The Curse of Skeleton Munroe

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  • ALIENS AND SO FORTH ROUND-UP 033

    Aliens. 

    Fifth Dimensional Beings: 

    These big-headed fellows feature in the origin story of Marvex the Super-Robot, but since we only see Marvex’ creator Bolo and his associates, we can’t really say too much about the culture of these Fifth Dimensional creatures. They have big heads, certainly, and a high enough degree of technology that Bolo is able to whip up a sentient robot on a whim, but whether that’s the sort of thing the population at large is getting up to or Bolo is the local equivalent of Lex Luthor is unknown and unknowable, alas. (Daring Mystery Comics 003, 1940)

    Green Devils:

    When Perisphere Payne seeks out a missing scientific expedition on an unnamed planet circling the star Polaris, he finds that they have come to mischief at the nubby little hands of the Green Devils, the planet’s native inhabitants who probably don’t call themselves that.

    While the Green Devils are just another band of primitives, eager to sacrifice the nearest blonde woman to their gods, they are also the most alien aliens that we have seen in a while and so I have a great deal of affection for them. Just look at their long noodly limbs! Their buggy eyes! Beautiful. (Science Comics 006, 1940)

    Pigwidgeons: 

    The final act of the story of the adventures of the Rocket and the Queen of Diamonds involves him leaving the Diamond Empire in his namesake rocket and her abdicating her throne to stow away and go with him. The Queen’s unexpected presence on the ship causes the Rocket to wreck the steering mechanism, and they crash on a strange planet.

    When they recover, the two find that they have been captured Gulliver-style by a group of tiny, rabbit-riding people called Pigwidgeons, who are melodramatic but ultimately good-hearted, and whose initial hostility is due to them mistaking the duo for… 

    … the Gromans, a species of human-sized fascists with a Roman Empire aesthetic to match their name. Though the Gromans have evidently been attacking the Pigwidgeons with impunity for some time, the arrival of the Rocket and the Queen shifts the balance of power, and over the next couple of issues the duo forge a new era of peace at the barrel of a ray gun. (Pep Comics 010, 1940)

    Pluvians:

    A plague is ravaging Earth in the far future of 1982, and Power Nelson has set aside his antipathy for the despotic government of Seng I to help them acquire the radium that they need to effect a cure. He sets out for the radium-rich planet Pluvius, where he meets the Pluvians, ruled by King Rari, and forget what I said about the Green Devils because these guys are my favourite aliens. Whether they have a smooth orange carapace or are wearing modified onesies is not specified and it doesn’t matter because they look fantastic either way, particularly as the sleek and retro-high-tech look it gives them is contrasted with their apparently Medieval society.

    The Pluvians agree to supply the needed radium in exchange for Nelson’s aid against their rival society, the Hairy Guroos, about whom there isn’t much to say. They’re humanoids with luxuriant hair and beards living in a Medieval monarchy (albeit a matriarchal one, which is fun), and that’s about it. They do use radium boulders as ammunition in their catapults, which is a good indication that Nelson has come to the right planet.

    For once in a Golden Age comic the solution to a problem involving hostile aliens does not involve mass alien casualties. Instead, Power Nelson does a regime change, by kidnapping the warmongering Guroo Queen Wodo and leaving her more amiable sister Queen Leelee in charge. (Prize Comics 003, 1940)

  • MINOR SUPER-HERO ROUND-UP 084

    MINOR SUPER-HERO ROUND-UP 084

    Obscure Marvel super-heroes, you say? But of course!

    Monako, Prince of Magic:

    Monako is a classic comic book magic hero in the Zatara vein, right down to the top hat, tuxedo and little mustache, though he does eventually switch to wearing a fez. His major distinction from his legion of peers is that he was brought back in a fairly recent Doctor Strange run, though as is so often the case he was dug up only to be horribly killed off.

    Monako gets an origin story in Daring Mystery Comics 004, in which he is orphaned when an Indian group referred to only as “the Cruel Tribe” ritually explode the entire caravan that he and his parents were travelling in as missionaries (this at least gives us an answer to the perennial question of why bring your young child along on such a dangerous journey: because missionaries).

    Young Monako (a last name? a stage name?) inexplicably survives the conflagration and is subsequently adopted by the chief of the Cruel Tribe, who teaches him the ways of magic. Just why he does this is not explored and will never be, because the British eventually show up to massacre the entire village and send young Monako back to England. Were he a going concern for the seventy-odd years between his final Golden Age appearance and his death, I’m sure that the question of just how a whole group of people with powers similar to the nigh-omnipotent Monako were killed with simple firearms, but alas, such was not the case. (Daring Mystery Comics 001, 1940)

    Categorized in: Locations (Unrelated Name), Power Categories (Magic), Royalty (Princes)

    Phantom of the Underworld: 

    “Doc” Denton is a surgeon-turned-detective who helps the police round up a gang boss named Perrone in his sole recorded adventure. I one hundred percent am including him here because “Phantom of the Underworld” is such a terrific name, even if nobody calls him that in-story. (Daring Mystery Comics 001, 1940)

    Categorized in: Day Jobs (Private Detectives), Locations (the Underworld), Supranormal Beings (Phantoms)

    Trojak the Tiger Man: 

    Trojak, orphaned son of a jungle explorer who made the inexplicable yet very popular decision to bring a baby along with him on his travels (perhaps as a difficulty boost? Was Trojak’s father a gamer?), has grown up among a tribe his father died in defense of. As is so often the case in adventure literature, being a white guy in the jungle has made Trojak both stronger and cooler than everyone else, plus he can talk to animals like Balu, his geographically-anomalous tiger companion. (Daring Mystery Comics 002, 1940)

    (he is a very intelligent tiger)

    Categorized in: Animals (Tigers), Generica (Mans), Origin (Orphan Raised in Jungle)

    Tigerman:

    “Trojak the Tiger Man” becomes “Tigerman” for its final instalment, and it’s a bit of a toss-up on whether the two characters are supposed to be the same or not. Both Trojak and Tigerman are orphaned youths who were raised by jungle tribe and who now adventure while in the company of a tiger named Balu, sure, but crucially “Trojak” is set in Africa while the Tigerman roams India. You’d be forgiven for assuming that Tigerman was Indian but no, he’s American by birth – he’s just the rare near-naked jungle guy who has the ability to get a tan. 

    The one thing that could have cleared up the mystery of whether these two are the same guy or not would be more adventures featuring either one of them and sadly there are no more (Daring Mystery Comics 006, 1940)

    Categorized in: Animals (Tigers), Generica (Mans), Origin (Orphan Raised in Jungle) 

    K-4 and his Sky Devils:

    K-4 is the code name of a “flying spy,” and WWI/Spanish Civil War fighter ace (the youngest WWI ace, according to the text box, which would make him at most 18 as far as I can tell) who leads the Sky Devils, comprised of fellow WWI ace René d’Auvergne and makeup expert Ronald Wolverstone-Clodd. Some of the usual fun of the multinational team set-up is missing here because K-4 spends a lot of his time doing solo missions. (Daring Mystery Comics 002, 1940)

    Categorized in: Alphanumeric (K, 4), Origins (WWI vets), Supranormal Beings (Devils)

  • ALIENS AND SO FORTH ROUND-UP 032

    Aliens (and So Forth) abound!

    Birdmen:

    The Birdmen inhabit Sunev, which is either a planet that orbits perilously close to Earth or a second moon of Earth, and which was supposedly formed out of a piece of our planet which broke away in the distant past. Sunev has never been discovered because of some pseudoscientific gibberish about light rays, but space explorer Zephyr Jones and his assistant Corky Grogan make landfall there while testing out Jones’ experimental rocket ship.

    The Birdmen of Sunev have one of those advanced and peaceful societies that function with the rigidity and ruthlessness of a military dictatorship populated by political naifs. As such, the ambitious Birdman Roudo is able to frame Zephyr and Corky and have them sentenced to death for supposedly collaborating with…

    Parrotmen:

    The Parrotmen! These ancestral enemies of the Birdmen are just kind of caveman versions of them – they don’t even have colourful plumage to justify the name (I know that these images are from a recoloured version but I checked and the original is like this too). Despite the fact that the Birdmen have a roughly Medieval level of technology (castles, steel, swords) they have not yet been able to come up with a way to contend with a bunch of big guys with clubs, and it’s up to Zephyr and Corky to blow them away with the tommy gun that they very sensibly thought to bring along on their space adventure. (Daring Mystery Comics 002, 1940)

    Center People:

    The Center People are one of the many intelligent species that populate the far-off Asteroid Djung. Their king, Goro, has allied with the Djunga King Leon against space heroes Captain Venture and the Planet Princess Zyra. Despite being depicted as spear-wielding ape-men who perform human sacrifice to a pool of lava, they are also armed with a selection of high-tech devices such as Goro’s Mind-Ray Projector, which he uses to briefly compel Captain Venture into his service. This dichotomy is not explored before the Center Person society is devastated by a volcanic eruption. (Master Comics 019, 1941)

    Core Creatures:

    The adventures of sci-fi hero Blaze Barton take place on an Earth ravaged by a freak orbital shift that brought it too close to the Sun in the year 50029 CE (or sometimes 3000 CE or 5029 CE). Blaze and a small human population survived this event by sheltering in a specially-built heat-proof city, and now must rebuild civilization on a radically altered world. 

    One of the first and greatest challenges faced by Blaze et al is the emergence of the underground-dwelling Core Creatures from the great cracks that have developed in the planet thanks to the rapid changes in temperature it has experienced. 

    The Core Creatures, and their king in particular, have an implacable hostility toward the human population, but also indulge in that hoary old trope of being super hot for human women. I do appreciate the fact that they appear to choose their king based on who has the most creepy skull face. (Hit Comics 001, 1940)

    I try and I try to keep these entries at a reasonable four species length, but I am vexed at every turn. Two issues after the Core Creatures breach the surface, Blaze & Co turn the tables and explore the subterranean world, where they encounter:

    Mud Monsters and Rock Men:

    While the Rock Men act as supplementary antagonists to the Core Creatures over the next couple of issues, the Mud Monsters only appear in this single panel. This is a shame, because they are by far the more visually interesting of the two groups. At least the fact that they live in such close proximity to the Rock Men allows us to speculate that they might be related species? That’s kind of fun. (Hit Comics 003, 1940)

    Like so many nonhuman societies, the Rock Men have a monarchy. There are better ways to live, guys!

    Pretty People of the Jewelled Caves: 

    The Pretty People are a bunch of foppish hotties who live in a state perpetual danger between the nations of the Core Creatures and Rock Men, and who survive by playing the two groups off of one another. They are also monarchists. As the most human-looking and least hostile group, these are the ones who the surface humans end up allying with.

    Speaking of alliances, the Core Creature and Rock Man Kings forge one in order to attack the Pretty People and are only driven off thanks to the intervention of the humans and their ray guns. Blaze Barton personally kills the Core Creature king here, ending the Core threat for good. (Hit Comics 003, 1940)

    Crustmen:

    In one final addendum, I reckon that these Crustmen, who attack the surface as part of a coordinated strike on humanity with a group of hostile Martians, are meant to be the Core Creatures. Given the differences in name and appearance I choose to believe that they are a related but distinct species of hostile sub-Earth humanoid.  (Hit Comics 007, 1941)

  • ALIENS AND SO FORTH ROUND-UP 032

    Aliens (and So Forth) abound!

    Birdmen:

    The Birdmen inhabit Sunev, which is either a planet that orbits perilously close to Earth or a second moon of Earth, and which was supposedly formed out of a piece of our planet which broke away in the distant past. Sunev has never been discovered because of some pseudoscientific gibberish about light rays, but space explorer Zephyr Jones and his assistant Corky Grogan make landfall there while testing out Jones’ experimental rocket ship.

    The Birdmen of Sunev have one of those advanced and peaceful societies that function with the rigidity and ruthlessness of a military dictatorship populated by political naifs. As such, the ambitious Birdman Roudo is able to frame Zephyr and Corky and have them sentenced to death for supposedly collaborating with…

    Parrotmen:

    The Parrotmen! These ancestral enemies of the Birdmen are just kind of caveman versions of them – they don’t even have colourful plumage to justify the name (I know that these images are from a recoloured version but I checked and the original is like this too). Despite the fact that the Birdmen have a roughly Medieval level of technology (castles, steel, swords) they have not yet been able to come up with a way to contend with a bunch of big guys with clubs, and it’s up to Zephyr and Corky to blow them away with the tommy gun that they very sensibly thought to bring along on their space adventure. (Daring Mystery Comics 002, 1940)

    Center People:

    The Center People are one of the many intelligent species that populate the far-off Asteroid Djung. Their king, Goro, has allied with the Djunga King Leon against space heroes Captain Venture and the Planet Princess Zyra. Despite being depicted as spear-wielding ape-men who perform human sacrifice to a pool of lava, they are also armed with a selection of high-tech devices such as Goro’s Mind-Ray Projector, which he uses to briefly compel Captain Venture into his service. This dichotomy is not explored before the Center Person society is devastated by a volcanic eruption. (Master Comics 019, 1941)

    Core Creatures:

    The adventures of sci-fi hero Blaze Barton take place on an Earth ravaged by a freak orbital shift that brought it too close to the Sun in the year 50029 CE (or sometimes 3000 CE or 5029 CE). Blaze and a small human population survived this event by sheltering in a specially-built heat-proof city, and now must rebuild civilization on a radically altered world. 

    One of the first and greatest challenges faced by Blaze et al is the emergence of the underground-dwelling Core Creatures from the great cracks that have developed in the planet thanks to the rapid changes in temperature it has experienced. 

    The Core Creatures, and their king in particular, have an implacable hostility toward the human population, but also indulge in that hoary old trope of being super hot for human women. I do appreciate the fact that they appear to choose their king based on who has the most creepy skull face. (Hit Comics 001, 1940)

    I try and I try to keep these entries at a reasonable four species length, but I am vexed at every turn. Two issues after the Core Creatures breach the surface, Blaze & Co turn the tables and explore the subterranean world, where they encounter:

    Mud Monsters and Rock Men:

    While the Rock Men act as supplementary antagonists to the Core Creatures over the next couple of issues, the Mud Monsters only appear in this single panel. This is a shame, because they are by far the more visually interesting of the two groups. At least the fact that they live in such close proximity to the Rock Men allows us to speculate that they might be related species? That’s kind of fun. (Hit Comics 003, 1940)

    Like so many nonhuman societies, the Rock Men have a monarchy. There are better ways to live, guys!

    Pretty People of the Jewelled Caves: 

    The Pretty People are a bunch of foppish hotties who live in a state perpetual danger between the nations of the Core Creatures and Rock Men, and who survive by playing the two groups off of one another. They are also monarchists. As the most human-looking and least hostile group, these are the ones who the surface humans end up allying with.

    Speaking of alliances, the Core Creature and Rock Man Kings forge one in order to attack the Pretty People and are only driven off thanks to the intervention of the humans and their ray guns. Blaze Barton personally kills the Core Creature king here, ending the Core threat for good. (Hit Comics 003, 1940)

    Crustmen:

    In one final addendum, I reckon that these Crustmen, who attack the surface as part of a coordinated strike on humanity with a group of hostile Martians, are meant to be the Core Creatures. Given the differences in name and appearance I choose to believe that they are a related but distinct species of hostile sub-Earth humanoid.  (Hit Comics 007, 1941)

  • MINOR SUPER-VILLAIN 539 UPDATE: THE CLAW (vs. The Ghost, 1941)

    MINOR SUPER-VILLAIN 539 UPDATE: THE CLAW (vs. The Ghost, 1941)

    (Daredevil Comics 005, 1941)

    Everything gonna be all right – the Claw hasn’t been seen for 10 days after he was set on fire and disappeared into the Hudson River.

    Psych, he’s back after maybe a month or two total, getting his huge fingerprints all over the skyscrapers and gassing on about taking over the US. And who will stop him this time, with the Daredevil out of the Claw-fighting game, Bill Hopkins understandably keeping a low profile and Jerry Morris a distant memory?

     A NEW CHALLENGER APPEARS!

    The Ghost’s self-appointed crusade against the Claw gets off to a great start, as he whales on him across the Manhattan skyline for seven solid hours and then forces his retreat with a crate of TNT. Given the punishment that we have seen the Claw take in the past I must ask: is any of this actually harming him, or does it just hurt? It’s not like he is ever visibly harmed, after all. In any case, the day is saved!

    Daredevil Comics 006: The Claw hatches a plan to demoralize the US that involves kidnapping 13 women and which is never actually explained.

    The reason that it is never explained is because the Ghost shows up just before the Claw can finish his expository sentence and proceeds to bounce rocks off of his head until he passes out. Presumably this also takes several hours. The Ghost rescues the ladies and the Claw wakes up with an enormous headache. Here’s hoping that he expands his villain portfolio in 1942, because there are only so many interesting variations on “the Claw attempts to conquer the US and gets his ass beaten for it.”

    Miss X:

    Miss X is a spy sent by Adolf Hitler to organize the fifth column in the US during that ten day gap in which everyone was hoping that he might be dead, only to find him alive and just as huge as ever.

    The Claw somehow gets wind of Miss X’s presence in NYC and arranges a meeting with her to discuss a Claw/Nazi alliance to conquer North America. Hitler agrees despite his one unsuccessful and one disastrous prior alliance with the Claw. As a result, super spy Miss X spends the majority of her two 1941 appearances en route between German and NYC. (Daredevil Comics 005, 1941)

  • MINOR SUPER-HERO ROUND-UP 083

    MINOR SUPER-HERO ROUND-UP 083

    Oh boy! Minor super-heroes!

    13: 

    13 (aka Thirteen, although the numerical version of the name is the official one) is the alias of Harold Higgins, whose life has been haunted by a series of misfortunes related to the number thirteen. A timeline of some of them:

    February 13, 1940: Harold’s brother Bob dies in a plane crash.

    March 13, 1940: Harold loses his life savings in the stock market.

    May 13, 1940: Harold’s sister Margy is paralyzed in a car accident.

    July 13, 1940: Harold’s father is lost at sea.

    September 13, 1940: Harold’s fiance is killed in a hit and run.

    April 13, 1941: Harold loses his job as a reporter to a crooked editor looking to cover up a story. 

    All of this (and more! A text story in Daredevil Comics 005 adds the facts that he was born on Friday the 13th, that minor tragedies like a broken leg or academic failure had frequently befallen him on the 13th of any given month and that at his thirteenth birthday party his childhood sweetheart Helen was killed by a falling chandelier) has clearly preyed on Harold’s mind, to the point that he is finding the number everywhere including his own name.

    Rather than, say, moving to a small shack in the woods to keep others safe from his constant misfortune, Harold decides to weaponize his bad luck by bringing it to criminals via his fists. Does this work, logically? Not really, but it’s a decent enough comic book origin.

    Like many super-heroes and villains, 13 flirts with the idea of leaving a calling card in his first adventure but doesn’t maintain the practice. In this case, it’s a calendar page with the 13th of the month circled. (Daredevil Comics 003, 1941)

    Finally, a couple of minor things about 13: In Daredevil Comics 004 we learn that like many of his peers he wears his costume under his clothes for quick-change action. Intriguingly, the above panel seems to imply that this includes his mask, which appears to be either acting as a liner for his hat or worn as a kind of bandana under it.

    Finally, in Daredevil Comics 006, 13 moves from the super-hero crammed streets of NYC to the lesser-served Boston.

    Categorized in: Abstract Concepts (Luck), Accessories (Calling Cards), Alphanumeric (Thirteen)

    Jinx: 

    Recently orphaned Darrel Creig has just inherited the family steel fortune, something that rankles his guardian, uncle and the only other potential heir Moldon Creig. Thus, a family outing to the Statue of Liberty, where Moldon and Darrel’s tutor Travers expedite the inheritance process by tossing him off the statue’s torch.

    Luckily for young Darrel, 13 happens to be present to stop an unrelated attempt to bomb the statue, and after saving the lad the two of them beat up Moldon and Travers and hand them over to the authorities.

    As we all know, if a costumed vigilante happens across an orphaned boy who can throw a punch they are allowed to keep them, which is just what happens with 13 and Darrel, and though Darrel’s connection to the bad luck theme is much more tenuous than Higgins (he is an orphan, if a wealthy one, and he is the very spooky age of thirteen years old) he is promptly given a slightly worse costume than 13’s and anointed as his sidekick Jinx. (Daredevil Comics 005, 1941)

    Categorized in: Abstract Concepts (Luck), Day Job (High School Students), Origin (Sidekicks)

    the Ghost: 

    The Ghost is a super-hero who seemingly exists solely to combat the menace of the Claw as he troubles America’s shores once more, Daredevil having moved on to less stressful pursuits.

    Though presented as a normal human man, the Ghost not only has the acrobatic prowess necessary to fight a giant across the rooftops of New York City but enough stamina to do so for seven hours straight. In their first encounter he manages to drive the Claw away by simply punching him thousands of times.

    The Ghost’s origin is unrevealed as of his final 1941 appearance but rest assured: we will learn it in 1942 (spoiler: it is not very interesting). (Daredevil Comics 005, 1941)

    Categorized in: Origin (Unknown), Supranormal Beings (Ghosts)

    the Fiery Mask: 

    The Fiery Mask! A hero whose modern depictions have consistently involved a morning star despite only ever actually wielding on on this cover. I’m not complaining, mind you – it’s just interesting to note where things come from.

    The Fiery Mask is in reality Jack Castle, a young doctor who accidentally tracks down the lair of the villainous Zombie Master and is in quick order captured and subjected to the fiend’s mind control device. Jack manages to resist the device long enough to enrage the Zombie Master, and in an effort to boost the power and overcome this resistance he causes it to explode.

    The strange energies given off by the device cause Jack to develop strange abilities, the most striking of which is a fiery glow that plays around his face when he is worked up, and which gives him his super moniker. He also has an invulnerability to heat and flame, a fiery touch and a range of non-heat-related powers like super strength, super breath and a hypnotic gaze. Also his origin is later heavily revised, but we can save that for the hundred years or so it will take to get to The Twelve. (Daring Mystery Comics 001, 1940)

    Categorized in: Elements (Fire), Objects (Masks), Origin (Radioactive Mutate)

  • MINOR SUPER-HERO ROUND-UP 083

    MINOR SUPER-HERO ROUND-UP 083

    Oh boy! Minor super-heroes!

    13: 

    13 (aka Thirteen, although the numerical version of the name is the official one) is the alias of Harold Higgins, whose life has been haunted by a series of misfortunes related to the number thirteen. A timeline of some of them:

    February 13, 1940: Harold’s brother Bob dies in a plane crash.

    March 13, 1940: Harold loses his life savings in the stock market.

    May 13, 1940: Harold’s sister Margy is paralyzed in a car accident.

    July 13, 1940: Harold’s father is lost at sea.

    September 13, 1940: Harold’s fiance is killed in a hit and run.

    April 13, 1941: Harold loses his job as a reporter to a crooked editor looking to cover up a story. 

    All of this (and more! A text story in Daredevil Comics 005 adds the facts that he was born on Friday the 13th, that minor tragedies like a broken leg or academic failure had frequently befallen him on the 13th of any given month and that at his thirteenth birthday party his childhood sweetheart Helen was killed by a falling chandelier) has clearly preyed on Harold’s mind, to the point that he is finding the number everywhere including his own name.

    Rather than, say, moving to a small shack in the woods to keep others safe from his constant misfortune, Harold decides to weaponize his bad luck by bringing it to criminals via his fists. Does this work, logically? Not really, but it’s a decent enough comic book origin.

    Like many super-heroes and villains, 13 flirts with the idea of leaving a calling card in his first adventure but doesn’t maintain the practice. In this case, it’s a calendar page with the 13th of the month circled. (Daredevil Comics 003, 1941)

    Finally, a couple of minor things about 13: In Daredevil Comics 004 we learn that like many of his peers he wears his costume under his clothes for quick-change action. Intriguingly, the above panel seems to imply that this includes his mask, which appears to be either acting as a liner for his hat or worn as a kind of bandana under it.

    Finally, in Daredevil Comics 006, 13 moves from the super-hero crammed streets of NYC to the lesser-served Boston.

    Categorized in: Abstract Concepts (Luck), Accessories (Calling Cards), Alphanumeric (Thirteen)

    Jinx: 

    Recently orphaned Darrel Creig has just inherited the family steel fortune, something that rankles his guardian, uncle and the only other potential heir Moldon Creig. Thus, a family outing to the Statue of Liberty, where Moldon and Darrel’s tutor Travers expedite the inheritance process by tossing him off the statue’s torch.

    Luckily for young Darrel, 13 happens to be present to stop an unrelated attempt to bomb the statue, and after saving the lad the two of them beat up Moldon and Travers and hand them over to the authorities.

    As we all know, if a costumed vigilante happens across an orphaned boy who can throw a punch they are allowed to keep them, which is just what happens with 13 and Darrel, and though Darrel’s connection to the bad luck theme is much more tenuous than Higgins (he is an orphan, if a wealthy one, and he is the very spooky age of thirteen years old) he is promptly given a slightly worse costume than 13’s and anointed as his sidekick Jinx. (Daredevil Comics 005, 1941)

    Categorized in: Abstract Concepts (Luck), Day Job (High School Students), Origin (Sidekicks)

    the Ghost: 

    The Ghost is a super-hero who seemingly exists solely to combat the menace of the Claw as he troubles America’s shores once more, Daredevil having moved on to less stressful pursuits.

    Though presented as a normal human man, the Ghost not only has the acrobatic prowess necessary to fight a giant across the rooftops of New York City but enough stamina to do so for seven hours straight. In their first encounter he manages to drive the Claw away by simply punching him thousands of times.

    The Ghost’s origin is unrevealed as of his final 1941 appearance but rest assured: we will learn it in 1942 (spoiler: it is not very interesting). (Daredevil Comics 005, 1941)

    Categorized in: Origin (Unknown), Supranormal Beings (Ghosts)

    the Fiery Mask: 

    The Fiery Mask! A hero whose modern depictions have consistently involved a morning star despite only ever actually wielding on on this cover. I’m not complaining, mind you – it’s just interesting to note where things come from.

    The Fiery Mask is in reality Jack Castle, a young doctor who accidentally tracks down the lair of the villainous Zombie Master and is in quick order captured and subjected to the fiend’s mind control device. Jack manages to resist the device long enough to enrage the Zombie Master, and in an effort to boost the power and overcome this resistance he causes it to explode.

    The strange energies given off by the device cause Jack to develop strange abilities, the most striking of which is a fiery glow that plays around his face when he is worked up, and which gives him his super moniker. He also has an invulnerability to heat and flame, a fiery touch and a range of non-heat-related powers like super strength, super breath and a hypnotic gaze. Also his origin is later heavily revised, but we can save that for the hundred years or so it will take to get to The Twelve. (Daring Mystery Comics 001, 1940)

    Categorized in: Elements (Fire), Objects (Masks), Origin (Radioactive Mutate)

  • MINOR SUPER-VILLAIN 953: THE COUPLE KILLER

    MINOR SUPER-VILLAIN 953: THE COUPLE KILLER

    (Daredevil Comics 006, 1941)

    New York’s dating scene is in trouble, as courting couples are being murdered at a blazing clip: six couples in two weeks as the story begins and a seventh just one page in – that’s fourteen people! That’s a person a day! On average!

    Nightro is on the case, but merely patrolling the parks and other canoodling spots is a bust as the killer knows to look out for costumed vigilantes and even leaves a taunting note with the bodies of the unfortunate Mert and Rita. 

    Nightro’s next move is to set up a sting, featuring him in a dress alongside a dummy boyfriend that he can “make love to,” and here I must pause to say that the physical transformation achieved by the Streamlined Robinhood by merely putting on a dress is phenomenal, no matter what kind of shaping undergarments he has on. He goes from a fairly beefy superdude to a slender woman who might be a few inches shorter than he is normally, despite wearing high heels. His face changes shape! This is a Bugs Bunny-level crossdress, is what I’m saying, which means that once the Couple Killer takes the bait he is immediately attracted to the disguised Nightro and so leaves himself open to a left hook.

    There’s a full page of Nightro beating up the Couple Killer, which is a lot for a five pages story but you just have to get as much mileage as you can out of having your hero in a dress when it’s 1941 and that it the height of comedy.

    So, after all that bloodshed and gender-bending, just what was the Couple Killer’s motivation? Turns out that he is actually a fellow known as Lonesome Larry, a known arsonist and misogynist who just got dumped and went “a little loco” and killed fourteen people. It’s not quite a “boys will be boys” situation but these cops sure do give him a lot more grace than he deserves.

    Categorized in: Crime (Killers), Ideology (Misogynists), Murder (Serial Killers)

  • REAL PERSON ROUND-UP 024

    You just can’t keep ’em out of comics, those real people.

    Adolf Hitler:

    Dispatches super-spy Miss X to America. (Daredevil Comics 005, 1941)

    Raymond Stokes, the actor playing Hitler in a British propaganda film about London (the super-hero, not the city) inexplicably also turns out to be a Nazi agent who attempts to murder the Prime Minister when he makes a cameo appearance in the movie. (Daredevil Comics 005, 1941)

    Al Capone:  

    No-first-name Perrone here is another classic example of a crook lent a bit of legitimacy via a Capone-alike name. (Daring Mystery Comics 001, 1940)

    Charles Biro:

    Carnival stunt-eater Ydlab Orib is a transparent Biro name-drop, though the “Baldy” part of his backward name doesn’t really jibe with the pictorial record of the man himself. Whether he was a prodigious eater or not is unrecorded as far as I can find. I would venture that we are witness to a series of in-jokes here. (Daredevil Comics 005, 1941)

    Comics Folk:

    Give a Golden Age comic creator like Edd Ashe a chance to write a list and you’ll get a bunch of references to other Golden Age comics guys. For example, this collection of football stats features a (Harry “A”) Chesler College, a (Gil) Fox University and a (Mort) Meskin Mining & Mech. And a double-barrelled reference to Bob Wood, with Wood Military College and also Woodro College, referencing a Bob Wood/Charles Biro combination pen name. (Daredevil Comics 006, 1941)

    The list of schools also includes one called Lamont and I was ready to discount it, but then remembered that there was a reference to a Lamont in the previous issue, as a circus freak called the “Man of Wood,” which made me think that this might be a third Bob Wood reference and wouldn’t you know it some places list his middle name as Lamont or Lemont. What’s with all the Bob Wood references, Edd Ashe? 

    Franklin Roosevelt: 

    Once again, President Roosevelt is placed in the unenviable position of being in charge of a country plagued by the Claw’s particular brand of bullshit. He’s also placed in shadow and a 3/4 reverse view, because comic artists didn’t like to draw his face, presumably out of respect. (Daredevil Comics 002, 1941)

    Fritz Julius Kuhn: 

    I’ll be honest: I had no idea who Fritz Kuhn was and certainly didn’t twig to “Herr Kahn” here being a version of him until I took a look to see if “Nordic infested […] Yorkville” was a real place and spotted his name associated with our favourite band of overhyped losers the German-American Bund on its Wikipedia page. Like the Bund itself, the spectre of Kuhn seems to have haunted comics long after he himself was relevant – he had already been slung in jail for tax evasion by the time this comic was published. (Daredevil Comics 005, 1941)

    I was curious, so I looked back at the various Bunds we have thusfar encountered to see if any of them had their own version of Kuhn, and the only real candidates to jump out at me were Fritz Kessel, leader of the Termania Bund (Wonderworld Comics 018, 1940) and Fritz Hewn – presumably rhymes with Kuhn – leader of the Young Bundists (Blue Ribbon Comics 014, 1941)

    George Roussos: 

    Given the uncommon nature of the surname “Roussos” I have to assume that the crooked newspaper editor in this 13 story is yet another example of Lev Gleason reference-your-coworkers style yuck-em-ups. (Daredevil Comics 003, 1941)

    Three issues later sees a murder be committed above the Roussos Pool Room. (Daredevil Comics 006, 1941)

    And in the same issue, an index of insane asylum inmates yields a Roussos, a (Jerry) Robinson and a (Bob) Wood. And possibly others, but I can’t place them.

    Heinrich Himmler:

    One of several Nazi officials vexed by the hero London and his “L” campaign (Daredevil Comics 006, 1941)

    Rudolph Hess:

    Rudolph Hess (or Hesst) and his flight to England are framed as a straightforward espionage mission, with Hesst landing along with fifty picked men via black parachutes. He is immediately captured by London. (Daredevil Comics 003, 1941)

    Winston Churchill: 

    Initially, I was all set to point out that this “London” adventure featured a completely made-up niece of Winston Churchill making a daring escape from Nazi-occupied Holland, but imagine my surprise when her uncle showed up and was a store-brand imitation Churchill with a mustache. I was particularly caught off guard by this as while US-based comics had a weird reluctance to portray or name FDR they usually had no such qualms about doing so with the PM. (Daredevil Comics 002, 1941)

    The False-Churchill returns in the “London” feature in Daredevil Comics 004, and this time his inexplicable presence is highlighted by the unaltered name of Lloyd’s of London in the upper left.

    Finally, the Churchill-alike in Daredevil Comics 005 looks different enough from both the real deal and Mustache Churchill that we must assume that there has been some sort of regime change between issues. 

  • MINOR SUPER-VILLAIN 952: WOLF CARSON

    (Daredevil Comics 006, 1941)

    Wolf Carson, gang boss, is in the hospital after being gunned down by his own traitorous associates. Faced with a choice between 1) dying of his wounds or 2) recovering so that the authorities can scoop him up and take him to jail, Carson takes the ever-popular option 3) take the nearby unethical doctor up on his offer to help cheat death via experimental science, in this case a total brain transplant!

    True to his word, the never-named doctor digs up Carson’s corpse that night and extracts its brain, then in a feat of pure super science (particularly given the state the brain must been in after sitting in a corpse for 12+ hrs) transplants it into…

    … A WOLF BODY! Now, just why the doctor chose to do this is never actually stated but I have a couple of theories that boil down to either him doing so as a way to control Carson with the promise of a human body later etc or doing so because he was a terrible guy with a bad sense of humour. Either way, he pays for his choice of donor body with his life. In retrospect, I reckon that his mistake was in leaving Carson unrestrained and then pissing him off severely.

    With nothing else to live for, Carson turns to revenge as his motivation and systematically hunts down the members of the gang that betrayed him. Each murder is accompanied by a trademark “death howl,” which I am counting as a calling card.

    Major complication: Carson has been found, mistaken for a regular dog and taken in by Bart “Daredevil” Hill’s fiance Tonia Saunders, which means that a jealous wolf is now after both Bart and the Daredevil and also Tonia once she realizes just where her dog has been sneaking off to at night. 

    Wolf or not, Carson is no match for the Daredevil and is soon captured. In a rare addendum, we get to see the villain’s trial (and please note the use of the term “brain wolf” to describe him in that newspaper headline – I dearly wanted to use that as his villain name but it’s clearly being used as a description of what he is rather than a moniker). Bart Hill actually manages to put two and two together and determine that the wolf is Carson, upon which the judge sets what I personally would consider a troubling precedent for a super-hero universe by ordering that the brain wolf be summarily sent to the pound and put down. I mean, I’m not a lawyer but that seems bad – some super-intelligent ape c.1976 is going to have to go to the Supreme Court to argue that he shouldn’t be summarily destroyed over a parking ticket.

    Revenge Killer Score: 4/7 (counting Bart and Daredevil as two separate targets)

    Categorized in: Animals (Wolves), Murder (Revenge Killers), Origin (Human Brain in Animal Body)