Saturday, July 24, 2021

Speed Comics #7 - pt. 3

 We're back with Ted Parrish, the Man of 1000 Faces as he crosses over into a wizard duel in a Ditko-esque magical landscape...oh, what's that? Scarlo is jumping and not flying in panel 3? Panel 6 is just horribly drawn, with a big, long perspective line inked as it vanishes into a solid chimney and the rest of the roof behind him just vanishes because the artist got lazy? Well, that's disappointing.


Speaking of disappointing...as the Editor in a Hideouts & Hoodlums scenario, it behooves you to ensure that the players feel like their presence in the scenario made a positive impact; that they wouldn't have been better off just standing back and letting the police do their job. You know, like how Ted totally bungles capturing Scarlo alive here, when the two officers might have stopped him had Ted not got in the way. 

But there will be times when the dice rolls go so badly for the players that terrible results will happen, and then you need to have in-game consequences. You know, like how Ted must surely be wanted for manslaughter now.

Now we're going to jump all the way to the last page of Biff Bannon. Dick Briefer is going full-on Mad Magazine (only 11 years earlier) here with the frantic pace, zany humor, and exaggerated violence. That got me thinking about the H&H rules for modifying campaign mood to fit the style of comic book story you want to tell. If you wanted to run combat in zany mode, maybe every attack should push at double distance in addition to damage (instead of replacing damage), and you could hit as many targets as you want with the same attack so long as the method or results would be funny and inventive. 

I don't think this would work for campaign play, as there would soon be no suspense about whether the good guys win (it wouldn't be funny if the bad guys could hit as many people as they wanted), but it would be fun to try in a one-shot scenario.

And now I'm jumping full steam ahead into Lt. Jim Cannon and the mystery of the needlessly elaborate plot device. I mean, you can sink a ship with icebergs, or you can sink a ship with mines, but does putting the mines on the icebergs really do any extra good? If anything, it makes the mines easier to spot, which is what happens here.

Maybe I'm just so incredulous because Devilfish is such a non-threatening name for a villain. Anything-fish doesn't sound villainous. "You may call me...the Goldfish!"



That does look like a really long submarine. The longest submarine in WWII was Japan's I-400-class sub; at 400' long it held the record for two decades.






This is from Landor Maker of Monsters, and this installment is a weird, soap opera-y one that our Hero (and his girlfriend) doesn't barge into until the second to last page. What's interesting here is that Creeta is clearly an android, with steel wires controlling her body inside, and her weakness is the screw in her neck that ...well, I'm not sure how it kills her exactly, but turning it seems to do a lot of damage to her.

Bob Powell seems to be really rushing the art here too. He could do much better.
This is from Munson Paddock's Mars Mason. Mars is an interplanetary mailman because, you know, we're never going to have some kind of electronic delivery system in the future. Comic book science is as goofy as ever here, with that heat radiation wave that is somehow different than radio waves, but that's nothing compared to a ship from Jupiter leaving after a ship from Earth and moves fast enough to intercept it before it reaches Mars. I think we're going to have to accept that the Jupiter Men have extremely long range teleport technology. 

What really works here is the creative alien design work and, even more interestingly, the villain name Killraye. That is great and suddenly I want to use it (though I'd probably drop the e).   

This, this is one of the reasons why the AH&H Mobster Manual is still not done after all these years. I'll be reading "new" comics and it's the same old human bad guys, blah blah blah, and I'll be thinking I've seen everything new I'm going to see -- and then Mars Mason fights Jupiter Men. Now the Mobster Manual has to include these! This is marvelously inventive, with the spiky heads and strange growths in their faces (are those fangs? Short tentacles? Something else? Who knows!). Their bodies seem to be separated into two halves sort of shaped like wings, which would seem to make sense for a lifeform evolving on a gas giant (if the gravity wasn't so crushing), each side ending in five appendages like giant fingers. Each appendage ends in a tool, either a club or a hook, that I'm guessing are not natural (but you never know in comic book space).  




This first panel makes it look like their heads can detach. Maybe the heads are the only real part and the rest of the body is just something they wear? Crazy.

Almost as exciting is the multi-ray torture machine. Which ray will it be? Sounds like this item needs a random table, although apparently the differences are just flavor text and all of them eat out your vital organs. 

If you're feeling cheated because Mars has to get rescued, keep in mind he's only a mailman. 

(Scans courtesy of Comic Book Plus.)











2 comments:

  1. Good Grodd, you really hit the Weirdness Motherlode with this comic, didn't you? :)

    ReplyDelete
    Replies
    1. It is definitely all over the place, with results different from what I'm used to from a lot of these artists.

      Delete