The Curse of Skeleton Munroe

Category: monocle

  • MINOR SUPER-VILLAIN 833: THE MASTER

    (Top-Notch Comics 005, 1940) 

    The Mosconians, stand-ins for Nazi-allied Russia (or possibly just Russian-flavoured stand-ins for Nazi Germany) have a lot more stick-to-itiveness than your typical gang of foreign espionage agents, to the extent that they manage to not only bedevil the Wizard for three whole issues but also the Shield over in Pep Comics, leading to what is touted as the first super-hero crossover in comics (as previously seen here). The Master is the shadowy figure behind the Mosconian schemes and as seen above he even managed to kidnap the Wizard’s brother Grover! A decent showing for a crypto-fascist, considering how ephemeral they usually are.

    The actual crossover-precipitating plan is an attempt to blow up the military academies at Annapolis and West Point, thus shutting off the supply of officers to the US armed forces and incidentally killing off a portion of the country’s political officials as they attend a ceremony at the latter. The actual crossovers between the Wizard and the two students is fairly ships-in-the-night – he basically waves at them as he leaves to beat up Mosconians at a second location.

    The Mosconians and their Master return in Top-Notch Comics 006 with an attempt to blow up Boulder Dam*, which is one of those plots that would be pretty horrifying in real life but is not so exciting or unusual in a comic book. This is also the point at which the Mosconians start to get really German.

    *Hoover Dam, which I just learned was in a state of naming limbo for years and only officially became Hoover in 1947! 

    The Mosconians next plot, in Top-Notch Comics 007, involves an attack on the Golden Gate Bridge. The Wizard manages to track them down to their staging area in British Columbia, where the Master is finally unmasked and revealed to be the Mosconian ambassador to the United States (not much of a surprise). This is also the point at which the Wizard is chemically blinded, leading him to change his costume to a more standard super-heroic one with no noticeably different eye protection. So attired, he rounds up the plotter in San Francisco with the aid of the Shield.

  • MINOR SUPER-VILLAIN 833: THE MASTER

    (Top-Notch Comics 005, 1940) 

    The Mosconians, stand-ins for Nazi-allied Russia (or possibly just Russian-flavoured stand-ins for Nazi Germany) have a lot more stick-to-itiveness than your typical gang of foreign espionage agents, to the extent that they manage to not only bedevil the Wizard for three whole issues but also the Shield over in Pep Comics, leading to what is touted as the first super-hero crossover in comics (as previously seen here). The Master is the shadowy figure behind the Mosconian schemes and as seen above he even managed to kidnap the Wizard’s brother Grover! A decent showing for a crypto-fascist, considering how ephemeral they usually are.

    The actual crossover-precipitating plan is an attempt to blow up the military academies at Annapolis and West Point, thus shutting off the supply of officers to the US armed forces and incidentally killing off a portion of the country’s political officials as they attend a ceremony at the latter. The actual crossovers between the Wizard and the two students is fairly ships-in-the-night – he basically waves at them as he leaves to beat up Mosconians at a second location.

    The Mosconians and their Master return in Top-Notch Comics 006 with an attempt to blow up Boulder Dam*, which is one of those plots that would be pretty horrifying in real life but is not so exciting or unusual in a comic book. This is also the point at which the Mosconians start to get really German.

    *Hoover Dam, which I just learned was in a state of naming limbo for years and only officially became Hoover in 1947! 

    The Mosconians next plot, in Top-Notch Comics 007, involves an attack on the Golden Gate Bridge. The Wizard manages to track them down to their staging area in British Columbia, where the Master is finally unmasked and revealed to be the Mosconian ambassador to the United States (not much of a surprise). This is also the point at which the Wizard is chemically blinded, leading him to change his costume to a more standard super-heroic one with no noticeably different eye protection. So attired, he rounds up the plotter in San Francisco with the aid of the Shield.

  • MINOR SUPER-VILLAIN 789: THE GRAND DICTATOR

    (Sure-Fire Comics 003a, 1940)

    The Grand Dictator, aka Miko, is on a mission to conquer the US, and he’s doing it from a cool flying fortress. Miko and his men are probably intended to be at least Nazi-adjacent, but they don’t really come off that way, at least as compared with their contemporaries. I mean, sure, they’ve got the uniforms and the attitude, but where are the dimwitted goons named Hans and Franz shouting “Jah, jah!” as they scuttle off to commit civilian atrocities?

    The Grand Dictator’s forces really stand out in the coolness of their military tech, including these very imposing flame guns…

    The aforementioned flying fortress (including the terrific detail that the GD’s forces have solved the problem of how to make something huge in the sky look like a cloud by stapling cotton batting to the bottom like it’s a prop in an elementary school play)…

    And in a bit of a combination of the first two, some fairly impractical-looking flame throwing planes.

    We’re still quite early in the career of Flash Lightning, and so he’s still kind of finding his level with regards to the relative power of he and his opponents. Case in point: the main challenge that Lightning faces in this issue is in getting his companion on the lower right to safety, after which he destroys the Grand Dictator’s entire operation with one big lightning bolt.

  • MINOR SUPER-VILLAIN 772: THE BARON

    (Super Comics 027, 1940)

    Monocle-wearing crypto-Nazi spy and major recurring foe of war correspondent Jack Wander, the Baron is one duelling scar away from being the quintessential Axis agent. Also he looks like he was designed by Paul Grist – just look at that little sneer.

  • MINOR SUPER-VILLAIN 552 UPDATE: BARON VON KAMPF (1940)

    Making his triumphant return to comics, the dome-headed goblin of crime: Baron von Kampf!

    Baron von Kampf’s initial return in Speed Comics 004 involves him heading a sabotage ring for an unnamed European nation that is probably meant to be Nazi Germany, and it’s possible that this is a relationship that were were meant to understand was behind his actions all along, but frankly it seems to me to be beneath him.

    The Baron’s schemes on behalf of his fascist overlords bring him to a secret submarine base, which is how he ends up stranded in the middle of the Atlantic after a final confrontation with Shock Gibson. Will he survive?

    Indeed he will, and does! The Baron returns in Speed Comics 006, and I could not tell you if he’s still working for the fascists or if he just likes a uniform. The Baron spends much of this issue employing the services of a bunch of crooks called the Palooka Gang to hijack trucks, and though he claims that this is in aid of a larger world conquest scheme I’d be tempted to call it a bit low-rent as far as super-villainy is concerned. Fortunately for his reputation, he still knows how to accessorize, and his headquarters (Mammoth Cave, Kentucky) and minions (the Zombies, making their long-awaited reappearance) really save the day.

    How can I complain about truck hijacking when they’re being done with such style?

    The coolness of living in a cave, of course, is offset by the ever-present threat of being crushed to death in a cave-in, and doubly so when you’re doing battle with a guy like Shock Gibson on the regular. Baron von Kampf manages to sneak out a side passage, but the Palooka Gang and this batch of Zombies are all toast, and the Harvey Comics version of Mammoth Cave is certainly the worse for wear.

    Baron von Kampf’s final appearance is in Speed Comics 011, in which he teams up with pseudo-Soviet spy and future entry Comrade Ratski, in what is probably a reference to the then-ongoing Soviet-Nazi nonaggression pact. What is certain about this alliance, however, is that Comrade Ratski is in charge – he seems to have taken von Kampf on as a partner mainly because he wants to use the Zombies as henchmen.

    Speaking of the Zombies, this is their final appearance, and while that is disappointing there is a silver lining, as we get a final bit of lore about the top band of henchcreatures of the 1940s: they can speak, and they speak in backward sentences. Fun!

    Like I said the scheme in this comic is basically all down to Comrade Ratski so we’ll cover it in his entry, but suffice to say it does not go well once Shock Gibson gets wind. Ratski and von Kampf make their escape into the depths of the Florida Everglades and end up as alligator chow.

  • MINOR SUPER-VILLAIN 762: THE DEVILFISH

    (Speed Comics 006, 1940)

    The Devilfish is a pseudo-Nazi mastermind who vexes Lieutenant Jim Cannon of the Royal British Navy for the first 2 or 3 of his handful of appearances in Speed Comics and I won’t lie: it’s all about that great name for me, although that same name is annoying the part of me that loves to put things into categories due to the fact that “devilfish” is such a loose term. People – especially in the first half of the 20th Century when we were really starting to poke around under water but didn’t really know anything about what was going on down there – love call any scary ocean being a devilfish, including rays, octopus, squid, some whales, all kinds of deep-sea monstrosities… it’s impossible to know just which devilfish this fellow was named for.

    So what is notable about the Devilfish aside from his wonderful and vexing name? In his debut, he’s directing attacks on British shipping and if I’m going to highlight anything it’s his wide range of vehicular transport, from ship to plane to submarine, all in one six-page adventure. This issue also establishes a bit where the Devilfish will send Cannon a taunting radio message after getting away, which is a fun bit of business.

    The Devilfish returns to plague shipping in Speed Comics 007, and regional pride compels me to point out that this issue begins in Halifax, Nova Scotia. Go, Windjammers!

    The Devilfish’s actual plan this issue is pretty incoherent: set a bunch of icebergs loose in the shipping lanes and also cover those same icebergs with nautical mines. But… what does this accomplish? Does the Devilfish think that ships just bump innocently and harmlessly into icebergs all the time and the mines are meant to spice things up? Is this a plot to distribute the mines into whichever random stretch of ocean the bergs pass through as they melt? Why not at least paint the mines white so that they aren’t so visible that someone (i.e., Lt Cannon) can’t just easily spot them and blow them up from a distance? It’s maddening to contemplate!

    As in his first appearance, this one ends with the Devilfish seemingly being killed but actually scuttling away in a submarine (this actually completes a second ship > plane > submarine sequence) only to taunt Lt Cannon via radio. While it’s entirely probable that the Devilfish returned again in Speed Comics 008, the only extant scan of that comic does not include the relevant story and I personally am not willing to pay $100+ for a physical copy to find out. Did the Devilfish return again? Did he die? Does he remain at large? We may never know.

  • MINOR SUPER-HERO ROUND-UP 042

    Boys! Boys! Boys! Super powered boys!

    Magno: 

    Magno, aka the Miracle Man, aka the Magnetic Man, aka Tom Dalton, was a power line worker who died when he was shocked with 10 000 volts DC and then revived when he was shocked again with 10 000 volts AC. As a result, Dalton developed electromagnetic powers that he used to fly, simulate super strength when dealing with metal and create magnetic force fields. Not a bad deal.

    Magno’s Golden Age career was short and fairly undistinguished, and his main claim to fame is being the only one of the old Quality heroes to be killed off by Roy Thomas in All-Star Squadron to never be brought back (Magno’s look also reminds me of Jericho of the Teen Titans for some reason, but that’s hardly another claim to fame). (Smash Comics 013, 1940)

    the Ray: 

    I had a couple of issues of The Ray comics from the early 90s when I was younger and so have a tendency to think of the Ray as being a far more prominent character than he actually is – he’s got to be fourth-tier at best, really (assuming that top-tier characters are the ones that everyone knows, your Batmans and Supermans, and second-tier are the ones that even a casual comics reader would consider essential. Third-tier and below is where you get into debating territory).

    Regardless of his level of prominence, the Ray is actually Happy Terrill, a devil-may-care young reporter who signs on as crew in a balloon trip to the upper atmosphere and is… empowered? When he ventures out into a cosmic storm to secure some essential safety equipment. Honestly, as presented on the page Terrill could be assumed to have been replaced with some sort of cosmic entity but maybe I’m the only one who thinks that because it certainly isn’t reflected in subsequent Ray lore.

    Cosmic entity posing as human or no, the Ray is endowed with a startling array of powers, including at least partial invulnerability, the ability to become and travel along light, giant growth, a healing touch, light projection and telekinetic rays. At first, anyway – after a couple of issues he adopts more of a two-fisted adventurer persona whose main power is the ability to change between Happy Terrill and Ray identities and who occasionally remembers that he can fly and shoot rays of light at people.

    A fairly consistent thing that I’ve noticed in depictions of the Ray post-Golden Age is a tendency to portray him as a very dour and serious guy, which seems a disservice to someone with the nickname “Happy.” I suppose I must give it to those later scribes in that the Ray himself almost discards his Happy Terrill identity in his first adventure before eventually coming to his senses. Neither the reason for resuming life as Happy nor the process by which he explained how he made his way back from the upper atmosphere is shown on-panel, but I have to assume that being a super-hero 24/7 just gets boring after a while and he wanted to have a bit of a break. (Smash Comics 014, 1940)

    Master Man: 

    Master Man starts out as a weedy little kid, too small to play, who is gifted a magic vitamin pill by a kindly doctor and becomes incredibly powerful adult man. It’s all there on his one-page introduction, but what’s missing is one important detail: is this a gradual process like the Champ’s origin, where he takes the vitamin every day and grows up big and strong, or did this little kid instantly transmogrify into a grown man, like a permanent Captain Marvel? I suppose that if Master Man really is a little kid in a man’s body it would explain why his first act is to build a cool clubhouse on top of a mountain, presumably containing lots of slides and fireman poles instead of stairs. 

    Being a Fawcett Comics character, Master Man is technically owned by DC Comics now, though they haven’t yet bothered to trot him out of retirement, possibly because of his name, which sounds fascist enough that Marvel Comics has several full-fledged Nazi characters that use it. He would be an interesting character to use as a foil for Superman, since his powers are magic-based, but Captain Marvel does usually fill that role so we’re unlikely to get a Master Man revival any time soon. (Master Comics 001, 1940)

    El Carim:

    One more crime-fighting-stage-magician-with-actual-magical-powers for the pile, El Carim (“miracle” backwards, as the caption box is at some pains to inform you at the start of every story) also subscribes to the same tuxedo and thin black mustache school of fashion as his contemporary Zatara, though the turban does make it easy to tell the two apart.

    What sets El Carim apart from his contemporaries early on is the fact that his crime fighting is done with a series of magical items rather than with magical spells. He has a magical monocle that can deflect bullets (in what must be a very alarming manner, visually) and project illusions and which can be combined with a device called the Spectograph to scry distant locations. In addition, he has a super powerful magnet capable of plucking bullets from the air (useful for when he already has a headache from bouncing a few off of his eye, perhaps) and the Arrestor, which is able to freeze others in place, even against the pull of gravity.

    Over time, El Carim starts slinging spells in a way more in line with the other magic men of comics, and I personally reckon that that’s why he has languished in relative obscurity since the 1940s (other than an appearance in a 2016 issue of Scooby-Doo Team-Up, that is), as without that hook he is not appreciably different from any of his peers. (Master Comics 001, 1940)

  • MINOR SUPER-HERO ROUND-UP 042

    Boys! Boys! Boys! Super powered boys!

    Magno: 

    Magno, aka the Miracle Man, aka the Magnetic Man, aka Tom Dalton, was a power line worker who died when he was shocked with 10 000 volts DC and then revived when he was shocked again with 10 000 volts AC. As a result, Dalton developed electromagnetic powers that he used to fly, simulate super strength when dealing with metal and create magnetic force fields. Not a bad deal.

    Magno’s Golden Age career was short and fairly undistinguished, and his main claim to fame is being the only one of the old Quality heroes to be killed off by Roy Thomas in All-Star Squadron to never be brought back (Magno’s look also reminds me of Jericho of the Teen Titans for some reason, but that’s hardly another claim to fame). (Smash Comics 013, 1940)

    the Ray: 

    I had a couple of issues of The Ray comics from the early 90s when I was younger and so have a tendency to think of the Ray as being a far more prominent character than he actually is – he’s got to be fourth-tier at best, really (assuming that top-tier characters are the ones that everyone knows, your Batmans and Supermans, and second-tier are the ones that even a casual comics reader would consider essential. Third-tier and below is where you get into debating territory).

    Regardless of his level of prominence, the Ray is actually Happy Terrill, a devil-may-care young reporter who signs on as crew in a balloon trip to the upper atmosphere and is… empowered? When he ventures out into a cosmic storm to secure some essential safety equipment. Honestly, as presented on the page Terrill could be assumed to have been replaced with some sort of cosmic entity but maybe I’m the only one who thinks that because it certainly isn’t reflected in subsequent Ray lore.

    Cosmic entity posing as human or no, the Ray is endowed with a startling array of powers, including at least partial invulnerability, the ability to become and travel along light, giant growth, a healing touch, light projection and telekinetic rays. At first, anyway – after a couple of issues he adopts more of a two-fisted adventurer persona whose main power is the ability to change between Happy Terrill and Ray identities and who occasionally remembers that he can fly and shoot rays of light at people.

    A fairly consistent thing that I’ve noticed in depictions of the Ray post-Golden Age is a tendency to portray him as a very dour and serious guy, which seems a disservice to someone with the nickname “Happy.” I suppose I must give it to those later scribes in that the Ray himself almost discards his Happy Terrill identity in his first adventure before eventually coming to his senses. Neither the reason for resuming life as Happy nor the process by which he explained how he made his way back from the upper atmosphere is shown on-panel, but I have to assume that being a super-hero 24/7 just gets boring after a while and he wanted to have a bit of a break. (Smash Comics 014, 1940)

    Master Man: 

    Master Man starts out as a weedy little kid, too small to play, who is gifted a magic vitamin pill by a kindly doctor and becomes incredibly powerful adult man. It’s all there on his one-page introduction, but what’s missing is one important detail: is this a gradual process like the Champ’s origin, where he takes the vitamin every day and grows up big and strong, or did this little kid instantly transmogrify into a grown man, like a permanent Captain Marvel? I suppose that if Master Man really is a little kid in a man’s body it would explain why his first act is to build a cool clubhouse on top of a mountain, presumably containing lots of slides and fireman poles instead of stairs. 

    Being a Fawcett Comics character, Master Man is technically owned by DC Comics now, though they haven’t yet bothered to trot him out of retirement, possibly because of his name, which sounds fascist enough that Marvel Comics has several full-fledged Nazi characters that use it. He would be an interesting character to use as a foil for Superman, since his powers are magic-based, but Captain Marvel does usually fill that role so we’re unlikely to get a Master Man revival any time soon. (Master Comics 001, 1940)

    El Carim:

    One more crime-fighting-stage-magician-with-actual-magical-powers for the pile, El Carim (“miracle” backwards, as the caption box is at some pains to inform you at the start of every story) also subscribes to the same tuxedo and thin black mustache school of fashion as his contemporary Zatara, though the turban does make it easy to tell the two apart.

    What sets El Carim apart from his contemporaries early on is the fact that his crime fighting is done with a series of magical items rather than with magical spells. He has a magical monocle that can deflect bullets (in what must be a very alarming manner, visually) and project illusions and which can be combined with a device called the Spectograph to scry distant locations. In addition, he has a super powerful magnet capable of plucking bullets from the air (useful for when he already has a headache from bouncing a few off of his eye, perhaps) and the Arrestor, which is able to freeze others in place, even against the pull of gravity.

    Over time, El Carim starts slinging spells in a way more in line with the other magic men of comics, and I personally reckon that that’s why he has languished in relative obscurity since the 1940s (other than an appearance in a 2016 issue of Scooby-Doo Team-Up, that is), as without that hook he is not appreciably different from any of his peers. (Master Comics 001, 1940)

  • MINOR SUPER-VILLAIN 738: KADU-KAN

    (Smash Comics 006, 1940)

    Time for a very obscure character indeed: Kadu-Kan, who put out Black X’s eye in an attempt to induce him to spill some military secrets. Kadu-Kan is therefore a major figure in the history of the character to be mentioned in one panel and never again, and then only to provide a reason for Black X’s ever-present monocle.

    (Speaking of Black X and setups with no real payoff, the first Black X adventure in Feature Funnies 013, 1938 includes this enemy spy who is a double of Black X and escapes into the night at the end of the story, to never return)

  • MINOR SUPER-VILLAIN 691: THE CLAW

    (Pep Comics 007, 1940) 

    The Press Guardian’s only recurring villain, the Claw has what can only be described as an eclectic career: In his first appearance he’s a sort of freelance spy chief working to aid the I-assume-European country of Shironia in its attempt to conquer neighbouring Lanfia by committing acts of sabotage in the US and framing Lanfia as the perpetrator so that America will withdraw its support of Lanfia. The Press Guardian exposes the scheme and sends the Claw and his henchmen to a presumed watery grave.

    Pep 008 drops a bombshell: the Claw could, in fact, swim. Instead of drowning, he made his way to the Central City docks and set up an insurance scam whereby he and his crew of rowdy sea dogs sunk their own ships for a tidy profit. The only flaw in the plan: the Claw kept on murdering nosy reporters who got too interested in all the shipwrecks going on, and you know that the Press Guardian is going to show up to check something like that out. The Claw ended up in the drink again, presumed dead but with more of a question mark than before.

    And that question mark was justified! Pep 009’s Press Guardian adventure begins with he and his aide Cynthia Blake investigating an extremely suspicious want ad for “young, healthy women with no living relatives” and wouldn’t you know it, it’s the Claw again. He’s been turning people into beast-men using animal hormone injections and he’s decided to finally branch out into making beast-women. The Press Guardian is even less into this scenario than the others and wastes little time in beating everyone up and forcing the Claw to reveal the antidote to beast-manism. When last seen the one-handed villain is being chased down by a mob of former beast-men, with murderous intent. Surely the Claw has finally met his end?

    No dice. The Claw returns one last time, in Pep Comics 010, with a knife-wielding green-skinned weirdo named the Goon in tow. The Goon and the Claw have been kidnapping women from a bit of cottage country called Rocky Point – has he gone back to making beast-women? Is he trying to ruin the Press Guardian’s home paper, the Daily Express, who are involved in the development of the region somehow? No, he’s trying to drive people off so that he can steal a radium deposit that’s located on the land.

    The Claw suffers a fairly ignominious defeat in the face of what can’t have been a very hard kick from Cynthia Blake. For all that he’s been tenacious, he’s also always been very easily defeated and while in a real-world way I know that that is because the Press Guardian was a second-tier character with a smaller pagecount than a headliner like the Shield, in my heart of hearts I prefer to believe that he’s just a scrawny little wiener. Or maybe it’s because he hangs out in radium-filled caves all the time, who can say.

    Though the Goon is captured, the Claw just scampers away, and since he isn’t in what turns out to be the Press Guardian’s final outing in Pep Comics 011, he’s just… at large when all is said and done (though again: radium cave. The Claw might not have been troubling humanity for much longer after this particular escapade).