Wednesday, April 5, 2023
A Ghost and a Clown
Wednesday, October 13, 2021
How Does a Pterodactyl Tell Time?
If anyone ever asks you to define the term "goofy fun," just show them a copy of Hawkman #23 (Dec 1967/Jan. 1968). Writer Richard Hughes and artist Dick Dillon provide us with a perfect definition.
Hawkman and Hawkgirl are on patrol when they see a bank being attacked by a combined force of dinosaurs and cavemen. It's such an odd sight that even Hawkman--who is like most superheroes in that he's seen some pretty weird stuff during his career--gives us a "Holy Hawks! It's impossible!"
But this is a Comic Book Universe, in which very little is impossible. The Hawks battle the dinos and cave men for a few pages, at which point their opponents are swept away and then disappear.
A mortally wounded pterodactyl is left behind. Guessing that a bird-reptile will speak bird language, the Hawks seek out a death-bed confession.
The dying ptero explains that he's been brought out of the past, but dies before saying who is responsible.
I wonder, though, how the ptero was able to explain so precisely that he came from 1,000,000 BC. How does he know the year according to modern reckoning? Heck, how does he understand the concept of time or calenders at all? Apparently, Pterodactyl School in the prehistoric past was very efficient!
A radiation trail leads them to a mad scientist lare, where Dr. Malevolo is using his time machine to bring creatures from the past to steal money. Probably to pay off the loans he took out to fund building a time machine, but that's just a guess.
When the machine is activated, Hawkman tosses Hawkgirl to safety, but he himself is sucked into the past.
This snaps Hawkman back to normal. The Hawks then attack Malevolo's lair once again and this time defeat him. The destruction of the time machine sends everyone and everything back to their proper times. Dr. Malevolo gets sentenced to some hard time and, I believe, is never seen again.
That's understandable. Malevolo was just a generic mad scientist, without any sort of strong personality or traits that would lead a writer to bring him back for more shenanigans.
Otherwise, the story truly is goofy fun. It jumps around in an uninhibited way, tossing in stuff like a prehistoric dragon, a pterodactyl that can tell time, or teaching cavemen how to use bows and arrows in a willy-nilly fashion, whether or not any one of these elements advance the plot. In fact, teaching the cavemen stuff doesn't affect the story at all.
But it doesn't matter. Dick Dillon makes it all look cool and I wouldn't have left out any part of it. I normally enjoy strong story structure and a writer's ability to tie everything together. But there are moments when story structure must give way to pure fun. This is one of those occasions.
I wish I knew how that darn pterodactyl could tell time, though.
Next week is my wedding anniversary/wife's birthday break. In two weeks, we will take one of our occasional ventures into comics of the 1980s to begin a look at the Legion of Superheroes' "Great Darkness Saga."
Wednesday, March 17, 2021
Using Archeology To Defeat Villains
By golly, archeology is dangerous. Anyone who has seen an Indiana Jones movie or played Tomb Raider knows that. It's gotta be the most dangerous profession in the history of the world.
In Hawkman #8 (June-July 1965), for instance, we see a prime example of the dangers of the profession. World renowned explorer Paul Colby just wants to show off his new find--a large mask discovered on Mount Olympus--to museum curator Carter Hall. But then the mask, supposedly made by Vulcan himself, takes on a life of its own. It attaches itself to Colby, possesses him and soon has him flying off to Greece to find something else.
Hawkman and Hawkgirl quickly pursue. They catch up to Mask-Colby at Mount Olympus, where he displays various powers and is able to keep the Hawks at bay.
The battle uncovers a large statue. The Mask releases its hold on Colby and attaches itself to this statue, which then comes to life and starts rampaging through a nearby town.
It turns out that the Vulcan who made the mask and the statue was a highly-skilled blacksmith, but not the actual god. He somehow gave sentience to his creation, but was later able to subdue it. In present time, the Hawks are unable to either defeat the statue or figure out a way to get the mask off. But Vulcan did just that thousands of years ago. How did he manage it?
So far, Gardner Fox's script and Murphy Anderson's art have combined to give us a fast-paced and fun story. Here, though, is where we get the real highpoint. Unable to beat the statue on their own, the Hawks and the now-back-to-normal Colby examine the cave in which the mask was found. It's Hawkgirl who makes the required deductive leap--figuring out that the case in which the mask was kept must somehow nullify its powers.
I really like this. The story does not lose track of the fact that its heroes are scientists as well as superheroes and they use their knowledge and intelligence to figure out a way to stop the rampaging statue.
They are indeed able to get the mask back into its case and thus save the day. I guess the story has a small plot hole here. How did Vulcan--a normal human being--get the mask into that case during the statue's original rampage? He presumably didn't have wings with which to reach the mask. Unless he borrowed wings some from Daedalus, perhaps? Gee whiz, now I want to know more!
Actually, it's too much of a stretch to call that a plot hole and what we have is an entertaining tale in which the heroes have to be smart as well as powerful to save the day.
Next week, we'll visit with the Avengers. In this case, I mean Mr. Steed and Mrs. Peel. Not Cap, Iron Man and Thor.




