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Post by chadwilliam on Apr 2, 2022 18:35:32 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”?! COMMENTARY: curiously, once again Hourman escapes by gripping something in his mouth! Another weird quirk serving as a signature for this writer? This was also a common tactic of the Golden Age Green Arrow at least during the early half of the 40's. He and Speedy get tied up, but by carefully extracting an arrow from Speedy's quiver, wrapping his bow over a pipe, taking aim with his feet, and drawing the bow back with his teeth, GA could effect a rescue. Or they'd be dropped in a sewer, hands bound behind their backs, and grab hold of a ladder with their teeth until they could free themselves without drowning. Or Speedy would slide down a rope with hands wrapped behind him using his teeth. Kind of went from being a clever example of their resourcefulness to being just weird signature move. I liked the crook's "Sorry to prolong your death this way, Hourman, but I have got to be careful! Hope the crash doesn't hurt too much!" A nice touch having a crook forced to turn killer not suddenly salivating at the mouth at the prospect of murdering someone. Frankly, he deserves better than being involved in a case which is just barely too much for a group of ten year olds to handle.
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Post by MWGallaher on Apr 9, 2022 14:23:43 GMT -5
ADVENTURE COMICS #78, September 1942 “The Man Who Played Death” is illustrated by Bernard Baily and/or his ghosts, and written by an unidentified scripter. A rather ridiculous villain in the splash: Well, that’s a clumsy start. A public announcement of murder from “Sir John Falstaff”, the announced victim awkwardly delivering expositionary dialog in panel 2 that pretty much gives the identity of the villain away right off the bat, and then an implausible welcoming of the killer into the victim’s home, courtesy of the policeman. (This policeman, identified as a sergeant, is portrayed in plain clothes, sporting a fancy moustache and glasses. Not exactly the visual stereotype most artists would resort to…) Falstaff announces that they will be witnessing lawyer John Ward’s death in five minutes, and is then interrupted by the arrival of the butler, serving up Mr. Ward’s nightly pills with a pitcher of water. But wait! Our sergeant is no dummy! What if that water is poisoned? There’s only one way to find out: Lest you be fooled by his sophisticated appearance, the tough-talking sarge is a tough cookie, willing to serve as the poison taste-tester for the man he’s guarding! All’s good, though…no poison here! Except… …John Ward immediately begins to stagger, his throat burning, and he dies from what the sarge recognizes is Prussic acid! It’s a mystery how he was poisoned, but Sir John Falstaff is confident that since he never touched the glass, he’ll be freed on lack of evidence! And indeed he is released. We next see chemist Rex Tyler taking an interest in the case. From Rex’s analysis of the events, if Falstaff had a confederate, he knows how the murder took place. But, the reader might ask, who could have been the confederate? Ward’s trusted butler? The police sergeant? Trusty Thorndyke arrives at Rex’s place, and Rex explains that Falstaff was “a rogue in some of Shakespeare’s plays! Someone has assumed his name for murder!” When Rex and Thorndyke hear on the radio that Falstaff has been released, and was last seen driving down Hathaway Road, Rex reminds Thorndyke of “that odd house on a dirt road that branches from” Hathaway Road. But first, Thorndyke is instructed to get into his “uniform”—a cape like Hourman’s but with the colors reversed—and they both stand before the Miraclo rays…although, as usual, there’s no confirmation or denial that Thorndyke’s getting juiced up from the beams himself, although he’s clearly within the machine’s aura: The corner clock starts ticking at 11:03 pm, and Hourman heads to the strange house off of Hathaway, confident that that is Falstaff’s place, while Thorndyke is ordered to Hollman’s place to fend off Falstaff, in the unlikely event that Sir John gets there before Hourman can stop him! At 11:18, Falstaff is relaxing at home, discussing his murder plans when Hourman arrives to prevent Falstaff from proceeding. Falstaff orders his servant Quanto to bring refreshments, spoiling the surprise ending for those few dullards who forgot the first victim’s expository comments about actor Walter Cornell and his make-up man, Quanto. The scripter decides to get the motive out of the way, too, with Falstaff explaining that John Ward and Dr. Hollman had Falstaff placed in a mental hospital, inspiring this scheme of murderous revenge. And Hourman’s not going to stop him, thanks to a trap door: Yes, it’s the requisite death trap, and once again, it’s a drowning trap: Hourman has fallen through a ceiling hatch to the floor of a small room with no other entrances, designed solely for murder…and for storing wooden beams, because come on, what castle doesn’t have a problem making space for the lumber inventory? Well, it’s a good thing for Hourman, since that beam will be the key to his pulling off the least plausible death trap escape I’ve ever seen, one that I just have to share in full: OK, I’ll grant that if he had been floating at a level where he could punch at the ceiling hatch, the physics of the situation would result in the punches driving his body into the water rather then busting through the wood. But maybe during that 5 minutes from 11:31 to 11:36, he could have climbed that plank, using that as his support from which to hammer the hatch with his high-powered hands? Just an idea should this happen again, Rex… And I can’t let that final panel of the page pass without comment, as Bernard Baily and/or his ghost fail to convey that Rex is emerging from the ceiling hatch into the room above, instead making it look like he is materializing from a puddle of water! So Quanto’s first reaction to Hourman’s escape is to light a stick of dynamite and throw it at his opponent. Gamers can tell you that’s not generally a wise melee fighting strategy, Quanto! Hourman simply dives back into the flooded room and allows Quanto to blow up the room above, and now Hourman has to deal with rescuing the idiot assistant from the wreckage before heading to Doctor Paul Hollman’s house. When Falstaff arrives at the doctor’s home, the doctor is of course in the company of the sole officer assigned to this very public murder, whose hapless defense of his charge is the warning “You wouldn’t dare pull another fast one!” The officer then allows Falstaff to join his announced victim, since the doctor recognizes him. When Sir John Falstaff extends his palm saying “Perhaps you aren’t very glad to see me again, but…shake, my friend!”, it’s the suddenly-arriving Thorndyke who interrupts Falstaff’s scheme. Thorndyke has spotted Falstaff’s ring with a poison needle! A poison ring? That’s the kind of hard evidence the sergeant needs to convince a jury that Sir John Falstaff is a killer! But no, Falstaff demonstrates that the needle contains only harmless iodine, by injecting himself with it. Kind of a bizarre prank to pull, but technically harmless, one would think. I think a more competent police department could have handled this whole thing a bit differently, but okay, I guess Falstaff gets away with it after all, since Hollman wasn’t killed… …but here comes Hourman, with Quanto in tow. Under duress, Quanto announces “I’m quitting, master! The game’s too much for me!” Enraged, Falstaff reminds Quanto: “ [/i]You[/b][/i] put the ice cubes in the water…don’t forget that!” It’s 11:59, and Thorndyke delivers the deciding blow by diving at Falstaff’s prominent belly before Falstaff can punish his turncoat assistant. Hourman’s hour of power (as well as Thorndyke’s?) is up. All that’s left is to explain things. As has become obvious, Sir John Falstaff is actor Walter Cornell, whose “mind snapped”, leaving Ward and Hollston to send him to the mental hospital, where he “became an incurable egomaniac”. His plan with Hollston was to stab him with the iodine and count on Hollston’s resultant panic to trigger a fatal heart attack, knowing that Hollston had a weak heart. No real poison necessary, just a good scare to send him into cardiac arrest! But what about that first murder? The ice cubes were poisoned with Prussic acid. The cold melted ice water slowly rises to the top. On the sergeant’s first sip, the poisoned, cold liquid from the ice was still at the bottom. When Ward drank it, the acid had risen to the top, where he swallowed it and died. How did it get there? Well, “It was easy for Quanto to take the place of the real butler, who had been kidnapped or murdered!” Their mission complete, Hourman and Thorndyke race off: “We’ve got an appointment with the readers of ADVENTURE COMICS next month in a sizzling, snappy, sixty-minute episode…and I don’t want any of them to miss it!” COMMENTARY: I'd feel pretty confident nominating "Walter Cornell told me Sir John Falstaff could have been a murderer! Remember Cornell, the greatest living actor, and his make-up man, Quanto, a genius in his field?" as the most awkward exposition ever scripted as comic book dialog. It's not just the lazy transparency--anyone reading this is going to know that the villain will be Cornell in disguise thanks to the second story panel--but the clumsy way it draws attention to the villain masquerading as a random character from the works of Shakespeare. I suppose I can barely imagine a conversation in which Cornell might have raised the unlikely topic of the fictional Falstaff being a murderer, and that John Ward, under threat from a "Sir John Falstaff", would recall that conversation as he worries, with the deadline approaching. (Sloppy scripting in giving the victim the same first name as the killer!) Less plausible is the casual way in which Ward and the police sergeant casually invite "Sir John Falstaff" into Ward's home after having received the threat, treating him--as does everyone in this story!--as if he were an ordinary citizen named "Sir John Falstaff" rather than a man in a bizarre stage costume. Equally implausible: that the policeman would volunteer as a poison taster. Bernard Baily's depiction of the policeman with suit, glasses, and fashionable moustache clashes with the scripter's characterization through the cop's dialog, such as " And I ain't takin' advice from cheap punks!" The mysterious method behind the murder at least allows Rex Tyler to show off some of his chemistry skills, so that's something, I guess. Again and again in this feature, the writer has introduced incidental details that are critical to making sense of the stories, but leaving it up to the reader to piece those parts together. Usually, I appreciate it when the reader isn't spoon-fed every aspect of the story, but in this series, I don't get the sense that the writer is doing this in service to respect for the readers' intelligence, but rather that he's trying to patch over plot holes that he doesn't want to correct with a full rewrite. A minor example in this story is the radio report that "Sir John Falstaff was last seen driving down Hathaway Road!", and Rex's discussion with Thorndyke of an "odd house" on that road; this presumably explains how Hourman can run directly over to Falstaff's house, after powering up with Miraclo.--which is an example of Hourman's routinely bad choices in where to pursue his investigations--while he sends Thorndyke to the better location, the home of the announced victim. (Also of incidental interest is Rex telling Thorndyke to "get into your uniform", which is a bit of a glorification of the spare Hourman cape and neck-clasp that comprises said "uniform". Thorndyke will get a very minor costume upgrade later.) A more significant example of a critical aside that isn't clarified where it counts is the page one description of assistant Quanto as a genius make-up man. It's up to the reader to deduce that this is why the police treat "Sir John Falstaff" as if he's not an actor in disguise (although one would think that making death threats would justify restraining him, or at least not inviting him in... twice!). We also have to deduce that skilled make-up was what permitted Quanto to disguise himself as John Ward's butler (who "had been kidnapped or murdered!"). We do have the corner clock countdown back for this issue, and of course, there is a death trap, this time with the most ludicrous resolution yet. Maybe someone who had never had any experience with "wood" might buy that a few splinters between planks could expand quickly enough and greatly enough to break open a wooden door, but I would wager that not a single reader, ever, bought into that absurd explanation. The clock is, without question, running out on this feature. There are only five more Golden Age installments remaining, all of which, thankfully, are better than this.
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Post by chadwilliam on Apr 9, 2022 21:26:09 GMT -5
ADVENTURE COMICS #78, September 1942 “The Man Who Played Death” is illustrated by Bernard Baily and/or his ghosts, and written by an unidentified scripter. A rather ridiculous villain in the splash:
This one would have been an easy one for me to have liked had it reached a second draft stage. I do love the splash for its surrealistic flavour - a villain whose appearance suggests neither a cunning intellect nor massive strength but instead seems to challenge the hero on the basis that he looks as if he were part of a weird dream Hourman was having and forgot to vanish once the dreamer awoke. William Shakespeare by way of Lewis Carrol. Of course, that says much more about the art than it does the writing, but Bailey often has me wondering how the psychics of his villains work when he's at his best and this is no different. Maybe it's just me, but I can't read this story and not envision Falstaff as some sort of wobbly tower whose top half moves in great strides while his legs maintain a delicate gait so as not to topple over - sort of a more mobile Humpty Dumpty. Why he's allowed into the home of the man whose death he's foretold is beyond me and the fact that the author doesn't bother to address this point makes me believe that we're dealing with a clever writer who just can't be bothered to put that much effort into an Hourman yarn. Now, had he been writing Batman, I imagine he'd put in a little more effort, but Hourman? Pfft! And there is cleverness here - "We examined the drink and it's safe!", "Yes, but did you think of the ice?" is clever. Wedging bits of wood into the trap door so that it'll expand shows originality if not necessarily logic. Of course, one can't think of these scenes without thinking of the flaws which surround them, but had the writer cared or had time to smooth those out, I think we would have had something fairly memorable on our hands here. Incidentally, Hourman's deathtrap here reminds of one Batman was placed in in Detective Comics #700. Same idea - he's in a cistern, water's rising, a stone lid needs to be lifted to get free but without leverage he can't raise it. Batman's method of escape? Plug the cracks around the lid with his shirt so that the escaping air now has nowhere to go. With the water continuing to rise and the air not leaking out, the air pressure builds, blowing the lid off like a soda bottle being tightly squeezed. So anyone wondering how else Hourman might have gotten out - there you go.
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Post by MWGallaher on Apr 10, 2022 9:08:48 GMT -5
I appreciate you being able to spot the potential in so many of these, chadwilliam ! So often the pieces are there from which to craft an entertaining story but the execution is too sloppy or the constraints of 8 pages too restrictive. I didn't bother trying to think of a more plausible escape alternative, but given that we see Hourman using his Miraclo powers to shred the beam, maybe he could have waited until the water was high enough for him to reach the hatch door, then have to shred the wood at the hinges in a similar manner, with only minutes to complete the task before he drowned. That would have been a more impressive use of his Miraclo powers than creating splinters out of a piece of lumber (which I think I could probably accomplish without Miraclo!). But the one constant at this stage of the feature's life is the resistance to doing anything impressive with his super-powers. It's long since passed the point of "Why bother?" I don't know if it was the effort to make Hourman into a Batman clone or some lingering discomfort from the pill-popping days that made them want to play down the physical augmentation, but the countdown clock is almost always irrelevant to what's happening. Hourman doesn't make impressive leaps, he can't withstand a blow to the head, he can't burst out of ropes around his chest, and he'd make better time if he just took a car. Interestingly enough, it does seem like the writer is finally making some attempts to play up the "chemist superhero" angle I supposed could be a good hook back at the start, with the admittedly somewhat clever ice cube murder, but the writer even bungles that a bit by over-explaining to the detriment of clarity. Yes, colder melt-off from the ice may accumulate first on the bottom of the glass before rising, but does the reader need to know those details when the real point is that the poison was in the ice, not the water. Speaking of which, does anybody really take their pills with ice water?
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Post by MWGallaher on Apr 16, 2022 9:53:33 GMT -5
ADVENTURE COMICS #79, October 1942: Simon & Kirby’s Manhunter gets his second shot as the cover feature: SYNOPSIS: The splash stands out for some gloriously enticing prose in the introduction: “The city was full of bells…church bells, fire bells, train bells! No one gave them a thought…until the slimy depths of the underworld spawned a human monster whose warped brain conceived new horrors from their innocent sounds. Then the world’s largest bell was finished…a city crumbled and men went mad…while fate gave Hourman sixty fleeting minutes in which to muffle…”The Stroke of Doom!” OK, now that gets me more charged up to read an Hourman story than I’ve been in a long time! Whoever wrote this remains unidentified, but it’s already more interesting than any scripting we’ve had yet in this feature. Will the story ahead live up to the promise of its pulpy, menacing teaser text? To find out, we open with a “new crime combine” of Gun Gunther, ruthless Napoleon of Crime (I guess the title is open after Moriarty’s death!) and “Prof” Pitts, warped genius of crime. Pitts has plans for a bell that will cause death, destruction and madness, and appears to be interested only in indulging his sadistic psychopathy, while Gunther sees an opportunity to profit from crime, since he and his boys will be protected from the effects courtesy of Pitts’ “vibro-mitters”. Gunther’s boys pay a grand in advance for Hans, one of the local bell-makers (I guess that was a more common profession in the 40’s?), to make the biggest bell in the world, according to Pitts’ specific plans. The special alloy required for the bell requires special chemicals, and for that, Hans consults his good friend Rex Tyler, secretly the Hourman. Rex finds it odd that crime boss Gunther wants to make a bell, but that seems above board, and Hans has always wanted to cast the world’s biggest bell, so production begins, with dozens of employees working on the project and Gunther menacingly overseeing the progress until the bell is finished. But when Hans delivers the inaugural strike to his dream project, its tones—initially beautiful—begin to cause agonizing pain! Hans realizes the true intent of the project, but before he can destroy his work, he dies from the bell’s sinister sounds! As Gunther’s men approach the factory, they are greeted by the sight of suffering, maddened employees fleeing, and don their “vibro-mitters” so that they may safely retrieve their weaponized custom order. The gonging draws the attention of Rex Tyler, but the police are preventing anyone from getting too close to the bell, since it’s driving everyone around in mad. Rex deduces Gunther’s intent: “a bell so vast its sound can smash and kill for miles around! What a weapon for loot and murder!” This is clearly a job for Hourman…and Thorndyke. The clock shows 11:00 pm (again?!) as he and Thorndyke stand before the Miraclo ray which grants Hourman the “strength of fifty men—but only for an hour!” Thorndyke, whose “uniform” has now been augmented with a mask over his eyes, gets the urge for violence as he and Hourman approach the bell. The urge compels him to go closer, while Hourman, gambling that his strength will protect him from the effects, does battle with Gunther’s men, who are continuing to ring the bell so that nearby buildings will collapse and be ripe for looting. Hourman is able to successfully silence the bell, and instructs the police to protect it from any touch, which will “start murderous vibrations! Some devil tuned the bell to the most destructive sound waves known to man!” At 11:32, Hourman rejoins Thorndyke, evidently having halted the sound before his young partner could commit any mayhem, and they race off to seek Gunther to learn the secret of protecting oneself from the vibrations. But while the police can prevent anyone from approaching the bell, they can’t prevent Gunther from ringing it from a distance, by firing a slug at it from the window of a nearby building. (Um, boys, I don’t think you thought this through. If you’re near enough to fire a bullet at the bell, wouldn’t the building you’re shooting from be vulnerable to collapse itself?) Well, inadvisable or not, the boys hit the bell and start another round of sonic destruction. With the cops so close to the bell, they get the worst of the effects, and Hourman has to come to their aid. The continued exposure taxes even Hourman’s endurance of the “racking torture of super-sound”, but he summons enough strength to hammer the bell loose. It plunges into the earth below it, hushed at last. Now Hourman’s task is to stop Gunther and his gang from looting—or worse, restoring the bell (although as the world’s largest bell, one would think it would be unlikely that the men could lift it back to a ringable position). The gang is looting away, confident that Hourman must be dead. The cops are still raving maniacs from the residual effects, so they’re no threat. But Hourman’s alive and well and approaching the apartment from which the bullet was fired. (Apparently, the building did indeed collapse, and the gang is scooping up all the loot they can find. I guess they had an escape plan, but I’ve got to question the practicality of looting anything from a collapsed building.) Somehow, Hourman and Thorndyke reach Gun Gunther’s “secret” hideout and deliver the beatdown on the boys. Thorndyke saves Hourman from being shot by blinding a gunman, because “Thorndyke can do parlor tricks with kitchen matches!” Finally, “Prof” Pitts returns to the panels, emerging from a hatch in the floor, enraged and ready to shoot our hero, but Thorndyke jumps on the hatch door, taking out the mad scientist. Hourman learns about the “transmitter that damped off the sound waves”, and the cops arrive to carry off the villains and show their appreciation: “Hourman! Thanks to you we saved most of the people!” Yeah, Hourman does usually manage to finish his adventures with only a few casualties. As they race off toward future adventures, Thorndyke has his funniest line of the run, albeit unintentionally so: “The fight was interesting, but brief!” Jeez, man, it was 60 minutes, just like all your adventures! Why are you underplaying one of the most dramatic and high-stakes adventures you’ve ever had?! COMMENTARY: We have a couple of costume changes this issue. As mentioned above, Thorndyke now sports a domino mask, although with his distinctive hairstyle and the turtleneck he wears pulled up in and out of “uniform”, it seems pointless. Another change that almost went past me: Hourman’s ears are now exposed. I don’t think it’s a coincidence that Baily (or, as must always be postulated, his ghost artist) chose this story to make that change. With a threat that revolves around sound, it probably seemed like a smart idea to make it clear that Hourman’s ears were exposed to the danger. Off-topic aside: I still stand by a similar argument around the change of Dr. Fate’s full-face helmet to a half-face one: it was no coincidence that the change to Fate’s costume coincided with the introduction of his vulnerability to the effects of inhaled gases, which is inconvenient to visually depict with no evidence of a nose or mouth. In further defense of my Dr. Fate argument, it’s usually been the assumption that the half-helmet was introduced to allow more expressiveness, but if that was the intent, artist Howard Sherman didn’t take much advantage of that opportunity: As usual, there is the ambiguity of whether Thorndyke receives any boost from exposure to Miraclo, as he is once again standing beside Rex when Rex powers up, but the text only mentions Hourman as being powered. But one of Hourman’s most used abilities is that of rapid running, and Thorndyke appears to be keeping up in that department: As for this issue’s story, I’m always happy to see weird menace in the Hourman feature. The notion that specific frequencies of sound can have deleterious effects on mental and physical health is seriously entertained by researchers, and was one of the hypotheses considered to explain “Havana Syndrome”, a set of unusual medical symptoms reported by US State Department personnel in Cuba and other places around the globe. And the premise was the foundation for one of my favorite Kate Bush songs: It certainly made for an above-average installment of this rapidly fading feature, giving the chance to show Hourman using his powers to resist the debilitating effects of the bell in a nicely rendered sequence, with the vibrations depicted as a wave of white streaks over the black ink of his costume and tremulous shaking lines indicating a physical effect on Hourman’s movement: It wasn't quite up to the promise of the lurid introductory caption, but it was a rewarding installment. For all the promise of buildings being collapsed by the bells, it would have added some visual appeal if that had actually been shown, but then it might look like even more of a failure than usual on Hourman's part, as an apartment collapse at 11:30 pm is going to incur a lot of casualties. It was good to see a bit more reliance on Hourman's super-powers for a change, and it's worth noting that he seems to be back in the good graces of the local police. Thorndyke was an irrelevant participant, but we're stuck with him through the end of the Golden Age...which for Hourman, comes after only four more adventures...
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Post by Hoosier X on Apr 16, 2022 12:58:53 GMT -5
I haven’t commented much because I don’t have anything to say about Hour-man. But I have been enjoying this thread immensely!
I currently have the Simon/Kirby Sandman collection from the library and it’s a heckuva lot better than Hour-Man! It’s kind of fun to see what else was going on in Adventure Comics at the same time.
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Post by chadwilliam on Apr 16, 2022 20:41:26 GMT -5
Strange that we should have another sound-based threat so soon after issue 77 and one which again incorporates seemingly generous crooks having an ulterior motive for their benevolence. Not sure if the writer is trying to redo what he's deemed a brilliant idea or is cynically trying to see if his editor/writers are paying attention. Also strange that a sound themed tale should have been considered even once, nevermind twice - I mean, this is a visual medium.
I do agree though, that Baily does make good use of the threat in an imaginative way this time around. In fact, for a moment, Hourman's race against time, his struggle with the bell, the rising panic felt like something which would have been animated quite nicely as a Flesicher cartoon.
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Post by Prince Hal on Apr 16, 2022 21:21:50 GMT -5
That the noted actor would have chosen Falstaff as his villainous alter-ego is quite a hoot, as Sir John is all helmet, no charger in the three plays in which he appears.
Better the actor should have gone with a truly evil Shakespeare character, as Robert Kanigher did in "Clay Pigeon for a Killer" in Batman 179, in which the murderous villain was Victor Iago.
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Post by MWGallaher on Apr 17, 2022 10:52:47 GMT -5
Strange that we should have another sound-based threat so soon after issue 77 and one which again incorporates seemingly generous crooks having an ulterior motive for their benevolence. Not sure if the writer is trying to redo what he's deemed a brilliant idea or is cynically trying to see if his editor/writers are paying attention. Also strange that a sound themed tale should have been considered even once, nevermind twice - I mean, this is a visual medium. I do agree though, that Baily does make good use of the threat in an imaginative way this time around. In fact, for a moment, Hourman's race against time, his struggle with the bell, the rising panic felt like something which would have been animated quite nicely as a Flesicher cartoon. Well, there was a significant change in tone between the sound-based stories in #77 and #79. Hey, I had to say it. When done right, characters playing band instruments like in #77 can have some visual appeal, and there have been some dramatic images in comics involving large bells, so there was the potential for visual appeal, at least. I will forewarn you, with much appreciation for your having spotted this when I didn't, that next up is another one with seeming generosity covering for a criminal enterprise. And your mention of a "brilliant idea" reminds me of something that was nagging at me when I looked at #77. In that story, special notes played on a clarinet served as the key to open a safe. I don't know how common a gimmick "opening a safe with music" was in the 40's, but it did bring to mind a delightful old book, The Mystery of the Fiddling Cracksman, by the notoriously oddball writer Harry Stephen Keeler. I, like Neil Gaiman, am a big Keeler fan, and I've even contributed a bit of service to the cause, transcribing one of the novels that went unpublished during his lifetime, working from scans of his typewritten pages, so that it could finally be published: Strange Journey"Strange Journey" was, ostensibly, a science fiction novel rather than a mystery, but it exemplified Keeler's curiously non-commercial approach to writing: almost everything happens indirectly. People talk about what happens, they don't actually do anything. In this novel, the lead character gets the unique opportunity to be transported temporarily into the future. What does he do in the future? He stays in the single room he arrives in, calls people of the future on the phone, and talks to the two people that happen to stop by his room!
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Post by MWGallaher on Apr 17, 2022 10:59:31 GMT -5
That the noted actor would have chosen Falstaff as his villainous alter-ego is quite a hoot, as Sir John is all helmet, no charger in the three plays in which he appears. Better the actor should have gone with a truly evil Shakespeare character, as Robert Kanigher did in "Clay Pigeon for a Killer" in Batman 179, in which the murderous villain was Victor Iago. I've pondered it, and I can't come up with any reason to use Falstaff as the disguise, unless they figured the buffoonish look would seem to better mask the supposedly famous actor beneath the make-up...which reminds me, they never even showed the undisguised actor on-panel, so even that justification doesn't really work (that is, if the real Walter Cornell looked like, say, John Carradine, we'd understand that Quanto's make-up skills really were impressive!).
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Post by MWGallaher on Apr 18, 2022 15:51:33 GMT -5
ADVENTURE COMICS #80, November 1942 Simon and Kirby's Sandman gets the cover again. Too bad we couldn't see that team take a shot at revitalizing the Man of the Hour! SYNOPSIS The splash promises a twist: this time, Hourman will be disguising himself as Rex Tyler; that is, he'll be executing his Miraclo-powered crime-busting while in his civilian identity, not the masked super-hero. And what's this? The costumed Hourman struggling with a headful of numbers while Rex and Thorndyke--in his "uniform"--wallop the thugs? "The Case of the Sponsored Crooks" will answer any questions, as we start, for a change, with Hourman powering up before the Miraclo ray. Thorndyke doesn't take kindly to being barred from participation in Hourman's next Hour of Power: a guest appearance on The Radio Treasure Hunt, alongside contestants John Brown, Peter Fry, Earl Adams, and Mary Mode, all wealthy businesspeople in Hourman's unnamed city (although we are soon to get a clue that reveals it to be New York City, not Gotham or Cosmos or Appleton!). Here's how it works: each participant is assigned a scavenger hunt challenge, and if they bring back their items before the program is over, they will win $1000. Brown must bring back a used baby carriage, Fry a Chinese newspaper, while Adams has the hardest challenge of them all: collecting three back copies of ADVENTURE COMICS ("The kids won't part with them!"). Hourman's challenge is a bit different: he is to be locked in a room without pencil or paper, where he must mentally calculate the square of a specified 39-digit number. Oh, and Miss Mode doesn't get to hear her challenge, it's waiting in an envelope at Grant's Tomb (presumably in NYC on Earth-2 as it is here). As soon as Hourman is locked away, he hears the radio in the control booth announce that John Brown's jewelry store is being robbed. Hourman finds it very suspicious that not only is Brown being robbed while a participant on the show, but that the man in the control booth is monitoring the police band on short wave! Rex removes the hinges with his bare, Miraclo-powered paws, and rushes out unseen to meet Thorndyke, who he has summoned with his portable radio (which was once a prominent piece of equipment in this feature). When they meet up, Hourman has returned to his street clothes: if Hourman is spotted, he'll forfeit the $1000 prize (which he intends to give to charity, of course!). Rex has figured out the scheme: the contestants are being robbed while they are busy with the treasure hunt. Brown's jewelry store was the first target, but it's right next to Fry's candy warehouse, certain to be next. (I don't think I've mentioned it, but Thorndyke's "uniform" consists of a domino mask, an hourglass pendant, and a cape, but the cape is not just a spare from Hourman's wardrobe. It has a reversed color scheme: Hourman's cape is yellow with a red stripe near the bottom edge, Thorndyke's is red with a yellow stripe. Kind of like how Speedy's costume varies Green Arrow's color scheme.) The crooks are indeed looting the candy company. What's so valuable there? Sugar ration cards! As the robbers monitor the radio broadcast, which reports that Fry is somewhere on the East Side and Hourman is still (presumably) locked in his room), Rex Tyler and Thorndyke, suddenly adopting the code name "The Candy Kid", tackle the thugs. The thugs flee, glad that they didn't have to face Hourman, but finding that this guy "will do until Hourman comes along!" Rex and the Candy Kid head to Earl Adams' accounting company offices to ambush them. As our heroes lie in wait behind a desk,Thorndyke is tempted to play with an adding machine, alerting the arriving robbers, who continue to monitor the radio for reassurance that the coast is clear. Thanks to Thorndyke's error, he and Rex go down, and it's time for another death trap! One thug place a candle in a bowl of gunpowder: when the candle burns down, it will set off an explosion! As they leave for Mary Mode's next, they let slip that the boss has informed them that Mary's envelope will send her to Brooklyn, so the coast will be clear. Rex and Thorndyke are tied to chairs, too far away to blow out the candle: But the robber left the candle next to a typewriter, so Rex hits the carriage return with his heel, which knocks the candle safely to the floor. Thorndyke uses the flame to burn through his bonds, then releases his mentor. (Again, how does the writer keep forgetting that Miraclo should give Rex enough power to break out of a couple of loops of rope?) The boys race off to the next target, with only 15 minutes of power--and 15 minutes of the radio program--remaining. It's Maison Mode, the place to buy expensive perfumes, Miss Mode's shop, where Thorndyke manages to save some precious perfume bottles from being broken in the battle between hard-hitting Rex Tyler and the robbers. With the cops arriving, Rex and Thorndyke beat it for the studio. Rex instructs Thorndyke on what to do, then sneaks back into his isolation chamber and suits up. You wanna know how amazing Hourman is? He's been calculating his answer in his head the whole time he's been fighting the crooks! He emerges with the correct answer, winning $1000. Then Thorndyke enters to accuse the sponsor of the program of being the mastermind: he's the only one who could have informed the crooks that Mary Mode's envelope would send her to Brooklyn! Hourman leaves the studio counting his--uh, I mean, the charity's--cash. For once, it's a case that, according to the arresting officers, "Hourman had nothing to do with!" Finally, Thorndyke issues a plug for Americommando over in Action Comics, and we're done. COMMENTARY: I'm not going to check Hourman's answer exactly, but I can do what we in the engineering business call a "sanity check". His answer has 25 x 3 = 75 digits, which is claimed to be the square of a number that had 13 x 3 = 39 digits. The number he was given at the start of the program, with 39 digits, is greater than the smallest 39 digit number, which we represent as 1 x 10^38 (that is, a 1 followed by 38 zeroes) 1 x 10^39. The square of Rex's number would have to be greater than the square of 1 x 10^39 1 x 10^39, and, fortunately for us, the later computation is trivial: we just double the number of zeroes: (1 x 10^38) x (1 x 10^38) = (1 x 10^76) (1 x 10^39) x (1 x 10^39) = (1 x 10^78)Therefore the correct answer should have at least 76 78 digits ( for extra credit: what is the maximum number of digits the square of a 39 digit number could require? Extra credit points claimed by chaykinstevens , whose correction to my initial error is noted above). In other words, I can be certain that Rex's answer was wrong, without going to the effort of calculating the correct answer, myself. That radio program was fraudulent, and Rex didn't earn that $1000. I've got plenty of other problems with this radio program. First, there was no indication that the other contestants were going to donate the money they won. But why else would wealthy business people compete for what would be chump change to them? So we'll assume so, but next, was this the regular format of the show, or was this a special "celebrity" episode? I'll assume that most weeks, it was just ordinary folks competing, but I'd hate to be the contestant who has to hoof it to Grant's tomb only to then be directed to Brooklyn, while my opponent just has to find a Chinese newspaper (hint: try Chinatown in Lower Manhattan). So under those assumptions, this program wasn't a weekly cover for a robbery scheme, it was a one-time-only conspiracy to take advantage of the special edition, dreamed up by the show's unnamed sponsor and narrator. So it's another example of crooks covering their tracks with apparently philanthropic motives? Oh, but wait, Thorndyke's accusation implies that the program was in the practice of robbing its participants: "Stop that man---your sponsor is the head of a gang of thieves who rob the guests while they attend this program!" Wait, wouldn't the same sponsor be responsible for paying out the prize money? So that $1000 Hourman "wins" is dirty money? Does the average participant have $1000 worth of goods to heist? If not, where's the profit for all that risk? Yeah, risk. In 1942, were business owners personally responsible for handling security? Hourman has run into several night watchmen in his superhero career, but the accountant's office is easy pickings when the owner's out trying to scrounge up old funnybooks? And what is there to loot at an accountant's office, anyway? I'm not an expert on business practices of the 1940's, but the accountants didn't literally count the cash and store it on-site, did they? Don't they just do the numbers on the ledger sheets, while the banks store the bills themselves? As usual, there's some potential in the set-up: Hourman forced into a situation where he has to use his powers while passing as the non-powered Rex Tyler could be fun. Especially if we actually had him use his powers discreetly. But no, he just openly fist-fights, alongside Hourman's costumed sidekick, so it's not like he's trying to hide anything except the fact that Hourman is not really locked away in the isolation room. Hourman's actual powers are, as usual, nothing particularly noticeable. So this gimmick serves only to deprives us of seeing the pretty-cool-but-dopier-looking-with-the-new-mask costume for most of the story. And speaking of Hourman's powers, this story implies that Miraclo also gives him exceptional brain-power, at least for savant-like tasks. He sure hasn't shown evidence of being all that sharp a thinker in previous stories. I will also grudingly grant some appreciation for the idea to have Hourman's hour of Miraclo coinciding with an hour-long radio program, providing an in-story countdown rather than a corner clock. But that just highlights the fact that this must have been one boring show; we never see any of the contestants return with their treasures, so it seems the airtime was filled with "Mr. Adams is probably begging little kids for comic books about now. Hourman's still locked away, multiplying." The cancellation that the sponsor's arrest will surely bring about was a mercy killing! Oh, and Thorndyke...the unidentified scripter remembered that Thorndyke is supposed to be the comedy relief, so they try to force in a little "humor": he throws a tantrum at being disallowed participation at the start, he blows their cover by fiddling with an adding machine, he starts a presumably-funny domino collapse of a row of expensive perfume bottles. Yeah, "humor". Overall, a lackluster installment, with very little going for it visually. The death traps which have been so ubiquitous (ever since the feature began overtly mimicking Batman and Robin) have, it strikes me, been consistently rendered in confusing and/or undramatic compositions. A good death trap needs to look intimidating, and Bernard Baily has yet to pull that off. Sitting tied up in front of a desk with a candle and a typewriter? Not exactly riveting comics panels there, are they?
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Post by chaykinstevens on Apr 18, 2022 16:25:11 GMT -5
I'm not going to check Hourman's answer exactly, but I can do what we in the engineering business call a "sanity check". His answer has 25 x 3 = 75 digits, which is claimed to be the square of a number that had 13 x 3 = 39 digits. The number he was given at the start of the program, with 39 digits, is greater than the smallest 39 digit number, which we represent as 1 x 10^39 (that is, a 1 followed by 39 zeroes). The square of Rex's number would have to be greater than the square of 1 x 10^39, and, fortunately for us, the later computation is trivial: we just double the number of zeroes: (1 x 10^39) x (1 x 10^39) = (1 x 10^78) Therefore the correct answer should have at least 78 digits (for extra credit: what is the maximum number of digits the square of a 39 digit number could require?). The smallest 39-digit number is 1 followed by 38 zeroes, the square of which would be 1 followed by 76 zeroes. The largest square would be (10^39 - 1)x(10^39 - 1) = 10^78 - 2 x 10^39 +1, which would have 78 digits.
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Post by MWGallaher on Apr 18, 2022 20:23:55 GMT -5
I'm not going to check Hourman's answer exactly, but I can do what we in the engineering business call a "sanity check". His answer has 25 x 3 = 75 digits, which is claimed to be the square of a number that had 13 x 3 = 39 digits. The number he was given at the start of the program, with 39 digits, is greater than the smallest 39 digit number, which we represent as 1 x 10^39 (that is, a 1 followed by 39 zeroes). The square of Rex's number would have to be greater than the square of 1 x 10^39, and, fortunately for us, the later computation is trivial: we just double the number of zeroes: (1 x 10^39) x (1 x 10^39) = (1 x 10^78) Therefore the correct answer should have at least 78 digits (for extra credit: what is the maximum number of digits the square of a 39 digit number could require?). The smallest 39-digit number is 1 followed by 38 zeroes, the square of which would be 1 followed by 76 zeroes. The largest square would be (10^39 - 1)x(10^39 - 1) = 10^78 - 2 x 10^39 +1, which would have 78 digits. Aargh! You are right! I humbly admit my own error, now edited in acknowledgment of chaykinstevens' perceptive correction!
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Post by MWGallaher on Apr 22, 2022 11:52:58 GMT -5
ADVENTURE COMICS #81, December 1942: “Time Out for Hitler” SYNOPSIS: The full page splash doesn’t kick off the story this time, it just gives us a symbolic image of Hourman fighting (presumed) bad guys while kicking back in Rex Tyler’s office chair during lunch hour. The “office memo” blowing toward the reader has a little rumination on the “hours” in our lives, and explains that in this issue, Hourman’s lunch hour will become “Time Out for Hitler!” The actual story begins on page 2, as Thorndyke’s diving practice at the Lavalier Swimming Pool is interrupted by armed men who force the swimmers out so that they can send a man in a diving suit into the deep end to search for…something… Unfortunately for them, that something is not in this pools, so they agree to search instead at the Oasis Pool. This operation is suspicious enough to send Thorndyke to the office of his pal Rex Tyler, chemist, and secretly the Hourman. The mystery piques Rex’s interest, and he agrees to look into it, when none other than good old Mr. Bannerman, long absent from this strip, pops his head in to berate his employee Rex for taking off work. Can’t be goofing off with a war going on, can we? But even a defense-supporting chemist gets a lunch hour, but not without a warning that any minute over an hour will be sabotaging the war effort! The clock starts at 1:00 p.m. as Rex, suited up as Hourman, absorbs a dose of Miraclo glow (with Thorndyke alongside, getting or not getting a dose himself, who can say?). The pair reach the Oasis Pool and find the strange men up to the same strange business. Hourman politely inquires, but the men overreact by pulling their firearms. As Hourman batters the bum, Thorndyke overinflates the diver’s suit, bringing him to the surface. The thugs attempt to use Thorndyke as a human shield but Hourman (“light as a bird”?) launches himself from a diving board to tackle the men. Thorndyke escapes them, but the effort has knocked Hourman out just long enough for the thugs to escape, too! This time, the men didn’t announce where they’d head next, so Hourman instead visits the local Ship’s Chandler. Since Thorndyke wasn’t along last time Hourman paid a visit to a chandler, Hourman explains that this chandler, who deals in ship supplies, is the only place in town where thugs could get a diving suit. (I guess we’re not in New York City this issue?) Well, it’s not Dr. Glisten behind the counter this time, but a German-speaking man who panics and calls for his buddies Adolph and Hans. Half the lunch hour’s gone already while Hourman’s slugging it out with these “Natzy men”. Thorny douses two of the men in tar, which I guess chandlers have to keep on hand, when the police arrive. Our heroes turn the enemy agents over to the boys in blue, but the cops are phonies! More Nazi agents masquerading as the law, and they know Hourman’s vulnerability: a blackjack to the ol’noggin! With Hourman and Thorndyke out for the count, they bring the Trussed Crusaders in back where the monocle-wearing Baron Glantz receives his men’s report: they haven’t found the object of their search yet. The Baron radios the German U-boat for more information: secret orders for the group were dropped by plane and landed in a small body of water surrounded by trees. Oh, it seems they forgot to mention “trees” the first time! With that extra bit of information Baron Glantz knows that searching swimming pools is futile: the orders must have fallen into Central Park Lake! (So wait, we are in New York City after all?) The first order of business, though, is to take care of the pesky masked heroes, so the Baron has his men tie weights to Hourman and Thorny’s feet and dump them in the bay. Hourman finds some clams with razor-sharp shell edges, saws his bound hands against them until he is freed, then grabs Thorny and heads to the surface. They’re like hunting hounds hot on the heels of Hitler’s henchmen! Meeting with the Nazis at Central Park, Hourman K.O.’s the Krauts, tossing the Baron into the rowboat of two swabbies on shore leave, who toss him right back out: “This is a private party, bud, so don’t horn in!” The genuine police arrive to take over, as Hourman’s powers wear off, and he rushes back to the office, in time to hear what may be the last of Mr. Bannerman’s beratements the boys will bear: “Five minutes late, Tyler! You’re practically helping our enemies win this war!” In the closing caption, Bernard Baily again plugs his other feature, Americommando, over in Action Comics. Americommando, a.k.a. Mr. America, a.k.a. Tex Thompson, would outlive Hourman by well over a year, running through July 1944. Although Baily’s The Spectre would continue to appear for a few month’s after Tex’s final bow, Tex debuted in ACTION COMICS #1, so his was Baily’s longest-lasting feature for DC! COMMENTARY: This issue illustrates one of the more easily-spotted indicators of a change in writer: for the first time in the history of the feature, Thorndyke is referred to as “Thorny”, and he in turn refers to Hourman as “H.M.” Evidently Alfred Bester, whom the esteemed Martin O’Hearn identifies as the scripter of this issue, took advantage of any chance to save his keystrokes for the more substantial writing. As someone who has gotten very tired of typing “Thorndyke”, I appreciate finally being granted leave to abbreviate it, if only for the character’s final three appearances. I find, though, that “H.M.” for “Hourman” doesn’t sit well with me. It’s an interesting psychological self-observation that it feels wrong to use “H” as an abbreviation for a word in which the h is silent. As I pondered this, I realized that, as an engineer, I use hr as an abbreviation for “hour” routinely, but that’s not the same thing: in speaking, I would pronounce hr as “hour”. The abbreviation is only for written convenience, not spoken. When we do use “H” as a spoken abbreviation, as in “George H. W. Bush” or “HVAC”, it’s always—in every instance I can think of—abbreviating a word that is both longer than one syllable and begins with a voiced “h” sound. A common exception would be in the use of initials, where we may not even know what we were abbreviating, such as “H. R. Haldeman” or “John H. Smith”, where those names might be one syllable, or begin with a silent “H” (although I can’t think of any names that do begin with a silent “H”). Common acronyms are another exception: we might say “MPH” even though it doesn’t shorten the number of syllables from “miles per hour” and it does also represent a word, the same word, in fact, that begins with a silent “h”. Last issue, Hourman’s hour of power coincided with the duration of a radio program; this time, it’s a lunch hour. I like these creative ways to frame Hourman’s activities against a common real-world period of fixed duration more than the more contrived idea of a villain announcing a scheduled crime forcing Hourman to race the clock. Bester and Baily continue the use of the corner clock, a device I’ve enjoyed seeing in this latter portion of Hourman’s Golden Age career. Bester also continues the policy of having Hourman and Thorny escape from a death trap, although it’s not an elaborate set-up this time, it’s just dumping the pair into the lake, tied up and weighted down. It’s a more believable ad hoc murder attempt, although Hourman’s means of escape is as implausible as ever. He’s tied with ropes around his chest, and bound at the wrist, underwater, but has time to saw his way through the wrist bindings against clamshells sitting on the sandy floor of the bay, then deal with the rest of the ropes, then rescue Thorny? Not buying it, and I doubt anyone else did. Why not just have him struggle a little and finally Miraclo his way out of the ropes? While Bester, who would become an acclaimed science fiction writer in the 1950’s, demonstrates a way with words exceeding the standards of previous writers, the plot here is flimsy and far-fetched. If you’re going to tease the readers with an outlandish scheme requiring a diving suit in a swimming pool, you’re going to need to provide a good reason. A good swimmer in a pair of trunks could locate the package more efficiently and discreetly. When Hourman decides to seek out the source of the diving suit by going to the only chandler’s shop in NYC, we’re expecting the shopkeeper to point him in the direction of the purchaser, not for the chandler’s shop itself to, for some reason, be the cover for the Nazi gang! Oh, and they have counterfeit cops as well. I’m thinking this organization is far more substantial than the handful of members Hourman hands over to the police at the end of the story. But lunch hour’s over, what’s a working man gonna do?
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Post by chadwilliam on Apr 24, 2022 22:11:03 GMT -5
ADVENTURE COMICS #80, November 1942 "I'll bet none of our contestants ever had so much fun as they're having now!"
Gee, thanks - as if we didn't already feel as if we were getting the short end of the stick with an out of uniform Hourman and Thorndyke! The Boy who refuses to show his face in an Hourman story!, here we've got characters within the story assuring us that, yes, there are plenty of more interesting things going on elsewhere while we're stuck with this. 'Crooks trying to sabotage a scavenger hunt since one of the items they're on the lookout for is one of those items in the contest' would make a fun story and is certainly what comes to mind when the concept is introduced - where do they look for these things? What secret is hidden within which item? How do you get a kid to part with a copy of Adventure Comics (assuming that it's not ok if they just give you The Hourman portion they're not going to read anyway)? - so why do we get such a bland story instead? It really feels like a tease - we're given just enough to whet our appetite before it's all taken away and replaced with mush.
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