Showing posts with label Gerry Conway. Show all posts
Showing posts with label Gerry Conway. Show all posts

Saturday, November 02, 2024

BEAST versus CORPORATE SPY
The Beast! (Marvel)
Where:
Amazing Adventures #11 When: March 1972
Why: Gerry Conway How: Tom Sutton

The Story So Far...
Of all the mutants who joined Charles Xavier's X-Men -- Henry McCoy was a gifted youngster, indeed. Possessed of both brilliant brain and brawn, he excelled as magnificently in the laboratory as the battlefield. It's perhaps no surprise, then, that he was the first of Xavier's original class to leave the Westchester School.

Recruited by The Brand Corporation to participate in a highly secretive think tank; McCoy sets out to continue his research into genetic mutation with the benefit of state-of-the-art facilities.

Alas, those same cutting edge resources attract a web of espionage, provoking the former X-Man to take drastic measures to disguise his mutant nature while thwarting a late-night break-in. A decision that will forever transform him into his most literal namesake -- The Beast!

Tale of the Tape...
Strength: Beast 5 (Super-Human)
Intelligence: Beast 6 (Genius)
Speed: Beast 4 (Olympian)
Stamina: Beast 3 (Strong Willed)
Agility: Beast 5 (Cat-Like)
Fighting: Beast 2 (Average)
Energy: Beast 1 (None)
Total: Beast 26 (Metahuman)

You may know him as an erudite & mild-mannered mutant scientist, or perhaps the more recent conspiring geneticist whose morality teeters ever more precarious -- but this incarnation of Dr. Henry McCoy is a different Beast all together!

Fangs, fur, and anger define our hero in this outing, as we find him at the beginning of an amazing new chapter! A moment when he chose to consume a serum of his own making that triggers a shocking second stage in his own natural mutation! A decision that would change his life forever...

Originally The Beast merely possessed enlarged hands & feet, enhanced strength, and fantastic agility. Mutations that brought him to the attention of Charles Xavier, who recruited him as one of his first class of costumed X-Men.

In this classic guise, Beast was powerful and nimble, battling Sub-Mariner and The Brotherhood of Evil Mutantsgoing toe to toe with Skurge The Executioner, and wrestling the lethal Lizard in the swamps of Louisiana.

Possessing both brains and brawn, McCoy continued to study in the fields of biology and genetics while adventuring, maintaining a specific interest in human mutation. Recruited by The Brand Corporation, he successfully isolated a hormonal extract that was the chemical cause of so-called "homo-superior" development.

The extract, if consumed, could trigger a mutation in a human subject, reversable if treated by antidote within an hour. A factor that led McCoy to attempt a Jekyll style temporary transformation to obscure his identity while thwarting Bennie: a spy for the Secret Empire masquerading as a Brand security guard!

The transformation further exaggerated McCoy's mutation, reducing him to a dark, silver-grey furred primitive man-Beast. He gained even more pronounced animal-like strength & agility, endurance, and accelerated healing capable of enduring multiple gunshot wounds! It also robbed him of his mental clarity and intelligence, unleashing a wild, instinctive rage in moments of stress.

This is a far cry from the blue-furred Beast that cared enough for his fellows to throw himself at Apocalypse and lock up with Spiral! It's even a very different breed to the cat-like Beast who tore through the Shi'ar Imperial Guard and Magneto-impersonating Xorn with brilliant precision after further mutating.

So how does he handle a Secret Empire spy in his first outing? Let's find out!

The Tape: Beast Ranking: Beast (#55)

What Went Down...
Bennie, he thinks to himself, "Just play this game right -- and you're home free!" A security watchman, dragging a cigarette as he prowls through the gloom, walking the empty midnight paths of The Brand Corporation lot.

He fights the uncanny feeling that someone's watching. He tells himself it's just nerves, but maybe Bennie's more intuitive than he thinks. Maybe on some sub-conscious level he can sense the dark creature walking the powerlines and skipping between rooftops just over his head -- watching his every move.


He casts his flashlight over a massive metal door. The classified entrance to Genetic Research Subdivision 12 -- "home free".

From inside his jacket, he produces a small leather pouch that unfolds to reveal a fantastic device. A small arc welder, unleashing focused heat on the steel door that briefly fills the emptiness with a shriek -- until its seal is at last breached.

The watchman moves to enter the dark of the facility, but on this night the creature that watches him will not allow it! From overhead -- The Beast pounces!

Bennie panics as he's dropkicked to the ground and The Beast -- still adjusting to his newfound strength -- effortlessly hurls him into nearby machinery!


The false guard -- a spy -- desperately draws a handgun.

The Beast orders him not to shoot with a deliberate, growling cadence as he charges towards the gunman. It falls on deaf ears.

The terrified man squeezes the trigger and The Beast's skull is creased as he contorts his massive body in a desperate bid to avoid being hit! His arm -- thrown outstretched -- shunts the spy through the air into more machinery.

Horrified and bewildered by the sight confronting him -- Bennie keeps shooting!


The Beast lunges once more towards the gunman, absorbing his shots directly to his torso. It ignites a fire across his furry chest -- a chorus for the throbbing percussion of pain that pounds in his head!

Enraged, but enduring -- The Beast vaults himself on one hand to deliver a furious dropkick to the shooter!


Suddenly the night air is filled with the whip of bullets as a swarm of soldiers rushes the gates of Genetic Research Subdivision 12!

The Beast's night of action has been for nothing. He could have left the alarm to alert better suited men to the break-in. His heart fills with rage, but instinct compels him to use his incredible agility to leap into the shadows, remaining hidden from the armed forces coming from outside.


Beast hides among the machines while Bennie foolishly tries to trade shots with no less than eight heavily armed soldiers! His fear seals his fate!

The Hammer...
We're wandering off the beaten path to visit upon a classic I've been enjoying in my reading time, which I might argue is an often-underrated piece of the Marvel horror comics boom. Perfect subject matter for the Halloween season!

Amazing Adventures #11 is a famous issue for fans of the X-Men, and I was very excited to finally get a chance to read my own copy, albeit in a reasonably priced Epic Collection I picked up on sale.

The journey was long. I can't tell you how many times I saw that cover reprinted in places like Wizard Magazine. Often cited for its significance in the development of the Beast character; I'm pretty sure there was a lauded copy hanging over the comic store I used to frequent as a youngster, where I intuitively understood it was the moment the classic 'big foot' Beast became the hairy icon.

Despite all this, no amount of trivia, osmosis, or passing familiarity could prepare me for just how exciting the shift in tone & style of the interior pages really is!

Some of us might be prone to remembering some of the stuffier and more clunky comics produced throughout the 1970s, but I would rank this era of Amazing Adventures somewhere in the company of Jim Starlin on Captain Marvel, and Jim Aparo drawing Aquaman, for revelatory experiences from the decade.

This was the era when X-Men was on life support. A strange and unfathomable period that ran from the end of 1970 to 1975, when the series reprinted issues by Stan Lee and Jack Kirby, creating a gap between X-Men #66 and #94 where no original stories were produced. This was basically Classic X-Men -- but the main title itself was taking four years off for reruns less than a decade old!

To the benefit of us all -- somebody clearly saw the potential in the characters and brand. They kept them alive long enough to reach the new era sparked by Giant-Size X-Men #1, utilizing occasional guest spots in those intervening years, with one character chosen for a shot at spinning out into his own adventures!

It's pretty wild to think Beast was the breakout hero, but it's a little less surprising when you see how radically different his spin-off into Amazing Adventures was.

The midnight setting, and deep inks, immediately cast the adventure in a very different light. This is a darker, edgier, more atmospheric outing from the very first page. You can see it in the featured fight recap [above].

Ostensibly a complete rethink; Amazing Adventures #11 repurposes Hank McCoy for a genre-bending horror, sci-fi, espionage, romance book, with trace elements of super-heroics.

The horror element is what stands out most, especially in this first issue, but it almost feels like they're hedging their bets on any genre becoming the hot new fad to carry the character forward. All options are available, even if it quickly begins returning to superhero roots in the next couple of issues.

Hank McCoy isn't exactly James Bond, but the reference is self-evident as his work in genetic research immediately overlaps with the Mata Hari of it all. Hank gets pretty hot & heavy with assistant Linda Donaldson toot suite, adding a whole lot of angst & drama to the series as he attempts to hide his transformation in subsequent issues, while Donaldson pursues a relationship, working for the same Secret Empire behind our hapless featured fighter, Bennie the Corporate Spy.

I can't help but think of our collectively regained familiarity with the story of Oppenheimer to further contextualize the rapid romancing going on with our science hero. Cillian Murphy's portrayal reminded us all of the perils of lusty nerds in possession of state secrets. Not that it's an isolated incident in Marvel Comics.

This type of overlap between frontier science, espionage, and ways of the heart draws very obvious comparisons with the earliest issues of
Incredible Hulk, not to mention its notable twist on horror-tinged classic creature features.

Both begin with Jekyll & Hyde transformations, but while Bruce Banner becomes a Frankenstein type, Beast is more like the Wolfman. Unsurprising then that the two characters are drawn together when Beast's solo outing extends beyond the short-lived starring spot in Amazing Adventures. A battle we will surely spotlight.

Hulk will be naturally drawn into a resurgence of horror comics in the seventies, but Beast quickly drifts back to the world of super-heroics, becoming an Avenger, and reconnecting with the X-Men. Which is probably why the character's horror bona fides, and role in the revival, aren't talked about as often as they could be.

1972 is a significant time for horror in comics -- especially at Marvel. They were starting to unravel the restrictions imposed by a Comics Code Authority entrenched in the 1950s, and Frederic Wertham-led book burnings.

Morbius, The Living Vampire had debuted as an antagonist under the cover of the massive success of Spider-Man in 1971, while Werewolf By Night played it more straight -- introduced just a month prior to this new Beast, in '72.

A new wave of horror was coming for our children and I'm sure they were all incredibly grateful for it! Marvel's Tomb of Dracula, Ghost Rider, and subsequently Blade, Son of Satan, and more followed the trend. A cavalcade of enduring horror-hero icons who've stayed the course for the company, which is something Beast didn't really do within the genre.

Yet, in this foremost issue of the revamp, it's the animalistic quality of Beast that is really apparent. His loss of self is integral to the drama. Evocative narration puts the reader in the mind of the transformed, keeping us intimately aware of his snarling lips, fangs, and uncontrollable urges. It is we, the reader, who is culpable for the chaos and bloodshed of this dark night.

Key to the thrills of the episode are the pencils of Tom Sutton, whose figures and layouts are a perfect fusion of horror comics and superheroes, rendered under heavy inks by Syd Shore. Colours are uncredited, but vital to the episode as well.

Like the Hulk before him, this version of Beast will undergo a colour change, from a grey-ish hue of purple this first outing, to his more iconic blue fur a few issues later. I like the 'dark, silver-grey' that evokes the werewolf, but there's no denying that the blue is more memorable. I don't know if this change was for style, or a similar issue with maintaining grey consistency in printing that turned Hulk green.

In the end, I wonder which force was strongest to push Beast away from the horror flavour of this story. It's interesting, but probably not quintessential or unique enough to keep the character rooted. Morbius is the better monster-scientist, and Werewolf By Night the better man-beast. With John Jameson becoming the Man-Wolf a year after this, there probably just wasn't enough room to warrant a Beast remaining in the darkness.

I think this issue is awesome and I'm very pleased to have finally be able to enjoy it and share the experience with you. I very much hope to return to more of the Beast's solo outings at some point in the future. If that's something you think I should do sooner, you might like to consider supporting the site on Patreon.

Henry McCoy needed corporate backing to do his research into mutant enzymes and with your help we can learn the secrets of superhero smackdown! Secret Wars on Infinite Earths has already documented well over 700 battles and ranked more than 1,000 of your favourite characters! You can find them all by diving into the Secret Archive for an index ordered by publisher, series, and issue number.

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Winner: Inconclusive (Draw)
#55 (--) Beast
#1033 (new) Bennie

Monday, October 03, 2022

ULTRAMAN versus DOCTOR FATE, ROBOTMAN & SUPERMAN
"Master of Worlds and Time!" (DC)
Where:
All-Star Squadron #15 When: November 1982 Why: Roy Thomas w/ Gerry Conway How: Adrian Gonzales & Jerry Ordway

The Story So Far...
The year 1942 is a mere page in history for the villain known as Per Degaton. From 1947 he moves effortlessly through time to rewrite events in favour of his own designs for global domination.

Returning to the Second World War with nuclear missiles acquired from 1962 Russia -- and members of the once banished Crime Syndicate of Earth-3 -- Degaton launches a fresh assault that draws the attention of the All-Star Squadron and their future counterparts in the Justice Society & Justice League!

Tale of the Tape...
Strength: Superman 6 (Invincible)
Intelligence: Robotman 5 (Professor)
Speed: Superman 6 (Mach-Speed)
Stamina: Superman 6 (Generator)
Agility: Superman 3 (Acrobat)
Fighting: Ultraman 6 (Warrior)
Energy: Doctor Fate 7 (Cosmic Power)
Total: Ultraman 34 (Super)

It's a crisis of multiple Earths! From the morally inverted world of Earth-3 comes Ultraman: Sinister Kryptonian leader of The Crime Syndicate of America -- now working for Per Degaton in exchange for freedom from imprisonment in limbo!

Ultraman shares much the same story and invulnerability as Superman, with the vital difference that he gains his powers from the radiation emitted by fragments of his home planet -- the very Kryptonite that weakens Superman!

Ultraman's body can store Kryptonite radiation to retain his powers long after exposure, with potential for residual side effects of sapping Superman
, but fortunately for him he's joined by Robotman of Earth-One's All-Star Squadron, and his contemporary from Earth-Two's Justice Society, Doctor Fate!

Robotman is Robert Crane: a brilliant scientist who helped design a functioning robotic body capable of sustaining a human brain. Crane was mortally wounded during an attempt to steal the robot, transplanted by his partner to become a metal powerhouse with the All-Star Squadron once World War Two broke out!

Doctor Fate isn't afraid to fight in the trenches either, as we saw when he clashed with Hawkman, but the true scope of his power goes well beyond trading punches, wielding the might of order against occult threats like The Demon's Three, and the Lovecraftian horror of Morgauth!

Ultraman possesses considerable willpower but has no natural defenses against reality-defying mysticism and magic. His considerable will may resist, but Fate's magic could affect him as easily as Clea's belt controlled Superman and that may be their best bet if Superman can't go toe-to-toe with the powerhouse.

The Tape: Doctor Fate, Robotman & Superman Ranking: Superman (#4)

What Went Down...
Superman carries Robotman under his arm as they follow Doctor Fate into the outer atmosphere towards their target: Degaton's anachronistic orbital satellite!

They get to work tearing the technology apart, but as they search for a means to trace their opponent, Robotman stumbles upon a lead box and pulls it open before Superman can object -- bathing the Man of Steel in the content's green glow!


Superman begins to drift helplessly, but before Robotman can hurl the Kryptonite rock into the airless void -- Ultraman swoops in to snatch it from his hands!

"You can't hurt me with fancy words, Fate -- and I'm nobody's lackey! As for Kryptonite -- why, that's like mother's milk to me, see?"


Doctor Fate springs into action, summoning the powers of life and order to blast Ultraman with magical force!

The esoteric assault has no effect on the Crime Syndicate's superman, who laughs off the notion of order and bursts toward Fate to deliver a vicious left hook!


Doctor Fate's "eldritch aura" protects him from the full crushing force of the punch -- but he still drops lifelessly to his back on the satellite.

Thus, Ultraman turns his attentions to the last hero standing.

Robotman meets his opponent gladly, rushing in for a clean shot -- but his charging punch falls short of a dodging target.


Ultraman steps back to avoid the hit and grabs hold of Robotman's extended arm to wrench it out of its socket!

Literally disarmed but not out of the fight, Robotman takes the surprising measure of leaping from the satellite!

Ultraman is disappointed to have his prey slip away, but sees no reason to bother himself with finishing what the gravitational pull of Earth will do for him.

He fails to consider that the one-armed Robotman is drifting in the direction of Superman -- and can still manipulate the wires protruding from his arm socket to take hold of the Kryptonite rock that keeps The Man of Steel unconscious!

While the metallic all-star works to assist his ally; Ultraman gets to work attempting to fix Per Degaton's satellite -- only to be interrupted again by the magic of Doctor Fate!


The powers of order clutch metal and wires, preventing Ultraman from making the necessary repairs to resume successful spying on the heroic assembly of the All-Star Squadron, Justice Society, and Justice League back on Earth.

A tap on the shoulder alerts Ultraman to the awakening of another hero, too!


Superman unleashes a haymaker that sends Ultraman hurtling across the satellite!

Fully revived thanks to Robotman's heroics -- he glides across the orbital battlefield to sink his right fist into Ultraman's mid-section!


With Ultraman falling to his knees, Superman grabs the tuft of the villain's cape to hold him up for a right hand that launches him into space!

The Hammer...
You may have noticed I used a Frank Quitely image for our Ultraman mugshot in The Tape section. You almost certainly know it. It adorned the stark white cover of JLA Earth-2: a 2000 collaboration with Grant Morrison that reintroduced and defined The Crime Syndicate for a new generation. An image many will instantly recall, but objectively lacks the hallmarks of instantly identifying a character, once cropped.

If I could think of, or find, a suitable rendering by Doug Mahnke, it would've been my preferred option. His work on Final Crisis: Superman Beyond has imprinted itself in my mind as the definitive Ultraman. He simultaneously brings Quitely's design -- with removed wide collar, and added yellow background to the upward point of a bordered U symbol -- closer to modern Superman, while also infusing it with an instantly identifiable demeanor & baring all Ultraman's own.

Mahnke's Ultraman could never be mistaken for a displeased Superman.

His Ultraman oozes hostility. He's all teeth, eyes, brow, and bulging muscle. Even united with fellow supermen against a common threat at the edge of reality that could destroy them all -- he seethes with derangement & unfocused aggression. He is Superman unchained, untethered, and always on the verge of evil.

When Morrison and Quitely revived Ultraman for the modern age, the internet was propagating a notion that Superman was 'too good'. A boy scout who never loses or breaks bad, and is therefore 'unrelatable'. Posed as a bad thing -- apparently.

Twenty years on, that always dubious meme has evolved into a preoccupation with Superman as antagonist. A tearing down of the heroic aspirational ideal in favour of base thrills, mortality, and selfish audience validation.

The Boys' Homelander examines this phenomenon by holding a mirror to the dark impulses that fuel some of the contempt for Superman. It's a critique of the audience as much as DC's American ubermensch, and the worlds they occupy.

More contemptible is DC's own 'bad guy' Superman: The star of the Injustice video game and tie-in franchise, whose only push to become a murderous tyrant was the death of Lois Lane and their unborn child, at the hands of a decidedly unmotivated Joker. A sophomoric and simplistic conceit to prepare the game's premise, hamfistedly initiated without evident reference or subtext. A road leading nowhere. An erosion of the company's own world-famous mascot in a multimedia franchise intended to reach gamers, and a non-traditional audience.

DC Comics already has its fair share of evil Supermen. Characters ordained as true villains, ripe with potential to whole-heartedly explore and commit to the concept of an amoral Superman in direct opposition to the genuine article.

Analogous villains like General Zod and Bizarro not only present the idea of Superman's powers gone bad, but also in turn contribute to the original characters' world, and larger fabric of the DC Universe, developing new nuances and ideas beyond mere alternate realities.

Ultraman is closer in step with the Injustice concept, with just a little bit more going on to better differentiate -- and commit -- to its basic premise. This outright commitment to flip the moral polarity of characters may seem simplistic, but lacks the metallic after-taste of every pubescent boy's notebook fantasy of what would happen if his heroes broke bad and fought each other.

Let's not forget where we are. I'm certainly not opposed to the simple thrill of a superhero brawl, but as I mentioned in the last entry, I've grown more than tired with the ugly, cheesy cliche of stripping heroes like Superman of their heroic core. Intelligent people see through the flimsy facade, and can almost certainly accept and understand that which is presented as true to their fiction. There are heroes and there are villains. Good will triumph over evil. Get on with it!

I also found myself reevaluating some of my feelings about the DC multiverse, but that's something we can get into next time. For now: it's been nice to take in a simple bout with some interesting characters like Doctor Fate and Robotman!

If you'd like to find more battles with some of DC's pantheon of other heroes & villains you can find them all by diving into the Secret Archive! That's where you'll find a complete index of featured fights in order of publisher, series, and issue!

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Winner: Superman (w/ Doctor Fate & Robotman)
#3 (+1) Superman
#160 (--) Doctor Fate [+1 assist]
#626 (new) Robotman (Robert Crane) [+1 assist]
#974 (new) Ultraman

Friday, November 30, 2018

FLASH versus RAG DOLL
Countdown To Crisis! (DC)
Where:
Justice League of America #196 When: November 1981 Why: Gerry Conway How: George Perez & Romeo Tanghal

The Story So Far...
In an effort to destroy his nemesis Superman, Ultra-Humanite forms a Secret Society of Super-Villains across two worlds. His goal: to orchestrate the capture of ten key heroes who will upset the balance of worlds - resulting in the orchestrated destruction of his own!

Earth-1 is home to a Justice League of America led by the youthful Superman, while Earth-2 boasts seasoned veterans of the Justice Society and a matured Superman. Despite a meeting between the heroes of two worlds, they are blissfully unaware of the forces plotting against them!

The Society's efforts have already led to the capture of Earth-1's Wonder Woman, Black Canary, Batman and Earth-2's Hawkman and Hourman! Now the wicked Rag Doll, and recently unretired Monocle, set their sights on Earth-2's Flash with the world only 40% away from cosmic annihilation!

Tale of the Tape...
Strength: Flash 3 (Athlete)
Intelligence: Flash 4 (Tactician)
Speed: Flash 7 (Light Speed)
Stamina: Rag Doll 6 (Generator)
Agility: Rag Doll 6 (Rubber)
Fighting: Draw 3 (Street Wise)
Energy: Rag Doll 2 (Projectiles)
Total: Flash 26 (Metahuman)

As the golden age Flash: Jay Garrick was the fastest man on Earth-2! Exposure to strange vapors unlocked the speedster's unique powers, later linked with the same esoteric Speed Force that fuels Barry Allen and Wally West!

How do you beat a guy who can move faster than you can see? A lot of villains have tried, but few methods have been as unusual as Rag Doll's!

If you've ever had a friend who was double-jointed, you've seen first-hand how a person can bend fingers and limbs the wrong way. In the case of Rag Doll: Peter Merkel was born triple-jointed -- allowing him to twist and contort his every joint into bizarre and impossible configurations!

Most notably: Rag Doll can compact his body into impossibly tight spaces. With such phenomenal natural pliability has also come a super-human quality to absorb impacts! The flow of his flexible limbs isn't super-fast, but he's been shown to react quick enough to twist between the flight path of gunfire!

Rag Doll's known to carry guns himself, and even though The Flash is faster than any speeding bullet, he can occasionally be caught by surprise! We saw Sandman use powers and terrain to chin-check Flash in 2004's JSA #64.

Rag Doll can exploit any nook or cranny in a given environment, allowing him to hide in plain sight and launch attacks on unsuspecting victims. He may look like a goofy child's toy, but it turns out Rag Doll is actually quite deadly!

The Tape: Flash Ranking: Flash (#143)

What Went Down...
A red & blue streak blazes a trail along a Keystone City dock at dusk. The Flash racing to meet an anonymous police tipster with information about Rag Doll!

Hidden between wooden crates, and obscured by hat and coat, the informant points Flash in the direction of a ship: The Lazy Sue. The speedster leaves with thanks in the blink of an eye -- never noticing the villainous Monocle!


It only takes a few more beats for Flash to have scoured the entire vessel and come up empty -- or so he thinks!..


It soon dawns on The Flash that his old enemy Rag Doll can hide in smaller spaces than any ordinary man! The realization comes with seconds to spare as the folded Rag Doll leaves his hiding place in a ventilation cowl and opens fire!


Flash reacts with super-human speed, blurring out of the line of fire and towards the protruding tube! He returns fire with a knife-edged chop thrown at speeds high enough to cut right through the rusting metal structure!

Rag Doll manages to escape injury and makes a leap for the cargo hold! The hero estimates the plunge at a leg breaking forty feet, but soon remembers the "rubber-jointed freak" won't suffer a scratch from the fall!

To avoid injury himself, Flash swings his hands fast enough to create two focused jets of downforce that glide him safely to the level below.

Before the speedster can begin his search of the hold - he spies a waiting bundle of dynamite amongst the cargo. It explodes -- launching the unprepared hero into the air with a devastating blast!


The Flash crashes back down to the hold with his helmet clanging beside him! The explosion leaves the hero unconscious as Rag Doll stands unscathed over his nemesis, gloating about his powers of resilience in victory!

The Hammer...
It was a plan that worked to perfection: Monocle lures The Flash to the trap - Rag Doll blows it up! Eloquent in its simplicity, and devastatingly effective at scratching one of the major heroes off The Secret Society of Super-Villain's hit list of two worlds!

This was part of the annual crossover between Earth-1's Justice League of America and the Justice Society of Earth-2. Ultra-Humanite is the mastermind, plotting to surgically remove key heroes in the hopes of creating a cosmic imbalance that will destroy his world. If you know anything about the Ultra-Humanite: you know he won't mind relocating!

There are a lot of fun villains in this one that've been slightly forgotten, or just overlooked. A recent spotlight in Hero of the Week got me thinking more about the original comic book Rag Doll, who hasn't featured on Secret Wars on Infinite Earths yet. I figured I'd pull this issue off my desk and take a closer look.

It's a nice quick showcase of what makes Rag Doll work as a functioning high-concept super-villain. He's hiding in the shadows right under the hero's nose, then he strikes with total impunity - unafraid of the shock of an explosion!

It's a good transposing of the old children's dolls that always seem to survive a plane crash or similar human crisis. I'm in favour of updating the design of the character to enhance the creepiness, but there is a charm to such a ridiculous visual. If blowing up Flash wasn't bad enough for you, he robbed a bank with guns blazing in the prior issue. A nice subversion of an innocent image.

Now that we've seen the original Pete Merkel in action, we'll have to find time to get Junior on the books. The 2005 Simone/Eaglesham creation reinvented the concept by cranking up the creepy weirdness, and doubling-down on the body horror of surgically acquired triple-joints. A nice updated, made all the more appreciated by keeping the original in tact. In fact, papa Doll hates his son!



Not such a great showcase for Jay Garrick, who's played a little too absent minded for my taste. All part of moving the three-issue story along with enough gravitas to threaten A-list assemblies from two worlds.

The tradition of the JLA/JSA meet-up essentially starts with 1963's Justice League of America #21. It became a regular staple of the seventies and early eighties, before it kinda became redundant once Crisis on Infinite Earths consolidated all properties in one continuum.

Justice League of America #196 is titled the "Countdown to Crisis". Before there was a Crisis on Infinite Earths, there were crises on multiple Earths.

I've always been of two minds about the idea. It's obviously a lot of fun to have two generations of heroes meet. Nice that the tradition ensures it's going to happen sooner than later. I just kinda prefer that they're all living on the same world. It loses a little bit of the sense of importance, but it also never gets silly as the years go by. It's also nice to have a DCU populated with all these great characters! When Jay Garrick was a recurring part of The Flash's world, that was great! When he was having his own adventures in JSA - even better!

If you want to cross between time and space, you can do it by picking yourself up a collected edition via Amazon! Today's story can be found in its three-issue entirety in Crisis on Multiple Earths Volume 6. If you shop with the link provided, you help support our Secret Earth that hosts The Comic Book Fight Club!

You can find more featured fights and superhero smackdown by diving into the Secret Archive! There you'll find the many Earths of DC, Marvel, and beyond! Be sure to follow links throughout this post to discover more wonders relevant to your favourite topics!

You can also follow Secret Wars on Infinite Earths via Twitter and Facebook for daily links to fights inspired by the topics of the day! Liking and sharing battles is a great way to support the site, so be a pal!

Winner: Rag Doll (w/ Monocle)
#317 (new) Rag Doll
#322 (-179) Flash (Jay Garrick)
#545 (new) Monocle [+1 assist]

Friday, August 10, 2018

AQUAMAN versus OCEAN MASTER
And Death Before Dishonor (DC)
Where:
Adventure Comics #444 When: March-April 1976 Why: Paul Levitz & Gerry Conway How: Jim Aparo

The Story So Far...
When a fleet of unfamiliar Atlantean warships appears off the coast Monaco - Aquaman springs into action to discover a blackmailing plot hatched by his half-brother Orm!

The Ocean Master demands of Monaco their treasury in gold and silver bullion -- while from Aquaman he wants the substance known as Serum X! Capable of turning air-breathing humans into sub-aquatic amphibians; the closely guarded formula would be easy for the King of Atlantis to acquire -- had he not be deposed while away on the surface!

Fresh from battle with "The Shark" King Karshon, Aquaman abandons his effort to steal Serum X, instead opting to turn his frontal assault on Ocean Master's deep sea headquarters!

Tale of the Tape...
Strength: Aquaman 4 (Enhanced)
Intelligence: Ocean Master 4 (Tactician)
Speed: Aquaman 3 (Athlete)
Stamina: Aquaman 5 (Marathoner)
Agility: Aquaman 2 (Average)
Fighting: Aquaman 4 (Training)
Energy: Ocean Master 5 (Lasers)
Total: Aquaman 24 (Champion)

It's high time we had a little high sea smackdown - and who better to take on the King of Atlantis than his own flesh & blood?! It's a royal family affair as half-brothers bring bad blood to bear beneath the crashing waves!

Aquaman is a stronger than average Atlantean, possessing the power and durability necessary to endure the pressures associated with deep ocean waters! T
he degree of that power has fluctuated over the years - growing with modern examples. We saw him wield his might offensively with a kayo uppercut to the powerhouse Olympian in JLA: Classified #3!

With breathing under water presumed; Aquaman's most recognized super-power has long been his ability to mentally commune with marine life. When he lost control of his body fighting the Mercury Monster, he was able to summon a school of fish in Secret Origins #32. A killer whale helped finish Sub-Mariner in their infamously controversial Marvel versus DC #2 showdown!

Telepathically summoning sea life doesn't always guarantee success. Sharks weren't able to secure a win when Aquaman went head-to-head with Despero in JLA #118. The alien's vast mental powers outclassed Aquaman's, which have sometimes extended to humans. Fortunate, then, Ocean Master is a long way from developing his own potent psychic powers at this time!

The man sometimes known as Orm Marius has undergone even more radical reinventions than Aquaman. His status as the hero's brother has cast his heritage as both resentfully human, but also equally Atlantean.

Whatever his status: Ocean Master always wields a powerful arsenal of malice against his enemies! Hi-tech solutions, such as his unique helmet, have allowed him to exist beneath the airless oceans. A combination of conventional weaponry, and mystic Atlantean artefacts, have ensured he can weaponized the water itself, and threaten opponents above and below the surface!

Despite the danger he poses, Aquaman has at times shown reluctance to harm his pirate brother. Familial psychology played a part in our only past example of Ocean Master's villainy when Martian Manhunter briefly exploited it in a psychic vision. Orm saw his own trident turned against him by his brother, before baring witness to the Martian's eventual murder, in Final Crisis: Requiem #1.

At the time of this fight, Aquaman has the edge of natural underwater dwelling -- but also the distraction of having just lost his kingdom! He's fighting alone, while Ocean Master commands an army of kamikaze troops!


The Tape: Aquaman Ranking: Aquaman (#63)

What Went Down...
Fifteen miles off the coast of Monaco, Ocean Master anticipates the arrival of Aquaman with Serum X. He presumes his brother to be a hapless slave -- until aide Jurgin spots him coming in hot with a company of electric eels!


Ocean Master scrambles to activate his kamikaze army, but the eels' charge disrupts the signal! Attack crafts are still within reach, but quickly destroyed when whales answer Aquaman's call -- ramming them to destruction!

Before the self-proclaimed Ocean Master can enact threats of total humiliation upon his brother - Aquaman enters the deep sea fortress!


Ocean Master trembles with rage at the sight of his brother - lunging to meet him with arms stretched! This is no greeting of brotherly affection, but rather the insane grasp of a villain who means to choke the life from his nemesis!


With the strength of a madman, Ocean Master wraps his hands around Aquaman's throat! The force of his momentum slams the hero to the ground, but Aquaman's resolve is strong as he stares defiantly into his brother's eyes!

Green gloves wrap around Ocean Master's wrists and squeeze - loosening his grip on Aquaman's neck! The deposed King takes his opportunity, swatting Orm with a left cross to the chin!


The blow sends Ocean Master recoiling, but Aquaman only makes it to his knees before Orm manages to drive his knee into the hero's heart!

Aquaman may be able to breathe beneath the sea, but even he must clutch his chest after such a vicious impact! The pain is not exclusive! Ocean Master rubs his jaw, still reeling from the King's blow, even as he staggers across the control room with finger outstretched -- seeking annihilation!



In desperation Aquaman dives across the room, tackling his brother's legs out from under him -- but it's too late! Even in the fall, Ocean Master managed to hit the button that launches three missiles heading for Monaco!


Death and destruction seems certain for the principality -- until a bubble of hard water suddenly forms around the weapons! Queen Mera successfully detonates the warheads harmlessly inside the hard water shell!


The Hammer...
We never actually get to see the finishing blows, but the abrupt wrap-up implies Aquaman dealt with his brother off-panel, while Mera saves the day for Monaco with her last minute hard-water heroics!

The ending reminds me of a Dennis O'Neil quote: "Occasionally -- just occasionally -- a penciller will become so involved in making wonderful pictures, or drawing what he likes, that he'll forget about parts that may be quiet, but have to be present if the story is to make sense. When you see a story loaded with captions that explain the motives of the characters or describes events that aren't in the story, this is probably what happened."

Some of the finer details get lost at the end, and a few panels wind up a tad sparse, but for the most part it's all smiles as the frenetic action sweeps Aquaman along a current of intense combat!


The "novel-length thriller" of Adventure Comics #444 super-sizes the Aquaman action to fill an entire issue - dispensing with the usual back-up shorts. The ol' novel-length sales pitch feels a little bit cheeky at seventeen pages of comic, but I do wonder if a last minute decision by the editor contributed to some of the looseness.

When I think of Jim Aparo, my go-to reference is usually sharper, more angular and stern figures in his late eighties Batman work. Here, his lines crash and flow like the churning surf! I figured we're overdue a classic showdown with Ocean Master -- but it's actually the least spectacular fight in the issue!

The full length issue delivers the intriguing Karshon to the throne of Atlantis, pitting the former ruler against some of his once-loyal subjects. There are a couple of determined Atlantean Guardsmen that get treated to a particularly brutal impact! Just one of the many skirmishes littering the issue!


I started the year with Flash Gordon on the brain, and I can't help but think of Alex Raymond as I'm whipped through the exotic undersea kingdom by Aparo's blonde adventurer.

The light shadows implying realistic faces, and loose action lines really evoke Raymond. As does the light political intrigue of key figures maneuvering within vividly picture cultures. Even Queen Mera and "Aquababy" feel fitting, with loyalist Vulko a stand-in for Dr. Zarkhov, and Karshon a double for any of the varied rulers of Flash Gordon's intergalactic kingdoms.

It became popular to go sword & sorcery with Aquaman and Atlantis, when he wasn't doubting himself, or subject to outright ridicule. There's some good stuff in a lot of those interpretations, but this might be a peak for me.

This is the kind of Aquaman that really makes you wonder how the character ever fell out of popular favour! Fortunately, this decade has seen him firmly restored to a place of respect amongst the DC pantheon!

Aquaman's aesthetic ascension on film could be the difference maker Warner Brothers has been looking for their DC Extended Universe series! Jason Mamoa will be swimming back to cinemas in December, taking on Patrick Wilson as Ocean Master, with Amber Heard as Mera! Exciting times that will almost certainly give us the perfect excuse to return to more classic comics action!


Want to get ahead of the swell to surf the ultimate wave of Aquaman excitement? Do yourself a favour and cast a net to catch some of Aquaman's most exciting stories in history!

Adventure Comics #444 is included with a cavalcade of classics in trade paperback and digital collected editions! Shopping via the Amazon links provided not only gets you great stories, but also helps support the Secret Wars on Infinite Earths at no extra cost!

Find more classic battles with these characters and more by following links throughout this post or label tags below! You can also find every featured fight catalogued by publisher, series, and issue by diving into the Secret Index. Or follow on Twitter and Facebook for daily links to battles inspired by the popular topics of the day! Say ahoy with a like & share!


Winner: Aquaman (w/ Mera)
#40 (+23) Aquaman
#538 (new) Mera
#545 (-46) Ocean Master