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Post by MWGallaher on Feb 23, 2022 22:40:22 GMT -5
Good question. With so many stories featuring the kinds of things he seemed to like to draw, I've wondered about how much influence Baily had over the stories. He plugs not only The Spectre, but also Americommando in those final panels on different occasions, both strips that he drew, which seems like a self-serving plug that he himself would have inserted, rather than the editor. It doesn't seem likely that a separate scripter would leave the final panel empty without Baily's requesting it, although he may also have simply downsized the final panel in those stories to accommodate the promotional panel.
I assumed that in that final panel, he was claiming the credit he had already been afforded since the start of the feature, as the only signatory to the strip (which of course was often the case in the Golden Age, with artists but not writers credited). "Creator" as in "most prominent producer" rather than specifically the writer or the sole originator. But there is that stretch of scripting that has yet to be identified, at least judging by the GCD, so maybe Baily himself was indeed handling the writing for a while, too!
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Post by MWGallaher on Feb 26, 2022 8:54:27 GMT -5
ADVENTURE COMICS #71, February 1942: This installment is an important one (if any Hour Man story can be called "important"), as it introduces several new elements to the feature. Although not explicitly labeled, the introductory caption implies that this one is called “The Stars Look Down on Murder”, with art by Bernard Baily and with a script tentatively attributed to Hour Man’s original scripter, Ken Fitch, according to the GCD. Baily provides another stylish opening page, with a smaller logo, an Hour Man cameo, and a drawing of Hour Man facing this issue’s villain, beneath an arrow-pierced, blood-dripping skull and an astrology chart. SYNOPSIS: “Dr. Destiny”, host of an astrology radio program on WHON is fired by the board of directors for the diminishing perceived quality of his program, and he vows that “by the sacred sign of the zodiac, you and your board of directors will pay dearly for this!” The board collectively scoffs at the threat. However, the very next day, one of the board members—who was born under Sagittarius the Archer--is shot in the heart by with an arrow, wielded by a mysterious masked man. The next day, another member opens a package that contains a deadly scorpion, and the Scorpio-born director dies, reading the note from Dr. Destiny left within the package. Elsewhere, Hour Man is celebrating his birthday with the Minute-Men, who award him a fountain pen. The radio suddenly interrupts with the announcement that Dr. Destiny has struck again! The boys are blessedly ignorant of astrology, so Hour Man gives them a brief lecture on the pseudoscience that claims one’s fate is dictated by one’s date of birth. Later, after the boys have left, Hour Man retreats to his quarters, where he unveils his new device, a ray emitter which enables him “to absorb Miraclo externally instead of internally!” A clock in the bottom right corner of the panel shows the time is 5:00 pm; the rays will give him “superior powers for sixty minutes!” Our hero races on foot to the home of Darius Carter, the president of the Century Syndicate, owners of the radio station, and the clock, now at 5:07 pm, permits the reader to follow the countdown! At Carter’s estate, the butler explains that an anonymous call summoned Carter to the city zoo, and Hour Man recognizes a trap—Carter was born under the sign of Leo the Lion! He arrives in time to see the masked man forcing Carter into the lions’ cage at the zoo. So Hour Man bends open the bars of the cage, allowing Carter to escape while the hero does what he does sixth or seventh best: beating up lions! He bends the bars back into place and then carries Carter to a meeting of the surviving directors. They’re relieved to have Hour Man on their side. When one member pours a drink of water, Hour Man knocks the glass from his hand: this potential victim was born under Aquarius the Water Carrier, and the water pitcher was poisoned! It’s now 5:35, and one board member reveals that he’s been ordered to hand over $10,000 to Dr. Destiny or face death as part of the villain’s star-guided schemes. Equipped with the knowledge that the extorted money was to be left at a particular tree stump in the woods, Hour Man is ready to set a trap. But, with 18 minutes remaining on the clock, Hour Man calls on some assistance: Minute-Man Martin, wearing, for the first time, an Hour Man suit of his own! Jimmy’s happy to have the costume, but he’s not offered his own dose of Miraclo rays. Still, he does a pretty good job of keeping pace with Rex’s fleet feet, and both reach the tree stump in only three minutes! (I guess Hour Man carried Jimmy after he complained about not being able to keep up.) The Dynamic Duo—no, uh, the “Chronological Couple?—lie in wait, assuming that Dr. Destiny has lost his nerve when he doesn’t show up, but then the tree stump itself opens, and a hand emerges to snatch the payoff! Hour Man heroically allows Jimmy to lead the way with a plunge into the secret passage inside the stump, and both land in an underground cavern, held at gun point by Dr. Destiny, who hides his face with his cloak. With only two minutes of power remaining, Hour Man punches out his opponent, who recovers and makes a run for it. In pursuit, Hour Man stumbles into a deposit of quicksand, and his hourglass shows that his time is up! Dr. Destiny clubs young Jimmy and fastens the boy into some nearby stocks, once used by highwaymen who used this cave as a hideout and a place to hold their enemies. Destiny leaves the two behind; Hour Man slowly sinking into the oily quicksand while Jimmy can only watch! But Hour Man is a fast thinker, even without Miraclo powering him up: he hurls globs of the oily quicksand at Jimmy’s trapped hands, which greases him up enough to permit him to slip his bonds. After escaping, Jimmy rips up his new costume’s cape to form a makeshift rope, with which he rescues his hero. Rather than head back for another treatment of Miraclo rays (“I’ve only a small amount of the Miraclo substance left! I’ll have to win out by my wits and fists!”), Hour Man and Minute Man instead don fresh costumes (!) and formulate a new plan… The surviving board members are summoned to the Century Syndicate offices with a phone call from Hour Man. To their shock, Dr. Destiny suddenly arrives, bearing a bomb which will kill them all! One board member (a Mr. Stone) blurts out: “So you escaped! Kill them, Dr. Destiny, and I’ll split the profits with you!” Hunh? Well, “Dr. Destiny” is really Hour Man in disguise, and he has always suspected the true killer was one of the board members, since no one else could have poisoned the water pitcher. Stone has given himself away, since he has imprisoned the real Dr. Destiny in his home, intending to frame him for the murders. Stone wanted full control of the company, and his scheme was to kill them all off, but his cowardice, on seeing that Dr. Destiny had apparently escaped and had actually come for them, gave him away! Hour Man knocks Stone out with the (phony) bomb before Stone can fire his gun at the hero, then joins the Minute-Men for another birthday party. Thorndyke is jealous at Jimmy getting the biggest slice of cake, unaware that Minute-Man Martin has been promoted to active costumed sidekick! COMMENTARY: The GCD suggests Ken Fitch as a possible scripter for this one. I don’t know what clues suggest that; it doesn’t feel like his previous stories, even if you ignore the new elements obviously intended to try to save a feature on the verge of cancellation. Fitch previously tended to be disorganized in the schemes and motivations he assigned to the villains, but here we have a menace who is consistent in committing murders based on the star signs. Jimmy in an Hour Man costume is one of those new elements, and it is clearly an effort to turn the feature into an imitation Batman and Robin. His promotion to costumed crimefighter comes out of nowhere, and curiously, this tale never even mentions “Minute-Men” or “Minute-Man”. Jimmy’s just “Jimmy”, and he’s not given a dose of Miraclo, just brought along and sent first into unknown danger! Thorndyke’s complaint at the end of the story probably bothered some readers of the time as it did me: why does Jimmy Martin gets the special honor of a costume and full participation? No man can say. Sure, Jimmy is the Captain of the Minute-Men, but it’s not like he’s previously demonstrated particularly superior crimefighting abilities. Jimmy’s costume appears to be an exact duplicate, right down to the hourglass, and Rex apparently had multiple copies of the costume, which makes me wonder whether he anticipated letting the other boys, like Thorndyke, take a turn in the suit, or whether he anticipated having to make some replacements! It was a weird expenditure of a panel to have the pair suit back up after Hour Man soiled his with quicksand and Jimmy intentionally destroyed his own cape to make a rope, especially since it forced the scripter to explain away not charging up with another dose. Speaking of the hourglass, we’ve also got the first mention of the hourglass being used to monitor his remaining time of super-powered boost. It makes more sense than it being an electromagnetic radiation detector, but anyone who’s ever held an hourglass would have to realize how unreliable it would be during exposure to Hour Man’s rough-and-tumble action. The countdown clock is another innovation. On rare occasions, we’ve seen tiny text panels indicating the passage of time following the start of an hour of power, but this is more effective. However, it backfires when Jimmy complains that he can’t keep up with the super-powered hero, yet they still make it from Rex’s boarding house to the woods in less than five minutes. Maybe Rex’s pad is close to the woods? Having a costumed villain is another new touch. We’ve had freaks, but never a costume. Pretty brutal to see a villain fire an arrow directly into a victim’s heart! Thorndyke is now being drawn with a more cartoonish face, rather than the conventional-looking boy he’s been depicted as before. I don’t know why the writer is playing this character up at all if Jimmy is being groomed as the sidekick. Note that as a sidekick, Jimmy is now fully aware of how Hour Man’s hour of power is triggered, and is welcomed into his home. Although we don’t see Rex Tyler this time around, it’s apparent that he has revealed his secret identity to Jimmy Martin, at least. It’s also worth noting that Hour Man pulls off the final scene without the benefit of Miraclo. It’s almost as if they couldn’t decide whether they wanted him to even continue using Miraclo and instead make him a non-powered hero like Batman. The story overall certainly feels more like a Batman story, with the clear gimmick of the villain, the death trap sequence, and the surprise revelation of his true identity. But when he does have his body charged up with Miraclo, we see one display of power we’ve never seen before: being able to bend steel bars with his bare hands. And although “Rex Tyler” is, for the first time, I think, never mentioned or depicted in the story, he does rely a tiny bit on his chemistry knowledge, recognizing the white powder at the bottom of the water pitcher as poison. And finally, we must now address it: the Miraclo Ray. There can be little doubt that this change in the trigger for Hourman’s power was motivated from the concern that pill-popping looked too much like illicit drug use, and if there were any kids pretending to be Hourman, it wouldn’t be good to have them raiding the medicine cabinet for props. The change imposes significant limitations on Hourman’s heroic activities, most to the detriment of potential stories. The sole positive is that it answers the premise-damaging question: why not simply down pill after pill to turn into, essentially, 24-Hourman? Beyond that, it really complicates things: First off, and of least concern, it waters down the whole “super-chemist” aspect. Radiation-generated powers is more the domain of a physicist. Admittedly, that hasn’t played much of a part in the stories, and he could still resort to concocting new chemical mixtures and compounds and solutions to use if they wanted him to, but without the key source of power coming from his particular professional skills, that kind of thing seems less likely to be something the scripter capitalizes on. (However, the story does imply that there is some use of the actual Miraclo chemical involved in the process, since he mentioned that he only has a small amount of the Miraclo substance remaining, not enough, apparently, to power himself up with when used through the ray machine. The 80’s retcon explained the rays were activating residual Miraclo in his body, but this shows that, whatever the case was, Rex still had to power the device with his invention.) Second, unless he’s fighting crime in his own domicile, Hourman becomes, at best, 59-Minute Man, when you factor in the time required to get from his power-up apparatus to the scene of the crime. And hopefully, Hourman’s area has reliable electrical service. Third, the restriction of having to power up at his lab means that Hourman can’t be the kind of hero who responds to events unfolding unexpectedly, unless he does so as an unpowered costumed hero. The next time a mad scientist activates dinosaur robots to rob the bank where Rex is depositing his paycheck, he can’t take a dose and go into battle; he’ll have to rush home to the lab—and not at Hourman speed, either—to bathe in the rays and hurry back, hoping they haven’t finished the heist. I guess we’ll be seeing him responding to a lot of radio calls from now on. It’s a good thing they’ve dropped “The Man of the Hour” from his logo, because Hourman will now always be late to the scene of a crisis. With a little more creativity, they could have written around this. Here’s what I’d have proposed: Rex bathes in the Miraclo rays every morning, which charges him up like a battery, requiring a full hour’s exposure time. The power is dormant until it’s activated with, say, a burst of infrared rays from a device in his hourglass pendant. Problem solved: no pills, but still an hour of power on demand, with no convenient way to recharge. And it could provide a cool visual when Hourman fires off the burst of infrared (which would be visible to the reader, anyway!) that triggers his super-powers, something a lot more fun to look at than a man tossing a capsule into his mouth. So where did the Miraclo ray come from? The story doesn’t tell, but remember back in ADVENTURE #65, with Dr. Darrk and his invisibility ray? My hypothesis, as I hinted then (as well as in my imagined therapy session), is that Rex kept the invisibility ray device, and rather than destroy it as promised, he experimented with it. Rex isn’t a physicist, but perhaps, starting with a working model of a device that projected rays that imparted invisibility for 20 minutes, he was able to convert Darrk’s device to do what Miraclo pills did, when passed through the Miraclo chemical.
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Post by MWGallaher on Mar 1, 2022 22:49:21 GMT -5
ADVENTURE COMICS #72, March 1942: This story made the cover of WANTED #7, making it the first Hourman solo story I ever read: SYNOPSIS: Hour Man is on his nightly patrol of the city at 3:00 a.m., and takes notice of a drunken naval officer and his fellow celebrants asking a taxi to take them to the Ritzbilt. Our perceptive Man of the Hour notices that not only is the taxi going the wrong way, but it has signaled a black sedan, which pulls in front of the taxi, bringing it to a halt. The men from the sedan intend to abduct the officer but are alarmed when Hour Man comes running to the rescue. Unfortunately, our hero is knocked out by a blow from behind, delivered by the gang’s leader who had stayed in the car. When Hour Man recovers, he learns from the rest of the party that the abductee was Captain Frank Preston, fiancé of Janet Kirby. She tells Hour Man that Frank was to report to his submarine tomorrow. The other member of the party, Wayne Carson, has summoned the police, and Hour Man departs, evidently on bad terms with the cops at the moment. Before he leaves, he collects a piece of rope the thugs left behind. The rope smells of tar, leading him to seek out a ship chandlers’ store, thinking that if he can find who bought such a rope, it might lead him to Captain Preston. Preston is in fact being held in the darkened back rooms of just such a store, by the freakish Dr. Glisten and his men. Glisten, whose body emits a strange glow, is very ticked that his men didn’t kill Hour Man when they had the chance, but calms down since he has his target, the Navy Captain. Dr. Glisten has the power of hypnosis, and exerts mental domination of Preston, then goes to bed so the crew will be ready to “rule the sea” tomorrow! The kidnapping of Captain Preston is front page news, and Rex Tyler calls in sick so that he can investigate (Mr. Bannerman grudgingly allows the “mollycoddle” to have a sick day). Rex’s search leads him to Glisten’s store, where Glisten himself (wearing a smock and hat to hide his glow) is manning the counter. Glisten gets suspicious at Rex’s questioning, and Rex in turn gets suspicious himself when Wayne Carson appears, bidding farewell to his master as he leaves, assuring Glisten that “everything will be ready!” Wayne Carson was with Janet and Frank when Frank was kidnapped—is he in on this crime? Rex excuses himself from the store and changes into his Hour Man suit in the alley, then proceeds to tail Carson. When Carson enters an old warehouse, Hour Man makes a mighty leap to the roof and sees that the warehouse has a false floor. Hour Man drops through the skylight to the floor, watching Wayne Carson go below ground, where waits a hidden submarine! A flunky lets it slip that this sub is Carson’s private property…he’s definitely involved in something shady! Suddenly the false floor gives way and Hour Man tumbles onto the sub. He fights off the thugs and gets to Carson, himself, who squeals like a pig: Preston is in danger, being held at the ship-chandler’s! Hour Man forces Carson to lead him there under threat of a broken neck should Carson make a false move! At Dr. Glisten’s shop, the villain is hypnotizing a pair of seamen into joining his crew. Time for Hour Man to go into action! Hour Man does a Baily Dive for the villain, who halts the hero in mid-air with a hypnotic command! Seems Glisten has some hypnotic powers that cross fully into the supernatural! Now that Hour Man is hypnotized, Carson explains the plan: Glisten will plunder the seas with Carson’s sub and the naval skills of Captain Preston and the swabbies, stealing millions and blaming it on enemy subs! How can our hero get out of this one? Easy: he grabs the bright hour glass he wears around his neck and waves it in front of Dr. Glisten, who reacts like a vampire seeing a crucifix. The hour glass breaks Glisten’s spell, Hour Man tosses Glisten head first into a barrel of water, and the now-clear-minded Captain Preston takes out Carson, who was a willing accomplice, not a victim of hypnosis. COMMENTARY: OK, now that one I’ll buy as being from the typewriter of Ken Fitch! We’ve got gaps in the plot to fill in ourselves (presumably Dr. Glisten is working in his chandler’s shop so that he has access to sailors he can hypnotize, but he’s also willing to engage in more high-profile crime to get a captain). We’ve got awkward pacing (Dr. Glisten brags about his plans for “tomorrow---tomorrow!” and yet the next morning we see him doing business as usual at the chandler’s shop). We’ve got incoherent plot developments (why would Hour Man guess that his hour glass could break Glisten’s hypnosis?) and inconsistent abilities (is Glisten a hypnotist or a sorcerer who can freeze someone in mid-air?). Obviously, this story is quite different from last issue’s Hour Man installment. Since the next installment will bring us more of the Miraclo Ray and Minute Man Martin, I’m confident that his story was prepared before the prior published episode and was postponed in favor of getting the new direction underway. Perhaps DC didn’t want to publish this one at all, then changed their mind rather than writing it off? This story gives us a look at how they probably proposed, initially, to solve the Miraclo pill-popping problem: ignore the strip’s premise entirely and make Hour Man a costumed hero who has modest superpowers when he needs them. We open at 3:00 a.m. with Hour Man on a “nightly patrol”, and he goes on “endless hours of fruitless search”…this doesn’t seem like a good approach for someone with a one-hour time limit. I guess this might have been a viable strategy in the Golden Age. There were plenty of other superheroes running around using powers and code names without having to justify them in every story. Long time fans would be able to fill in the blanks, and so what if new readers were confused as to why this guy was called “Hour Man”? But DC probably realized that this solution would make the feature even more disposable than it had been, ordering up something more spectacular, or at least more derivative of a successful series like “Batman and Robin”. Baily has some fun with the freakish Dr. Glisten, but much of the art seems cruder and more rushed than he’s capable of. Still, an interesting look at one attempt to renovate the feature, a strange enemy, some echoes of the old crotchety Mr. Bannerman!
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Post by Cei-U! on Mar 2, 2022 7:04:31 GMT -5
By this point, Baily was using ghosts on some of his DC strips--Pierce Rice was ghosting Spectre around this time--so that could explain the cruder, more rushed art in this installment.
Cei-U! I summon the idle speculation!
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Post by Slam_Bradley on Mar 2, 2022 10:21:43 GMT -5
I haven't had a lot to say because I've never read any of these stories (unless maybe one or two in reprints from the 70s that I've forgotten).
But I bought and started reading the Yoe collection of the Johnny Dynamite stories from the 1950s. This was a rip-off of Mike Hammer with art by Pete Morisi and, for our purposes, written (at least in large part) by Ken Fitch. I'd sincerely never heard of him until this thread started.
I've only read the first two stories thus far, but overall they aren't a terrible imitation of Spillane's Hammer. Not nearly as good, but decent and definitely stories that would not have passed the comics code just a year later. But man...they are wordy.
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Post by MWGallaher on Mar 2, 2022 20:11:40 GMT -5
I remember enjoying what I read of Johnny Dynamite...maybe Fitch got the hang of comics writing, or was just better suited to imitating an established genre, rather than the nascent superhero genre he was trying to fit in with when Hourman debuted.
As for Baily's ghosts, I wonder whether the discrepancies in artistic quality that are becoming evident at this stage of the Hourman comics are because the ghosts are better than Baily or worse than him? I can't really get a sense of his evolution looking at his late 40's to mid 70's work, especially if those, too, utilized ghosts. Here in Hourman, there is at least a "Bailyness" to all of the installments, so it doesn't seem that he was turning the chores over entirely to other hands.
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Post by chadwilliam on Mar 2, 2022 21:32:06 GMT -5
ADVENTURE COMICS #72, March 1942: Another Fitchian touch is the misanthropy on display here. Do we really need to be privy to Bannerman's snide "you mollycoddle" thought balloon after Rex calls in sick? Well, perhaps, seeing as how it reaffirms that whole 'good guy pretending to be wimp' trope, but sandwiched between Dr. Glisten in his soda jerk outfit thinking "pest" when Tyler leaves his shop and Hourman snubbing Wayne Carson when the latter offers his help, you get the feeling that Fitch's world isn't a very friendly one on the best of days. I noticed that one of the kidnappers at the start of this story is depicted with hair literally standing on end when faced before the awesome spectacle that is Hourman. I remember Bernard Bailey frequently using the 'hat pops off the head' bit to convey surprise on The Spectre so this seems up his alley (or one of his ghosts). Actually, the look was even used for Percival Popp though of course, it's hardly unique to a single artist. Kind of a weird artistic combination of the ghoulishly freaky looking Dr. Glisten and comedic "fingers almost touching the ground, butt up in the air" pose when criminals are hit going on here. With The Hourman threatening to "break your neck" while all this is going on, it's certainly becoming a memorable feature.
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Post by MWGallaher on Mar 3, 2022 0:24:14 GMT -5
There have been a few hats flying off along the way in the Hourman stories, too, but I neglected to point those out. The misanthropy is a good call, it has indeed been a common characteristic; maybe that's why Slam found Fitch's Johnny Dynamite stories palatable, as that tone fits well in the hard-boiled genres. Even if it doesn't work as well here, I do appreciate the hard-boiled elements that have graced the occasional Hourman stories (in between the weird menaces and the social causes episodes). And now it occurs to me that, just like The Spectre in his Percival Popp era, this feature could have translated into an interesting Poverty Row feature series. They wouldn't even need the costume, just a simple mask would do just fine. And hey, lots of those pictures had around a 60-minute running time--a perfect match!
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Post by MWGallaher on Mar 3, 2022 22:28:00 GMT -5
ADVENTURE COMICS #73, April 1942 Seems like this comic is struggling to find a reliable cover feature. Hourman's spotlight has long since faded, and this issue they're running with Manhunter, a feature that Simon and Kirby took over. Deep inside the back pages of the issue, we find that Minute Man Martin gets second billing to our hero, and the first caption introduces us to the villain who will challenge Hourman with the case of the “Criminal Quiz”: SYNOPSIS: The city’s 9:00 p.m. radio broadcasts are interrupted by a pirate transmission from the eerie Professor Q (the ‘q’ stands for ‘question’!), who poses a riddle: “While you take care of the pennies, what happens to the dollars?” The next day, he answers the question by having his men rob a bank: “If you take care of the pennies, the dollars will take care of themselves!” The next night, the challenge is repeated: “Why shouldn’t government officials go to the theatre?” Answer: Professor Q has the mayor murdered at the Acme theatre! The events outrage David Manders, president of station WABX, who demands the police solve the mystery, threatening to run for mayor himself and oust the top cops. But they’re doing their best: they’ve hired “scientist” Rex Tyler to locate the villain! Rex, as we know, is Hourman, and he’s at home with sidekick Jimmy Martin, bathing in the rays of Miraclo, which give him the strength of fifty men for one hour. The clock in the corner shows the hour of power beginning at 9:00 p.m., right when Prof. Q is expected to broadcast again. Jimmy’s tuning in the wireless, but what’s not clear is whether Jimmy is also receiving a Miraclo treatment. He’s in his duplicate Hourman costume, modified a bit since last time with a domino mask replacing the yellow cowl his partner originally set him up with, and while he’s not visibly basking in the radiation like Rex, he’s right there within a few feet of it. I’ve only got a basic physics training, but from what I know about electromagnetic radiation, he’s gotta be getting some kind of a dose here! OK, back to Q’s question: “So Manders would like to be mayor, eh? Well, before that he will have to answer my question: what happened to the tower of Babel?” Hourman immediately solves the riddle: the new Bernard Able (B. Abel!) Building, now under construction, must be the target of an intended destruction! By 9:07, Hourman and Minuteman are onsite and kicking butt, and it sure looks to me like Jimmy’s powered up, pummeling grown men and possibly—Baily hasn’t drawn this clearly enough—wielding a metal beam like his mentor. Jimmy’s at least pumped up enough to do a Baily dive toward Professor Q… …who’s taunting “Why are things seldom what they seem?”, but Jimmy’s not clever enough to realize, like Hourman does, that this question means that “Q” is just a dummy, and is transmitting his voice via two-way radio. But that implies that Q is nearby watching, and Hourman deduces that he’s at the top of the neighboring radio building, so he and Jimmy swing on a derrick cable and propel themselves over onto the 39th floor across the way. A studio broadcast is in process, but Q is indeed monitoring it, his voice coming from a speaker. He orders his men to storm the studio, and the program is interrupted with a brawl—it’s a brawl in which the “Hourman duet” dominates, but they decide to play chicken and run away in apparent fear. Professor Q’s men pursue them to the top floor, where at 9:30, the heroes find themselves in Mr. Manders’ office (although he was introduced as David Manders, his office door says “J. J. Manders”!). They find themselves locked in, and Professor Q’s voice emanates from the radio, posing his final question: “What is the normal temperature of man?” “The answer to that question is death!” And immediately, Rex and Jimmy feel the office flooded with microwave radiation, cooking them like frozen burritos would be in 1985! Jimmy sees a shadowy figure through the glass in front of what seems to be a picture, and Hourman concludes it’s Q’s control room window, hidden from easy detection. “Summoning the mighty strength of Miraclo”, Rex smashes through, and he and Jimmy enter the control room to confront Q, who, to no one’s surprise, is Manders. He gave himself away by including a crack about Manders running for mayor in Professor Q’s radio broadcast. As Rex puts it: “Manders and Tyler were the only people present at that meeting with the police and I happen to know Tyler couldn’t be Professor Q! That meant Manders had to be Professor Q!” So what was the plan, here? Well, Manders wanted to be elected mayor on an alleged clean-up ticket, and decided that he could “do practically anything” he wanted with his private mic and radio equipment. Even though this is a radio executive vs a superhero with 15 minutes of power left (thanks, corner clock!), Manders is able to take out Hourman with the bop of a studio microphone to the hero’s head, and a solid punch takes out Minute Man Martin (so maybe he’s not Miraclo powered? Or his smaller dose was shorter-lived?). Manders decides to escape by climbing an outside ladder to the roof (yeah, that’s how I’d make a hasty exit on a 39+ story building!), and Hourman orders Jimmy to accompany him up the same ladder. On the roof, though, Manders has activated the skyscraper’s convenient airplane beacon, blinding the hero and taunting another question: “Why does the candle attract the moth?” Our hero finds his cape enmeshed in the gears at the base of the beacon, drawing him into its deadly cogs, and Jimmy succumbs to a pistol butt when he gains access to the roof. It’s 10:00, and the Miraclo has worn off! Is this the end of Hourman? No, because while Jimmy is too weak to rip the cape like he did last time, he does have some matches, with which he sets fire to Hourman’s cape, thus freeing his partner. In final battle, Professor Q is blinded by the revolving beacon and accidently hurls himself off the roof in an attempt to rush Hourman. Rex has “answered Professor Q’s last question!” And Bernard Baily squeezes in a plug for one of his other projects, spotlighting comedy relief sidekick “Fatman” to promote the Mr. America feature (formerly “Tex Thompson”) in ACTION COMICS. COMMENTARY: “I had an AI read 500 pages of Batman and Robin stories and write a derivative Hourman adventure.” This is the second attempt to directly emulate Batman and Robin, with Minute-Man Martin in costume and as partner in action, but it fails most prominently with the villain, Professor Q. Anyone who’s spent time around very little kids has probably seen them go through the phase where they are amused by riddles, then grasp the structure and attempt to create their own, but without any understanding of how to construct humor or wit. They laugh loudly at their own “joke”, not comprehending why it fails to make sense to their audience. That’s the sense I get here. The writer has seen some Batman stories where, say, the Joker teases Batman and Robin with clues to his upcoming crimes (as in BATMAN #7, Oct/Nov 1941) and tried to do something like that here, but without grasping the importance of consistency, purpose, and cleverness: are they clues, sardonic threats, announcements of poetic justice, what? If you’re going to build your public persona around the idea of a sinister radio quizmaster, get the gimmick right, man! “Take care of the pennies and the dollars [pounds] will take care of themselves” was a more familiar proverb in 1942, but even so, it just doesn’t work as a clue to a bank robbery, does it? Government officials not going to the theatre? That doesn’t even get a clever answer, it’s just an explicit warning! The Tower of Babel makes a bit of direct sense, but it all really falls apart with “What is the normal temperature of man?”, which is entirely non-sensical! On some of these stories, the only real pleasure to be derived is from treating them like a “What’s wrong with this picture?” puzzle. Manders’ “plan” is utterly insane: the best way to get elected mayor is to stage an elaborate campaign of crime hoping that he can ride into office on dissatisfaction with the police? What if the police actually caught him first? But then, the police do respond to the crime spree by hiring a chemist, so maybe he’s right in thinking that won’t be a problem. And after all, he can hijack the radio waves and…uh…use a walkie talkie and binoculars to watch his henchmen commit violent crimes from a distance? How exactly does this permit him to do “almost anything?” And why are these men who have to actually physically commit the bank robberies, murders, and wanton destruction so dedicated as to follow the mad plans of a radio station executive? A public execution is a pretty risky endeavor, as is bringing down a skyscraper. What’s in it for them? And David “J.J.” Manders has arranged for his own office to be turned into a giant microwave oven, complete with hidden control room from which he can watch his victims fry? Oh, and he wears a costume with a phony beard even though his advantage is that he can commit his crimes from modestly remote locations? Another troublesome sign of incompetent storytelling is that the villain is unreasonably capable against a superhero. From all indications, this guy is a loopy, middle-aged executive, but he can go toe-to-toe with one—maybe one and a half—superpowered crimefighters, actually getting the advantage of them both, and only failing because he blinds himself in a pathetic attempt at an ironic ending? The writers on this feature seem to often forget their lead character is superpowered: I don’t think you could knock me out with a condenser mic on a thin metal stand! And speaking of that “half-hero”, I’m really annoyed by the refusal to clearly indicate whether Jimmy is getting Miraclo’d up or not. I have to think that the writer had to have some conscious awareness of whether he was or wasn’t, in his own head, right? But on the other hand, I don’t think that the writer would have the subtlety to leave that interpretation up to reader, or to intentionally obscure Jimmy’s powers in order to tip-toe around the echoes of drug-imparted enhancements when it comes to kids. My hunch is that despite Baily clearly showing Jimmy in range of the Miraclo ray machine, the writer’s intent was that only Hourman was powered up, and that Jimmy was just demonstrating the same level of heroic capability that the similarly unpowered Robin did, but without ever justifying how Jimmy became capable of this peak of performance. They had to realize the readers would wonder, though, so it seems cruel not to tell us one way or the other! Especially when we see Jimmy reaching the building in five minutes, the same as Hourman, and seemingly swinging I-beams around! Another standard Batman and Robin trope in play here is the death trap, although the writer botches the standard by having Professor Q wait around and watch, without interfering as the slow, slow, slow grinding of the gears threatening to make mince-meat out of the Man of the Hour is foiled by Jimmy burning through enough cape to allow Rex to escape. The scripter at least is thoughtful enough to have Hourman wrapped up in his cape so that he can’t simply take it off the way a normal man would, although with a few minutes of Miraclo power remaining, it seems like he could have torn away from it using that fabled strength of fifty men. Oh, but that might risk his secret identity, since his cowl is (possibly) attached to his cape! Maybe, but Rex has already risked that with his explanation that Manders had to be Professor Q since it was between Manders and Tyler. Manders seems sharp enough to use the same logic to deduce Hourman’s identity! So with a plot this disastrous, are we looking at another Ken Fitch script? I’d say there’s a good chance, since this is quite probably the same guy who scripted the previous Hourman/Minute Man Batman and Robin style story that introduced the Miraclo ray, a story which also dealt with an evil radio executive and which also featured a curious scene involving Jimmy destroying part of a superhero costume to effect his mentor’s succor, as well as the new corner clock innovation. The GCD tentatively attributes that one to Fitch, so it would follow that this one is by him as well. On an astronomical note, I can’t resist pointing out a very common error in the scene where our heroes climb the building just before 10:00 p.m. Baily depicts the full moon rising behind the city skyline in the background. Fun fact: no matter where on Earth you are, the full moon always rises right around evening twilight, as the sun is setting in the west. The moon can only be full when it is in the opposite direction of the sun, from the perspective of an earthbound observer, hence the full moon rises when the sun sets. Conversely, the new moon occurs when the moon is in the same direction that the sun is, making it impossible to see, so obviously the new moon rises at about the same time that the sun rises. So when you see a movie with a scene that’s established to be late at night, and then you see a shot with a full moon on the horizon, you’re witnessing an astronomical error! I’d say the attempt to remake Hourman as a Batman and Robin analog was a failure, and DC seems to have agreed. They got lucky with Green Arrow and Speedy, but the emulation wasn’t working here, so this is the second and final time that Jimmy will be seen suiting up as an active crimefighting partner to Hourman. Next issue begins the final phase of Hourman’s Golden Age career, and the creative talent will try a somewhat different but even more well-worn approach: the “comic relief” sidekick…and I think we all know who will be stepping into that role…
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Post by Prince Hal on Mar 4, 2022 12:31:37 GMT -5
The sad thing is that Fatman looks like a far more imposing crimefighter than Hourman. Thanks for the astronomical observation about the full moon, too, MWGallaher. That law is frequently violated in Batman comics, but I can't say it doesn't set the mood.
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Post by MWGallaher on Mar 6, 2022 10:03:05 GMT -5
ADVENTURE COMICS #74, May 1942: Well, Manhunter didn't last long as the cover feature. He'll get one more chance in the cover spotlight a few issues later, but otherwise, it's Simon and Kirby's take on the Sandman that will be ADVENTURE's main feature until most of the features are replaced in issue 103. But Hourman will be long gone by then. As of this issue, we're down to the final 10 Golden Age Hourman stories. The feature is at its final evolutionary stage, there will be no more major changes in tone; this issue defines the status quo from here on out. So let's see where this feature has stabilized with... “The Case of the Highbrow Hoods” Written by Joseph Greene Art by Bernard Baily SYNOPSIS: The highbrow academics at the Lincoln Library are shocked at the arrival of a pair of uncouth ex-convicts, who browse the rare first editions as if they were intellectually capable of appreciating the valuable written treasures. To the relief of the snooty professors and librarian, the louts soon depart, but an hour later, the books in the library explode! What’s going on here? The ex-cons—Gimpty Gowan and Bugs Manders—have obtained an explosive that works on a delay of one hour. They swiped some valuable rare books and replaced them with explosive counterfeits. They have a perfect alibi and the destroyed fakes make it appear that nothing was ever stolen! Their next job is at the Engineers’ Exhibit, where they have rigged up imitation jewels with their explosive. The ‘cultured crooks’ slyly switch out their dynamite diamonds and pyrotechnic precious gems and pocket the real thing, then depart. Their exit, and their conversation suggesting they next visit the museum, attracts the attention of chemist Rex Tyler, who is supervising the Bannerman Chemicals exhibit. And just as at the library, an explosion rocks the exhibit hall, one hour after the goons go away. In the wreckage, Rex Tyler deduces that explosives were planted in the jewel case, and the absence of the jewels themselves leads him to conclude that Manders and Gowan were involved in theft, not destruction of property! This is a job for Hourman, so Rex heads to his library and finds not his expected partner Jimmy, but Thorndyke! Thorndyke, who has grown from an ordinary looking kid with dark hair under hat into a bigger, goofier kid with a clownish haircut, informs Rex that Jimmy “left town with his mother” and asks to help. In his Hourman costume, Rex stands before the Miraclo rays, with Thorndyke beside him. Thorndyke doesn’t get to wear the full costume that Minute Man Martin did, but he does get a red cape and hourglass clasp, and he’s wearing his trademark pulled-up turtleneck. These “sleek hounds of justice” run off to the museum! [While Thorndyke does say that he’s having a hard time keeping up with Hourman as they run, there’s no way he didn’t get a dose of Miraclo, whether the writer explicitly says so or not. He and Rex are right next to each other in front of the ray machine. Thorndyke is not going to be a “sleek hound of justice” without some scientific assistance!] Bugs and Gimpty are directing their accomplices to swap out the valuable artwork for the explosive copies when our heroes arrive on the scene to deliver “a two-fisted lecture” to the crooks. Thorndyke dives into his target with a head butt to the torso, and continues to fight delivering solid punches with his fist. He’s got to be powered up. Oops, Bernard Baily forgot to show the corner clock when the Miraclo started! Better late than never—the clock shows that it’s now 10:04, so the Miraclo should last until shortly before 11:00, I think. The museum fight continues, with stunts like Hourman and Thorndyke using a giant bow to shoot one thug into a pair of enemies, but Hourman is impeded by a large banner dropped onto him. Thorndyke gets a pistol butt to the skull and is abducted as protection as they hightail it to “Ray’s”. The watchman overhears them as they flee, so he’s able to point Hourman to this “Ray’s” when he recovers at 10:20. Again, nothing was stolen, but Hourman finds statues that have a strange color: these are going to explode! It’s a dilemma: the phony statues must be found and removed before they explode, but that will take more than an hour for one man. But Thorndyke has been kidnapped to what Rex figures must be the hangout of Johnny Ray, the local fence. Rex head for Ray’s, but trust me, he’s got a plan! Breaking into Johnny Ray’s is not so easy, because the entrance is rigged to flip Hourman right into the path of the crooks’ fists, blackjacks and pistol butts! “Come to join your boy friend, huh?”, Gimpty taunts! When Hourman regains consciousness, he’s bound back to back with his young sidekick over a tank of nitroglycerine, positioned at the end of a beam like a see-saw, with sandbags as their counterbalance. The nitro is what the gang is using to create their delayed explosive counterfeits, and it works nicely as a deathtrap, since they can’t move without risking a plunge into the volatile chemical! Thorndyke’s too afraid to think, and Hourman doesn’t seem to be totally with it, himself, since he calls his partner “Jimmy”! The crooks have donned tuxedoes for their next high-brow heist, which will be at the circus! Hey, maybe going to the circus was a fancier affair back in 1942? Anway, before they go, they accede to Hourman’s request for a final cigarette. Thorndyke’s confused, since Hourman doesn’t smoke, but to Thorndyke’s distress, Hourman spits the lit cigarette into the tank! As a chemist, Rex knows that nitroglycerine explodes only under impact; this won’t cause an explosion, but only a fire. The fire burns the ropes binding them, as well as the sandbags, releasing the sand which puts out the flames, and Hourman and Thorndyke leap to safety. It’s 10:41! And although almost every page Bernard Baily draws looks like night, this is apparently 10:41 a.m.The classy criminals arrive at the circus, but Rex has somehow arranged for the circus to escort the men to a “special box”, which is actually a locked circus wagon with Hourman waiting inside! Hourman and the thugs duke it out while horses carry the wagon back to the museum. The Miraclo wears off as Hourman forces the crooks into the museum, bluffing them as he forces a confession—after all, unless they help locate and remove the explosive fakes, they’re all going up with the museum as well! Frankly, the art doesn’t quite convey how this all resolves, but somehow it does, and the cops arrest the crooks while Hourman hightails it, with Thorndyke on his back: COMMENTARY: According to the GCD, esteemed expert Martin O’Hearn has verified this script as the work of Joseph Greene. Writer Alvin Schwartz evidently expressed some doubt over Greene’s credits at DC, though, but it seems to me that the scripter of this story was likely the scripter of the previous Hourman and Minute Man Martin story (although this script is more coherent), and possibly of the first installment with Jimmy Martin in costume, which was tentatively attributed to Ken Fitch. All three include the corner clock innovation, two of them have a bad guy named “Manders”, two involve radio executives, and this installment has Hourman calling Thorndyke “Jimmy”, which suggests to me that the writer had previously written a story with young Captain Martin. So I think it's probably been Joe Greene at the helm for the new direction, with one out-of-order Ken Fitch story in #72. As for Minute Man Martin, Thorndyke reports that Martin left town with his mother. I don’t know if this was intended to imply a permanent exit or a brief visit for the Martins, but it will prove to be the former. From the perspective of the Hourman lore, it’s tempting to conclude that Mama Martin moved to get Jimmy away from the grown man who was taking her son out to fight crime in a superhero costume, quite possibly under the influence of Miraclo rays. What good mother wouldn’t extricate her son from such a dangerous extracurricular activity? Jimmy, of course, has been Hourman's biggest booster, and enjoyed a position of prestige as the Captain of the Minute-Men and the co-star, eventually becoming a costumed hero himself, so I'm sure he didn't take the move well! We’ll see that Thorndyke also lives at home with his family, making two rather unusual sidekick set-ups; neither was the usual ward of the hero, just neighborhood kisd recruited into crimefighting, again, possibly, under the influence of Miraclo. We could draw plenty of unseemly conclusions from this when none were intended. Thorndyke doesn’t get the mini-Hourman suit, just a cape, but it does signify that he’s graduated to full-fledged sidekick. He’s not the shrimp that he was initially depicted as; he’s big enough and capable enough to replace Martin, but he’s a more comedic, in intent if not in effect. The hairstyle is frankly a little repugnant, with bald patches that seem like a very odd design decision for a youngster and a rounded, wide-eyed face that would usually suggest a much pudgier comic relief sidekick. But he’s clearly not intended to be the plain Robin analog that Jimmy was, but more of Doiby Dickles-like aide to the hero. The story this time is mostly competent, with the most serious storytelling flaws attributable to the art of Baily (or his ghosts), failing to convey exactly what happens in the rushed ending and making the reader work to figure out the nitro death trap. The escape from that trap is pretty shaky, though, since the escape of the sand might feasibly put out the fire but would still dump the heroes into the goop. I guess the idea is that since they were free of their bonds, they were able to leap safely away rather than impact and detonate the explosive. And while Rex Tyler is able to demonstrate a little chemistry knowledge, the gang’s gimmick is questionable. How can they use nitro to make books, jewels, and statues that explode on a specific delay? And how was the museum heist supposed to work? I can almost buy a talented thief swapping out fake jewels undetected, but not fake statues! The writer was so carried away coming up with “highbrow” heists he forgot how impractical it would be to substitute fake statues and to get away with the genuine articles in mid-morning! But of course he was already running out of highbrow ideas, resorting to a circus robbery at the end, the plans for which turned out to be (conveniently) unnecessary to explain. What valuable items could they have stolen and substituted in the middle of an ongoing circus?! But wait, I guess the story never really says they’ve got a planned crime there. Maybe the idea was that these guys got such a kick out of dressing up real high class that they decided they’d wear their fancy duds when they finally took a break to indulge in the low-brow entertainment they genuinely appreciated: the Big Top.
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Post by MWGallaher on Mar 17, 2022 8:50:13 GMT -5
ADVENTURE COMICS #75, June 1942: Sandman vs. Thor courtesy of Simon and Kirby looks pretty great, doesn’t it? It was…too bad this issue’s Hourman installment can’t compete. This issue’s adventure has the intriguing title of the “Mystery of the Missing Link” but any hopes of another weird menace style installments should be abandoned, as the introductory caption previews a story which will be framed around the old—and long!—proverb, “For want of a nail…” The splash shows that Hour-Man and Thorndyke, for the first time given the moniker “the Minute Man” will be taking on conventional thugs, with a giant shoe representing what shall be lost due to the absence of a nail. (it’s been a long, long time since I thought about how shoes used to actually have nails in them! I think I remember shoes from the days of my youth occasionally wearing out and exposing nails, and seeing cobblers set up in stations at the mall hammering nails to attach new soles…) The first panel promises we’re about to see the “grimmest crime in the history of Gotham City”, implying that Hour-Man is operating in Batman’s territory! The story begins in Winter in Gotham’s suburbs, where Thorndyke Tompkins lives with his family. Thorndyke needs a nail to repair his sled, and wants to go next door to borrow one. Unfortunately, Mom has hidden his shoes (!?) to prevent him from leaving the house. So Thorndyke borrows his father’s shoes, leaving Ed, his father, to leave for his early evening job wearing only his house slippers in the freezing weather. And thusly, “for the want of a nail, a shoe is lost!” Turns out Pop Thorndyke is a milkman, and since he was late, the boss sent a substitute on Pop’s rounds. That’s a problem, because Pop’s the only one who knew that Daisy, the horse that draws his milk wagon, is blind! No substitute milkman can drive Daisy properly! (And so for want of a shoe, a horse is lost.) Pop pursues his replacement milkman on foot, finding him beating the poor blind equine. When he tries to stop the animal abuse, the “milkman” substitute pulls a pistol and fires on Thorndyke’s old man, spooking the horse, who dashes off with a driverless milk wagon and blind in a snowstorm. Ed Tompkins drags himself home, showing “superhuman strength” considering that he is “bullet-ridden”! Impressive! While Mom calls for the doctor, Thorndyke calls for Hourman! He arrives at Rex’s place, and Rex assures the sobbing lad that he’ll help. Both of them suit up in front of the Miraclo ray machine, Rex donning his Hourman duds and Thorndyke putting on his cape. It’s 11:00 p.m. on the dot when Rex races out on foot, with Thorndyke piggy-backing. Their first stop: the scene of the crime! Meanwhile, the substitute “milkman” is reporting to his boss, Brick Barton. He explains that he “got all the stuff in the bottles from the boys”, but the accident resulted in the wagon getting away from him. Barton’s furious at that, so he belts his henchman and, at 11:10, he gathers his gang to search out that milkwagon: there’s a million dollars hidden in those bottles! It’s 11:16 when Hourman and Thorndyke arrive at the scene of the shooting, and Barton and his boys show up at the same time. The crooks and the hero recognize each other, and the fight is on! The fight’s going well for the heroes until 11:30, when Hourman tosses a thug into an awning which then dumps a load of snow on Hourman’s head, incapacitating him while the bad guys abscond with Thorndyke as their hostage. They intentionally leave a trail by cutting up Thorndyke’s cape, to make it look like the boy himself was marking the route! And so when Hourman reaches Barton’s hideout at 11:37, he’s walking into a trap, where he’s pummeled and trussed up with metal wire along with his young aide. It’s a death trap! As Barton & Co. leave for the dairy, high voltage begins heating up the wires binding Hourman and Thorndyke. The heat’s too much for Thorndyke to take, so it’s up to Hourman to demonstrate “the superhuman strength of Miraclo” by…well, scootching over a few feet to bring himself in contact with the boy, causing a short circuit that breaks both the current flow and the wires themselves. With less than 10 minutes of Miraclo power, the heroes head for the dairy! A fight ensues, and just when a thug kicks Thorndyke into Hourman, the Miraclo wears off! (According to the caption, it’s 1:00 a.m., but the corner clock shows midnight. Maybe Bernard Baily’s just returned from a trip in the Central Time Zone, and forgot to change his pocket watch back! Just when things look dire, Daisy the blind milkwagon horse returns to the barn, forcing her way through the door, which knocks over the thug. This allows Hourman to deliver a finishing blow, even without the benefit of Miraclo, with Thorndyke sealing the victory with an avalanche of metal milk jugs. And finally, Hourman reveals the solution to the mystery I didn’t realize we were supposed to be wondering about: “Brick Barton” is actually the owner of the milk company, wearing a mask! He had hired his thugs out as butlers, who stole jewels from their employers and left them in the empty milk bottles. Ed Thorndyke’s substitute milkman had picked up those jewel-laden empties and was transporting them back to the milk company when Daisy foiled the plan by running away. COMMENTARY: I’m very interested in how experts identify Golden Age comic book writers by their particular quirks. One that I’ve noticed in the past installments that may point to a common scripters is costume damage. We’ve seen Jimmy rip his cape to make a rope to save Hourman from quicksand, now we see the bad guys rip up Thorndyke’s cape to bait Hour-Man. You’ve got to wonder how much effort Hourman put into Thorndyke’s “costume” if gangsters in the back of a speeding car can rip it up so quickly and scatter the pieces in their wake. Whoever the writer is—again, the GCD experts haven’t made a call on him—he seems to have dropped the ball shortly into this story. After just a couple of steps into “For want of a nail” he just gives up, and doesn’t bother to string together any more cause-and-effect. For the life of me I can’t figure out why this is called the “Mystery of the Missing Link”. Ed Tompkins shows the same bizarre red hair pattern that his son sports. It’s a little shocking that he actually does get shot up. Thorndyke must have plenty of confidence in the doctors of Gotham City, since once he gets on mission, nothing further is said about his grievously injured dad. Ed’s crawl home with a belly full of bullets is more impressive than anything Hourman does. It really bugs me how often the writers seem to forget the central premise of this feature. Miraclo doesn’t do much to protect Hourman from getting knocked out, but I guess it really doesn’t follow that gaining enhanced strength and speed would reduce one’s vulnerability to concussion. Once again the writer refuses to answer whether or not Thorndyke gets any Miraclo powers, even though he is this time equally close to the machine. We’ll see in a later installment that the rays do affect people other than Hourman, so by all rights, Thorndyke should get some boost from the radiation, but he still has to be carried on Rex’s back as they race to the scene of the crime. And again we have a cockamamie plan. The story implies that Pa Tompkins catches up with his replacement shortly after he heads out, but the conclusion tells us that he’s already collected all of the milk bottles with jewels in them. Why not have them all just carry the stolen gems back to their boss? I suppose the idea is that they would look innocent since they wouldn’t have the gems on them when the loss was discovered, with no one thinking to check the milk bottles. And I wonder how a milk company executive becomes a successful crime boss, placing hoodlums as “butlers”, wearing a mask to disguise his identity, and capable of taking on a superhero. For a scientist, Rex doesn’t seem to have the best grasp of electricity. My undergrad is in Electrical Engineering, and I don’t see how contact would cause a short circuit that would wreck the death trap. But somehow it works, so maybe he’s smarter than I am… I guess Jimmy really is gone for good, moving out of town with his mom. Rex must live in the same suburbs as Thorndyke, if the boy can hike to his hero’s flat in a winter snowstorm, in his father’s shoes. Yes, it’s inconsistent with his one-time residency in a boarding house, so presumably he’s moved around, but the suburbs wouldn’t seem to be the best area from which to operate for a hero that gets one hour of power from a home-based machine.
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Post by MWGallaher on Mar 21, 2022 18:43:37 GMT -5
ADVENTURE COMICS #76, July 1942: “The Million Dollar Orphan” SYNOPSIS: We’re treated to a really nice splash page, with creative lettering to present this issue’s story as if it were a motion picture, “The Million Dollar Orphan” starring Hourman and…Danny McGrew?! Wait, what happened to Thorndyke? Are we in for another big change, with Hourman gaining a new sidekick? After asking 4 of the 5 W’s, beneath a full color movie frame of Hourman in action, the story begins on page 2… …where we find Hourman, in his secret identity of Rex Tyler, using his knowledge of chemistry to entertain the young boys at the city orphanage. Most of the kids are impressed at seeing Rex make sulphuric acid (whoever wrote this didn’t learn much about lab safety in Chemistry class, because the way Rex is handling a test tube of what is one of the most corrosive compounds known is a gross violation of proper procedure. One kid is not impressed with Rex’s foolhardy demonstration: the “new kid”, Danny McGrew, who takes over Rex’s table to concoct some explosive neobutyrixpyyrodic hydroxide. After stealing the scene, Danny allows Rex to “stand in for” him, dismissing Rex as a “Grade B quickie!” Suddenly the demonstration is interrupted by thugs who arrive to “adopt” Danny, knocking Rex out and kidnapping the annoying brat. Rex is in a pickle, since he promised the orphanage he’d take care of the kids, and letting one of them be abducted won’t look good. Our quick-thinking chemist manages to toss a vial of radiant potassium against the bumper of the kidnapers’ sedan, which will leave a chemical trail Rex can follow. In the back seat, Danny is making trouble, but then becomes apparently delighted to be kidnapped! Rex, meanwhile, is soaking up some Miraclo rays before racing off to track the luminous line left by the chemical. He finds them hold up in the office at an empty baseball park, then storms in and starts delivering some Miraclo-powered knuckle sandwiches. He grabs a baseball bat and balls and practices swatting a few hardballs to his opponents’ heads. Hey, I think Hourman’s finally going to win the opening fight scene, without being knocked out! Nope, I spoke too soon. Miraclo again proves useless against concussions, when Danny McGrew himself takes to Hourman with a Louisville slugger. Danny not only ties up our hero, but encourages the kidnappers to ask for a higher ransom, an even million! He then writes his own ransom letter, telling his abductors to take it to the Daily Herald, and mentioning that “they can keep the autograph!” Danny appears to be a willing accomplice in his own kidnapping, but the little devil is such a pain in the butt none of the thugs wants to be left alone with him. So they decide to all go to deliver the ransom note, taking Danny with them. Danny assures them that Hourman will be “safe and harmless” tied up there, but the criminals want to be more certain that Hourman follow, so they whip up an ad hoc death trap: Hourman is tied up at the bottom of an empty swimming pool, and the valve is turned to begin filling the pool! (My inground pool takes over a day to fill; but these guys have a more powerful water inlet than my garden hose.) Miraclo, of course, is no help in bursting the ropes that bind him, but it does allow him to wait until the water level rises and a convenient wooden plank float close enough for Rex to… …oh, boy… …for Rex to grab the wooden plank with his teeth and jam it into the high-speed jet of water, deflecting its flow over the rim of the pool, where it “gushes harmlessly outside the tank.” Now Rex has “enough time to break free”!? The caption confirms that, sure enough, he’s still got the Miraclo powers activated (this installment doesn’t provide the handy corner clock to time the action), and he runs after the car. Of course he does. Hourman is right there when the kidnappers leave the car to deliver the ransom note, and makes a spectacular show of thrashing his opponents, before the lens of the Daily Herald’s photographer, who not only gets great shots of the former JSAer in action, but a great pic of Hourman delivering a super-powered spanking to the “million dollar kid”! In the final powers, Rex is still puzzled by Danny’s behavior, but as Thorndyke and Rex head off to take in a movie, the late edition of the Herald clears it all up: “Danny McGrew” is actually Ronnie Raul a child actor who was posing as an orphan for a publicity stunt; he saw the kidnapping as an opportunity for more publicity! (Reader, did you catch the hints when “Danny” kept using Hollywood lingo throughout this adventure?) So, no, Danny McGrew is not Hourman’s new sidekick; Thorndyke gets the final (jealous) word: “I’m glad you spanked him…nobody ought to be with Hourman…except me…Thorndyke!” COMMENTARY: I think whoever scripted this was trying to do a comical, whimsical tale in the vein of Will Eisner’s The Spirit, and failing at it, just like last issue. Bernard Baily and/or his ghosts do a decent job of making it look pretty good, but the art is about all this story has going for it. An obnoxious brat that willingly participates in his own kidnapping and makes life miserable for the kidnappers in the process has some potential, but the explanation is hard to swallow. I suppose the intent was that Danny is so privileged and ornery and accustomed to Hollywood make-believe that he doesn’t grasp the seriousness of real-life abduction for ransom. The writer didn’t sell this to the reader, although I can see, in hindsight, that he was trying. I do give him some credit for emphasizing Rex’s chemical expertise, something I thought had the potential to be a good hook early on in the series, but seriously, whipping up some sulphuric acid a couple of feet away from some orphan’s face? Not a good idea, even if he had been adhering to safe practices, which he wasn’t. The creators have apparently decided that death traps are an essential ingredient, and the one this issue is particularly ludicrous. If the water is spewing out fast enough to fill a pool before Hourman has time to burst out of his bonds using his Miraclo strength, then he’s not going to be able to ram a wooden plank in the spot holding it in his teeth. There is a brief insinuation that Rex’s hearing is augmented by Miraclo (as it was early in the series), but for the most part, its benefits have settled at running at impressive but less-than-Flash speed and being super-strong. If that’s all you’re going with, I guess you’ve got to show it, but one would think Rex could make greater use of his hour of power if he’d just hop in the car instead of running everywhere. But maybe parking in Gotham—or wherever he is this issue—is really inconvenient, so I’ll trust that if Hourman chooses to run instead of motor his way, he has justification for his decision. Thorndyke’s final remark would seem to indicate the dissolution of the Minute Men of America idea, with Thorndyke claiming exclusive rights to partner with the super-powered mystery man. But let’s not be hasty in declaring the group defunct until we see what the next issue brings!
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Post by Prince Hal on Mar 25, 2022 11:07:54 GMT -5
MWGallaher wrote: "Where we find Hourman, in his secret identity of Rex Tyler, using his knowledge of chemistry to entertain the young boys at the city orphanage. Most of the kids are impressed at seeing Rex make sulphuric acid (whoever wrote this didn’t learn much about lab safety in Chemistry class, because the way Rex is handling a test tube of what is one of the most corrosive compounds known is a gross violation of proper procedure." This reminded me of the handy rhyme that expresses most of what I know about chemstry: "Ah, say farewell to Smithers; Alas, he is no more! What he misread as H2O Was H2SO4."
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Post by MWGallaher on Mar 26, 2022 7:45:48 GMT -5
ADVENTURE COMICS #77, August, 1942 “The Case of the Hi-Jacked Hep-Cats!” Again, the GCD doesn't identify a writer, but the art and letters are by Bernard Baily and/or his assistants. SYNOPSIS: Well, the Minute Men still exist, evidently, because the first story caption tells us that “crime no longer stalks the city…for spring is in the air!” Despite that implication that the Minute Men are a crime-fighting organization—at least when the weather’s not good—they appear to be a conventional kid gang, with only four remaining members: Thorndyke, “Four-Eyes” (with glasses, of course), “Red” (a redhead, of course) and one other white boy. Thorndyke proposes they head to the clubhouse and rehearse their band. Their “club house” is now a “swing club” at “Rug-Cutter Row”?! As the boys arrive, with Four-Eyes eager to try out the new bass fiddle he bought at a pawnshop, they find some men leaving the space with a crated “pianny” they claim was delivered to the wrong address. Inside the club, the boys discover that their old instruments have been replaced by new ones! According to the note left behind, “These instruments are donated to your fine band by a friend!” But as any musician will tell you, there’s no instrument quite like your instrument, and the boys quickly miss their inferior but broken-in gear. Thorndyke deduces that the “pianny” crate actually contained their beloved bass, sax, clarinet, and drum, and rush outside to ask for them back. The thieves refuse: “Ya got new ones! That’s better than your old junk, so scram!” It seems this diminished incarnation of the Minute Men still have some fighting skills, and they go into their “human pyramid” formation to assault one of the thieves with sax and violence, but ultimately can’t keep the men from executing a return to their boss: “Hambone’s gonna be sore if we let a pack of kids hold us up!” These Minute Men may or may not have a formal association with Hourman, but Thorndyke does, and he goes to his hero for help. Rex Tyler considers himself a lover of music, so after “one brief exposure to Miraclo, mysterious ray of power” (with Thorndyke again clearly in range of the radiation), Hourman is on the job, heading toward the metropolitan arena used by “Hambone” Hoskins as a cover-up for his crooked work (if Hourman already knows this, why did he wait until Hambone pulled off a minor stunt like this one before going after him?). Hourman and Thorndyke intrude, unwelcome and univited, into the arena, where they find themselves first on a running track where they both appear to outpace the athletes, and then using various track and field equipment to fight off Hoskins’ goons. Thorndyke, for example, hurls a discus to the jaw of one of his opponents—whether they say so or not, it’s clear that the boy is getting some boosts from exposure to Miraclo. The pointless (and life-threatening) ruckus comes to an end when Hambone himself invites our heroes into his office, and offers the return of the old instruments. But hold on a second! The clarinet is not the one Thorndyke knows is theirs; it’s been swapped! This recognition triggers one of the henchmen to blurt out “They’re on to the Bodie job…” which spills one too many beans! Hoskins could have just stolen the clarinet, but he made the swap hoping it would allow him to avoid trouble, but now Hourman has heard too much. Hourman and Thorndyke are marched to an adjoining “car-barn”. For some reason, despite being Miraclo powered, Hourman can’t stop them from trussing him and Thorndyke and strapping them to the roof of a trolley car. Hambone is going to execute a death trap that will carry the victims far from the arena (unless, of course, investigators trail the trolley car back to the car-barn adjoining Hoskins’ place). As the runaway trolley rolls away to our heroes’ certain doom when it crashes, Hourman doesn’t dare roll off, lest he be killed falling to the ground. But when the car heads toward a helpless crowd, he has no choice (he can’t even divert the car to run over a single person instead of the larger group!). He rolls off the end of the roof and grabs the power arm (the thing that contacts the overhead wire to power the trolley) in his mouth, dangling from it and opening the circuit, bringing the car to a halt! Safe and untied, it’s time to figure out what was meant by the “Bodie job”. They can’t be planning to rob the millionaire Bodie, who recently died and whose house has been sold, but Thorndyke recalls that Bodie left a “mystery safe”, one that cannot be unlocked, to the local Mechanical Museum. So here’s what it’s all about: Hoskins learned from Bodie’s former butler that the clarinet was the secret means of opening the mystery safe. By playing a specific combination of keys, the instrument produces a presumably unique tone that opens the safe. The clarinet had somehow found its way into a pawnshop, from whence Hoskins was able to trace it to the Minute Men’s club. The crooks are opening the safe with the stolen clarinet, revealing Bodie’s secret stash of diamonds, when Hourman and Thorndyke make the scene. Spouting a few music-related puns, the pair deliver a thrashing to the thieves, even holding a couple of guys faces against a spinning tire! Once it’s all over, the Minute Men are once again making their awful music and annoying the neighbors of Rug-Cutter Row’s Minute Men Headquarters…or I guess as it’s now known, the “Hep-cat Hideout”. We close with a creepy blurb that over-promises the thrills to be had in this feature... COMMENTARY: This is the last we’ll see of the once-prominent Minute Men. I wonder why the writer even bothered to identify this kid gang under that name, since music seems to be the only point of the group as it now exists. I can only imagine how bad a racket they make with the odd choice of instrumentation: two woodwinds, a bass, and a single large drum. "Red" and "Four-Eyes" make their only identified appearance here, as the Minute Men finally dissolve into kid gang obscurity. It was an idea with some potential, never realized...which we could say (and will!) about Hourman himself, as this feature is running on empty, copping from more successful ones as it tries to hang on to its berth in a series where it once was the lead. Speaking of copping from better strips, the scripter again feels obligated to include a death trap, and curiously, once again Hourman escapes by gripping something in his mouth! Another weird quirk serving as a signature for this writer? What I don’t get is why Miraclo never seems to impart enough strength for Hourman to break out of ropes. It’s like they always show him getting his power-up but then forget he’s supposed to be super-powered. It would have been easier simply to go the non-powered hero route, as appeared to be the initial plan after dumping the Miraclo pills! Instead, he just runs, and never at the Flash-like speeds he demonstrated one sole time, just at motoring speeds. No more leaps to the rooftop, no more enhanced senses...maybe the Miraclo ray is a far inferior means of imparting those powers? Or maybe Rex's body is becoming resistant to its effects? We've got plenty of options to explain his upcoming 20-year break in active heroics, if we were so inclined. The tone of the strip seems to have stabilized for the final few installments remaining in the run. Lighthearted adventure, minor-league threats, odd criminal schemes, improvised death traps, attempts at humor, and lame wordplay, but we will still see a few echoes of the more (relatively) interesting elements like higher-stakes villainy, chemistry, and bizarre science. We’ve got six more installments before Hourman (with Thorndyke!) bows out of the Golden Age!
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