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Post by MWGallaher on May 8, 2022 8:11:02 GMT -5
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Post by mikelmidnight on May 9, 2022 11:11:04 GMT -5
Not bad at all, I think. At this point in real-world time, Hourman had departed with the rest of the JSA to fight eternal Ragnarok, leaving his son to carry on as the new Hourman in INFINITY, INC., so this might well have stood as the final word on the original Man of the Hour. With 1980’s sensibilities, Hourman’s Miraclo-induced super-powers are rendered in a far more spectacular manner, and the motivation shown to drive Rex’s development of his drug are consistent with the debasement he faced in those early installments. Rex isn’t depicted as quite so much the true coward as Ken Fitch made him out to be, and the explicit introduction of addictive qualities and bad side effects might seem unpleasant to many readers, but as we’ve seen, they explain many of the turns the strip took over its short run, and impart some of the grit that was expected in the 1980’s. I appreciate Roy Thomas not cramming everything in there; there’s no Miraclo ray, or Minute Men, or Thorndyke, or secret mission for FDR, just a focus on that first adventure and a real origin, in 22 pages—the longest Hourman solo ever published. There's a hint of The Hulk here, as the activation of the Miraclo seems to be triggered by emotion. Adding a tragic quality to the effects of Miraclo brings Hourman even closer to Hulk: science guys gaining temporary powers at unpleasant expense. If you don't like that angle, it's not like it ruined any great number of terrific Hourman stories that followed, since there really weren't any to be ruined.
I don't like a lot of RT's retcons, but I usually was fine with his giving origins to characters who never had proper ones, and this story was perfectly fine.
I was hoping you might delve into Sandman Mystery Theatre.
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Post by MWGallaher on May 9, 2022 17:40:41 GMT -5
Not bad at all, I think. At this point in real-world time, Hourman had departed with the rest of the JSA to fight eternal Ragnarok, leaving his son to carry on as the new Hourman in INFINITY, INC., so this might well have stood as the final word on the original Man of the Hour. With 1980’s sensibilities, Hourman’s Miraclo-induced super-powers are rendered in a far more spectacular manner, and the motivation shown to drive Rex’s development of his drug are consistent with the debasement he faced in those early installments. Rex isn’t depicted as quite so much the true coward as Ken Fitch made him out to be, and the explicit introduction of addictive qualities and bad side effects might seem unpleasant to many readers, but as we’ve seen, they explain many of the turns the strip took over its short run, and impart some of the grit that was expected in the 1980’s. I appreciate Roy Thomas not cramming everything in there; there’s no Miraclo ray, or Minute Men, or Thorndyke, or secret mission for FDR, just a focus on that first adventure and a real origin, in 22 pages—the longest Hourman solo ever published. There's a hint of The Hulk here, as the activation of the Miraclo seems to be triggered by emotion. Adding a tragic quality to the effects of Miraclo brings Hourman even closer to Hulk: science guys gaining temporary powers at unpleasant expense. If you don't like that angle, it's not like it ruined any great number of terrific Hourman stories that followed, since there really weren't any to be ruined.
I don't like a lot of RT's retcons, but I usually was fine with his giving origins to characters who never had proper ones, and this story was perfectly fine.
I was hoping you might delve into Sandman Mystery Theatre.
That one I absolutely will! It's one of the best spotlights Rex ever got, coming closest to fulfilling the potential the concept had.
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Post by MWGallaher on May 11, 2022 19:11:49 GMT -5
Hourman in the JSA Revival:Hourman was not among the JSAers revived at the conclusion of the two Flashes’ battle with Vandal Savage in FLASH #137, June 1963. Apparently the final mission of the JSA, which according to this tale ended with Vandal Savage trapping the team in suspended animation, had involved the members that had been active in the final era of the JSA during the Golden Age: Flash, GL, Atom, WW, Hawkman, and Dr. Mid-Nite, with Johnny Thunder returning to replace BC. They escaped Savage's trap, and reconstituted the Society: Wonder Woman's word can be trusted: two months later, JLA #21, August 1963, a little over 20 years since his last appearance, Hourman returned as the JSA crossed over during the “Crisis on Earth-One!” Other returnees to the JSA roster for this reintroduction were Black Canary and Dr. Fate, while Johnny Thunder and Dr. Mid-Nite sat this one out (I think Julius Schwartz saw Black Canary, Dr. Fate, and Hourman as more exploitable characters in this era than the more comical and less visually interesting Johnny Thunder, and for some reason, Dr. Mid-Nite never got the attention from Schwartz that he would go on to give to Canary, Fate, Hourman, Starman, Atom, Flash, Green Lantern, and The Spectre.) But the revised by-laws of the JSA (as mentioned in this tale) call for a rotating roster of seven, and Rex has made the cut for the first case. I think everyone reading this is familiar enough with the two-issue saga of “Crisis on Earth-One/Earth-Two” to skip the synopsis, but let’s check in on our first glimpse of Hourman, chilling in the “modernized” JSA headquarters: no more round table, just a cozy gathering spot before the fireplace: Once the JSA begin their mission to battle some of their old enemies who are now banded together, they decide to pair off like in the old days (in the later run of ALL-STAR, the solo missions of the early issues were replaced by team-ups, in order to accommodate the shorter page count). Hourman teams up for the first—but not the last!—time with Dr. Fate, to take on The Icicle. With Hourman trapped in a block of ice that will take over an hour to melt, the pair fail to prevent The Icicle from getting away with his theft (for a literally frozen pose, Mike Sekowsky serves up a nicely dramatic shot here!): Later, the JSA travels across the dimensional barriers, so Hourman gets to be among the first of his world to meet people from a parallel universe: Rex doesn’t make the cover of the following issue, #22, in which the Justice teams swap Earths, since their villainous opponents have tried to take refuge themselves by swapping universes. When Hourman and The Atom fight stuffed animals animated by the Fiddler’s music, his strategy relies on his radio transmitter—a very unexpected detail, because while Hourman’s portable radio get-up was an element of some of his Golden Age adventures, it wasn’t among the aspects of the character I’d have expected to see carry over in the revival! And as far-fetched as it may be the The Fiddler's tune can bring museum displays to life, that scenario is highly reminiscent of some of the weird science menaces we saw in Hourman's Golden Age run! In the final chapter, pairs of members, one from each team, are chained in cages floating in space. Hourman shares his prison with Batman. He attempts to escape, mentioning to himself: “I improved my Miraclo pills over the past twenty years—to give me even greater powers than I used to have—but to no avail!” Of course, the united teams escape and prevail, vowing to keep in touch. And as we know, they shall indeed keep in touch, making the JLA/JSA crossovers a routine annual event for years to come. While we can’t expect to get much new information on the Hourman character in such a crowded spectacle, we do learn that he once again relies on Miraclo pills rather than the Miraclo ray, and that they have been improved to induce even greater powers (and presumably to eliminate any negative side effects; it seems unlikely that a reformulation would eliminate any addictive qualities). Whoever made the call must have decided that a pill-popping superhero was okay, after all. We don't, however, actually see him take any Miraclo pills, and the one-hour time limit is mentioned but doesn't factor into the plot in any significant way. Hourman's yellow-and-black costume (with accents of red) made for a striking visual on the pages of JLA, where nobody had a color scheme anywhere close to that. You can sense that they saw the potential in this one: a cool costume, a memorable name, and a gimmick that just might work this time around, when comics creators knew how to capitalize on super powers better than they did in 1943. Despite the potential, Hourman was not on the rotating roster in the next crossover, JLA #29-30, or the one after that, JLA #37-38, or even the one after that, in issues 46-47. But he got something better: a tryout to star in a potential new comic, with a two-issue run of SHOWCASE featuring the team of Hourman and Dr. Fate!
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Post by MWGallaher on May 24, 2022 15:25:18 GMT -5
SHOWCASE #55, March-April 1965: The Super-Team Supreme: Hourman and Dr. Fate “Solomon Grundy Goes on a Rampage” by Gardner Fox and Murphy Anderson! SYNOPSIS:While we get our two heroes on the splash, the story opens with a prologue recapping the Earth-Two Green Lantern’s defeat of Solomon Grundy in ALL STAR COMICS #33 (Feb-Mar 1947), with artist Murphy Anderson recreating the original published page: Chapter 1 gets underway with Grundy’s green prison sphere hurtling to crash on the surface of the Earth, releasing the monster, who immediately sets out for his home territory, where he dives into the depths of Slaughter Swamp, his “birth waters”. Kent Nelson and his wife Inza are alerted to something going on as they drive toward Dr. Fate’s tower in Old Salem, with the glow of Dr. Fate’s crystal ball visible from the top of the tower. They magically walk through the stone walls of the doorless building, and Kent dons the garb of Dr. Fate. The crystal ball indicates activity in the “radioactive marshlands attached to the Tyler Chemical Company plant!” Fate’s mystical powers allow him to track the past, leading him to the shattered remains of Grundy’s green prison globe, which Fate mystically recreates. Now, finally, we turn our attention to Rex Tyler, who enters his secret vault to clothe himself in the costume of Hourman. He pops a Miraclo pill (from what looks like a candy jar full of them!) and goes to investigate the alarm. Why would his company have an alarm in the swamp? Because that’s where they “empty the radioactive waste from our cyclotron!”( Here's something curious: look at how Murphy Anderson is rendering Hourman's footwear in that first panel. It appears that Anderson doesn't think that Hourman wears striped boots, but rather that he is wearing some kind of calf-gripping sandals over red stockings?)Sure enough, Hourman finds and recognizes Solomon Grundy. Misjudging Grundy’s offensive strategies, Hourman finds himself slammed against a tree by the gigantic creature, as Dr. Fate arrives to join the battle. Fate’s mystically-animated trees prove to be no match for Grundy’s strength, and Grundy himself—“being only a pseudo-life-form”—is less affected by magic than a human would be. Fate freezes Grundy in a block of ice, which Grundy easily breaks out of, so Fate tries another approach, allowing Grundy to pick him up so that, once in contact, Fate can fill Grundy’s body with “electrical magic” (!?). That’s when Hourman recovers and decides to “help out”, only to discover that not only does his Miraclo strength fade—even with more time remaining on the clock—but Fate’s magic flows back out of Grundy and back into Fate! Thus does Chapter 2 begin with Grundy having defeated our heroes, trudging away as a variety of wooden objects mysteriously float behind him, attracted by the strange glow that has enveloped him. We leave Hourman and Dr. Fate behind to witness Grundy’s robbery of a bank, his goal not to steal but to attract his enemy Green Lantern, who does indeed arrive. Using the wooden objects that still float around him, Grundy knocks out GL, whose weakness is wood. Fate and Hourman arrive, and Hourman takes another pill, noting that he can only take Miraclo after the previous dose has been expired for one hour. So this is where that restriction was established: one hour of Miraclo power must be followed by at least one hour of recovery time. But now Dr. Fate and Hourman find themselves compelled to fight against one another. They knock each other out, allowing Grundy to carry off his enemy. Grundy rejoins his gang and goes on a crime spree, continuing to tote GL over his shoulder! But what was up with Fate and Hourman getting a mad-on for each other? Dr. Fate figures out—get this!—that Miraclo somehow affects his magic, while magic cuts off Miraclo’s effects. Our Super-Team Supreme can’t be close to each other without dampening both their powers. Rex speculates that the radioactivity of Grundy’s body is causing this effect, so when they fly off together, Fate has to carry Rex in the tail of a supernatural wind stream behind him. Fate drops Rex at the site of the Grundy Gang’s jewelry store robbery, where he easily dispatches the goons. Take a look at the first panel of this sequence: (While it doesn’t appear to be an homage to a specific panel, it sure looks like Murphy Anderson was intentionally evoking the work of Bernard Baily, as this was a camera angle Baily often used when showing crooks breaking into a business, and it’s got those huge NYC sidewalks Baily always drew!) Fate himself heads back to the swamp, finding Grundy lurking beneath the surface of the water. He lures Grundy out with a magical image of Green Lantern. While Grundy fights the simulacrum, Fate must deal with a Grundy-fied Green Lantern, who has been transformed by the swamp into a giant white-skinned, ring-powered brute. A little magic mumbo-jumbo and GL is restored to normal. Hourman arrives, and our heroes team up (at a safe distance!), taking turns batting the beast back and forth between them. Hourman demonstrates not only remarkable leaping ability, but physics-defying direction reversal: (Although we don't have the ol' corner clock, we are tracking Hourman's "Hour of Power", to pointlessly precise fractions of seconds!)Finally, Fate and Green Lantern forge a new, stronger prison, integrating energy and ring power to craft a sphere that can hold Grundy “until the end of time”. Hourman wallops Grundy into the interior of the ball-shaped cell, and Fate and GL send it into orbit, where they’ll be alerted by a unique glow should he ever escape. On the letters page, we get a recap of the origins of Dr. Fate and Hourman. Not that Hourman, at that point, had much of an origin besides “invents Miraclo”, but the article does specify that the hourglass around his neck is used to keep track of the time, and that he has risen to own the former Bannerman Laboratory, running it with business skill and acumen (not to mention flagrant disregard for the environment, but hey, what’s the harm in nuking a crummy old swamp?). COMMENTARY:So how might Rex have ended up the literal owner of the business? Being the best chemist in the company is not a likely avenue through which to gain ownership, right? And Rex was usually shown to live a modest lifestyle, renting rooms in boarding houses or apartments. His superheroic missions were never shown to have the potential to produce wealth; he started out an altruistic crusader, and declared the intent to donate contest winnings to charity. He clearly never sold the formula for Miraclo, and his adventures didn’t take him to places where he might recover valuable treasures. So how, indeed, did he rise to be not just the top executive (which is somewhat feasible) but the owner? Perhaps through some shareholding benefits, wise investments, etc., but I speculated earlier that Mr. Bannerman wanted to set up Rex with Regina, his niece (who, I also speculated, was his ward and thus possibly his only heir). Although Rex will soon be revealed to be single in the next issue of SHOWCASE, could Rex have married Regina, inherited the ownership of Bannerman Laboratories through her, and then lost his wife to an accident or illness? A lot can happen in 20 years (since the last Golden Age Hourman story), and those were prime years of Rex’s life, the time that most heterosexual men of the era would have married. It seems a likely scenario, and since I’m not shying away from speculation in this thread, I’ll admit to that being my head canon. And now the obvious question: why team up these two heroes? It sure seems like a mismatch, doesn’t it? Yes, Dr. Fate wasn’t at the height of the mystic powers he had displayed in the early days of his feature in MORE FUN COMICS, but he was a considerable cut above the physician hero of the latter days of his Golden Age run, a mystery man who mainly relied on running through the air and duking it out with ordinary thugs, occasionally casting a modest magic spell. And Hourman was demonstrating strength beyond what we saw in the final days of his strip, but come on, he’s not in Dr. Fate’s league (but he is in Fate’s Society!). I have a couple of competing hypotheses. First, it could be that this issue and the following one were not a pilot for an ongoing series for the “Super-Team Supreme”, but rather a way of having two tryouts at the same time. Julius Schwartz may not have had enough confidence in either, but a hunch that at least one of them would catch on. Or he may have been very confident in both, thinking that he could accelerate the process of graduating them into their own separate features by having them share the Showcase tryout. Perhaps he was counting on reader feedback to convey enthusiasm for one character over the other. Or if the sales were good, he might be more comfortable trying them out then in solo adventures: if a future Showcase Presents Hourman sold as well as the Dr. Fate team-ups, it was Hourman who was the draw, otherwise, Dr. Fate was the one they were interested in. But what if the high concept was an ongoing pairing? Maybe that’s not so far-fetched, when you consider that the most successful model for an ongoing series pairing two individual superheroes was WORLD’S FINEST COMICS. Were Dr. Fate and Hourman as unbalanced a duo as Superman and Batman? No, they were not. And DC had already shown an intentional effort to replicate the World’s Finest Team with BRAVE & BOLD #50, which teamed their closest analogues to Superman and Batman: J’onn J’onzz and Green Arrow. Evidently, sales were not sufficient to pursue any of those avenues, as we saw neither a continuation of the Super-Team Supreme (beyond next issue’s follow-up) nor solo tryouts for the characters. It would be over a decade before Dr. Fate would get another chance at a solo story, but only a few years before Hourman got a shot. That suggests to me that Hourman was considered to have the most potential during the 60’s, while Dr. Fate began to look more promising in the 70’s (Dr. Fate, after all, would team up with Superman and with Batman in their respective team-up titles, while Hourman was never offered that opportunity). We might look to BRAVE & BOLD #61 and #62 for comparison. Those issues teamed Starman and Black Canary, and it’s a little easier to envision them as an ongoing team, although the fact that Black Canary was married to another man could have made that team-up awkward in the long run. But the second of those trials threw Wildcat into the mix, which I consider evidence that this pairing—or trio—was a trial to see which if any of the characters generated positive reader reaction. If so, then so, probably, was the Dr. Fate and Hourman team.
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Post by chadwilliam on May 25, 2022 23:28:47 GMT -5
SHOWCASE #55, March-April 1965: The Super-Team Supreme: Hourman and Dr. Fate “Solomon Grundy Goes on a Rampage” by Gardner Fox and Murphy Anderson! Once again, I see how Roy Thomas, rather than slumming in the depths of "realism" to create an addiction to Miraclo, was simply addressing what was there the whole time. One pill lasts an hour, he has to wait an hour after the first one wears off to take the second, and yet he takes "a handful" with him? Does he really expect to be out there for a full ten hours - five of which he'll be unpowered for since he has to wait every alternate hour before taking another? I can't say that if this issue were my introduction to Hourman that I'd be all that impressed. Though the little time counter is generally an effective storytelling device once the fight heads towards those final seconds, it only serves as a source for amusement when used to confirm that Hourman's battle against Solomon Grundy began at "10:15 PM" and ended at "10:15 1/4 PM". Really? Hourman literally lasts one quarter of a second before going down for the count? He gets back up at "10:29 PM" and is knocked out again at "10:29:03 PM" - why is the story telling us this?! This is the guy who thought he'd need five Miraclo pills tonight? He fares a little better against Dr. Fate (which doesn't really do Dr. Fate any favours) but only because this time he actually succeeds in knocking out his opponent just as he gets knocked unconscious for te third time that evening. So much of this story felt like "You'll just have to trust us when we tell you that under normal circumstances, Hourman would be putting in a much better showing than he is here". He has a few nice moments towards the climax when he lands a few blows against Grundy, but it doesn't really make up for his earlier embarassments.
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Post by MWGallaher on May 26, 2022 10:46:01 GMT -5
Once again, I see how Roy Thomas, rather than slumming in the depths of "realism" to create an addiction to Miraclo, was simply addressing what was there the whole time. One pill lasts an hour, he has to wait an hour after the first one wears off to take the second, and yet he takes "a handful" with him? Does he really expect to be out there for a full ten hours - five of which he'll be unpowered for since he has to wait every alternate hour before taking another? I can't say that if this issue were my introduction to Hourman that I'd be all that impressed. Though the little time counter is generally an effective storytelling device once the fight heads towards those final seconds, it only serves as a source for amusement when used to confirm that Hourman's battle against Solomon Grundy began at "10:15 PM" and ended at "10:15 1/4 PM". Really? Hourman literally lasts one quarter of a second before going down for the count? He gets back up at "10:29 PM" and is knocked out again at "10:29:03 PM" - why is the story telling us this?! This is the guy who thought he'd need five Miraclo pills tonight? He fares a little better against Dr. Fate (which doesn't really do Dr. Fate any favours) but only because this time he actually succeeds in knocking out his opponent just as he gets knocked unconscious for te third time that evening. So much of this story felt like "You'll just have to trust us when we tell you that under normal circumstances, Hourman would be putting in a much better showing than he is here". He has a few nice moments towards the climax when he lands a few blows against Grundy, but it doesn't really make up for his earlier embarrassments. [/quote] Thanks for catching that hilarious timer tracking, chadwilliam ! I imagine most readers glossed over it, like me, but now I wonder if it was a very intentional gag--why else go to the fractions of a second? I found it easy to deduce addictive qualities from the Golden Age stories alone, but yeah, a ten hour supply sends a message. Then again, there were some frustrating moments in the Golden Age run where he seemed pretty dense for not bringing along some extra doses. I think Hourman gets a much better showing in the next issue, and I'll argue that what we see there could have brought something fresh to DC's mid-60's line...
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Post by Cei-U! on May 26, 2022 12:21:50 GMT -5
FYI, I discovered the other day that Hourman co-creator Ken Fitch entered the military sometime in 1943, not returning to comics until '46, and thus almost assuredly did not script any of the later episodes.
Cei-U! I summon the excused absence!
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Post by Commander Benson on May 27, 2022 7:34:15 GMT -5
I was introduced to Hourman with that first JLA/JSA team-up in JLA # 21-2 (Aug. and Sep., 1963). Even though he became one of my favourite Earth-Two characters, I never gave him much in-depth thought until your series of reviews. As I read your commentary and the remarks of the others, it occurs to me that the concept of Hourman, ten years earlier, say 1931 or -2, would've been fertile material for a pulp magazine.
You could move most of the material over to the pulps intact. Keep Rex Tyler and, of course, the Miraclo drug. I would dispose of the costume and I would also get rid of the name "Hourman", except as the title of the magazine. Instead, in the stories themselves, the prose would occasionally refer to Tyler by the sobriquet "the Man of the Hour" or, maybe, also, "the Sixty-Minute Sensation", the same way Doc Savage was often mentioned as "the Man of Bronze".
Miraclo would bestow Tyler with pretty much the same abilities as in the comics---phenomenally increased strength and durability, quickened reflexes, heightened senses. But nothing approaching Superman's might, not even at his 1938 level. You'd want Tyler to be impressively formidable, but able to be overcome by a sufficiently powerful or clever mechanism.
I'm not sure how I'd play the character of Rex Tyler himself. Either as an independent operator, in the Doc Savage or Richard Benson mould, or keep the chemist for Bannermain Chemicals set-up. If I went with the latter, it tends to evoke the idea of Tyler operating as a hero secretly. That raises the idea of a secret identity and reïnvites the need for a costume.
As an independent operator, Tyler would do his stuff openly, with only Miraclo remaining secret.
Clearly, a limit on how often Miraclo could be re-used would have to be imposed, in order to ramp up the drama. I prefer the Silver-Age-established limit of an hour between doses, as opposed to the modern once-a-day nonsense.
Aye, a good pulp writer of the day, I think, could've made lots of hay out of the Hourman concept.
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Post by mikelmidnight on May 27, 2022 11:44:33 GMT -5
I was introduced to Hourman with that first JLA/JSA team-up in JLA # 21-2 (Aug. and Sep., 1963). Even though he became one of my favourite Earth-Two characters, I never gave him much in-depth thought until your series of reviews. As I read your commentary and the remarks of the others, it occurs to me that the concept of Hourman, ten years earlier, say 1931 or -2, would've been fertile material for a pulp magazine. You could move most of the material over to the pulps intact. Keep Rex Tyler and, of course, the Miraclo drug. I would dispose of the costume and I would also get rid of the name "Hourman", except as the title of the magazine. Instead, in the stories themselves, the prose would occasionally refer to Tyler by the sobriquet "the Man of the Hour" or, maybe, also, "the Sixty-Minute Sensation", the same way Doc Savage was often mentioned as "the Man of Bronze". That's pretty close to how he was depicted in his opening sequences in SMT - trench coat and fedora and dark glasses as his 'costume' as 'the Man of the Hour.'
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Post by MWGallaher on May 27, 2022 12:14:14 GMT -5
I was introduced to Hourman with that first JLA/JSA team-up in JLA # 21-2 (Aug. and Sep., 1963). Even though he became one of my favourite Earth-Two characters, I never gave him much in-depth thought until your series of reviews. As I read your commentary and the remarks of the others, it occurs to me that the concept of Hourman, ten years earlier, say 1931 or -2, would've been fertile material for a pulp magazine. You could move most of the material over to the pulps intact. Keep Rex Tyler and, of course, the Miraclo drug. I would dispose of the costume and I would also get rid of the name "Hourman", except as the title of the magazine. Instead, in the stories themselves, the prose would occasionally refer to Tyler by the sobriquet "the Man of the Hour" or, maybe, also, "the Sixty-Minute Sensation", the same way Doc Savage was often mentioned as "the Man of Bronze". Miraclo would bestow Tyler with pretty much the same abilities as in the comics---phenomenally increased strength and durability, quickened reflexes, heightened senses. But nothing approaching Superman's might, not even at his 1938 level. You'd want Tyler to be impressively formidable, but able to be overcome by a sufficiently powerful or clever mechanism. I'm not sure how I'd play the character of Rex Tyler himself. Either as an independent operator, in the Doc Savage or Richard Benson mould, or keep the chemist for Bannermain Chemicals set-up. If I went with the latter, it tends to evoke the idea of Tyler operating as a hero secretly. That raises the idea of a secret identity and reïnvites the need for a costume. As an independent operator, Tyler would do his stuff openly, with only Miraclo remaining secret. Clearly, a limit on how often Miraclo could be re-used would have to be imposed, in order to ramp up the drama. I prefer the Silver-Age-established limit of an hour between doses, as opposed to the modern once-a-day nonsense. Aye, a good pulp writer of the day, I think, could've made lots of hay out of the Hourman concept. Absolutely! The concept would probably have been a lot more effective in pulp novels than it was in 8-page comics installments. It also would have translated easily to a series of B-movies or Poverty Row movies, serials, or to radio. The feature may have flopped in the comics, but it had so much potential!
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Post by MWGallaher on May 28, 2022 8:18:28 GMT -5
SHOWCASE #56, June 1965 "Perils of the Pyscho-Pirate" by Gardner Fox and Murphy Anderson SYNOPSIS: Archaelogist Kent (Dr. Fate) Nelson and his wife Inza discover the "Medusa Masks" at a dig (funded by Rex Tyler, a.k.a. Hourman) in Asia Minor. These masks, which cause veiwers to be overcome by emotion, are said to be the root of the Medusa myth. Upon returning home, the Nelsons display the masks at a celebration hosted by Tyler, who introduces them to his fiancée, actress Wendi Harris. When a sinister stranger exposes one of the masks to irradiated gases as Wendi admires the display, Wendi is overcome with greed, and absconds with a handful of masks. The stranger irradiates another mask, which causes the other guests--including Rex and Kent--to laugh uncontrollably as Wendi runs off with the loot. When they've all recovered, none of them can explain the strange emotions, and Wendi reports that she was overcome with pity and gave the masks to a beggar. Dr. Fate's magic proves unable to track the masks, but the reader learns that Roger Hayden, one-time cell-mate of the Psycho Pirate who battled the JSA in the Golden Age, has succeeded his mentor, who knew of the Medusa Masks and knew how to activate them. By irradiating the masks, Psycho Pirate is able to attain the ability to control emotions in others, with his own facial expressions. Psycho Pirate exploits these abilities to stage a bank robbery with his gang, which Dr. Fate is able to detect, although he cannot track the masks themselves. Psycho Pirate distracts Fate by instilling in him the emotion of pride, to evoke Fate's memories of his greatest victories, followed by frustration, leading to a hallucinated battle with some of Fate's Goldan Age adversaries, including the evil sorcerer Wotan and the mage of the Yucatan jungles, Mayoor. By the time he realizes he is battling phantom memories, Psycho Pirate has escaped with the loot. Part 2 brings Hourman to the spotlight, as we see Rex suit up in his secret vault (again, Anderson shows his understanding of how Hourman's footwear is constructed, but he doesn't show the red stockings...maybe rex is already wearing red knee-highs under his business suit?): With some detective work (which is much more effective than his efforts at such had proven in the Golden Age!), Hourman searches out Psycho Pirate's distinctive red car, and finds the gang generating despair in the crowd at an outdoor art show. After 4 pages of action, Hourman succumbs to an induced emotion of friendliness to the Psycho Pirate, helping him to pack up the stolen art and waving good-bye as the Pirate departs. Dr. Fate then arrives; he has been monitoring the strange encounter and has commanded the clouds themselves to magically track the fleeing Psycho Pirate. As they assault the gang, Fate and Hourman suffer from induced phobias...and Murphy Anderson makes the bizarre choice to draw emotions on Dr. Fate's usually expressionless mask: Unable to deal with their own phobias, the heroes realize they can instead focus on their partner's, destroying the ordinary objects that is paralyzing their team-mate with fear. At this point Hourman's Miraclo wears off, so he must bluff and battle despite having no superpowers. As he and Fate appear to be prevailing with the gang, Psycho Pirate triggers the emotion of jealousy, compelling the heroes to fight each other (with Fate's helmet again somehow reflecting his emotion--I guess they realized too late that an emotion-inducing villain wouldn't work so well visually against Dr. Fate's costume design!): Having fought to apparent exhaustion, the heroes face each other unmoving, and Psycho Pirate approaches and punches them both out in turn. But Psycho Pirate got psyched: Fate was faking it! Seems the good doctor knows a bit about the hypothalmus and the septal region of the brain controlling emotions, and was able to...umm...I'm not exactly sure how to interpret the explanation, but somehow Fate was devoid of emotion but fought back as a reflex, finally knocking out the Psycho Pirate. Once both heroes are fully recovered, Hourman remarks on how risky it was for Fate to battle him, what with those super-charged powers he has and all. Fate's mask is surely hiding a snicker as he explains that he knew Hourman's Hour of Power was up by the emptying of the sands from Hourman's hourglass pendant. OK, now Fate explains it: he was pulling his punches, knowing Hourman was out of juice, and he was copying whatever emotions Rex was demonstrating, since Fate himself was voiding himself of emotion. Oh, and he couldn't use his magic, because magic relies on emotional forces, hence Fate's reliance on pure reflex. I'm not quite sure I followed all of that, but, whatever... In the closing panels, Wendi has again consented to marrying Rex (now that her good hame has been cleared) and Rex reveals his secret identity of Hourman to his fiancee. He's going to be her husband..."twenty-four hours a day!" This issue's text page summarizes the two encounters between the Justice Society and the original Psycho Pirate in the 1940's. COMMENTARY: Last time I postulated that this pairing was following the World's Finest Team model, but this installment doesn't feel much like a WF story. The structure of Intro/Dr. Fate chapter/ Hourman chapter/ Team-up chapter seems designed to provide individual spotlights on the heroes in a way that WF usually didn't--but of course, WF didn't have to, since Superman and Batman & Robin had their own independent ongoing features. So I hesitate to make further guesses on what Julius Schwartz thought this trial might lead to if sales were good. Rex will be revealed to have married Wendi Harris, mother to his son Rick, Hourman II in INFINITY, INC. Wendi is presumably a stage actress. Rex was occasionally shown to have an interest in stage arts such as plays and concerts and opera, so I'll buy him getting involved with an actress, especially since he is now a well-to-do executive, not just a white-collar chemist. Not that I think Gardner Fox was trying hard to establish strong consistency with subtle inferences that one could have drawn from the original run, but hey, he isn't shying from churning up some past continuity for Dr. Fate this issue! But Fate was one of Fox's assignments back in the 40's, so he'd be well equipped to pull those obscure villains from the dustbins. The big question is, what could DC have done with Hourman, had this two-issue tryout generated some sales heat? Well, take a look at this page: Granted, it's not exactly spectacular work, but when one examines DC's lineup in the mid-60's, one finds, surprisingly, that they didn't have many characters suited for quite this kind of dynamic action. Super-strength wasn't nearly as ubiquitous a power among their superheroes as it would be in the years to come. Sure, we had the Superman Family characters, but they were so overpowered, you couldn't really depict them using brute strength against conventional opponents, tossing cars around to dislodge their enemies; they tended to use their powers more sedately. The Martian Manhunter spent most of his time hiding the use of his powers, and preferred to pull new Martian abilities from his inexhaustible catalog of powers rather than mix it up melee-style. It would have been unseemly for Wonder Woman to do this kind of thing. Robotman of the Doom Patrol and a couple of the Metal Men sometimes delivered the kind of cathartic physicality I'm talking about, but the Metal Men were always dealing with bizarre menaces that tended to overpower them, and Robotman rarely let loose with his full strength. Hawkman comes closes to achieving what I sense could have been exploited with Hourman, with his ancient weapons and his wings assisting in pulling off stunts equal to Hourman's car-tipping, but there was certainly room for one more hero whose powers inspired impressive displays of strength and agility applied against their opponents. At least, that's how I see it. Maybe I'm overlooking someone obvious, maybe I'm reaching to imagine a place for this guy on the stands in 1965, but I can't think of anyone at DC at the time who'd be as suited to a rough-and-tumble bash-and-smash battle scene as Hourman would have been. Since chadwilliam's comments last time, I'm paying more attention to the timer captions; it is interesting to see them explicitly defining the panel durations. I wonder how many comics artists do think closely about the timing they are intending to convey in a typical page.
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Post by Cei-U! on May 28, 2022 8:47:35 GMT -5
Seems to me I read somewhere that Wendi was a soap opera actress... or was that something I came up with for the sample Hourman script I wrote a couple of decades back?
Cei-U! I summon the dubious source!
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Post by MWGallaher on May 28, 2022 9:38:18 GMT -5
Seems to me I read somewhere that Wendi was a soap opera actress... or was that something I came up with for the sample Hourman script I wrote a couple of decades back? Cei-U! I summon the dubious source! That could be a possibility, given that the characters were operating in what appeared to be a New York City analog, and there were soaps produced out of there in the 60's. And of course I'm curious about your sample Hourman script...I'll be sharing my thoughts on how I think Hourman should be done later on down the line, so I hope you'll dredge up some of your recollections of your ideas and share them!
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Post by chadwilliam on May 28, 2022 20:23:34 GMT -5
SHOWCASE #56, June 1965 "Perils of the Pyscho-Pirate" by Gardner Fox and Murphy Anderson SYNOPSIS: Archaelogist Kent (Dr. Fate) Nelson and his wife Inza discover the "Medusa Masks" at a dig (funded by Rex Tyler, a.k.a. Hourman) in Asia Minor. These masks, which cause veiwers to be overcome by emotion, are said to be the root of the Medusa myth. Upon returning home, the Nelsons display the masks at a celebration hosted by Tyler, who introduces them to his fiancée, actress Wendi Harris. When a sinister stranger exposes one of the masks to irradiated gases as Wendi admires the display, Wendi is overcome with greed, and absconds with a handful of masks. The stranger irradiates another mask, which causes the other guests--including Rex and Kent--to laugh uncontrollably as Wendi runs off with the loot. When they've all recovered, none of them can explain the strange emotions, and Wendi reports that she was overcome with pity and gave the masks to a beggar. Dr. Fate's magic proves unable to track the masks, but the reader learns that Roger Hayden, one-time cell-mate of the Psycho Pirate who battled the JSA in the Golden Age, has succeeded his mentor, who knew of the Medusa Masks and knew how to activate them. By irradiating the masks, Psycho Pirate is able to attain the ability to control emotions in others, with his own facial expressions. Psycho Pirate exploits these abilities to stage a bank robbery with his gang, which Dr. Fate is able to detect, although he cannot track the masks themselves. Psycho Pirate distracts Fate by instilling in him the emotion of pride, to evoke Fate's memories of his greatest victories, followed by frustration, leading to a hallucinated battle with some of Fate's Goldan Age adversaries, including the evil sorcerer Wotan and the mage of the Yucatan jungles, Mayoor. By the time he realizes he is battling phantom memories, Psycho Pirate has escaped with the loot. Part 2 brings Hourman to the spotlight, as we see Rex suit up in his secret vault (again, Anderson shows his understanding of how Hourman's footwear is constructed, but he doesn't show the red stockings...maybe rex is already wearing red knee-highs under his business suit?): With some detective work (which is much more effective than his efforts at such had proven in the Golden Age!), Hourman searches out Psycho Pirate's distinctive red car, and finds the gang generating despair in the crowd at an outdoor art show. After 4 pages of action, Hourman succumbs to an induced emotion of friendliness to the Psycho Pirate, helping him to pack up the stolen art and waving good-bye as the Pirate departs. Dr. Fate then arrives; he has been monitoring the strange encounter and has commanded the clouds themselves to magically track the fleeing Psycho Pirate. As they assault the gang, Fate and Hourman suffer from induced phobias...and Murphy Anderson makes the bizarre choice to draw emotions on Dr. Fate's usually expressionless mask: Unable to deal with their own phobias, the heroes realize they can instead focus on their partner's, destroying the ordinary objects that is paralyzing their team-mate with fear. At this point Hourman's Miraclo wears off, so he must bluff and battle despite having no superpowers. As he and Fate appear to be prevailing with the gang, Psycho Pirate triggers the emotion of jealousy, compelling the heroes to fight each other (with Fate's helmet again somehow reflecting his emotion--I guess they realized too late that an emotion-inducing villain wouldn't work so well visually against Dr. Fate's costume design!): The big question is, what could DC have done with Hourman, had this two-issue tryout generated some sales heat? Well, take a look at this page: Granted, it's not exactly spectacular work, but when one examines DC's lineup in the mid-60's, one finds, surprisingly, that they didn't have many characters suited for quite this kind of dynamic action. Super-strength wasn't nearly as ubiquitous a power among their superheroes as it would be in the years to come. Sure, we had the Superman Family characters, but they were so overpowered, you couldn't really depict them using brute strength against conventional opponents, tossing cars around to dislodge their enemies; they tended to use their powers more sedately. The Martian Manhunter spent most of his time hiding the use of his powers, and preferred to pull new Martian abilities from his inexhaustible catalog of powers rather than mix it up melee-style. It would have been unseemly for Wonder Woman to do this kind of thing. Robotman of the Doom Patrol and a couple of the Metal Men sometimes delivered the kind of cathartic physicality I'm talking about, but the Metal Men were always dealing with bizarre menaces that tended to overpower them, and Robotman rarely let loose with his full strength. Hawkman comes closes to achieving what I sense could have been exploited with Hourman, with his ancient weapons and his wings assisting in pulling off stunts equal to Hourman's car-tipping, but there was certainly room for one more hero whose powers inspired impressive displays of strength and agility applied against their opponents. At least, that's how I see it. Maybe I'm overlooking someone obvious, maybe I'm reaching to imagine a place for this guy on the stands in 1965, but I can't think of anyone at DC at the time who'd be as suited to a rough-and-tumble bash-and-smash battle scene as Hourman would have been. There was a time when Superman's abilities were explained with - to a kid - a very reasonable sounding "if a mighty ant can lift 100 times its own weight, why couldn't a person?" Over time, of course, his powers grew so great as to have more in common with magic than anything you could find in nature. I can't imagine any kid buying into the notion that Superman's powers still made sense regardless of how many convoluted Yellow Sun + Gravity + Krypton>Earth equation's DC threw at them. Now, I love Silver Age Superman, but seeing him smashing asteroids did nothing for me - it was just something Superman did while on his way to doing something exciting. I don't care how many bath salts I take, I can't imagine being able to convince myself that I could punch an asteroid into dust or sneeze the Earth away. With Hour-Man however... Dynamic is the perfect word here and much of the credit has to belong to Murphy Anderson. His Spectre around this time was a little too down to Earth for my tastes, but you know what, I could see my ten year old self looking at those panels of Hour-Man hopping around, balancing himself on one hand, lifting a car and thinking, "Wellll, I have heard of people lifting cars when under extreme stress, maybe this isn't all that crazy". I could budge a car as a skinny little kid; why shouldn't I believe that one day I might just possibly be able to lift one if every muscle was as developed as it could be? There's something very exciting in a Superman circa 1938 way here. Galaxy hopping? Ho hum. But lifting a guy up with one arm and racing up a flight of stairs with him? That gets the adrenaline going because just maybe... Of course, there's sort of an unspoken rule that you never establish the upper limits of the good guy's abilities out of fear of leaving evidence that "No, this hero is definitely not as powerful as that hero", but had DC been willing to say "Look, Hour-Man can lift a car, but not a tank; he can run as fast as a horse, but not a cheetah; he can leap about one story, but he's not going to be pulling that jumping off of roofs and surviving crap anymore" I can see readers getting more and more involved in the story as the threat level rises. And man, look at Anderson's introductory panel of Hour-Man at the top there - as you've noted, he's even putting thought into the straps on his boots. There's a lot of skill being directed towards one of the heroes here and it's not the guy who's got scribbled frowny faces on his helmet.
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