The Curse of Skeleton Munroe

Category: Magno

  • MINOR SUPER-HERO ROUND-UP 045

    Ah the super-hero.

    Ace Buckley: 

    Ace Buckley is a time traveller, a subgenre of comic book hero mostly notable for the fact that they have no one to blame for their troubles but themselves. Like most of his peers, Buckley (along with his intriguingly-named companion Toni Stark, whose role in the stories is to get captured and then swan around in minimal clothing while waiting for Buckley to rescue her) flings himself willy-nilly into the hotspots of human history and then murders his way free with barely a though to such things as “causality” or “the grandfather paradox” or “the integrity of the timestream”. (Startling Comics 003, 1940)

    Magic Morro: 

    Some time around 1922, young Jack Morrow and his father are shipwrecked on an uncharted Atlantic island. Proclaimed to be the next prophesied leader of local inhabitants the Utangos, Jack is raised to be a superhuman white jungle guy in the classic Tarzan style, only with all kinds of magical knowledge imparted to him by the former ruler, Tanta Talu. As Magic Morro, he is super strong, immune to fire, possibly bulletproof, can turn himself invisible and move objects with his mind, and those are just the abilities that he demonstrated in his first year worth of adventures!

    (Bonus Parenthetical: despite having a fully magical ruler who can do prophecy and summon lightning and stuff, the Utangos also have a standard issue treacherous witch doctor, who is named Mango! What’s with all the evil Mangos?) (Super Comics 021, 1940)

    Vulcan: 

    Vulcan, the Volcanic Man is the descendant of the Roman god of the same name and shares with him a broad dominion over fire, if not an inclination toward metalworking. He generates heat, can pick up and manipulate flame, is immune to heat and flame and also the forces involved in being blasted out of a volcano in the South Pacific and landing in the United States, is bulletproof in the sense that bullets melt before they can injure him, etc. He also has a radical fire-themed haircut.

    Like a lot of fire-based super-heroes, Vulcan ends up fighting a lot of hapless arsonists who waste all of their best fire-based deathtraps of a guy who can’t shut up about how he used to live in a volcano. (Super Mystery Comics v1 001)

    UPDATE 1 

    Magno:

    Control over magnetism is one of the classic comic book powers and Magno here (not our first Magno and certainly not our last) has the bargain basement version of it: he can pull things toward himself or pull himself toward things, a version of flight that requires enough admin work on the part of the artist that it is eventually rounded up to his just being able to fly outright. He also eventually gets a magnetic anti-bullet force field for a similar reason, I reckon: it’s no fun having to do the admin of Magno disarming every crook in every room he enters individually.

    Also unfortunately falling by the wayside over time is Magno’s power to project his face onto solid objects to vex and annoy crooks and cops alike. Was this meant to be an aspect of his magnetic abilities somehow or just a cool thing he could do? It is never specified.

    Finally, I must note that the somewhat abstract design on Magno’s chest is a representation of a bar magnet, in one of its few victories over the horseshoe magnet on the battlefields of graphic design. (Super-Mystery Comics v1 001, 1940)

  • MINOR SUPER-HERO ROUND-UP 045

    Ah the super-hero.

    Ace Buckley: 

    Ace Buckley is a time traveller, a subgenre of comic book hero mostly notable for the fact that they have no one to blame for their troubles but themselves. Like most of his peers, Buckley (along with his intriguingly-named companion Toni Stark, whose role in the stories is to get captured and then swan around in minimal clothing while waiting for Buckley to rescue her) flings himself willy-nilly into the hotspots of human history and then murders his way free with barely a though to such things as “causality” or “the grandfather paradox” or “the integrity of the timestream”. (Startling Comics 003, 1940)

    Magic Morro: 

    Some time around 1922, young Jack Morrow and his father are shipwrecked on an uncharted Atlantic island. Proclaimed to be the next prophesied leader of local inhabitants the Utangos, Jack is raised to be a superhuman white jungle guy in the classic Tarzan style, only with all kinds of magical knowledge imparted to him by the former ruler, Tanta Talu. As Magic Morro, he is super strong, immune to fire, possibly bulletproof, can turn himself invisible and move objects with his mind, and those are just the abilities that he demonstrated in his first year worth of adventures!

    (Bonus Parenthetical: despite having a fully magical ruler who can do prophecy and summon lightning and stuff, the Utangos also have a standard issue treacherous witch doctor, who is named Mango! What’s with all the evil Mangos?) (Super Comics 021, 1940)

    Vulcan: 

    Vulcan, the Volcanic Man is the descendant of the Roman god of the same name and shares with him a broad dominion over fire, if not an inclination toward metalworking. He generates heat, can pick up and manipulate flame, is immune to heat and flame and also the forces involved in being blasted out of a volcano in the South Pacific and landing in the United States, is bulletproof in the sense that bullets melt before they can injure him, etc. He also has a radical fire-themed haircut.

    Like a lot of fire-based super-heroes, Vulcan ends up fighting a lot of hapless arsonists who waste all of their best fire-based deathtraps of a guy who can’t shut up about how he used to live in a volcano. (Super Mystery Comics v1 001)

    UPDATE 1 

    Magno:

    Control over magnetism is one of the classic comic book powers and Magno here (not our first Magno and certainly not our last) has the bargain basement version of it: he can pull things toward himself or pull himself toward things, a version of flight that requires enough admin work on the part of the artist that it is eventually rounded up to his just being able to fly outright. He also eventually gets a magnetic anti-bullet force field for a similar reason, I reckon: it’s no fun having to do the admin of Magno disarming every crook in every room he enters individually.

    Also unfortunately falling by the wayside over time is Magno’s power to project his face onto solid objects to vex and annoy crooks and cops alike. Was this meant to be an aspect of his magnetic abilities somehow or just a cool thing he could do? It is never specified.

    Finally, I must note that the somewhat abstract design on Magno’s chest is a representation of a bar magnet, in one of its few victories over the horseshoe magnet on the battlefields of graphic design. (Super-Mystery Comics v1 001, 1940)

  • MAD AND CRIMINAL SCIENTIST ROUND-UP 017

    The science is flying fast and loose in here.

    Professor Krauss’ theories about a method for passing matter through matter were scorned and laughed at, so he turned them to crime, killing three and robbing the New York subtreasury*. Unfortunately for him he also gave an interview about his theories, which really helped research-savvy reporter Chic Carter track down and capture him. (Smash Comics 011, 1940)

    *A Note on Subtreasuries: A frequent target for theft in the Golden Age or at least one that I’ve encountered 3-6 times, the New York Subtreasury was part of a US financial management system that distributed the storage of US gold reserves, but, critically, was phased out in 1920. I don’t know what all these guys were after in there but there sure wasn’t any gold.

    Professor Abbot, disgraced former physics instructor at Stamton College, has developed a machine capable of paralyzing the population of a small city long enough for his men to rob it blind, but since the device also disrupts electrical signals this draws the attention of lineman Tom Dalton, aka Magno, the Magnetic Man. Abbot proves to be unusually well-prepared for the appearance of the local super-hero at his hideout and disables Magno with a prepared dose of knockout gas, which is really, really impressive, I have to say. 

    Abbot’s downfall comes in the form of every villain’s worst enemy, the deathtrap. Sure, slinging Magno down a well to slowly drown is satisfying, in an evil kind of way, but it introduces the possibility of him escaping from the trap, and if he does that then you are screwed. Just stab him with a wooden stake or something if you need to avoid using metal!

    Anyway, Magno of course escapes from the trap and ends up blowing Abbot, his machine, his hideout and his gang to high heaven by the medium of some hastily smashed up mad science equipment. (Smash Comics 014, 1940)

    This unnamed scientist does a bit of old-fashioned grave robbing in order to get only the finest parts for his frankenstein (though the fact that he made sure to include the brain of a scholar doesn’t seem to have played out in the mentality of the creature) which he then uses a growth hormone on and makes huge, super strong and bulletproof. Dubbed Brutus and deemed unstoppable, this creation is sent out to loot and plunder.

    I always appreciate it when a character has to contend with a foe who is their rough equivalent from time to time – this is part of the appeal of Hellboy, for example – and Brutus offers just that opportunity for Bozo the Iron Man, being essentially a Bozo-shaped and-sized human of equivalent strength. Brutus manages to win the day in their first encounter by hitting Bozo over the head hard enough that Hugh Hazzard is knocked out through the armour of his robo-suit, but their second bout results in the deaths of both Brutus and his unnamed creator. (Smash Comics 014, 1940)

    Across the US, buildings, trains, planes and ships begin sailing off into the sky, accompanied by a totally radical visual effect of a giant green mummy that I’m not 100% certain is actually visible to regular non-comic-reading witnesses – it’s never commented on in any case, and if I saw a giant mummy carry a train off into the void I assure you that you would hear me speak of little else.

    The culprit turns out to be one Doctor Robb, an unscrupulous archaeologist who murdered his colleague Professor Hill in order to steal an ancient artifact called the Power of Tutkamen (named after original owner Ra Tutkamen, natch).

    Robb presumably refines his control over the power, as he seems to be using it to plunder passing shipping from his island base and that’s hard to do if you’re just blasting ships and planes into orbit. The party comes to an end once the Invisible Hood gets involved, as Robb discovers to his chagrin that having the power to levitate anything you see doesn’t help you very much in a confrontation with an invisible guy. Rather than be captured, Robb does a header out the window of his lighthouse HQ. (Smash Comics 016, 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-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)