Wednesday, April 22, 2020

Amazing Man Comics #10 - pt. 4

We're back with Martin Filchok's Mighty Man, the first and possibly only 12' tall superhero. Here we see how he's transported around, in a gutted out trailer.

The scream of the damsel in distress is the most common plot hook of all.

Remember that now; Mighty Man is 12' tall...
How tall are the ceilings in this house? MM can often stand upright without crouching at all.

If you have a group of Heroes, and you're about to barge into a house to see if a distressed damsel is alright, it might not be a good idea to send the 12' tall one in first. She might have had a heart attack!
That is one cool-looking monster, like a 12' tall bugbear! Too bad it's (spoiler!) fake.
I really like this idea of guys coming into the rooms behind the Heroes and changing all the furniture around to throw them off; it's a nice, low-tech puzzle to confound them with.

MM also spotted some good clues to look for around the car outside.
MM seems like he's using the Race the Train power to keep up with the car, but it's interesting how he doesn't come out at a fast sprint, but seems to have to pick up speed at the same rate as the car.

Panel 4 is confusing. Gas Gun of Gangsters? The wording seems so D&D-ish, but that couldn't have been intentional. Does he mean gangsters gave them this gas gun? And if so, does that mean they don't self-identify as gangsters, despite being self-confessed counterfeiters? And is the gas gun the explosive thing that blows up when they hit the trailer?

Maybe the best part of this scenario is the inversion; Agent Yakik would normally be the plot hook character at the beginning of the story, but they have everything already solved before them meet him!
The Shark has always been an odd character, but this one is really weird. This certainly won't be the first time a comic book hero has battled a giant octopus, but it's the first time one has been portrayed as at least as smart as the hero!  Now, science now says octopi are a lot smarter than we ever used to give them credit for, but this author seems to have anticipated a lot of that.
Whirlpools are good traps for underwater lairs. Always a good idea not to get caught in your own traps, though! What's really odd about this trap, though, is that it leads to the whole rest of the adventure. Had the Shark dodged around it, or made a saving throw to resist, this would be a much shorter scenario. To keep the Shark from making that saving throw, without fudging dice rolls, the Editor can assign him a -4 penalty to hsi roll because the whirlpool is just that strong.
The center of the Earth has a lot more open space and giant mushrooms than I would have figured! This is sort of a compromise between hollow world stories and legitimate science. If the pressure is too much for the Shark, then how strong is that monster that it can resist? Or did it just make its saving throw while Shark failed his? It doesn't seem like pressure would be a save to negate situation, but more of a save for half-damage-type thing.
We've got a curious mad scientist here, and not because he wants to trade bodies with the Shark -- that's a pretty common mad science trope already -- but because he can also read minds. ESP is an unusual power to associate with a mad scientist, and I wonder if some device in the room is letting him do that.

(Scans courtesy of Digital Comic Museum.)

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