Showing posts with label Robert Kanigher. Show all posts
Showing posts with label Robert Kanigher. Show all posts

Wednesday, July 18, 2012

Metal Men 1-10

I got the hankering to read a bunch of Metal Men issues in a row, and rather than try to cover the plots and such I thought it might be more interesting to talk about overall impressions from the run.

First, there is more continuity in this series of Metal Men issues than I remembered.  The stories don't always end with cliffhangers, but they often have unresolved problems that are covered in the following issue.  For example, in #2, Tina invents a robot Doc, who turns out to be evil.  She ties him and a plutonium robot who's about to explode to a rocket headed for the moon.  It blows up in flight, "killing" all three.  In the next issue:
So they go to the moon but they can't recover enough of Tina to revive here.  So he creates a new platinum robot, but this time Doc has "fixed" her responsometer:
Doc soon discovers the problem with perfect responsometers; they don't think for themselves:
His last command was to catch him, but she fails to bring him back to the surface, and he only survives because the other Metal Men save him. So he scraps the new platinum robot and they return to the moon and eventually find enough of Tina to revive her, gushing her love for Doc and all.

At the end of that story, Tin is lost in space, having turned himself into a can to capture a giant amoeba from the moon that came back with Tina.  So the next several issues involve the Metal Men rescuing Tin, first from space and then from the clutches of a mad robot queen on another world.

There is certainly plenty of bickering going on within the group; it is obvious that Robert Kanigher, who both wrote and edited the series was picking up on Stan Lee's efforts with the Fantastic Four.  Mercury's always riding Tin and Tina and Doc is constantly frustrated at her amorous advances towards him.

So that's two elements of the Marvel magic that are featured in the Metal Men.  What are the differences?

1. The pressure is never racheted up progressively.  Instead, there is a threat, then a resolution, then another threat and a resolution.  I've talked a bit about George M. Cohan's famous description of a three-act play: "In Act I, you get the hero up a tree.  In Act II, you throw stones at him.  In Act III, you get him down from the tree."  Kanigher always made sure to get the hero down from the tree before throwing stones at him.

2. The villains are, to put it mildly, ludicrous.  Here's the robot queen from #4 and #5:
and here's the villain from #8 and #9:
They're not really menacing, just kind of clownish.  And it does stretch credulity a bit that the Metal Men keep finding these other planets where there are robot rulers and attacking amusement rides.

The one really interesting set of villains is the Gas Gang, who appear in #6 and again in #10:
 Although there's really no particularly logical reason why chloroform, for example, would affect robots, who presumably don't breathe.

The series is not without its share of amusing moments.  For example, when one of Doc's model girlfriends mocks Tina:
The romantic tension between Doc and Tina is well-handled.  As readers we all wanted Doc to recognize Tina as his true love; however, realistically Doc has a very good point:



The educational aspect is frequently mentioned in the letters to the editor, but this mostly consists of mentioning the melting/boiling points of the various metals and Mercury's frequent observation that he's the only metal that's liquid at room temperature. Overall, I found the run entertaining and while silly at times it's not tiresome. I was not a fan of Andru and Esposito's art as a youngster, but I confess that it's grown on me over the years.

Wednesday, December 07, 2011

The Flash's Final Fling--Twice

Here's a real oddity from DC's Silver Age. In March, 1966, Flash #159 bore this cover:
That's something of an unusual cover for DC; we'd expect to see it more from Marvel (as indeed we did several times in Spiderman). But more unusual still was seeing this cover on the next regular issue of the Flash, #161 (#160 was an 80-Page Giant):
Notice, down at the bottom, that Julius Schwartz was advertising another, completely different story, also based on the cover from #159. As the splash page notes:
A couple of comments before I proceed with the review. First, it's worth noting that neither story was written by the Flash's main writer, John Broome. The first version was scripted by Gardner Fox, while the second was contributed by Bob Kanigher. Second, the stories amount to breaking the fourth wall, as announcing that you're publishing a second story based on the cover is admitting that these are fictional stories.

The Fox story starts with Kid Flash and Barry Allen visiting the offices of Dr McNider (aka Dr Midnight), an Earth-Two physician. The doc is pleased to see the Earth-One heroes, but he wonders why Barry's not in his uniform. It turns out that the Flash is no more, because he feels underappreciated:
Dr McNider puts him under and probes to find out the real answer:
It turns out that a future criminal with the improbable name of Frand Mattar had sent a bomb back in time to Central City in 1966, which would explode if a high-speed wave hit it; Mattar had a trigger that would cause this to happen and was blackmailing the authorities to force them to allow him to loot at will. Of course, there was another thing that could cause the bomb to go off; if the Flash traveled at super-speed. Thus the "chronal officer" had hypnotized Barry to make him believe that nobody in Central City appreciated his efforts, so that he would resign.

Armed with this knowledge, Flash and his junior partner travel to the future, defeat Frand Mattar, and return to 1966 just in time to prevent the bomb explosion from destroying the city. Flash gets banner headlines and the key to the city, showing that he is still Central City's hero.

Comments: Some tricky time paradox problems with this story. Wouldn't the future world know that the Flash had saved the city? And why would Frand Mattar send a bomb into the past in the first place (other than to provide Fox with a rationale for the cover)? Wouldn't a bomb about to affect a city in 3780 be more compelling to the people of that era?

However, the Fox effort is a masterpiece compared to the second story. Kanigher compares Flash's relationship with his uniform to that of a soldier and his gun.
Whaaaaat? And even more oddly, Kanigher has the uniform answer:
The scene shifts to the day of Barry and Iris' wedding. Iris has planned things so that even her perennially late boyfriend will arrive on time; she has told him the nuptials take place an hour before the actual scheduled time. But as Barry is walking to the church he spots a super-speed turtle (no, I am not kidding):
He finds himself in a super-speed dimension, where ironically that turtle is considered quite slow. But when he travels back to our dimension, he discovers:
Iris breaks off with Barry, and in the days that follow, he begins to feel like his costume has ruined his life. So he discards it:
He visits Iris in the secluded cabin where they had planned their honeymoon, but when he arrives she is being menaced by a giant bear. He tries to save her without using his super-speed, but is kayoed by the grizzly. Fortunately, it turns out that the bear is a retired circus performer. However, Iris is not thrilled at Barry's effort, and indeed, compares him unfavorably to the Flash. Barry returns to Central City, where his uniform, discovered by a passing hitchhiker, is on display at the Flash Museum:
Moved, Barry puts on the uniform again, just as Iris enters the room, followed shortly by some crooks.  As the Flash, he quickly corrals the villains.  But now Iris will know his secret identity, right?  Well, no:
Cue happy ending, with Barry back as the Flash and Iris back in love with him.

 Comments: Sweet jeebus, this is a wacky story!  Kanigher's anthropomorphizing inanimate objects works in the war stories, but it is wildly out of place here.  One thing that I do find interesting is that Kanigher gives Barry a better reason for quitting (and one that is more in line with what Lee would do with Spiderman a year later in ASM #50).

Thursday, August 25, 2011

Repetitive Plots in Sgt Rock

I love reading the DC war titles of the Silver Age; for the most part they have excellent art and entertaining stories. But there is one major problem with reading a bunch of them consecutively, and that is that the main features recycle plotlines consistently.

I've talked in the past about Gunner and Sarge, and how many of the stories featured the same action with Gunner acting as the decoy and the Sarge figuring out where the enemy was located by their fire at his counterpart. The Johnny Cloud stories always had some incident from his youth as a Navajo relating to his problems as an air ace in WWII. In the Haunted Tank series, the ghost of Jeb Stuart would give cryptic advice to his namesake, which inevitably proved prescient.

The Sergeant Rock series was no exception to this trend. The standard plot outline involved Rock being concerned about something that Easy Company is doing wrong that could lead to disaster. For example:



That bit about Easy Company being like a chain came up often. Sarge was as fanatical about eliminating the weakest link as Anne Robinson:

There would then follow several rapid-fire combat sequences proving Rock was right:


Or sometimes the combat-happy Joes would appear to be right for awhile:

Thus increasing the pressure on Rock to prove them wrong. In the end there was always a resolution, although I admit that Kanigher (who wrote these stories) was willing to be more creative in his denouements:



So I recommend these DC war series, but also caution that you should probably read them as they were published; with a month or two in between each issue.

Tuesday, August 02, 2011

Wonder Woman 155


Even by the standards of the Silver Age Wonder Woman, that's a mind-boggling cover.

Back in the 1960s, young boys were off in the woods, playing army, possibly the dumbest game ever invented. Girls tended to want to play house, which certainly seemed dumb, but they were actually practicing the roles they were expected to grow into. The hope was that they would find a good man and settle down, just like Mommy had. Of course, there was also the fear that they would fall for the wrong man, or that only the wrong types would want to date them.

These hopes and fears were expressed and marketed to in many ways. For example remember the girls' board game, Mystery Date?

Note the reaction from the girl when she opens the door to discover the "dud" waiting to take her out. One of the amusing things about this ad is that by the 1970s, when these girls were dating for real, most of them were likely to date someone even more shabbily attired than him.

The covers of Lois Lane are filled with images of her falling for the wrong man:





The Wonder Woman story starts out similar to Wonder Woman #125, which I reviewed a few years ago. She's having problems with the men in her life being too aggressive:

She has similar encounters with Bird-Man and Manno, the Merman, during the latter of which we learn an interesting fact about Wonder Woman's physiology:

There's also this amusing bit:

King Kong's escaped again? What a pain!
She also gets some unwanted attention from an octopus. You have to see it to believe it:

So after all that excessive affection, she is intrigued when she meets a monster prince who rejects her friendship:

But when he destroys his castle during a battle with the Amazons who've come to befriend him:

We learn that's the real way to Wonder Woman's heart:

And she decides to marry him. There's an interesting statement on prejudice here:

Wow.

And so we get the scene on the cover. But at the last moment the groom gets cold feet:

There follows a zany sequence where a flying sphinx attacks her, and the monster helps save her and turns into a handsome dreamboat. But as they are falling off a cliff, he gets angry again and changes back into his monster self and rejects her, leading to this denouement:

Comments: Obviously the story is an insane remake of Beauty and the Beast. But it is redeemed a bit by the positive characterization of Wonder Woman.

Friday, July 29, 2011

Wonder Woman 156--Return of the Golden Age



One of the things that I've been meaning to do is look back through the comics to see when the concept of comics being "collectibles" first started; this must be a fairly early example, with an August 1965 cover date. Marvel Collectors' Item Classics started the same month, so obviously by then the news was getting out about the value of the older issues.

This issue also demonstrates the growing influence of fandom. In 1961 and 1964, Wonder Woman was selected by the Alley Awards as the "Worst Comic Book Currently Published."
While that is a bit unfair, I suspect what the fans were getting at was more like "The worst comic that used to be good."

In response, Robert Kanigher decided to give the fans what they wanted; a Golden Age-type story with Golden Age-type artwork. Does it work? Mostly it does. Oh, it's zany, but the GA Wonder Woman was quite wacky. The story starts out with Steve Trevor telling Diana Prince that he always knew his Wonder Woman was worth a million, and now he has the proof:

How'd you like to be able to buy early Golden Age issues for $100 per copy?

Intrigued, Wonder Woman visits the Dream Merchant (a fictional comic book shop). She starts reading an old comic and suddenly finds herself pulled into the story:

Incidentally, although the Brain Pirates were featured in a Golden Age Wonder Woman story in Sensation Comics #82, there is only a superficial similarity between that tale and this one.

The Brain Pirate tries to steal Wonder Woman's brain, but she throws off his control. However, he succeeds with Steve Trevor:

There follows a zany battle with the pirates over Steve's "brain"; at one point they load it into a cannon and threaten to fire it far out to sea. She prevents them from doing that, but she's stymied when they control Steve and order him to shoot her if she does not submit:

Just then the Holliday girls and Etta Candy happen to be rowing by, and the pirates threaten to ram them. Wonder Woman prevents this:

Err, but isn't she supposed to be only as strong as a normal woman when her bracelets are welded together? She returns to the pirate ship and is there when the Holliday girls attempt to rescue her by swimming to the ship. But the Brain Pirates capture the girls' brains, and the ship takes off for outer space.

After landing on the Brain Pirates' world, they torment Wonder Woman by making all the passengers walk the plank, into a shark-infested sea. Wondy fights off the sharks, and saves Steve and the Holliday girls:

She gets them safely to land, but the Brain Pirates still control them and force Steve and the girls to capture Wonder Woman. The BPs parade their slaves into their city. They attempt to kill Wonder Woman but she manages to avoid their spears and swords. Then comes the dartboard scene shown on the cover. She manages to get a dart to pierce the chains holding her bracelets together, and now she's free. The leader of the Brain Pirates makes a deal:

Except, as you can probably guess, the brains of Etta, Steve and the Holliday Girls are inside that box. Fortunately Wonder Woman realizes this, grabs the box and her friends, calls for her plane, and gets everybody safely back to Earth. And in the end Wonder Woman pops back out of the comic and into the store where she ponders:


The next two issues were done in Silver Age style and featured the memorable Egg Fu. Wonder Woman #159 featured a retelling of the origin of the Amazon princess, and Golden Age-style art, and Kanigher continued the experiment until #165, when the Silver Age artwork returned. Kanigher noted in the letters column of #166: