The Curse of Skeleton Munroe

Category: evilized hero

  • MINOR SUPER-VILLAIN 923: PROFESSOR SKINN

    (Silver Streak Comics 007, 1941)

    The Skinn family is being killed off – at least seven of them have been murdered on their birthdays, leaving only the odius Mortimer Skinn, and he soon follows, despite police protection. 

    Boy Inventor Dickie Dean hasn’t been idle while this campaign of murder has been going on: thanks to a surveillance balloon he raised over the town for the purpose, he and his pal Zip Todd are able to track the culprit to his home. There. they learn that he is a blind beggar whom they had prevented Mortimer Skinn from beating some months prior, and that he is in fact Mortimer’s brother and the sole surviving member of the Skinn clan.

    Professor Skinn (unsettling name. unsettling family name) reveals that Mortimer and his other brothers attempted to kill him for his life insurance some years back but had only succeeded in blinding him and leaving him for dead. He spent at least some of the intervening time creating his frankly amazing looking cybernetic eye/helmet and planning a revenge that with the death of Mortimer is complete. And now he’s ready to put his skills to use in the world of crime!

    Dickie rebuffs Skinn’s attempt to recruit him as a partner, so out comes the scalpel, the bone drill and the brain injection fluid, because Professor Skinn is not one to take no for an answer. Dickie Dean is promptly evilized and turned on to the benefits of a life of crime.

    The new super-science criminal duo proceed to create a precious metal-attracting magnet and go ham on the town’s gold supply.

    Fortunately for Dickie’s long-term viability as the lead character in a comic strip, Zip Todd gets himself free after days (weeks?) of imprisonment and turns the tables on Skinn thanks to some lax lab safety procedures that mean there’s just vials of nitroglycerine lying around to grab. Skinn reverses the evilization procedure with a handy ray and is hauled away… FOR NOW.

    (also Skinn is vulnerable to attacks on his enormous weak point, like a video game boss)

    Professor Skinn returns in Silver Streak Comics 008, where he escapes prison with the help of his assistant Blubber’s berserker strength. Please not that the Castleton PD saw fit to take away Skinn’s helmet when they locked him up, thus rendering him blind – I’d call that cruel and unusual punishment.

    Dickie, rightfully concerned about Skinn being on the loose, works on an invention that he can use to counter anything that the Professor throws at him, while Skinn does the same and then forces a confrontation by kidnapping Dickie’s parents.

    It’s a tehnological showdown: disintegrator ray vs invisibility ray, and Dickie’s invisibility gives him just enough of an edge to free his parents and destroy the disintegrator, though he himself is captured in the process.

    Professor Skinn next sets out to loot Castleton again, this time with an army of remote controlled robots, but between Zip Todd (overlooked in the scuffle) leading the entirety of the Castleton PD back to his base and a still-invisible Dickie getting loose and causing a ruckus he and Blubber are ultimately forced to zipline down the mountain to freedom.

    This is enough for Professor Skinn: he challenges Dickie to settle things with a war of inventions via singing telegram.

    Silver Streak Comics 009: the war of inventions kicks off after both parties have had a couple of months to prepare, in a fairly horrific fashion as Professor Skinn shells the Castleton High School.

    After putting some distance between them and their surviving classmates, Dickie and Zip Todd wait out the initial shelling in an impenetrable fort before sallying forth in a similarly impenetrable tank equipped with a force ray cannon. They are accompanied by a squadron of small but mighty robots to counter Skinn’s own robot forces. Skinn, in addition to his mechanical infantry, has an air force comprised of trained, bomb-dropping birds, and is conducting his artillery barrage from a base concealed behind a waterfall. 

    I must say that I was disappointed by Skinn’s use of fairly conventional artillery, but he won me back with the robot army and sea gull air force.  

    Professor Skinn is extracted from behind the waterfall when Dickie uses his force ray to bounce a few artillery shells back to their source, and then makes a bid for victory by having his birds carry off Dickie and Zip while he and Blubber steal Dickie’s super tank. It all ends badly, however, as Professor Skinn and Blubber blow themselves up while trying to activate the force ray. Professor Skinn has finally joined the rest of his family in Hell.

    OR HAS HE? 

    No, it turns out, because Silver Streak Comics 011 features a final appearance in which he attempts to chase Dickie and his pals away from fixing up an abandoned theme park that he has been hiding out in. This is a definite step down for the Professor, from legitimate threat to Scooby-Doo villain.

    Skinn’s main Teen Removal tool in this issue is a very Silver Age vehicle called the Gadget Octopus that is equipped with various gag tentacles (boxing glove tentacle, kicking foot tentacle, net tentacle, kid spanking tentacle etc) as well as a fire cannon for when things get serious.

    Once Dickie gets in a room with him, Professor Skinn is easily captured, as befits his fallen status. He’s taken off to jail once more (hopefully with a better lawyer who can successfully argue against eye confiscation this time) and is never seen again. Did he wisely retire or did the fact that Pennsylvania – where “Dickie Dean, Boy Inventor” is plausibly set – is a death penalty state and Skinn is a multiple murderer come into play? 

    Categorized in: Accessories (Various), Murder (Familicides), Origin (Blind Characters)

  • MINOR SUPER-VILLAIN 903: SMASHER SPY

    (Whiz Comics 015, 1941)

    As seen in his recent update, Spy Smasher’s arch-foe the Mask eventually gets a bit too good at villainy for his own sake. While he succeeds at warping Spy Smasher’s mind and turning him against the US government that he once sought only to defend, the Mask’s enthusiasm means that he is a bit too loose with his commands to “Kill! Kill! Kill!” meaning that the first that Spy Smasher does is to kill the Mask.

    Spy Smasher’s fervour for his new mission is intense, driven as it is by the Mask’s mind control. He starts blowing up arsenals and machine gunning defense meetings across the country, much to the despair of his erstwhile allies Eve and Admiral Corby.

    Though he is mostly still called Spy Smasher throughout the four issues in which he is evilized, there are a couple of instances of “Smasher Spy” instead and so we shall be using that name for clarity’s sake.

    There’s a lot of cool and interesting stuff happening with regard to Smasher Spy: having a hero become a villain, having such a huge change to the status quo persist over several issues, plus the fact that Smasher Spy is technically a Captain Marvel villain due to the fact that Whiz Comics 016-018 are in fact a crossover event! How very exciting! 

    So: from Whiz Comics 016 to 018, both the “Captain Marvel” and “Spy Smasher” features are concerned with the ongoing efforts of the former to capture the latter and restore him to his heroic ways. A lot of it plays out like the above, with Captain Marvel showing up in time to foil but not capture Smasher Spy. Rather than detail each individual plot, here’s a list of Smasher Spy’s nefarious undertakings:

    – Organizing a mass breakout of Federal Penetentiary

    – Stealing plans from a defense committee meeting and leaving a bomb to kill the committee members

    – Delivering those plans to a fascist submarine (and then sinking that submarine when Captain Marvel turns out to be on board)

    – Stealing a super poison gas and attempting to wipe out the US Army with it

    – Kidnapping and hypnotizing a busload of factory workers into helping him develop super-weapons 

    – Building a fleet in order to conquer and destroy all national governments 

    – Attempted murders: Admiral Corby x2, Captain Marvel x5, Eve Corby x4, Sterling Morris x1

    – Misc destruction: one aircraft factory, two arsenals, two bridges, one dam, one train derailment, one warship sunk

    Captain Marvel eventually allows himself to be captured by Smasher Spy as an intelligence-gathering exercise and so finds out about the Mask’s hypno-chair/brain-o-graph when it is unsuccessfully used in an attempt to turn him evil too. (Whiz Comics 016, 1941) 

    Smasher Spy is also the inventor of the nefarious Banana Bomb, which he uses in one of his attempts to murder Eve Corby. (Whiz Comics 016, 1941)

    Perhaps the Smasher Spy’s greatest creation, this giant motorized lawnmower vehicle was intended to shred whole armies. Truly a magnificent entry into the ranks of the giant superweapon. (Whiz Comics 017, 1941)

    There’s only so long that even a crafty fellow like Smasher Spy can escape the World’s Mightiest Mortal, however, and after a quick Billy Batson trip up the Gyro-Sub’s torpedo tube he is in super-custody.

    In a last-ditch effort to stay true to his programming, Smasher Spy destroys the hypno-chair, but Captain Marvel’s determination to restore him is such that he unlocks a hitherto-unknown power of super-hypnosis and restores his mind by pure will alone.

     Smasher Spy is no more! A symbolic sunrise occurs as our heroes share a manly handshake! Huzzah!