkward expositional dialogue---is Colonel David Magnus, heretofore-unmentioned brother to Doctor William Magnus.

 

Colonel Magnus transports the Metal Men to a hidden sub-sub-basement in Army Special Services Headquarters and deactivates the robots with a special remote-control wrist watch given to the colonel by his brother.

 

12134124281?profile=originalCut to the flashback:  a mere forty-eight hours earlier, Colonel Magnus had been witness as Doc Magnus submitted the Metal Men to an experimental process at his laboratory complex.

 

“I’ve given them new responsometers to make them react more like robots!” Doc explained.  “This special electrical current CX will super-charge them to a degree they’ve never before experienced!”

 

However, a loose connexion caused a power surge and Doc absorbed the brunt of the electrical feedback, lapsing into a coma.  As the Metal Men rushed to their stricken creator, an alarm reported an out-of-control fire at a chemical plant, threatening to turn the city into an inferno.  Colonel Magnus ordered the robots to deal with the fire.


Unfortunately, the Metal Men discovered that they could not control their increased powers, which seemed primarily to be a newfound super-strength.  Their actions worsened the fire, instead of extinguishing it.  Driven off by the firemen, the robots then attempted to halt some fleeing bank robbers, only to wind up injuring the police officers in pursuit.  The rest of their day went pretty much like that, and in no time, the public railed against the robots like torch-bearing villagers assailing Castle Frankenstein, and the robots fled for their existences, as we saw on page one. 

 

End of flashback.

 

 

 

 

The Metal Men remain dormant for several hours, until re-animated by Colonel Magnus.  He alerts them that the city is being laid to waste by a horde of gigantic fly creatures like the one that appeared earlier.  The situation is so desperate that the authorities are willing to take the risk of sending the out-of-control robots against the alien monsters. 

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The Metal Men manage to hold it together long enough to soundly destroy the giant fly-creatures.  But is the city grateful?  Nooooooooooooooo!!!  No sooner are the aliens and their ship so many piles of smouldering dust, then the cops turn their guns on the Metal Men and start blasting away, sending them scurrying, again.

 
That sets the pattern for the next couple of issues.  Despite Colonel Magnus’ efforts to restore the Metal Men’s good name by sending them into action against threats too terrible for humans to combat, the robots generally make a botch of it and the pissed-off public cries for their heads.  Finally, the Metal Men take it on the lam, leaving Colonel Magnus and the still-comatose Doc behind.

 

In short order, the fugitive robots wind up fighting off the invasion of a super-being exiled from the planet Astra Maxima, a creature who for no reason---other than the script demanded it---had fallen in love with the "female" Metal Man, Tina.  This is followed up by an adventure involving---I kid you not---“cruel clowns from outer space”.

 

 

 

 

Long-time readers didn’t know what to think.  The series had undergone a complete turnabout, from its original theme of the offbeat adventures of a scientist and his “pet” robots---to one of grim, angst-filled moodiness. 

 

Gradually, the Metal Men come to resent humans and bitterly wonder if they just shouldn’t wash their hands of the whole “super-hero” business and actually become the menaces people think they are.

 

12134126657?profile=originalIn Metal Men # 37 (Apr.-May, 1969), the antagonism between man and machine comes to a head.  The authorities finally capture the Metal Men and sentence them to immediate destruction in a junkyard compactor. Submitting to their “executions”, the Metal Men are amazed to find, somewhat later, that they are still alive.

 

Their rescuer calls himself Mister Conan, and through his machinations, the robots escaped destruction in the compactor, though the public doesn’t know that.

 

Conan explains his motivations:  “The authorities were convinced you had outlived your usefulness to humanity---and I confess that I agree!  With the whole of the civilized world against you, it was becoming impossible for you to function!  But I know Doctor Magnus---know his genius!  I am certain the Metal Men can still serve!

 

“I can place you in positions where you can make full use of your powers!  I am a billionaire . . . but contrary to the usual image of a rich man as selfish, I am deeply concerned with man’s fate.  I own much of the world’s goods . . . I operate everything from atomic reactors to tattoo parlors in every sector of the globe . . . and everywhere I see chaos . . . worthy institutions and governments breaking down.  Recently I decided to use my wealth to combat that chaos . . . I formed a worldwide organization dedicated to erasing those forces which theaten all that is best in humanity . . . .”

 

 

 

 

Conan asks the Metal Men to join his organisation, and he must have been quite the motivational speaker, because they agree readily, forgetting all of their rising resentments against humans.

 

12134128285?profile=originalIn order to prevent the public from learning that the Metal Men still live and hunting them down again, Mr. Conan calls in a scientist, Dr. Peter Pygmalion, to fashion human secret identities for the robots.  Leading a team of experts in metallurgy, electronics, cybernetics, and bionics, Dr. Pygmalion remoulds the robots into forms resembling human beings, and Mr. Conan's wealth and influence establish human identities for them.

Gold, becomes financier "Guy Gilden"; Iron, construction man "Jon 'Iron' Mann"; Mercury, the temperamental artist "Mercurio".  Lead and Tin become folk singers "Leadby Hand" and "Tinker".  And the platinum female Metal Man, Tina?  Well, of course, she is now fashion model "Tina Platt".

Falling by the wayside was the sub-plot of the Metal Men struggling to control their super-energised powers.  That was probably for the best.  However, not for the best, was the fact that the trademark personalities which the Metal Men had always displayed---Mercury's hot-headedness and arrogance, Lead's slow-wittedness, Tin's stammering shyness---were also jettisoned. Personality-wise, the new Metal Men were as indistinguishable as the old 1950's Blackhawks had been.

The premise now was that the disguised robots had to operate in secret lest it become known that the Metal Men still existed.  

This development, and the notion of giving the Metal Men human appearances, destroyed the most inviting aspect of the series. One of its strengths had always been that, in action, the Metal Men provided remarkable visuals for the reader---Gold stretching into lengths of micrometre-thin wire; Mercury turning into globs of fluid; Iron and Lead changing into massive walls or constructions.  Even at repose, they had been striking in terms of colour---gold, red, blue, grey, silver, white.

By making them human in appearance and minimising the use of their transformation skills to an occasional finger turned into a key or a hand converted into a mallet, the visual impact of the series was removed.

 

In short, editor Miller and writer Kanigher had removed everything which made the Metal Men distinctive.  DC had the market on human-looking characters with the standard super-hero personalities.  It scarcely needed another example.

 

The next two issues presented the New Metal Men's first missions undertaken on behalf of Mr. Conan.  The first was a tale of witches and covens, and would have been more at home in the pages of The Phantom Stranger.  The second involved a hunchback and murder on a movie set.  Batman would have handled it with more aplomb.  So little of the Metal Men's robotic abilities were seen that they might as well have really been ordinary humans.  Not surprisingly, neither story inspired much reader interest. 

 

12134129264?profile=original 

 

DC had bled all of the fun out of the Metal Men, and sales tumbled toward the basement.

 

As the series was winding down toward cancellation, Miller tried one last trick to save it.  In issue # 40 (Oct.-Nov., 1969), the Metal Men learn that Doc Magnus had been kidnapped from his hospital bed by operatives of a foreign dictator, Karnak, and subjected to a brain operation.  The operation releases Doc from his coma, but turns him evil.  This issue and the next---the last of the series---shows the Metal Men attempting to recapture Doc, who in turn, does his damndest to destroy them.  Thus was erased the last remnant of what had made the old Metal Men so enjoyable---the obvious loyalty and affection the robots and their creator had for each other.

The title was cancelled before any resolution was made to the situation.  Sometime later, a story appearing in The Brave and the Bold # 103 (Sep.-Oct., 1972) explained why the Metal Men returned to their original appearances.  And when the series was revived in the mid-1970's, all of the plot points involving Doc’s brainwashing were tied up and Magnus was cured, putting him and his Metal Men back at their old stand.

 

Until the post-Crisis era screwed it all up, again.

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Over at my website, Comics on the Brain, I take a look at 15 of my favorite cartoon title sequences. Now I'll be the first to admit that my list is just for me. It isn't the "Best Ever" or "World's Greatest" cartoon opening titles. They're just mine, as shaped by my own experience. 12134118863?profile=original

(And boy do I get aggravated by VH1's multi-part specials about the 100 greatest this and thats. They aren't the greatest. They're just the greatest according to the people they asked!)

But back to my favorites list. I grew up in the 1970s and 1980s, so my favorites are exclusively from that era. For one thing, you can bet there's some superheroes and others that I wish were turned into comics.

What are yours? Tell me in the comments here or at my own site.

Read my article "Top 10 Cartoon Title Sequences," and then let me know!

Want a couple of favorites to tide you over until your browser loads? Then try these:

 

Check out "The Visionaries," which comes in at No. 10 on my list. It was produced by Hasbro and Sunbow, a company largely affiliated with Marvel Comics.

 

Coming in at my No. 6 slot is "Galaxy High," a cartoon that is fondly remembered by me -- and has an international cult status -- despite only lasting 13 episodes!

As for the rest, well, just check out Comics on the Brain!

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12134027688?profile=originalMr. Silver Age's recent re-posting of his article of the New Metal Men reminded me that, back in June of 2007, I ran two consecutive Deck Log entries on Doc Magnus' merry robot band.  Since you can never have too much perspective on events from past comics eras---especially the "What were they thinking? ones---I decided to bump up those two entries from the normal order of my archive posts and run them back to back, again.

 

This one covers the . . . ahem . . . elements of the classic Metal Men series, to give those of you who came in late a better idea of what got tossed out when DC decided to revamp the series. The second entry, which I'll post in a day or so, examines the folly that was the New Metal Men.  Between Mr. S.A.'s review and my own, you'll know all you'll ever want to about it.  We've spared you the pain and suffering of reading those issues yourselves.  Call it a public service.

 

Here at the Captain Comics site, you get two heaping helpings of Silver-Age discussion for the price of one!

 

 

 

 

12134108687?profile=originalThe story has it that, one Friday afternoon in 1961, DC exec Irwin Donenfeld approached editor Robert Kanigher and told him that, as of yet, no script or art had been produced for the next issue of Showcase---number 37.  This was a problem, you see, because Showcase # 37 was due at the printers in two weeks.  Donenfeld asked Kanigher if he could whip something up in time to meet the deadline.

 

Kanigher went home, and over the week-end, came up with the concept of the Metal Men and wrote the story.  Monday morning he turned the script over to the workhorses of his stable, Ross Andru and Mike Esposito.  Andru and Esposito had a reputation for being fast, and they proved it, returning the finished product to Kanigher in plenty of time to meet the printing date.  To be sure, that first Metal Men tale was no Kingdom Come.  In fact, as far as Kanigher expected, it would be the only Metal Men story---just a throwaway script to fill twenty-six pages in a crisis.

 

The basic premise was a staple of science fiction, with a bit of a twist.  Doctor William Magnus, a brilliant innovator in the fields of metallurgy and robotics, had created a band of robots.  However, these were not the generic Robby-the-Robot brand of mechanical men.  Applying his knowledge of metals, “Doc” Magnus had created visually distinctive robots, each possessing the physical properties of the base metal of its construction.

 

Gold was extremely malleable, capable of stretching into a thin wire miles long or flattening to a sheet four-millionths of an inch in thickness.

 

Lead could turn himself into a variety of shields, useful for protection from radioactivity and other forms of radiation.

 

Iron was the “strongman”, who could configure himself into any manner of constructs capable of withstanding tremendous stresses and deliver an impressive punch of his own.

 

Mercury, like the metal from which he was fashioned, could liquefy at room temperature.

 

Tin could form himself into cutting edges and protective surfaces, both lightweight and durable.

 

Platimum, also known as Tina, was the “female” Metal Man, ductile and capable of conducting electricity.

 

12134110067?profile=originalBut as distinctive as their respective abilities were, what really made the Metal Men stand out were their individual personalities.  More than mere programmed machines, they were capable of independent thought---this was the real genius in Doc Magnus’ creations.  As a result of their sentience, each robot developed a personality, also reflective of the metal of his construction.

 

Gold was noble, intelligent, and analytical, essentially the standard “super-hero” type.  Lead was a bit slow-witted, but dependable.  Iron, much like the strength of his metal, was quiet and resolute, letting his great sturdiness speak for itself.

 

Mercury was a hot-head, confrontational and egotistical; his opposite, Tin, was humble, eager to please.

 

And Tina was in a class by herself.  She refused to accept that she was a robot and, in a knock-off from Pygmalion, she carried a torch for her creator.

 

Tina was, technically, the first Metal Man, created by Magnus as a research project, to see how lifelike a robot could be fashioned.  Doc is ready to move on to other projects when the events of “The Flaming Doom”, from Showcase # 37 (Mar.-Apr., 1962), intervene.  A giant, winged, prehistoric creature is released from its glacial tomb and it works its way southward to North America.  Having absorbed a tremendous amount of radioactivity during its long slumber, the creature is capable of discharging blasts of heat and cold, and is terrorising the cities in its path.

 

Colonel Henry Caspar, of Military Intelligence, decides that the best man to create a weapon that will destroy the monster is Doc Magnus.  He seeks out Doc at his laboratory complex and pleads his case.  Doc agrees to help, and to battle the winged menace, builds the other five Metal Men.

 

Led by Doc, the Metal Men engage the giant radioactive creature in a pitched combat that showcases both the robots’ individual properties and their characterisations.  Ultimately, the monster is defeated, but the cost of victory is terrible, as the Metal Men are destroyed, one after the other, leaving Doc and Colonel Caspar to remember their sacrifice for humanity.

 

Since it was to be a simple, one-shot filler, Robert Kanigher had wanted to conclude it with a tragic ending that would leave an impact on the readers.  Unknowingly, though, Kanigher had painted himself into a corner.  Sales of Showcase # 37 soared.  Fans loved the idea of sentient, emotion-laden robots.

 

Bring ‘em back, ordered Donenfeld.

 

12134111052?profile=originalSo Kanigher did.  In “The Nightmare Menace”, appearing in Showcase # 38 (May-Jun., 1962), the public demands to meet the Metal Men and reward them for defeating the winged creature.  With the originals destroyed, Doc Mangus opts to simply build a new set of Metal Men.  Yet, even though he uses the same process and technology, the second version of his six robots lack the independence and the spark of personality that the originals possessed.

 

At the awards ceremony, a gigantic robot calling itself the Nightmare Menace strikes, and it becomes painfully evident that the quality of the Metal Men, Mark II, does not match that of the prototypes.  Unable to think for themselves, the new robots have to be directed by Doc in every tactic.  This causes the second versions to respond too slowly and to work at cross-purposes.  In the confusion, the Nightmare Menace easily escapes.

 

Doc realises that he has to restore the original Metal Men.  He returns to the site where they fell, collects the remnants of their shattered forms, and brings them back to his complex.  After destroying the inferior second set of Metal Men in the smelter, Doc turns to rebuilding the originals.  Attempting to recreate the exact conditions that existed when he first built them, the scientist discovers that, during the original construction, there was “intense Aurora Borealis activity”.  He surmises that this was the “X factor” which affected the mechanisms of the original Metal Men and gave them their human-like qualities.

 

Doc succeeds, and the old Metal Men are back in business, right down to Tin’s stammer.  In due time, they take on the Nightmare Menace, and while it is no stroll on the beach, the robots manage to defeat the threat without losing any of their own this time.

 

Nevertheless, this story establishes one of the recurring elements of the Metal Men mythos.  Throughout the rest of the Metal Men’s existence as DC characters, they are constantly crushed, melted, corroded, exploded, and demolished---only to be resurrected at the hands of Doc Magnus’ scientific genius.  This rapidly becomes one of the charms of the series.

 

“The Nightmare Menace”, too, proved to be a hit with the readers.  Two more Metal Men adventures were cranked out for Showcase # 39 and 40.  Then, the robot band graduated to its own series.

 

12134112295?profile=original12134114055?profile=original“Rain of the Missile Men”, from Metal Men # 1 (Apr.-May, 1963), established another item of significance in the Metal Men mythos.  For the first time, the fans discover that the crucial factor in the existence of the Metal Men is Doc’s invention of the responsometer.  This device is the core element that powers his robots and enables them to transform their bodies into various shapes.  According to this story, it is also responsible for their sentience and unique personalities.  It was not stated so, but presumably, it was their responsometers that were affected by the intense Aurora Borealis radiation.  It’s best not to dwell on that too much, since future tales would see Doc inventing yet other robots which would also prove to be able to think and feel for themselves with nary an outside explanation for that.

 

Outside of the pseudo-science involved with the responsometer and “Aurora Borealis radiation”, the series was remarkably accurate with scientific fact and relied heavily on it.  Fans were constantly being informed of the properties of the various metals that composed the Metal Men.  We were told their boiling points, stress points, how thin Gold could flatten himself, how far Tina could stretch, how cold it had to be for Mercury to freeze solid, what tin pest was and how Tin could convert to it.

 

This was especially true in the early days.  Readers were shown that Lead could not expand his body as much as the others unless Iron were to apply enough friction to his leaden form, melting it just enough for Lead to shape himself into a large wall or dome.  If Iron had to operate on or near water, Tin would cover his form to prevent the iron robot from rusting.  Virtually any issue of Metal Men was a lesson in basic physics.

 

Yet, it never seemed like school because the Metal Men adventures were so much off-the-wall fun.

 

Much of it came from the interaction of the Metal Men themselves.  The series had no supporting characters.  Occasionally, someone we had seen before would pop up, and there were regular villains.  Colonel Caspar appeared in the first half-dozen tales, then was dropped.  (He came back when the Metal Men series was revived in the ‘70’s, having been promoted to general.)  But outside of that, Doc and the robots carried the drama.

 

As a team, the Metal Men were nothing like DC readers had ever seen.  While the Justice League and the Blackhawks and the Challengers were always slapping each other on the back and smiling, the Metal Men were as likely to be 12134114296?profile=originalsquabbling.   The other robots would roll their eyes over Lead’s slowness or found Tin’s constant whining wearisome.  Mercury’s constant bragging and harping got on everybody’s nerves.  Tina mooned over Doc, who had to constantly remind her that he was human and she wasn’t.  Magnus was often tempted to just shove them all into the smelter and go back to designing mechanical rice-pickers or something.

 

In Metal Men # 13 (Apr.-May, 1965), another complication was added when Tin built his own robot from a mail-order do-it-yourself kit and one of Magnus’ spare responsometers.  She joined the metal band as “Nameless”, since DC opened up a contest to give her a name. But it never got around to picking any of the submissions.  Tin called her “Beautiful”, and they were ga-ga for each other like a couple of love-struck puppies.

 

Nice for Tin, but it made Mercury jealous and Tina resentful, because she couldn’t get to first base with Doc.  Lead was too dumb to care, Iron stood by stoically, and the noble Gold was above the whole thing.

 

It was like a ‘60’s version of the Ewing family.

 

But when it hit the fan, all the petty conflicts were forgotten, as the Metal Men and Doc would go into action as a tightly knit team.

 

Speaking of the menaces, not surprisingly, the Metal Men tended to tackle more than the usual super-hero’s share of robotic threats.  They ran up against robot Amazons (Metal Men # 3 and # 32), juggernaut robots (# 9), skyscraper robots (# 13), the robotic army B.O.L.T.S. (# 15 and # 20), termite robots (# 17), robot black-widow spiders (# 17), a robot dinosaur (# 18), and the giant egg-shaped robot Doctor Yes (# 20),

 

Then, there were evil variations on the Metal Men elemental theme.  The Metal Men squared off against Barium, Aluminum, Calcium, Zirconium, Sodium, and Plutonium (in Metal Men # 2); the Gas Gang---Oxygen, Helium, Chloroform, Carbon Monoxide, and Carbon Dioxide (in issues # 6 and # 10), and the Plastic Perils---Ethylene, Styrene, Silicone, Methacrylate, and Polyethylene (in # 21).

 

12134116289?profile=originalThat’s not to mention other groups of robots invented by Doc that would always, somehow, go haywire, such as an emergency replacement set of Metal Men (# 28), a back-up “second team” of Silver, Cobalt, Zinc, Osmium, Gallium, and Iridium (# 31), and “female” counterparts (# 32).

 

12134117077?profile=originalIt became formula.  The Metal Men would lose the first go-round with these counterpart collexions, then retreat to the Magnus complex, where Doc would offer some techno-babble.  Newly inspired, Gold, Iron, and the gang would then track down rogues and defeat them using with tricks based upon the scientific properties of the elements in the bad guys’ composition.

 

Kanigher realised that the steady diet of robots and counterparts was getting boring, so he changed gears.  That’s when the series took a plunge into the surreal.  More and more, the Metal Men dealt with invasions from outer space and missions to bizarre dimensions. They were shrunk by aliens and sold as toys.  They were stuck as candles on the giant birthday cake of a cannibal robot. Doc Magnus was changed into a mechanical man no less than three times, while the Metal Men themselves became human once.  The “fourth wall” was broken, as the Metal Men spoke directly to the readers, asking them to hurry up with their suggestions for a name for Nameless, or to remind the fans to watch Batman on television. 

 

Metal Men # 21 had the robots reading some of the actual mail sent to DC and worrying about how to respond to them throughout the entire story.  When their battle with the Plastic Perils left the Metal Men with egg on their faces, Tin moaned, “What are we going to tell Irene Vartanoff [a frequent DC critic of the day]?”

 

“My globules freeze up at the thought of it!” replied Mercury.

 

It was kookiness unlike anything else DC was putting out at the time.  Clearly, Kanigher and Andru and Esposito were having fun, and it transferred to their readership.  If you were the kind of comic-book fan who liked the more serious tone of, say, Superman or Justice League of America, or the Legion over in Adventure Comics, then you probably never looked at more than an issue or two of Metal Men.  It wasn’t grounded enough for you.

 

But if you liked your stories off-kilter, with just enough absurdity to keep you from taking things too seriously, then you were a Metal Man fan.  That’s where your twelve cents went every other month.

 

Next time, I’ll talk about how the ride came to an end, like it did for many DC series, in 1968.

 

 

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The Metal Humans!

Doc Magnus’ creations tried on new identities as The Silver Age was winding down

 

Dear Mr. Silver Age,

It is my understanding that near the end of their illustrious Silver Age publishing run, The Metal Men adopted human identities. Why would such impressive super-heroes wish to perform such a contrary act?

Jim H.

Avengers Mansion.

Mr. Silver Age says: It’s true, they did, Jimbo. The short version of the reason is this: They created human identities so they could continue to help humanity even though humanity hated and feared their robotic selves and tried to destroy them. But as you know, here in this column, we seldom settle for the short version of anything.

The wheels began turning with Metal Men #33 (Aug-Sep 68), which unofficially was called (at least on the cover) “The New Hunted Metal Men!” Through a flashback a few pages into the adventure, we learned that Doc Magnus, aided by his brother David, had undertaken a dangerous experiment to accomplish two things: replace those danged faulty responsometers with professional-grade models and increase The Metal Men’s powers.

Unfortunately, Doc’s experiment worked only half-way: The Men’s personalities remained the same as they ever were, but they received considerably more power, which they couldn’t control. Even more unfortunately, especially from Doc’s point of view, a loose connection jolted Doc into a coma, leaving The Men without the brains of their outfit.

12134104882?profile=originalBetween losing their strategic leader and misjudging their newly enhanced powers, the robots botched several minor emergencies, endangering cops and fire fighters on the scene. I would suggest that the fire chief may have gone overboard in demanding that the cops shoot down the robots because of these mishaps, but I can see that he might’ve been overwrought. Then when Tina inadvertently smashed up a few police cars when the team tried to make good by catching some crooks, the city turned on them.

Ultimately, deciding they really were a danger, The Men agreed to allow themselves to be de-activated. Doc’s brother took control of the activator, which he agreed to use only when requested by the authorities. 12134105661?profile=originalThat didn’t take long, since gigantic alien insects picked that moment to invade Earth. Heck, I might’ve even been willing to call out The Justice League for that battle! But they, um, were sick that day. So The Men got the job done themselves—only to face a crowd that still was hostile and fearful toward them.

The team’s position wasn’t enhanced in the next issue, which picked up with another gigantic, powerful alien suddenly appearing. But when he scooped up Tina to get a better look, he became infatuated by the sleek robotess. Meanwhile, The Metal Men were botching their attempts to defeat the alien, making the cops more upset. I’m not sure that still called for shooting them, but since bullets just bounced off, it didn’t much matter.

The team’s “hunted” status continued through two more adventures in #35 and 36, first while they battled Volcano Man and then when they were captured by menacing alien clowns who threatened to kill them if they didn’t amuse their gigantic captors. Hoo boy. Their status took another nose dive when the rocket ship they used to return to Earth at the end of #36 crash-landed at the beginning of #37 (Apr-May 69), causing mass destruction. Oops.

That really put the capper on their image, and this time a “jury” of city councilors and the mayor found them guilty of being dangers to society. They were condemned to death and taken to a junkyard to be put through the metal crusher.

But when they awoke, they discovered they’d been saved through the subterfuge of the mysterious Mister Conan, who had finagled the city into using his own junkyard to carry out the “execution.” He told them he agreed they had outlived their usefulness, but they had potential to help with his new secret worldwide organization “to eliminate the forces which threaten all that is best in humanity.”

12134106080?profile=originalThe Metal Men agreed, but pointed out that their effectiveness was hindered by being hated on sight. Conan resolved that through the auspices of Dr. Peter Pygmalion—hey, I don’t name them, I just read about them. Dr. Pygmalion covered the team members with a protein-based plastic he’d invented that looked, felt and smelled like skin. Then Conan set them up with human identities, which allowed them to blend with society but kept them on call to perform super-heroic deeds around the world in the name of good.

Gold became Guy Gilden, Wall Street genius, philanthropist and lady-killing swinger. Platinum became Tina Platt, world-famous cover girl and fashion model. Lead and Tin became Ledby Hand and Tinker, respectively, a folk-singing duo. Mercury became Mercurio, a famous artist and sculptor. And Iron became Jon “Iron” Mann, an incredibly successful engineer of bridges, tunnels and dams.12134106697?profile=original

The caption indicated we were picking up the tale six months later, when Conan proclaimed that all of the robots were “securely fixed” and “doing quite well.” I dare say. I mean, fashion, art, finance and music may throw a hero up the pop charts at a moment’s whim, but it usually takes a little bit of time for a guy to come outta nowhere to build bridges, tunnels and dams that have highway departments oohing and ahhing.

In Metal Men #38 (Jun-Jul 69), the team went on its first mission for Conan, in which they battled a coven of witches, who intended to bring on an Age of Evil. The team stopped them, mostly acting as humans who occasionally had a little bit more oomph—Iron pulverized a couple demons with his iron hands, for instance, while Tina corralled some spiders with her platinum fingers. But for the most part, the story was about a spooky chase through the dark of night to find the witches before the witches killed these somewhat-powered heroes and let evil run rampant.

The next issue dug even deeper in genre clichés, as Conan lined up a special mission for the team to um, help him produce films for TV, movies and schools at a movie studio he had just renovated. Yeah, that’s bound to help eliminate the forces of evil from the world! Gold helped work out the studio’s financing, Lead and Tin provided background music, Mercury and Iron did unspecified things, and Tina starred in the big movie (of course).

The flick was a variation on The Hunchback of Notre Dame, but it came to a halt when (wait for it) a real misshapen creature swooped in to kidnap Tina just as the cast learned that the movie’s actual creature-star had been killed! The real creature kidnapped Tina, he explained, because she was so compassionate and he needed human companionship—which, ironically, Tina couldn’t really provide.

The mayhem brought the police, especially homicide Lt. McDonald, a suspicious guy who was always just one step away from learning the robots weren’t really human. He also took a fancy to Tina (as everyone did), complicating things further.

The story again played the team mostly as adventurers tracking a mystery, except for little bits of metallic business. These included Iron crushing a gun when a police officer almost shot Tina by mistake, thereby leaving a clue that he was more than human, and Mercury stretching his neck around corners to see what was happening.  (Iron also discovered he had a glass jaw, an obviously ironical characteristic for Iron).

12134106901?profile=originalThat story ended with Conan announcing he had major news about their creator, which was revealed in #40 (Oct-Nov 69): Doc had come out of his coma and been kidnapped by Karnak, the ruthless dictator of a small country. He brainwashed Doc into helping him conquer the world. Don’t you hate when that happens?

The Metal Men’s task was to infiltrate the country, find Doc and kill him. They were outraged by this assignment, of course, but Conan explained that Doc’s brainwashing was irreversible, so they had to do what they had to do. The rest of the issue was spent parachuting into the country, infiltrating Karnak’s headquarters dressed as guards and stopping Karnak. But Doc escaped, leaving Tina injured in the melee.

Next issue, as Conan and the team tried to revive Tina, they learned that Doc had stolen a hydrogen bomb from the Air Force and isolated himself in a mountaintop retreat. This adventure involved the team using its metallic powers to scale the impossible-to-climb mountain and dropping in on Doc. He, sadly, turned out to be nuttier than a fruitcake and tried to kill them all. That didn’t work out so well, but they didn’t capture him, either.

When they returned to base, they visited Tina in the hospital, only to find Lt. McDonald there, ring in hand, proposing. What a whirlwind courtship that was! The final panel showed McDonald walking out and Tina in tears, obviously knowing that she couldn’t marry a human (especially one who wasn’t Doc).

On that note the series ended, but that wasn’t the end of the human Metal Men (although it was the end of Lt. McDonald and Mr. Conan). The team returned in Brave & Bold #103 (Sep-Oct 72) to help Batman stop a robot/computer that had gone haywire at the center of America’s defense systems. The computer, called John Doe, was demanding that all positions of power on Earth be filled by robots.

12134107891?profile=originalMeanwhile, Mercury had embraced a new movement called Robot Lib. He convinced Gold, who was still using his human disguise, to help round up their teammates, who Gold noted he hadn’t seen in years.

The others had retaken their robotic identities, with Iron working in an auto graveyard (ironically doing to other metals exactly what officials had tried to do to him a few years earlier). Lead was working with isotopes in a research lab, Tin and Beautiful were living in a vine-covered cottage doing who knows what, and Tina was go-go dancing (yikes).

They went to a Robots Lib meeting, which also was attended by vast quantities of other robots who came from I don’t even want to think about where. Batman met the team and tried to gain their help to stop Doe, but they weren’t interested in helping humans. So Batman whipped out his trump card: the last will and testament of Doc Magnus, which implied that the Docster now was pushing up daisies, even though we hadn’t seen it happen.

Doc predicted that the team someday would resent humans (possibly because their creator gave them uncontrollable power, went nutso, stole a hydrogen bomb and tried to kill them several times over, but that’s just a guess). He told them in his will that mankind, ultimately, was good but needed help, so they should provide aid when they could.

12134108459?profile=originalSo the team agreed to try. That worked out pretty well, and the combination of having Batman’s support and saving the world put them back in good standing with the world.

The team returned to aid Batman in B&B #113 and #121, while Gold helped Superman and Batman together in WF #239 (Jul 76). By then, the team had returned to adventuring (after three reprint issues) in its own title with Metal Men #45 (Apr-May 76), the only one of these tales (sob!) to be reprinted (in The Art of Walt Simonson).

That story revealed that Doc wasn’t really dead (what a shocking turn of events), which brings up the question of how the World’s Greatest Detective got hold of Doc’s will. Instead, he had been captured by the CIA and returned to America, where he underwent a number of brain operations and therapy.

By the end of that issue, Doc was well on his way to recovery, and he vowed to rebuild the team. And he had to rebuild them because, as usual, they hadn’t come through an adventure with Doc all in one piece.

It’s odd that they were able to remain intact for all those issues when he wasn’t participating, isn’t it? It almost makes you wonder if his cunning plans mostly were designed to let him keep playing with his robotic Tinker Toys.

-- MSA

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Reviewing the New CrossGen

12134102495?profile=originalSigil #1 by Mike Carey and Leonard Kirk

Ruse #1 by Mark Waid and Mirco Pierfederici

 

Sigil #1 is a brand new title with a long history.  The good news is that you don’t have to know that history in order to enjoy Sigil.  Mike Carey and Leonard Kirk craft an immediately accessible story for all ages. 

 

That’s what CrossGen was always about.  It’s right there in the name.  The former company set out to produce comics that appealed across generations.  They specialized in genres that others ignored at the time: science-fiction and fantasy, mystery and horror, martial arts and pirates.  They introduced atypical protagonists: pre-teen girls and female archers, Asian monks and black soldiers.  Along the way, they were caught up in inter-company catfights, controversies and eventually bankruptcy.  Now, they’re back as an imprint from the Disney-owned Marvel Comics.  Hopefully, this time, the focus will remain where it belongs: on the comics themselves. 

 

The best part of Sigil #1 is the art.  Leonard Kirk is the perfect fit for a CrossGen book.  He’s an established veteran, having previously contributed art to titles like JSA, Supergirl and Captain Britain and MI:13.  He strikes the perfect tone for this book.  His art isn’t cartoony or photorealistic.  It’s just natural enough to feel true.  He depicts a variety of body types.  He does a great job conveying facial expressions and body language, including anxious lip-biting, frustrated eye-rolling and incredulous eyebrow-creasing.  The pirate scene at the end could have been a little more spectacular, but that’s not something I noticed enough to worry about on a first reading.

 

The story is above average, but not excellent.  Mike Carey delivers a fairly standard tale about a beleaguered youth suddenly exposed to a secret world.  Samantha Rey is picked on by bullies at school and in trouble with her teachers for daydreaming during tests.  Her life is further complicated by some very vivid dreams involving a symbol known as the sigil.  To her amazement, Sam’s dreams turn out to be real and she is transported to a pirate ship in the middle of a naval battle.   

 

It’s a common fantasy trope, found in movies like the Never-Ending Story and popular novels like Percy Jackson and the New Olympians.  Yet there’s a reason why it is so common.  The reader identifies with the beleaguered protagonist, empathizing with their trials and reveling in the wonder that accompanies their new experiences.  It may be familiar but Mike Carey writes it well, slowly setting up the tension at school and the other worlds. 12134104258?profile=original

 

Ruse is practically the opposite experience.  The best part of Ruse #1 is the story.  Series co-creator Mark Waid is back at the helm.  He does a great job with the characters and the plot.  He knows how to give each of the leads their own voice.  Simon Archard is the brusque detective, bordering on ill-mannered.  Emma Bishop is his partner, assistant and foil, smoothing over the social pleasantries on his behalf.  Their repartee remains a highlight of this series. 

 

The story is energetic, bordering on frenetic.  There’s an opening mystery, quickly solved, establishing Simon’s qualifications as the world’s greatest detective.  There’s a chase scene, furiously followed, satisfying the reader’s desire for adventure.  There’s a second mystery, naturally connected to the first, giving the reader a reason to come back for more.  And there’s a greater mystery, slyly hinted at before being exposed to the light, giving the series the impetus for a longer story.    

 

Unfortunately, the art doesn’t quite measure up.  Mirco Pierfederici is a newcomer to American comics and this isn’t a great first foray.  His art is alright as long as characters are facing the reader but their features become misshapen when he switches to side or three-quarter views.  He also obscures the runaway horse in every panel so that the creature is never fully depicted.  

 

I would love to be able to give unreserved recommendations for these two titles.  However, one has an excellent story but only adequate art and the other excellent art yet only an above-average story.  For now, I would grade Sigil with a B and Ruse with a B+.  Yet I see greater potential in Sigil as the series moves forward and Sam becomes fully immersed in the adventures of the sigil.  

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By Andrew A. Smith

Scripps Howard News Service

 

March 22, 2011 -- I didn’t think I’d enjoy SHAZAM! The Golden Age of the World’s Mightiest Mortal (Abrams ComicArts, $35), but one look at the cover told me otherwise.

 

12134102061?profile=originalAbrams has been publishing various comics projects in extremely attractive packages lately, and none more so than Shazam! The cover is a shot of Captain Marvel from his 1940s heyday, with a die-cut lightning bolt revealing the meaning of the acronym “SHAZAM” on an interior page.

 

And if you thought Gomer Pyle invented the word, go to the back of the class. Here’s the scoop: “SHAZAM” was the magic word that boy radio reporter Billy Batson said to become Captain Marvel, beginning in Whiz Comics in 1940. Marvel, “The World’s Mightiest Mortal,” was a happy-go-lucky superhero whose powers were similar to Superman’s, but whose goofy charm made him a better seller.

 

Which, ironically, was the good Captain’s undoing. The publishers of Superman allowed many fairly obvious rip-offs of the Man of Steel to go by in those heady days of million-copy sellers, but not a competitor who outsold their star attraction! National Publications – now called DC Comics – launched a lawsuit against the publishers of Captain Marvel, which ended in 1953 with Fawcett Publications not conceding the merits, but throwing in the towel anyway.

 

But for those 13 years, Captain Marvel was a sensation – not just in comics, but in toys, fan clubs, radio, and even a 1941 Republic movie serial (the first based on a comic book). “The Big Red Cheese,” as his enemy Dr. Sivana called him, is perhaps the most famous superhero nobody remembers.

 

Which this book goes a long way to correct. Created by award-winning designer Chip Kidd and photographer Geoff Spear, I thought it would be nothing but page after page of spiffy photos of Captain Marvel gimcracks arranged in a pleasing design. Which, of course, it is. But it turns out that perusing the charming toys of yesteryear – ones that probably amused our grandparents – is a lot of fun!

 

In addition, Kidd & Spear reveal choice tidbits of Captain Marvel lore. Like that line above about The Adventures of Captain Marvel being the first serial based on a comic book. Or what inspired Captain Marvel’s costume (think Pirates of Penzance). Also, there are some classic reprints, including the entirety of the only Captain Marvel story written and drawn by Joe Simon and Jack Kirby, the creators of Captain America.

 

If you’re a comics fan or just interested in pop-culture history, this gorgeous book comes highly recommended. If nothing else, buy it for someone you know who was born before 1940, and watch their eyes light up.

 

Elsewhere:

 

12134102086?profile=original* I always brag on the Graphic Classics anthologies, but Western Classics: Graphic Classics Volume Twenty (Eureka, $17.95) may be the best yet. Maybe that’s because I’ve never read much Western fiction, and was delighted to be educated by comics adaptations of Zane Grey’s “Riders of the Purple Sage,” Robert E. Howard’s “Knife River Prodigal,” Bret Harte’s “The Right Eye of the Commander” and other rip-snortin’, leather-slappin’ barn-burners. As ever in Graphics Classics, the artists range from anywhere from cartoony to photo-realism, from line art to watercolor, but never disappoint. Even this big-city tinhorn managed to stay straight in the saddle to the very end.

 

12134102897?profile=original* Neil Gaiman created such a wealth of material in his legendary Sandman series that it has been mined for all sorts of stories since. But it took the peculiar genius of writer/artist Jill Thompson (Scary Godmother) to turn the scary Endless siblings into children.

 

Delirium’s Party: A Little Endless Storybook (DC, $14.99) tells of a gathering of five of the frightening, immortal, anthropomorphic concepts at the heart of the Sandman mythology – Death, Desire, Destiny, Destruction and Dream – at the behest of Delirium, in order to force the dour Despair to smile. As babies.

 

OK, that’s easy to do with Delirium, as she is always childlike, which is her nature. But infantilizing Death and the other Endless … ? Well, I called it a peculiar genius, didn’t I?

 

This is Thompson’s second Little Endless Storybook, which matches deceptively simple text and spot illustrations on left-hand pages with full-page illustrations on the right. A child could easily read Delirium’s Party and simply enjoy the sing-song silliness. An adult can enjoy that aspect as well … but will find a chill behind this children’s party that leaves you thinking.

 

Contact Andrew A. Smith of the Memphis Commercial Appeal at capncomics@aol.com.

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Comics for 30 March 2011

5 RONIN #5 (OF 5)

 

ACTION COMICS #899   

AFTER DARK #3 (OF 3)   

AGE OF X UNIVERSE #1 (OF 2)

ALTER EGO #100 CENTENNIAL SC

AMAZING SPIDER-MAN #657 BIG    

AMERICAN VAMPIRE #13 (MR)

AMORY WARS KEEPING SECRETS OF SILENT EARTH 3 #9

ARCHIE #619  

ARCHIE AMERICANA SER TP V.12 BEST OF 90S BOOK 2 

AVENGERS #11  

 

BATMAN AND ROBIN BATMAN REBORN TP  

BEST OF DICK TRACY TP V.1

BLACK PANTHER MAN WITHOUT FEAR #516 

BLOOM COUNTY COMPLETE LIBRARY HC V4

BRONX KILL TP (MR)  

BUCK ROGERS IN 25TH CENTURY DAILIES HC V5 1935 

BUTCHER BAKER RIGHTEOUS MAKER #1 (MR) 

 

CALIGULA #1 (OF 6) (MR)

CAPTAIN AMERICA #616    

CAPTAIN AMERICA AND SECRET AVENGERS #1  

CARTOON NETWORK ACTION PACK #58  

CLASSIC MARVEL FIG COLL MAG SPECIAL BLOB

COMICS COMPLETE COLLECTION HC

COMPLETE PEANUTS HC VOL 15 1979-1980

CYCLOPS #1    

 

DAN DARE PILOT OF FUTURE BIOGRAPHY HC

DC BLACKEST NIGHT FIG COLL MAG #3 LARFLEEZE

DEAD AT 17 TP VOL 06 WITCH QUEEN 

DEADPOOL CORPS #12  

DEADPOOL TEAM-UP #883  

DEAN KOONTZ FRANKENSTEIN PRODIGAL SON VOL 2 #5 

DETECTIVE COMICS #875  

DOCTOR WHO ONGOING VOL 2 #3  

DOLLHOUSE EPITAPHS ONE SHOT

 

ELEPHANTMEN MAN AND ELEPHANTMAN #1    

 

FAIL O/T LIVING DEAD ONE-SHOT    

FAMOUS MONSTERS OF FILMLAND #255

FANTASTIC FOUR BY JONATHAN HICKMAN TP VOL 03

FANTASY PLUS SC V3 HAND PAINTED ILLUSTRATIONS

 

GFT MYTHS & LEGENDS #3

GODZILLA KINGDOM OF MONSTERS #1      

GOTHAM CITY SIRENS #21   

GREEN ARROW #10 (BRIGHTEST DAY)

GREEN HORNET YEAR ONE #9 

GREEN LANTERN EMERALD WARRIORS #8 (WAR OF GL)   

GUARDING THE GLOBE #1 (OF 6) 2ND PTG

 

HALCYON #2 (OF 5) VAR CVR 2ND PTG 

HALCYON #4        

HAWKEYE AND MOCKINGBIRD BLACK WIDOW TP WIDOWMAKER 

HEAVY METAL MAY 2011

 

INCOGNITO BAD INFLUENCES #5 (MR) 

INCORRUPTIBLE #16 

INCREDIBLE HULK TP VOL 03 WORLD WAR HULKS

INCREDIBLE HULKS #625

INDEPENDENTLY ANIMATED BILL PLYMPTON HC

IVAN BRUNETTI CARTOONING SC

 

JACK OF FABLES #50 (MR)

JIMMY OLSEN #1

JLA THE 99 #6 (OF 6) 

JUSTICE SOCIETY OF AMERICA #49  

 

KICK-ASS 2 #2 (MR)

KING CONAN SCARLET CITADEL #2  

KNIGHTS OF THE DINNER TABLE #172

 

LA BANKS VAMPIRE HUNTRESS #3 THE HIDDEN DARKN

LADY DEATH (ONGOING) #0 AUXILIARY   

LAST ZOMBIE #5 (OF 5)

LOGANS RUN #6     

 

MOME GN VOL 21 

 

PREVIEWS #271

PROOF ENDANGERED #4 (MR) 

PUNISHER IN BLOOD #5 (OF 5)   

 

SAVAGE DRAGON #170     

SCALPED #47 (MR)  

SCARLET #5 (MR)       

SECRET AVENGERS #11  

SECRET WARRIORS TP V4 LAST RIDE HOWLING COMMA

SHADOWLAND PREM HC BLOOD ON STREETS          

SHERLOCK HOLMES YEAR ONE #3 

SONIC THE HEDGEHOG #223       

SPIDER-GIRL #5 BIG      

SPIDER-MAN YOURE HIRED           

STAN LEE TRAVELER #5 

STAND NO MANS LAND #3 (OF 5)  

STAR WARS DARTH VADER & LOST COMMAND #3

STAR WARS LEGACY WAR #4 (OF 6)

STRANGE SCIENCE FANTASY TP VOL 01  

STRANGE TALES II HC  

STYX & STONE #3 (MR)  

SUPERMAN THE BLACK RING HC           

 

TANK GIRL BAD WIND RISING #3 (OF 4)

TAROT WITCH OF THE BLACK ROSE #67 (MR) 

TEEN TITANS #93 

TERRY MOORES ECHO #29    

THE SUICIDE FOREST #4 (OF 4)   

THOR #621    

TITMOUSE HC (MR)   

TORPEDO HC VOL 03 (MR)  

TRANSFORMERS PRIME TP VOL 01  

TRANSFORMERS RISING STORM #2 (OF 4)

TRUE BLOOD TAINTED LOVE #2 (MR)   

 

ULTIMATE COMICS X #4    

UNDYING LOVE #1 (MR)

 

VANGUARD FRAZETTA CLASSICS HC V1 JOHNNY COME

VANGUARD FRAZETTA CLASSICS HC V2 WHITE INDIAN  

 

WALKING DEAD #83 (MR)      

WALKING DEAD WEEKLY #13 (MR)       

WOLVERINE #7 

WONDER WOMAN #609 

WORLD WARCRAFT CURSE OF THE WORGEN #5 (OF 5)

WORLD OF WARCRAFT TP VOL 03  

 

X-23 #8   

X-9 SECRET AGENT CORRIGAN HC VOL 02   

X-MEN FOREVER 2 TP VOL 03 PERFECT S'WORLD

 

ZATANNA #11

 

copied from the list posted on Facebook by Comics & Collectibles, Memphis

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The Top Fifteen Titles of the Past Decade

12134093287?profile=originalAs always, when I devise a list of the top anything, it’s according to me.  As you might often find in the small print, your results may vary. 

 

1. Fables (2002)

 

The single most consistently excellent comic book of the ‘Aughts.  Fables became the face of Vertigo and defined the imprint as much as Swamp Thing or Sandman.  It introduced Snow White as a politician, Cinderella as a spy and the Big Bad Wolf as a noir detective, romantic lead and father of the year.  Fables spun off secondary series, mini-series, graphic novels and even a prose novel.  It was, quite simply, the best.

 

12134093684?profile=original2. Green Lantern (2005)

 

No superhero series told big stories better than Green Lantern.  From Hal Jordan’s Rebirth in 2004 to the Sinestro War in 2007 to Blackest Night in 2009, Green Lantern has delivered blockbuster after blockbuster.  Sometimes lost in the fireworks, Geoff Johns has also rehabilitated a menacing rogues’ gallery including Hector Hammond and the Black Hand.   

 

12134094488?profile=original3. Captain America (2004)

 

If Green Lantern tells the biggest stories, then Captain America has mastered the grand epic.  It seems as if this title has been telling one long story for seven years, and telling it with astonishing skill.  From Out of Time to Winter Soldier, from The Death of Captain America to the reign of the Red Skull, Captain America has charmed and captivated its audience.

 

12134057695?profile=original4. Invincible (2003)

 

Who says they don’t make great superheroes like they used to?  Invincible may have seemed like just another costumed teenager when he arrived on the scene in 2003, but Robert Kirkman turned Invincible into one of the greatest heroes in comics and one of the greatest comics on the stands.  We’ve watched him come of age and overcome great odds.  And we’ve enjoyed the supporting cast and the oddball villains almost as much as the lead.

 

12134095267?profile=original5. Astonishing X-Men (2004)

 

I tried to avoid titles that were defined by one or two great runs but that weren’t consistently excellent for the duration of the decade, but there’s no ignoring Astonishing X-Men.  Though they only combined for 24 issues over 4 years, Joss Whedon and John Cassaday crafted one of the greatest superhero comics ever.  Resurrections, questions, new characters, aliens, surprises and sacrifices- Astonishing was certainly amazing.12134095498?profile=original

 

6. Fantastic Four (1998)

 

This is another title whose decade was defined by one great run.  When Waid and Wieringo worked on this title together starting in 2002, the Fantastic Four could honestly bill itself as “the world’s greatest comic magazine” once again.  An early run by Carlos Pacheco in 2000 and a late run by Dwayne McDuffie in 2007 also contributed to a very good decade for comics’ first family. 

 

12134096075?profile=original7. Buffy the Vampire Slayer (2007)

 

Comics had adapted movies, television shows and even toys before.  But Buffy introduced a wonderful new concept.  The comic continued the television series, supervised by the show’s creator, with contributions from many of their regular writers.  However, it wasn’t just a wonderful idea.  It was also a wonderful comic book with drama, tension, humor and action. 

 

12134096472?profile=original8. Y The Last Man (2002)

 

It could have been pretentious- main characters named after Shakespeare.  It could have been too high concept to work- a plague wiped out all of the men on earth except one.  Instead, it was an incredible comic.  It was emotionally poignant.  It was often riveting.  It raised interesting questions.  And it was always interesting.

 

12134097056?profile=original9. JSA (1999)

 

Following the success of JLA, DC turned to the first ever superhero team for a follow-up title in 1999.  But this was no second-rate spin-off: JSA often surpassed the former title in terms of quality.  It spanned generations, providing an interesting mix of old and new characters.  It contained great stories like the Return of Hawkman, the rise and fall of Black Adam and the battles against Eclipso, Mordru and Obsidian.  There was no better superhero comic over the course of the full decade. 

 

12134070262?profile=original10. Dynamo 5 (2007)

 

I admit that Dynamo 5 is one of my pet causes.  However, I honestly think this series is this good.  It’s like the team version of Invincible.  It’s true to our times, when it seems like almost everyone has a blended family with half-brothers or step-sisters.  But it’s not a message comic.  It’s an awesome adventure comic with great fights, and a strong foundation of interesting characters who are trying to build both a family and a team. 

 

12134097261?profile=original11. Sojourn (2001)

 

Lost in the commotion, controversy and collapse of CrossGen the company was the fact that they made great comic books.  They reintroduced science-fiction and fantasy.  They dabbled in horror and mystery.  Their most successful and most widely read series was Sojourn.  Sojourn was a straightforward fantasy quest that elevated the company and the genre thanks to enchanting characters, a strong story line and especially Greg Land’s art.

 

12134097661?profile=original12. Star Wars: Legacy (2006)

 

Dark Horse produced a lot of great Star Wars comics during the past decade in titles like Empire, Republic and Knights of the Old Republic.  Yet the best of the bunch was Legacy.  Set in the far future of the Star Wars chronology, Legacy crafted an intricate social and political situation.  The Sith and the Empire were separate, warring powers.  The Republic military was on the run and the Jedi were in hiding.  And the stars of the series were smugglers who weaved between the sides of light and dark while trying to keep themselves alive.

 

12134097693?profile=original13. Age of Bronze (1998)

 

How do I praise Age of Bronze without making it sound like a term paper?  Eric Shanower carefully researched the Trojan War, the time period and the many literary sources.  As a former English major, I love that stuff.  But this is no dry textbook.  It’s a riveting tale of passion, conflict and betrayal.  It’s beautifully drawn and intricately told.  It’s a testament to the art of comic books.  And it’s a real good story, too. 

 

12134098266?profile=original14. She-Hulk (2004 and 2005)

 

It was the little comic that could.  She-Hulk was launched in 2004 to little fanfare and cancelled with its 12th issue.  But it was quickly resurrected due to fan demand.  Dan Slott’s humorous take on superheroes, self-referential comic books and the legal system was a surprising delight and a successful small comic in an age of big epics.  

 

12134098462?profile=original15. BPRD (2002)

 

BPRD is a truly unique comic.  It’s a supporting cast that somehow stands on its own without its lead, balancing a bushel-full of eccentric characters.  It’s a series of mini-series that still manages to tell one long epic (and that comes out more regularly than some series billed as monthlies).  It’s quirky.  It’s haunting.  It’s different.  And it’s one of the best comics of the past decade.

 

 

 

 

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By Andrew A. Smith

Scripps Howard News Service

 

March 15, 2011 -- When Dark Horse began reprinting Flash Gordon comic books last year (as opposed to the more famous comic strips, by Alex Raymond and Mac Raboy) I wondered “Why bother?” The recently released second volume answers my question.

 

12134099453?profile=originalFlash Gordon Comic-Book Archives Volume 1 reprinted all the comic books published about that character from 1947 to 1953, all by Dell Comics and mostly mediocre. But Volume 2 collects the Gordon comic books published by King comics from 1966 to 1967, and is a huge leap forward in quality.

 

The stories improve greatly with the addition of legendary writer/editor Archie Goodwin. But Flash Gordon has always been more famous for its art than its stories, and King doesn’t disappoint. Volume 2 boasts an all-star lineup, including Dan Barry, Reed Crandall, Ric Estrada, Al Williamson, Wally Wood – even Raymond and Raboy, in the form of occasional reprints from the comic strip.

 

Since King comics weren’t distributed in my area growing up, this is the first time I’ve seen these hidden gems. I’m delighted to add Flash Gordon Comic-Book Archives Volume 2 ($49.99) to my collection, and to recommend it to other Mongo fans.

 

Two other books in the running for “most improved reprint series” are Creepy Archives Volume Nine (Dark Horse, $49.99) and Vampirella Archives Volume Two (Dynamite, $49.99). Both Creepy and Vampirella were originally from Warren Publishing, which hit a rough patch in the late 1960s and was forced to use lesser, cheaper, creators. But both of these collections come from the early 1970s, when Warren had recovered and improved.

 

12134099279?profile=originalBut before I tell you how good they are, let me indicate how bad they’d gotten. Here’s Publisher Jim Warren himself describing early Vampirella in Comic Book Artist #4 (available online at http://twomorrows.com/comicbookartist/articles/04warren.html):  “The first issue was awful – and the second issue was just as bad. … Suddenly she came alive in the twelfth issue with Archie [Goodwin] writing an entirely new origin. … Now if only there was a way I could wipe out the first 11 issues and erase it from memory.”

 

That’s a little harsh; Goodwin was writing the Vampirella episodes as early as issue #8, where he began adding a supporting cast, motivations and other elements that turned the strip from an incoherent pun-fest into an actual story. But Warren is right that the strip really took off with issue #12, when Spanish artist Jose Gonzalez came on board.

 

12134099882?profile=originalAnd it wasn’t just Gonzalez. The early 1970s saw an avalanche of new, talented, hungry artists, and many of them arrived – or debuted – at Warren Publishing. Vampirella #8-14, collected in this volume, featured horror stories by Neal Adams, Frank Brunner, Billy Graham, Jeff Jones, Esteban Maroto, Mike Ploog and Ralph Reese. Add old hands like Wally Wood and Tom Sutton, and these 1970-71 issues of Vampirella are as good as the early Warren years, or maybe even the famous EC Comics that inspired them.

 

All of that also holds true for Creepy Archives Volume Nine, which collects four issues from 1971-72. But Creepy #42-45 also availed itself of the huge influx of talented Spanish and Filipino artists of the time, as well as some of the new, hot writers of the early ‘70s – Don Glut, Steve Skeates, Jan Strnd and more. It’s worth a look.

 

Elsewhere in reprint collections:

 

12134100283?profile=original12134101063?profile=original12134101292?profile=original

 

 

 

 

 

 

 

 

 

 

 

 

* The Dark Knight Archives Volume 7 (DC, $59.99) collects Batman #26-31 from 1945, and I’m sad to say it’s just plain boring. The Dynamic Duo fight various dull, plainclothes crooks in these stories, and if it wasn’t for the humorous shorts starring Alfred the butler, I would have forgotten them already.

 

* Marvel Masterworks: Atlas Era Battlefield (Marvel, $64.99) reprints all 11 issues of this war book from 1952-53. The usual faults of old war comics are present: vile racial caricatures, implausible combat, infallible Americans. But “Battlefield” was clearly aiming for the high bar set by the famous war books at EC Comics, and sometimes it succeeded. The presence of many artists who would make Marvel famous in the 1960s certainly helps.

 

* The Occult Files of Doctor Spektor Archives Volume Two (Dark Horse, $49.99) continues the 1970s adventures of a character the editor wanted to be a narrator, and the writer wanted to be an adventurer. This creative tug-of-war is sometimes confusing, but Glut’s stories and the art (by Jesse Santos and others) are both enthusiastic and entertaining.

 

Contact Andrew A. Smith of the Memphis Commercial Appeal at capncomics@aol.com.

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Comics for 23 March 2011

5 RONIN #4 (OF 5)

 

ALAN MOORE NEONOMICON #4 (OF 4) (MR)

AMAZING SPIDER-MAN #654 2ND PTG

ANGEL #43

ARCHIE 50 TIMES AN AMERICAN ICON SC

ARCTIC MARAUDER HC (MR)

ASTONISHING SPIDER-MAN WOLVERINE #5 (OF 6)

 

BACK ISSUE #47

BATMAN INCORPORATED #4

BATMAN STREETS OF GOTHAM #21 

BATMAN THE DARK KNIGHT #2 

 

CAPTAIN AMERICA #615 POINT ONE  

CAPTAIN AMERICA AND BATROC #1 

CAPTAIN AMERICA COMICS #1 70TH ANNIV ED

CAPTAIN AMERICA MAN OUT OF TIME #5 (OF 5) 

CREEPY COMICS #5  

 

DAKEN DARK WOLVERINE #7  

DAREDEVIL REBORN #3 (OF 4)   

DEADPOOL #34 

DEADPOOLMAX #6 (MR)

DEMO TP VOL 02 (MR)

DO ANDROIDS DREAM OF ELECTRIC SHEEP #21 (OF 24)

DODGEM LOGIC MAGAZINE #7 (MR)

DRACULA COMPANY OF MONSTERS #8   

DRAW NEXUS TIPS AND TECHNIQUES SPIRAL BOUND ED

DUNGEON QUEST GN VOL 02

 

ECHOES #4 (OF 5)

ESSENTIAL CAPTAIN AMERICA TP VOL 06  

 

FABLES #103 (MR) 

FF #1   

FINDER LIBRARY TP VOL 01

FUTURAMA COMICS #54 

 

GHOSTBUSTERS INFESTATION #2 (OF 2) 

GI JOE A REAL AMERICAN HERO #164 

GREEN HORNET #14 

GREEN LANTERN #64 (WAR OF GL) 

GREEN LANTERN CORPS #58 (WAR OF GL) 

GRIMM FAIRY TALES #57

 

HARDY BOYS NEW CASE FILES GN VOL 02 BREAK UP

HAUNT #14 (RES)  

HELLBLAZER #277 (MR)   

HELLRAISER #1 (MR)     

HULK #31  

 

INDIE COMICS MAGAZINE #1 (MR) 

INFAMOUS #2 (OF 6) 

INVINCIBLE #78       

INVINCIBLE HC 06 ULTIMATE COLL

IRON MAN RAPTURE TP   

 

JUSTICE LEAGUE GENERATION LOST #22 (BRIGHTEST DAY) 

JUSTICE LEAGUE OF AMERICA #55 (DOOMSDAY)

 

KLAWS OF PANTHER TP  

 

LEGION OF SUPER HEROES #11  

LIL DEPRESSED BOY #1 2ND PTG

LOCUS #602

LORNA RELIC WRANGLER ONE SHOT 

 

MARINEMAN #4 

MARVEL MINIMATES SERIES 38 ASST

MASS EFFECT EVOLUTION #3 (OF 4)

META 4 #5 (OF 5) (MR)

MISSION #2 

MMW AVENGERS TP VOL 03  

MONSTER HUNTERS SURVIVAL GUIDE #3 (OF 5)

 

NAMOR FIRST MUTANT #8

NEW MUTANTS #23 AGEX

NEW YORK FIVE #3 (OF 4) (MR) 

 

ORSON SCOTT CARDS SPEAKER FOR DEAD #3 (OF 5) 

OSBORN #4 (OF 5) BIG

 

PEPPER PENWELL & LAND CREATURE OF MONSTER LAKE GN 

POWER MAN AND IRON FIST #3 (OF 5)  

 

QUEEN SONJA #15 

 

RED SONJA DELUGE ONE-SHOT  

 

SAVAGE DRAGON EMPEROR DRAGON TP 

SHOWCASE PRESENTS THE WITCHING HOUR TP VOL 01     

SHREK #3 (OF 4)  

SILVER SURFER #2 (OF 5)  

SIMPSONS COMICS MELTDOWN TP  

SIXTH GUN #10        

SKYDOLL TP SPACESHIP (MR) 

SPAWN #205 (RES) 

SPAWN ORIGINS TP VOL 10   

SPIDER-MAN #12    

STARSTRUCK HC DLX ED    

STUMPTOWN HC VOL 01

SUPERGIRL #62   

SUPERMAN BATMAN #82   

 

THOR #620 POINT ONE    

TITANS VILLAINS FOR HIRE TP     

TRANSFORMERS HEART OF DARKNESS #1  

 

ULTIMATE COMICS DOOM #4 (OF 4) 

ULTIMATE COMICS NEW ULTIMATES PREM HC THOR REBORN

ULTIMATE COMICS SPIDER-MAN #156 DOSM   

UNCANNY X-FORCE #6

UNCANNY X-MEN #534  

UNWRITTEN TP VOL 03 DEAD MANS KNOCK (MR) 

 

WALKING DEAD WEEKLY #12 (MR) 

WHAT IF DARK AVENGERS TP  

WITCHBLADE #143    

WOLVERINE & JUBILEE #3 (OF 4)  

 

X-MEN #9     

 

ZOMBIES ILLUSTRATED HISTORY O/T UNDEAD SC

 

copied from the list posted on Facebook by Comics & Collectibles, Memphis

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My Most Memorable Moments

12134088258?profile=originalFellow Legionnaire, Culture Vulture (Mike Williams), iscompiling a list of the top 100 most memorable moments in comic books.  I figured that if I’m going to do all of the work in submitting a list, I might as well get a column out of it.  It’s comparable to a baseball reporter writing about his Hall of Fame ballot.  Or, you could say I’m just lazy that way. 

 

As I was working on my list, I realized that I had to restrict myself to moments that had occurred since I had started reading comics.  It wasn’t a purposeful choice, as much as the only possible choice.  I would have done the same thing for general history.  I know about the first appearance of the Beatles or the race riots of the late ‘60s.  But those aren’t my memories.  Those are my parents’ memories or events I read about in a book.  My most memorable moments would be those that happened while I was alive and old enough to be paying attention- the Challenger explosion, the fall of the Berlin Wall and so on. 

 

The same principle is true for my comic book list.  These are my memories.  These are the moments that shocked or surprised me.  These are the moments that I remember talking about with my friends for days or months.  These are the moments that moved me to tears or to shouts of glee.  These are the moments that defined stories and characters and comics for me. 

 

Without further ado, here is my list of the ten most memorable moments in comics.

 

10. Spider-Man gets a black costume (Secret Wars #8, 1984)

 

For me, this is more about the moment in time than it is about the story.  I didn’t read the full Secret Wars mini-series until much, much later.  But I remember what a big deal it was when Spider-Man got a new all-black costume.  I was a kid at the time and I would read the occasional issue of Amazing or Spectacular.  When Spider-Man first appeared in his new costume, I felt like the earth had shifted under me.  Spidey stories were suddenly more alive because I felt that if he could abandon his old costume, then anything could happen next.

 

12134089055?profile=original9. The Thunderbolts are revealed as the Masters of Evil (Thunderbolts #1, 1997)

 

This is the definition of the surprise ending.  Every other shocking twist is measured against this one.  Kurt Busiek introduced the Thunderbolts as a new team of heroes, ready to step into the breach while many of Marvel’s greatest superheroes were gone.  Then, suddenly, at the end of the first issue, Busiek revealed that the Thunderbolts were really the Masters of Evil in disguise.  I remember the guessing games before the first issue came out.  I remember flipping right to the end of the book because I couldn’t wait.  I remember the impact of the story, even after I knew what was coming. 

 

12134089453?profile=original8. The white lantern creates a Star City forest (Brightest Day #0, 2010)

 

It’s almost too recent to include.  There are plenty of moments that are stunning the instant they happen but fade over the passage of time.  Yet, despite its closeness, I doubt this is a moment I will forget easily.  What sets this moment apart is its hopefulness.  It’s not a moment of destruction or a death (those come later).  It’s a moment of creation.  The white lantern ring uses Deadman to bring a bird, a forest and a city back to life.  It’s incredibly moving.  And it sets a wonderful stage for a story that isn’t finished yet. 

 

12134089695?profile=original7. The Confessor is unmasked as a vampire (Astro City #8, 1997)

 

I’m not the kind of guy who predicts plot points ahead of time.  I tend to immerse myself in a story instead of trying to figure it out.  One upside is that I’m often successfully surprised.  Even though Kurt Busiek did a great job of dropping clues (which I noticed when I re-read the story), I was astonished when it was revealed that one of Astro City’s greatest heroes was a vampire.  The moment, however, was about more than the revelation.  The Confessor intentionally sacrificed his reputation and then his life in order to unveil an alien invasion. 

 

12134089501?profile=original6. Wonder Woman breaks Max Lord’s neck (Wonder Woman #219, 2005)

 

What a shocker!  In order to prevent Max Lord from exerting mental control over Superman- and causing another Man of Steel-sized rampage- Wonder Woman snaps his neck.  It was such a great moment in that it was a surprise and it wasn’t.  It was surprising because we didn’t expect it.  We don’t expect the hero to kill the villain, even when there’s no other choice.  But it wasn’t a surprise in that writer Greg Rucka had been carefully establishing Wonder Woman’s character as a warrior in battles with mythical villains like Medusa. 

 

12134090280?profile=original5. Robin and Kid Flash walk away from the Titans (New Teen Titans #39, 1984)

 

There were famous scenes before this one of superheroes quitting the team or the vocation in Amazing Spider-Man or Fantastic Four.  But this was my team.  These were my heroes.  And this was my moment.  I was shocked that these characters that I admired would simply walk away.  It broke my heart.  There were a lot of great stories during the Wolfman/Perez Titans but this event stands out as a memorable single moment.

 

12134091087?profile=original4. Jubilee watches Wolverine come down from the cross (Uncanny X-Men #251, 1989)

 

Don’t think poorly of me but I like Wolverine best when he’s sad.  He’s most powerful as a character when he’s hurting, physically and especially emotionally.  I could have cited too many examples- Mariko calling off their wedding, Magneto stripping the adamantium from his body.  Yet my favorite is a moment that isn’t widely heralded.  Wolverine was crucified on an X-shaped cross by Donald Pierce and the Reavers.  Left for dead, Wolverine pulls himself down from the cross.  What makes the moment so special is that we see it through the eyes of Jubilee.  Her grief and her pity define that moment for us.

 

12134091482?profile=original3. Captain Marvel intercepts a nuclear bomb (Kingdom Come #4, 1996)

 

Kingdom Come is the series that showed me the full potential of comic books.  It was a rich tapestry, with big themes and little tidbits.  It was full of indelible moments but none was more striking than the climactic moment when Captain Marvel abandoned his fight with Superman to intercept a falling nuclear bomb.  There was huge tension, a race against the clock with the fate of the world at stake.  Shazam successfully detonated the bomb in the atmosphere allowing some, but not all, of the heroes below to survive.

 

12134092082?profile=original2. Kitty Pryde phases a bullet through the Earth (Astonishing X-Men #24, 2008)

 

I shouldn’t have been able to feel this much.  I had been an avid reader of comic books for more than a dozen years and a casual reader for twice that.  I should have been too jaded by this time.  But Kitty Pryde’s sacrifice- and Joss Whedon’s story- moved me to tears as a grown man.  Artist John Cassaday captured the emotion of the moment perfectly.  This was such an amazing comic book that I immediately read it a second time and then set everything else aside because I didn’t want to spoil the moment.

 

12134092873?profile=original1. The Death of Superman (Superman #75, 1992)

 

I remember hearing about it months ahead of time.  I remember walking into a comic book store and seeing the posters- the bloody “S,” the tombstone, the heroes lined up behind the casket.  I remember debating the story with my best friend.  I remember the media coverage.  And I remember the story- the incredible full-page spreads by Dan Jurgens, the punches that you could feel through the panels, the shot of Superman and Doomsday lying motionless on the ground, Lois Lane’s potent grief. 

 

 

 

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By Andrew A. Smith

Scripps Howard News Service

 

March 8, 2011 -- Maybe I’m just a sap, but two new graphic novels made me feel warm and fuzzy this week.

 

12134086465?profile=originalThe Story of Lee (NBM, $11.99) is a shojo (romance) manga about a Hong Kong girl and a Scottish boy stumbling over language barriers, family complications and cultural roadblocks on the way to maybe, possibly, could-be love. Do they get together? Will they? Can they? It doesn’t seem possible throughout, and – without spoiling the end – there’s definitely room for a sequel.

 

As novel as this situation might be for readers, it’s oddly familiar territory for the creators. Writer Sean Michael Wilson is a Scot living in Japan, and artist Chie Kutsuwada is a Japanese living in London. Their familiarity with the turf wars gives this unpretentious East-meets-West, boy-meets girl story an easy, breezy sense of verisimilitude.

 

And, OK, Lee and her Western boyfriend Matt make a cute couple. There, I said it.

 

Meanwhile, the warmth of Abram ComicArts’ The Night Bookmobile ($19.95) is chilled a bit by the suggestion that the joy of reading is a mixed blessing.

 

The van of the title is one found by a young woman named Alexandra as she takes a late-night walk in Chicago after a fight with her boyfriend. Within the bookmobile she finds, amazingly, every book she has ever read, including her childhood diary. The dreamlike nature of this treasure trove is accentuated by the heroine’s inability to find the bookmobile when she seeks it – instead, it appears when she least expects it, according to its own obscure rules.

 

This celebration of the written word has a dark side, though, as Alexi becomes obsessed with finding the bookmobile, and perhaps becoming a night bookmobile librarian herself. The current custodian hints darkly at the price one must pay to do so, which ratchets up the anxiety as the years pass and an anxious and lonely Alexi races to her goal.

 

12134086870?profile=original

Written and drawn by Audrey Niffenegger (The Time Traveler’s Wife), The Night Bookmobile is a short story illuminating the wonderful and terrible seduction of the written word. As Neil Gaiman says in a foreword, it’s “a cautionary fantasia for anyone who loves books.” And, like The Story of Lee, it practically cries out to be a series.

 

REPRINT ROUNDUP

 

12134087285?profile=original* I thought I was familiar with most of Marvel’s superheroes back when it was called Timely in the 1940s, so I was surprised when Marvel revived a dozen of them in a 2008 maxiseries called The Twelve, and several were strangers. Now that I’ve read Marvel Masterworks: Golden Age Mystic Comics Volume 1 ($59.99), I’ve discovered where characters like Dynamic Man and Mastermind Excello came from – and why they are deservingly obscure.

 

Most comics from the 1940s are pretty amateurish, but some had a rough charm and an infectious enthusiasm. Not so the substandard Mystic Comics, produced primarily by the second-rate Harry “A” Chesler Studio. Mystic never produced a legitimate star, and you can see why from this Masterworks, which collects the first four issues. It is unadulterated drek.

 

* A British publisher named Rebellion has embarked on reprinting in chronological order the adventures of perhaps the most famous British comic-book character. However, I have to say the first two volumes of Judge Dredd: The Complete Case Files ($19.99 each) aren’t for everyone.

 

12134087678?profile=originalThat’s probably because “Judge Dredd” never seemed to know what it was. Sometimes it was straightforward adventure fiction, other times it was a parody of adventure fiction. As a reader, I was never quite sure whether I should laugh or not. And given that “Dredd” was originally published in five-page increments (in the weekly 2000 AD anthology), most stories weren’t long enough to find out. And Dredd the character is rigidly one-dimensional, which – while presumably part of the joke – is boring in large doses.

 

These books do contain two of Dredd’s longest and most famous adventures (“Luna One” and “Cursed Earth”), plus the story of Dredd’s clone Judge Rico, which was the basis for the ill-fated Sylvester Stallone movie. The longer serials give the writers room to flourish, but the art is wildly uneven – especially since artists can change every five pages!

 

It is interesting to see the superhero genre through a British lens, where the benign authoritarianism that is the subtext of American costumed heroes is exaggerated and ridiculed. But that alone may not be enough to sustain interest for the casual reader through these 300-page, B&W behemoths.

 

Contact Andrew A. Smith of the Memphis Commercial Appeal at capncomics@aol.com.

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New Comics for 16 March 2011

28 DAYS LATER #21

5 RONIN #3 (OF 5) AJA VAR (PP #954)
5 RONIN #3 (OF 5) CAMUNCOLI VAR

ADVENTURE COMICS #524
AGE OF HEROES TP
AMAZING SPIDER-MAN #656 BIG
AMAZING SPIDER-MAN #656 CAPTAIN AMERICA 70TH  ANNIV VAR BIG
AMORY WARS IN KEEPING SECRETS OF SILENT EARTH 3 TP VOL 02
ARCHIE & FRIENDS #153
ARTIFACTS #6 (OF 13) CVR A NOTO
ARTIFACTS #6 (OF 13) CVR B CHRISTOPHER
AVENGERS ACADEMY #11
AVENGERS CHILDRENS CRUSADE YOUNG AVENGERS #1

BAD DOG #4 (RES) (MR)
BATMAN #708
BATMAN BLACK & WHITE STATUE BATMAN BY TONY DANIEL
BOMB QUEEN VS HACK SLASH SPEC ONE-SHOT (MR)
BRIGHTEST DAY #22
BRIGHTEST DAY #22 VAR ED

CAPTAIN AMERICA AND CROSSBONES #1
CAPTAIN AMERICA TP CAPTAIN
CASANOVA GULA #3 (OF 4) (MR)
CHARMED #8 A CVR SEIDMAN
CHARMED #8 B CVR PHOTO
CHEW SCRIPT BOOK (MR)
CHIMO GN (MR)
CLASSIC JURASSIC PARK TP VOL 02 RAPTORS REVENGE

DARK TOWER GUNSLINGER BORN MGC #1
DARK TOWER GUNSLINGER LITTLE SISTERS ELURIA #4 (OF 5)
DARKWING DUCK #10 (C: 1-0-0)
DC COMICS PRESENTS BATMAN IRRESISTIBLE #1
DC UNIVERSE LEGACIES #10 (OF 10)
DC UNIVERSE ONLINE LEGENDS #4
DEADPOOL MAX HISTORY OF VIOLENCE #1 (MR)
DEADPOOL PULP PREM HC
DEATH OF ZORRO #1
DEUS EX #2 (OF 6) (MR)
DMZ #63 (MR)
DO ANDROIDS DREAM DUST TO DUST TP VOL 02
DOCTOR WHO ONGOING VOL 2 #2
DODGEM LOGIC MAGAZINE #7 (MR) (C: 0-1-2)
DOWNSIZED GN
DRAGON AGE TP VOL 01
DUNGEON QUEST GN VOL 02 (C: 0-0-1)

ESSENTIAL X-MEN TP VOL 04 NEW ED
EXCALIBUR CANDLEWICK GN SC ED (C: 0-1-2)

FALL O/T WOLFMEN GN (MR)
FAME ROBERT PATTINSON
FAMOUS MONSTERS OF FILMLAND RETRO #70 (C: 0-1-1)
FANTASTIC FOUR #583 4TH PTG VAR THREE (PP #958)
FANTASTIC FOUR #584 3RD PTG VAR THREE (PP #958)
FANTASTIC FOUR #585 3RD PTG VAR (PP #958)
FANTASTIC FOUR #586 3RD PTG VAR (PP #958)
FEAR ITSELF BOOK OF THE SKULL #1
FEAR ITSELF BOOK OF THE SKULL #1 QUESADA VAR
FORMIC WARS BURNING EARTH #3 (OF 7)
FREAKANGELS TP VOL 05 (MR) (C: 0-0-1)
FRITZ LANGS M GN (O/A)

GEARS OF WAR #16 (MR)
GENERATION HOPE #5
GHOSTBUSTERS DISPLACED AGGRESSION #1 100 PENNY PRESS ED
GI JOE A REAL AMERICAN HERO #1 100 PENNY PRESS ED
GI JOE INFESTATION #2 (OF 2)
GI JOE INFESTATION #2 (OF 2) 10 COPY INCV (NET)
GOD OF WAR TP (MR)
GUILD TINK ONE SHOT PETER BAGGE VAR CVR
GUILD TINK ONE SHOT RON CHAN CVR

HACK SLASH ONGOING #2 ODONAGHUE CVR (MR)
HACK SLASH ONGOING #2 SEELEY CVR (MR)
HORRORHOUND #28 (C: 0-1-1)
HULK #30 POINT ONE

ICEMAN AND ANGEL #1
INDIE COMICS MAGAZINE #1 (MR)
INVINCIBLE IRON MAN #502
INVINCIBLE IRON MAN #502 CAPTAIN AMERICA 70TH ANNIV VAR
INVINCIBLE IRON MAN #502 DJURDJEVIC VAR
IRON MAN 2.0 #2
IZOMBIE TP VOL 01 DEAD TO THE WORLD (MR)

JUSTICE LEAGUE OF AMERICA DARK THINGS HC

KATO ORIGINS WAY O/T NINJA #7
KNIGHT & SQUIRE #6 (OF 6)
KOLCHAK NIGHT STALKER FILES #2

LAST PHANTOM #5
LOKI #4 (OF 4)

MARVEL MINIMATES THOR ARMY BUILDER DUMP (C: 1-1-4)
MARVEL ZOMBIES SUPREME #2 (OF 5)
MICE TEMPLAR VOL 3 #3 MICHAEL AVON OEMING CVR
MICE TEMPLAR VOL 3 #3 VICTOR SANTOS CVR
MICKEY MOUSE #306 (C: 1-0-0)
MINDFIELD #5 COVER A ALEX KONAT
MINDFIELD #5 COVER B PHIL NOTO
MORNING GLORIES #8

NEW CHARACTER PARADE GN (MR)
NIGHT O/T LIVING DEAD DEATH VALLEY #1 (OF 5) (MR)
NIGHT O/T LIVING DEAD DEATH VALLEY #1 (OF 5) GORE CVR (MR)
NIGHT O/T LIVING DEAD DEATH VALLEY #1 (OF 5) INCV CVR (NET)
NIGHT O/T LIVING DEAD DEATH VALLEY #1 (OF 5) WRAP CVR (MR)
NORTHLANDERS #38 (MR)

OWLY & WORMY HC FRIENDS ALL AFLUTTER (C: 0-1-2)

PENGUINS OF MADAGASCAR TP VOL 01
PHOENIX #1
PLANET OF THE LIVING DEAD #1
POSSESSIONS GN VOL 02 GHOST TABLE (C: 0-0-1)
POWER GIRL #22
PS238 #49

REBELS #26
RED ROBIN #21
RUSE #1 (OF 4)

SATANA MINI BUST (C: 0-1-3)
SCOOBY DOO WHERE ARE YOU #7
SIMPSONS COMICS #176
SONIC UNIVERSE #26
SPIDER #1 (C: 0-1-0)
SPIDER BURNING LEAD FOR THE WALKING DEAD GN
SPIKE #6 (OF 8)
SPIRIT #12
STAN LEE SOLDIER ZERO #6
STAR WARS FIG COLL MAG #21 CLONE TROOPER (C: 0-1-3)
STAR WARS FIG COLL MAG #22 PADME AMIDALA (C: 0-1-3)
SUPER HERO SQUAD GN TP SUPER HERO SAFARI
SUPERMAN #709
SUPERMAN #709 VAR ED
SUPERMAN NEW KRYPTON TP VOL 03

THOR LOST GODS TP
THUNDER AGENTS #5
THUNDERBOLTS #155
THUNDERBOLTS #155 CAPTAIN AMERICA 70TH ANNIV VAR
THUNDERBOLTS TP CAGE
THUNDERSTRIKE #4 (OF 5)
TIME LINCOLN CUBA COMMANDER ONE-SHOT
TINY TITANS #38
TOY STORY TOY OVERBOARD TP (C: 1-0-0)
TRANSFORMERS 3 MOVIE PREQUEL FOUNDATION #2 (OF 4)
TWILIGHT GUARDIAN #3 (OF 4)

ULTIMATE AVENGERS VS NEW ULTIMATES #2 (OF 6) DOSM
ULTIMATE AVENGERS VS NEW ULTIMATES #2 (OF 6) HITCH VAR DOSM
UNCANNY X-FORCE #5 POINT ONE
UNCANNY X-MEN ANNUAL #3
UNWRITTEN #23 (MR)

VAMPIRELLA #4
VAMPIRELLA #4 10 COPY PEARSON RED INCV (NET)
VAMPIRELLA #4 15 COPY GARZA B&W INCV (NET)
VESHA VALENTINE STORY GN (C: 0-0-2)

WALKING DEAD WEEKLY #11 (MR)
WARLORD OF MARS #5
WARLORD OF MARS #5 10 COPY SADOWSKI RED INCV (NET)
WARRIORS OF THE DHARUK #1 (OF 4)
WOLFSKIN HUNDREDTH DREAM #5 (OF 6) (MR)
WOLFSKIN HUNDREDTH DREAM #5 (OF 6) 3-COPY INCV (NET) (MR)
WOLFSKIN HUNDREDTH DREAM #5 (OF 6) BLOOD THIRST CVR (MR)
WOLFSKIN HUNDREDTH DREAM #5 (OF 6) PAINTED CVR (MR)
WOLFSKIN HUNDREDTH DREAM #5 (OF 6) WRAP CVR (MR)
WORLD OF ARCHIE DOUBLE DIGEST #5
WORLDS GREATEST DC HEROES BLACK ADAM AF (C: 1-1-4)
WORLDS GREATEST DC HEROES DARKSEID AF (C: 1-1-4)
WORLDS GREATEST DC HEROES MARTIAN MANHUNTER AF (C: 1-1-4)
WORLDS GREATEST DC HEROES SHAZAM AF (C: 1-1-4)

X-FACTOR #217
XOMBI #1

YO GABBA GABBA COMIC BOOK TIME HC (C: 0-1-2)
YOUNG JUSTICE #2
YOUR HIGHNESS TP (C: 0-1-2)

ZOMBIES ILLUSTRATED HISTORY O/T UNDEAD SC (C: 0-1-2)

 

copied from the list posted at pittsburghcomics.com

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By Andrew A. Smith

Scripps Howard News Service

 

12134083085?profile=originalWriter Grant Morrison and artist Frank Quitely did something relatively new and entirely entertaining with their 12-issue All-Star Superman comic book. The animated adaptation from Warner Premiere isn’t nearly as ground-breaking, but still may be the best of the DC Universe Animated Original Movie series so far.

 

The original purpose behind DC’s “All-Star” line of comics was to put top-flight creators on the publisher’s top characters with no restrictions – free of the restraints of ongoing stories and decades of back story – and do their best work. It really didn’t work out that way.

 

Frank Miller’s All-Star Batman morphed into a sort of ongoing prequel to Miller’s 1986 Dark Knight Returns, and given how seldom it comes out, is practically an annual. All-Star Wonder Woman was announced, but never got published.

 

But All-Star Superman was exactly what DC had hoped for. Morrison and Quitely did the near-impossible: 12 issues whose main plots were self-contained to single issues (Lois Lane with super-powers! Lex Luthor escapes jail!), but whose overall themes and over-arching storyline (The Man of Steel faces his mortality!) ran the whole of the series. It was a standalone story – with a beginning, many middles and a definite end – that could be (and has been) neatly collected into two trade paperbacks.

 

And it was, by any metric, a treasure. Morrison’s story touched on everything that makes Superman super. He reminded us of the wonder of super-powers, such as we haven’t seen since the character’s early days. He explored Superman’s two main relationships – with Lane and Luthor – and amplified them to their natural climax. His 12 subplots touched on all the whimsy, humanity and clever concepts of the Man of Steel’s long history, from a small moment where Superman comforts a suicidal teen, to outré silliness like Bizarro World, to imagination-challenging super-feats like saving the sun.

 

But 12 little stories and one big story is a tall order for a 76-minute animated adaptation. Some of the best bits are left out, and some of the others don’t translate all that well to the big screen. And the very nature of the story makes the parade of short arcs seem choppy and episodic.

 

Still, much of the fun is still there, which makes All-Star Superman – which came out on DVD and Blu-Ray Feb. 22 – well worth it. A lot of credit goes to screenplay writer Dwayne McDuffie, a talented veteran of DC comics and cartoons. McDuffie died Feb. 23 from surgery complication at age 49, so this film is now the cap of his tragically foreshortened career. That could cast a pall over “All-Star Superman,” but anyone who has enjoyed McDuffie’s exuberant and thoughtful work over the years should treat it as a celebration of the man’s life and career.

 

12134083877?profile=original12134084259?profile=original12134084286?profile=original12134085065?profile=original

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Clockwise from top left: Superman and Lois Lane flying after the Man of Steel gave her a 24-hour super-potion; Lex Luthor escaping jail; a close-up of "Superwoman" flying; and Lois using the facilities at the Fortress of Solitude, while on a date with Superman, who is chivalrously looking the other way.

 

Also from DC:

 

12134085463?profile=original* Zombies have been so ubiquitous lately as to become tiresome, but Chris Roberson (writer) and Mike Allred (artist) have come up with a fresh take in iZombie, a new ongoing series. The first trade paperback, iZombie: Dead to the World ($14.99), is a treat for fans of horror, humor … and young romance!

 

The undead protagonist of the title is Gwendolyn Dylan, 20 and holding, who must eat a brain once a month to avoid becoming the shambling stereotype. She works as a gravedigger, so finding brains isn’t a problem. The downside is that she also ingests the memories of the dead, some of whom demand she find their killer.

 

So iZombie is a sort of undead detective series, which includes a ghostly go-go dancer from the swinging ‘60s, a were-terrier, vampire paintball players and other unusual denizens of the night. Drawn by the pop-art inspired Allred at his most groovy, iZombie is a cross between Dark Shadows, Beach Blanket Bingo and Gossip Girls. Amazingly, it works.

 

12134085093?profile=original* Brazilian twin brothers Gabriel Bá and Fábio Moon combined on Daytripper, a self-contained 10-issue miniseries now collected in TPB ($19.99) – and it is a keeper.

 

Daytripper is 10 stories about Brás, an obit writer for a Brazilian newspaper, who is overshadowed by his famous writer father. From that one starting point, the twins tell 10 variations of Brás’s life, each ending with his death at a different age.

 

Written in the magical-realism style of Gabriel García Márquez, Daytripper is a warm mirage of a story, reminding us that life is random, which can be either wonderful or destructive – or both.

 

Contact Andrew A. Smith of the Memphis Commercial Appeal at capncomics@aol.com.

 

 

 

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Jack Kirby is Not Coming through that Door

12134081290?profile=originalIt’s no secret that comic book sales are in trouble.  After a high in 2007, sales have been slumping for several years.  And practically everyone seems to have noticed.  You don’t have to travel very far on the internet to come across a discussion about the state of the slump, the cause or the cure.  Of course, having some interest in the topic, I haven’t exactly attempted to avoid such discussions.  However, one comment in particular caught my eye: “Comic books have been in trouble since Jack Kirby left Marvel.”

            I could give the commenter the benefit of the doubt.  Maybe he was making fun of the predictions of the death of the industry that have been around almost as long as the industry.  But I don’t think that was the case.  Based on the tone of the discussion, the commenter seemed to seriously suggest that comic books have been on the verge of death for 40 years, or longer than I’ve been alive.

            Now, I have a few quibbles with that offhand comment. 

            First, while noticing the valleys and slumps that have periodically plagued comic book sales, it fails to recognize the peaks and successes that have also been a part of the cycle.  Comics sold well in the 1980s, in the early ‘90s and in this past decade.  The claim that our current problems began in 1970 betrays a false belief that comic book sales have seen a straight line down from 1970 to the present day.  They haven’t.  The past 40 years have seen a cycle of both rises and falls.  Notably, the more recent peaks have taken place without Jack Kirby. 

            More importantly, the comment places an unwarranted faith in the past.  Those who look to the past to save the present or the future are bound to be disappointed.  I’m reminded of an excellent rant by Rick Pitino when he was coach of the Boston Celtics:

Larry Bird is not walking through that door, fans. Kevin McHale is not walking through that door, and Robert Parish is not walking through that door. And if you expect them to walk through that door, they're going to be gray and old.”

            The superstars of the past, whether in comic books or basketball, can not save the present or the future. 

            Comic book fans, Jack Kirby is not walking through that door.  Julius Schwartz is not walking through that door, and Mort Weisinger is not walking through that door.  Even if they were somehow still alive, they still wouldn’t be able to save comic books.  They would be old.  They would be out of touch.  We wouldn’t be getting the Jack Kirby of 1967 who was at the top of his form.  Remember that Jack Kirby kept working for 15 years after he left Marvel.  Remember that he even came back to Marvel for a time.  While some of his later work was worthwhile, it wasn’t enough to spark new heights for the industry.

         12134082094?profile=original   Consider the former superstars who have made recent forays into comic books.  Stan Lee contributed several superhero ideas to Boom Studios and those series aren’t exactly burning up the charts.  Stan Lee helped create modern comic books in 1961, but he can’t be the one to save them in 2011.  Neal Adams is another former superstar producing current work.  Unfortunately, his Batman: Odyssey series has been widely panned (even by Neal Adams fans) and is sinking swiftly down the sales charts.

            I don’t mean to point my finger only at other people.  I have to remind myself that the industry won’t be saved by the series, styles or writers that captivated me when I was younger.  Paul Levitz is back on the Legion of Superheroes, but with little impact on sales.  Jim Shooter is once again working on characters that he revived for Valiant, but the new titles are tanking on the sales charts.  What worked in the mid-‘80s or the early ‘90s is unlikely to be the solution for today. 

             What is the solution?  I don’t know.  I’ve always been a better cheerleader than prognosticator.  Like many, I expect that the next peak will be driven in major part by digital sales.  But I don’t know what series or creative star will lead the way.

 

 

 

 

 

 

 

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New Comics for 9 March 2011

27 (TWENTY SEVEN) #4 (OF 4)  

5 RONIN #2 (OF 5)

ALL NEW BATMAN THE BRAVE & THE BOLD #5  

BATMAN AND ROBIN #21 

BATMAN INCORPORATED #3   

BIRDS OF PREY #10    

BOOSTER GOLD #42  

BORIS KARLOFF TALES OF MYSTERY ARCHIVES HC V5 

BPRD HELL ON EARTH GODS #3 (OF 3)

CALLING CTHULHU CHRONICLES TP     

CAPTAIN ACTION WINTER SPECIAL  

CAPTAIN AMERICA AND FIRST THIRTEEN #1    

CAPTAIN AMERICA KORVAC SAGA #4 (OF 4) 

CAPTAIN SWING #3 (OF 4) (MR)

CINDERELLA FABLES ARE FOREVER #2 (OF 6) (MR) 

CLASSIC MARVEL FIG  #140 BETA RAY BILL

CLASSIC MARVEL FIG #141 PYRO

COMIC BOOK COMICS #5

COMICS ILLUSTRATED HISTORY COMIC STRIP ART HC

CONAN ROAD OF KINGS #3 (OF 6)

CREATING COMICS FROM START TO FINISH SC

DC BLACKEST NIGHT FIG #1 BLACK HAND

DC SUPERHERO FIG  #74 DEADMAN

DC SUPERHERO FIG #75 STEEL

DEADPOOL TP VOL 05 WHAT HAPPENED IN VEGAS

DOC SAVAGE #12    

DOOM PATROL #20  

DUNGEONS & DRAGONS DARK SUN #3 (OF 5) 

ELEPHANTMEN #30 (MR)  

FAMOUS MONSTERS OF FILMLAND RETRO #70

FARSCAPE #17      

FREEWAY GN

GARTH ENNIS JENNIFER BLOOD #2 (MR) 

GHOSTBUSTERS INFESTATION #1 (OF 2) 

GIRL COMICS TP  

GOLD DIGGER #126    

GOTHAM CENTRAL HC VOL 04 CORRIGAN 

GOTHAM CENTRAL TP BK 1 IN THE LINE OF DUTY   

GUARDING THE GLOBE #4 (OF 6)    

HAWKEYE: BLIND SPOT #2 (OF 4) 

HONEY WEST #3

HULK TP VOL 06 WORLD WAR HULKS 

INCREDIBLE HULKS #624    

INFAMOUS #1 (OF 6)    

INSURRECTION V3.6 #1

IZOMBIE #11 (MR) 

JOHN STANLEY MELVIN MONSTER HC VOL 03

JSA ALL STARS #16  

JURASSIC PARK DEVILS IN THE DESERT #3 (OF 4) 

JUSTICE LEAGUE GENERATION LOST #21 (BD)

LADY DEATH (ONGOING) #3  

LEGION OF SUPER VILLAINS #1   

LIL DEPRESSED BOY #2

MAGUS #3 (OF 5) 

MMW AMAZING SPIDER-MAN HC VOL 13  

NEW AVENGERS #10  

NORTHERN GUARD #2  

ONSLAUGHT UNLEASHED #2 (OF 4)

OUTSIDERS #37 (DOOMSDAY)   

PALE HORSE TP     

PRINCE VALIANT HC VOL 03 1941-1942

PUNISHERMAX #11 (RES) (MR) 

RED SONJA REVENGE O/T GODS #1 (OF 5)  

SARAH PALIN VS WORLD ONE-SHOT  

SAVAGE BEAUTY #1

SHERLOCK HOLMES YEAR ONE #2  

SIGIL #1 (OF 4)   

SKULLKICKERS TP VOL 01 1000 OPAS & DEAD BODY

SOULFIRE VOL 3 #0

SPAWN #204 (RES) 

STAN LEE STARBORN #4  

STAR WARS OMNIBUS TP V1 AT WAR WITH EMPIRE

STUFF OF LEGEND THE JUNGLE #4 (OF 4) 

SUPER HEROES #12  

SUPERBOY #5      

SUPERSIZED STRANGE TALES FROM FAST FOOD GN

THOR FIRST THUNDER TP  

THOR MIGHTY AVENGER GN TP VOL 02  

TIME BOMB TP

TITANS #33      

TRANSFORMERS ONGOING #17  

ULTIMATE COMICS SPIDER-MAN #155 DOSM 

ULTIMATE COMICS THOR PREM HC 

UNCANNY X-FORCE APOCALYPSE SOLUTION #1

UNKNOWN TP VOL 02 DEVIL MADE FLESH

VENOM #1       

VERONICA #205     

VERTIGO RESURRECTED FINALS #1 (MR) 

VICTORIAN UNDEAD II HOLMES DRACULA #5 (OF 5)

WALKING DEAD #82 (MR)  

WALKING DEAD WEEKLY #10 (MR)   

WARLORD OF MARS DEJAH THORIS #1    

WEAPONS OF THE METABARONS HC

WEIRD WORLDS #3 (OF 6) 

WOLVERINE WEAPON X TP V3 TOMORROW DIES

WONDER WOMAN #608 

X-23 #7    

X-MEN LEGACY #246 AGEX    

ZATANNA #10   

ZATANNA MISTRESS OF MAGIC TP 

 

copied from the list posted on Facebook by Comics & Collectibles, Memphis

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12134027688?profile=original“I was working in the lab, late one night, when my eyes beheld an eerie sight . . . .”

 

Blame it on William Dozier.  He was the television producer who brought Batman to the airwaves.  Batman debuted on 12 January 1966 and grabbed the public like few TV shows, before or since, have.  Those of you who weren’t around then and watch Batman reruns with some combination of amusement and derision will just have to take my word for it.  For about a year or so, everything went bat-crazy.

 

Stores lined their shelves with bat-merchandise---bat-toys, bat-puzzles, bat-games, bat-costumes, bat-lunch boxes, bat-etc.  Restaurants and discothèques adopted bat-motifs.  Beauty parlours offered bat-coiffures.  There were Batman-related paperbacks and record albums.  They coined a word for it---Batmania.

 

12134075298?profile=originalOver on the comic-book side, the effects of Batmania were both specific and general.  For DC, it was like striking the mother lode.  The Caped Crusader was already regularly featured in his own title, along with Detective Comics and World’s Finest Comics.  In Justice League of America, where he had been simply one of the bunch, Batman rose to star status, taking over the covers.  And in magazines in which Batman didn’t appear, the editors found ways to shoehorn him in.

 

But the bat-fallout also boosted the stock of super-heroes in general.  A rising tide lifts all boats, and both DC and Marvel saw an increase in the sales of all their titles.  Animation producers had come a-calling too, and the fall of ’66 saw Saturday morning programming stuffed with super-heroes.  Characters licenced from DC and Marvel and super-doers created by the animators themselves.

 

The minor comics publishers, the ones who survived by concentrating on humour or funny animals or Westerns or any niche other than super-heroes, decided they had better get on board fast.  A glut of new super-hero titles hit the stands almost overnight, and like most things done in haste, the quality was shaky at best. 

 

At worst, it was dismal.  Kind of like three super-heroes that Dell Comics came up with.

 

 

“When my monster from his slab began to rise . . . ."

 

12134076270?profile=originalThroughout the ‘40’s and ‘50’s, Dell’s stock in trade had been producing comics based on material licenced by its partner, Western Publishing.  Animated characters from Walt Disney, Warner Brothers, and Walter Lantz Studios all made their way to kids’ hands through comics provided by Dell.  There were also television and movie figures, such as the Lone Ranger and Tarzan.  Using established properties was what kept Dell going strong. 

 

Dell's status as a comics publisher was actually one-off.  Dell was a publisher in its own right, of other kinds of magazines and books, but it bought its comics line from Western.  Western had, along with the licencing rights, the comics writers and artists.  Periodically, Dell would decide what characters would sell best over the next cycle and request comics featuring those characters from Western. 

 

Western's folks would then get busy putting those comics together.  Dell assumed all the printing costs and handled the distribution, along with paying a stipend to Western for the work.  The arrangement was profitable for everybody.

 

As with many marriages, eventually the Dell-Western relationship dissolved following a dispute over money.  In 1962, Dell and Western went their separate ways, and Western put its writers and artists to work putting out comics under the Gold Key label.

 

Dell was forced to cobble together its own comics line, hiring writers and artists, but it was struggling.  With the super-hero boom of 1966, company executives saw a chance to get back in the black.  All they had to do was come up with some super-heroes of their own.*

 

When the order came down to crank out some super-heroes now!, their first instinct was to find what they could copy from.   Digging into its archives, Dell found that it had published a comic based on the novel Frankenstein.  Even better, Frankenstein was in the public domain, so there were no messy, and expensive, royalty issues.

 

12134076877?profile=originalIn the late summer of 1966, Dell hit the stands with Frankenstein # 2.  It had continued the numbering from its earlier adaption of the classic story.  Frankenstein # 2 was anything, though, but a classic.

 

The ghastly, sutured pastiche of dead body parts given life by Henry Frankenstein was nowhere in evidence, except in name.  Instead, Dell’s newest hero was a large muscular man in a red circus leotard and blue shorts.  Instead of misshapen features, he bore a strong resemblance to Ace Morgan, of the Challengers of the Unknown.  That is, if Morgan had had a white crewcut and a pea-green-soup complexion.

 

Showing a distinct lack of public relations savvy, the hero called himself Frankenstein.  He possessed the strength and endurance equal to fifty normal men.  Supposedly, he had the brain power of fifty men, also, but that never seemed much in evidence.  Frankenstein handled most of the obstacles that came his way by tossing boulders, knocking down walls, or just plain slugging it out.  Doc Savage, he wasn’t.

 

When he wasn’t leaping across rooftops, he disguised himself as a normal man by donning one of those plastic masks that work only in comics, or on Mission: Impossible, and assuming the identity of Frank Stone, millionaire playboy.

 

The origin of this new Frankenstein wasn’t much of one.  For some reason, the writer was playing it coy.  It opens in a European castle that, somehow, has remained undisturbed for a century in the middle of an American metropolis.  During a thunderstorm, a bolt of lightning somehow enters the castle, makes its way to a sub-basement, and strikes Our Hero, lying inanimate on a slab.  He awakens after a hundred-year slumber.

 

12134077287?profile=originalLike most of us right after we wake up from a heavy sleep, his brain is kind of foggy.  He remembers a doctor and a laboratory and that’s about it.  Realising that almost nobody else has a green face, he sticks to the castle, trying to remember where he left his wallet, so he can figure out who he really is.  Instead, he discovers that plastic mask I mentioned and a business suit tailored to his size that just happen to be there.  (No, really.)  Deciding he can now walk around normal men, he takes the name “Frank Stone” from a chunk of broken tombstone that reads “Frank---“

 

He isn’t out in the real world for fifteen minutes when he rescues a dying millionaire from an automobile crash.  The old geezer hangs on long enough to change his will, bequeathing his entire fortune to Our Hero, then he conveniently dies.  Frankenstein---er, Frank Stone---also inherits a mansion and a butler named William.

 

Because that’s what millionaire playboys do, Frank decides to put rooftop-leaping and boulder-tossing to use fighting crime, taking the super-hero name Frankenstein.  About six pages later, he brings William into his confidence.

 

That first issue also provides Frankenstein with his own Lois Lane---a pesky identity-snoop named Ann Thrope---and an arch-enemy, in the form of a gorilla-riding midget named Mr. Freek.

 

Honest to gosh, folks, I couldn’t make all this up.  

 

 

“Out from his coffin, Drac’s voice did ring . . . .”

 

For its second offering, the economically-minded Dell went back to public-domain territory.  Back in 1962, it had done a comic-book version of Bram Stoker’s Dracula.  What the heck, that sounded good.

 

Now, if you’re thinking that Dell went with a blood-consuming member of the undead as a hero, something along the lines of DC’s thought-provoking  “I . . . Vampire” series of the early 1980’s, then you just haven’t been paying attention.

 

12134078069?profile=originalAs with Frankenstein, the super-hero Dracula debuted in issue # 2, with Dell’s classic-novel version being considered the first issue.  Dracula # 2 also opened in a castle, but at least this one was where you’d normally expect to find them---in a “little-known, middle European country.”  It is Castle Dracula and among the village locals, it has the fearsome reputation of legend.

 

The last living descendant of the Dracula clan resides in the castle.  Because he works in his at-home laboratory almost around the clock, the villagers have never seen him.  This Count Dracula doesn’t look a thing like Bela Lugosi.  Instead, he has that scholarly-but-groomed appearance so favoured by B-movie scientists in the ‘50’s.  And we know he’s a scientist because he wears a white smock.

 

“Doc Drac” hopes to find a method to heal damaged brain tissue with a serum derived from the extract of bat glands.  Instead, by chance, he creates a potion that enables him to transform into a bat.  Unlike most comic-book scientists who accidentally acquire a super-power, he doesn’t immediately decide to become a super-hero.  He needs a bit more motivation first.

 

He gets it when a would-be dictator takes over the little-known, middle European country and makes Castle Dracula his base.  From there, the villain intends to launch his homemade nuclear missiles at Washington, Moscow, and Peking.   Dracula changes into a bat, flies off to the nearest cave to round up a few dozen of his winged buddies, and leads them in a swarm which drives off the anarchist and his army.  (Yeah, it could happen.)

 

12134077663?profile=originalThe locals have had enough, though, of all the crazy goings-on at casa Dracula, so while Our Hero is out saving the world, the villagers storm the vacant castle and burn it out.  By the same token, Drac has had his fill of the simple people of his homeland . . . you know, morons . . .  and he relocates to the good old U.S.A.

 

Even he realises that the power to turn into a bat is pretty lame, so he works out intensely for four or five pages and dons a snazzy new purple-and-red outfit to do his super-heroing in.  Since he’s calling himself “Dracula” while in costume, he adopts a new name for his secret identity---Aloysius Ulysses Card.  But he always introduces himself to people as “Al U. Card”.  (Drac obviously being something of a tiwmid.)

 

I know, I know, few things are as exciting as watching a hero fight crime by turning into a bat.  But the writer wanted to spice up Al’s private life, too.  So they gave him a girlfriend, B. B. Beebee, a hot blonde number.  Or I guess she was supposed to be hot; from the art, it was hard to tell.  In the last published issue, B.B. takes a swing of the bat-juice herself and becomes Dracula’s partner in crimefighting, calling herself “Fleeta”.

 

You just can’t get too much of a good thing.

 

 

“The guests included Wolfman . . . .”

 

Dell wanted to complete its “famous monsters” trilogy of super-heroes, but Universal Studios held the trademark on the name “Wolfman”, so Dell named its last costumed hero the more generic Werewolf.  And just to make sure that no cease-and-desist letters came in the mail, there was no trace of lycanthropy in its new star.

 

12134078701?profile=originalDell didn’t have any problem basing the hero on a riff from Tarzan, though.

 

As we see in Werewolf # 1 (Dec., 1966), Major Wiley Wolf, U.S. Air Force, crashes his fighter in the frozen wilderness of northern Alaska.  He survives but is left with total amnesia.  Coming across a pack of wolves, he adopts their way of life and turns feral.  The pack accepts him as one of its own.  Wiley develops a particular rapport with one of the wolves, whom he names Thor.

 

After six months of chasing prey on all fours, howling at the moon, and scratching at fleas, Wiley is found by a search-and-rescue mission and his memory returns.  Major Wolf returns to civilisation, with Thor in tow; still, he’s not all that happy about leaving his life on the tundra behind.  He resigns from the Air Force.  But before he can write his book or do the talk-show circuit, Wiley is conscripted by the C.I.A.

 

The boys at Langley, it develops, were behind his rescue, and except for Wolf’s Air Force buddies, who have all been sworn to secrecy, the public is unaware he is alive.  This, by convoluted C.I.A. logic, makes him the perfect candidate to be their new super-agent.  Wiley receives special training; miniature transceivers are implanted which permit him to communicate with Thor over long ranges, and he’s given a black “stealth suit” equipped with a grunch of high-tech gadgets.  His code name with the agency is “Werewolf”.

 

12134080053?profile=originalIt’s tougher to make jokes about this one because Werewolf showed some sparks of innovation.  Wisely, Major Wolf was not a crimefighter; he took his assignments from the C.I.A.  In fact, there were very few super-hero conventions.  There were no super-villains or recurring arch-enemies.  He had a costume, so to speak, but the all-black, detail-less nature of it really didn’t give the impression of one.  And there was a girl---Judy Bowman.  But she was strictly his C.I.A. contact and nothing more.

 

Werewolf’s flaw---besides the art, which I’ll get to in a minute---was a lack of any real drama.  Everything came easy to Major Wolf.  His stealth suit rivaled Batman’s utility belt in its ability to have whatever gizmo he needed at the time.  There were never any hiccoughs or unexpected twists to put the character in any real danger.  There were no arch-criminals, but on the other hand, none of the villains seemed very quick on the uptake, either.

 

Werewolf suffers in image a great deal because it came on the heels of the truly atrocious Frankenstein and Dracula.  Wiley might have run with the wolves, but Werewolf lied down with the dogs.

 

 

“ . . . tell them Boris sent you.”

 

No doubt, Dell would have loved to make super-heroes out of the more familiar incarnations of these horror stars.  But Universal owned the rights to the classic movie likenesses of the Frankenstein monster, Dracula, and the Wolfman.   The super-hero Frankenstein and Dracula barely hinted at the backgrounds presented in the novels, and in Werewolf, not at all.  Dell relied on name recognition alone to lure readers.

 

Tony Tallarico handled the art chores for all three series.  Tallarico’s comics career was spent primarily with Dell and Charlton Comics, where he always seemed to be associated with the bottom-of-the-barrel titles.  It’s difficult to say which was the cause and which was the effect.  Tallarico’s art was simplistic, almost cartoonish.  Many artists with the same approach offset it with a certain stylistic charm, but Tallarico didn’t show any of that.  His art bordered on crude.  In reviewing my copies of these titles, I must admit, though, that he did display a talent for innovative “camera angles” in many of his panels.

 

No source I have been able to find reliably identifies the writer of any of the three titles.  Don Segall, who assisted Steve Ditko from time to time, has occasionally been suggested as the guilty party.  Or it could be an ugly rumour started by his enemies.  If it wasn’t Segall, then somewhere there is a writer breathing a sigh of relief at his anonymity. 

 

Dell paid the price for its lack of inspiration.  Frankenstein and Dracula and Werewolf squeaked out three issues apiece, then died of fan neglect in the spring of ’67.  Dell had hoped that shoving out three “horror-based” super-heroes would prove to be a gold mine.  Instead, it was----

 

Altogether, now.  Oh, come on, you know it’s coming.

 

----a mash.  It was a monster mash.

 

 

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* The paragraphs covering the partnership between Dell and Western were revised to reflect the companies' actual relationship, based on information provided by Luke Blanchard, as seen in the comments below.

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