Showing posts with label Flash Fulton. Show all posts
Showing posts with label Flash Fulton. Show all posts

Sunday, May 10, 2020

Smash Comics #8 - pt. 4

Today we're picking up where we left off with Invisible Hood, still fighting his way through a modern medieval castle (a villain's favorite real estate!).

Here we see that objects being carried by the Invisible Hood are not themselves invisible.

We also get the first occurrence of the phrase "friendly ghost" in all of comics-dom. Take note, future Harvey Comics employees!

"Why, Kent - what are you doing here? And why are you also soaking wet, like I am? Say...you're not really the Invisible Hood, are you?" - Tom would say if he weren't a comic book character.
Brace yourself, because we have some really racist pages of Paul Gustavson's Flash Fulton to get through now. All you need to know is that Flash has come to the Amazon to find a missing explorer. Lots of people have come down here to search for Roger Hart, but none have succeeded. So maybe Flash can be forgiven for being suspicious when this native turns up as such a convenient guide.

It's bizarre how often South American natives are drawn looking like African natives in some of these early comic book stories. This is an example of what indigenous Amazonians looked like circa 1940.

Now one detail he got right I thought was wrong -- voodoo really is practiced in Brazil. It would be an imported religion, though, not something the indigenous cultures would practice.




Being a comic book, it should be no surprise Flash can speak with the native. The surprise is that Flash knows the native's tongue and the native isn't just speaking in broken English.

Brazil has states,not districts, and there is no Kitawa state in Brazil. "Kitawa" doesn't even look like a South American word and, indeed, the only Kitawa I can find is in Papua New Guinea!

Again, Paul is right on some details; there are/were cannibals in the Amazon.

"Hey, our guide just jumped overboard!"

"You think we should just let him go since he helped us get this far?"

"No, there's a chance he'll betray us. Let's both shoot him in the back!"


Okay, enough of that! I think you can guess that they used sound effects to startle the superstitious natives, ho hum.

Turning now to my second favorite feature, John Law, Scientective! In many ways, John Law is like a second draft of Harry Campbell's earlier character, Dean Denton (featured heavily in my repackaging of Funny Picture Stories, on sale now!). Just like how Dean had to figure out who his nemesis, The Conqueror, was, John is narrowing down which of 13 suspects is The Avenger.

And, along the way, we get some science lessons, like how to leave threatening messages on other people's windows.
Sometimes the science is a little shaky for a science-based hero. I mean, compared to the average golden age comic book story, this still reads like an issue of Scientific American. But I can't figure out how the short wave heat inducing transmitter -- we call those electric heaters today -- managed to set the mattress on fire, but not the ceiling above it.
Now, John's scheme to unmask the Avenger is a little convoluted here and may require some explanation. It isn't obvious, but you have to assume that The Avenger is calling John in panel 8 to gloat. It certainly isn't a smart move on The Avenger's part, but John did bait him with the newspaper headline and villains have to save vs. plot to keep from gloating when given the chance.

It's worth pointing out that this is a time before there you could access multiple phone lines with the same phone. So if you wanted to have 13 phone lines, as John sets up here, you need 13 telephones to do it.

Also note the cartoon of Hitler with swakstikas for eyes on the front page of the newspaper.

Sometimes we have to look at Gill Fox's Wun Cloo, despite the painful racism of it, because there are interesting concepts hidden in here. Now, getting a robber to agree to pull into a gas station and park over the car lift is probably the hard part, but if he falls for it, you can lift it off the floor and threaten to set the floor on fire so he can't get out safely.
This is actually a bit of clever naming; the Tennessee Valley is large and the Tennessee Valley Authority built 50 of these dams since 1933. So when you call it the Tennessee Valley Dam, that can be a real dam, without knowing which one.






So Wings hunts down the "pirate dirigible" (even though it's pretty clear a foreign government is responsible for this attack, and for the life of me I can't figure out why he's shooting at the little gondola and not the giant bag of hydrogen directly above it. Does Wings just not like easy victories? "Getting the engine" is definitely a bad result on a random complications table for aerial combat.

(Scans courtesy of Digital Comic Museum.)

Saturday, February 16, 2019

Smash Comics #7 - pt. 3

And we're back with Invisible Justice, starring the Invisible Hood.

I get the creepy factor IH is going for, but being invisible inside a visible suit seems to take away any advantage that he has in combat.

Steele seems more than capable of mowing down the bad guys without IH's help. This is why it's important to have your supporting cast lower in level than the Heroes, so the Heroes are less likely to be upstaged (though bad dice rolls can still make it happen).

It's too bad that Steele is one of the good guys, because it would be a much more interesting tactic if IH had tricked one of the bad guys into thinking the two fire-eaters (stat as arsonists) who show up are more ghosts, and then get him to shoot them.

Lastly, it must have been super-awkward when Steele was feeling around in the air for IH's shoulders...
Wandering encounters are the potatoes that go with the meat of role-playing games, but sometimes an Editor may doubt himself and feel he's being too subtle with them. That's when you start having bad guys literally crash into the good guys out on the streets.
Tripping is a surprisingly rare fighting technique in comic books, but rarer still are examples like this that show how a trip attack can set up an opponent for a follow-up attack. So I'm wondering, should I add a game mechanic where you forego your own ability to do damage in the turn, in order to give the next attacker a bonus?
The enemy planes use a stunt (Fly out of the Sun).

Chic's readiness to use guns tells me he belongs to the fighter class.

I'm not sure how often pilots in dog fights would crash into each other, but if I ever write formalized dog fight rules for Hideouts & Hoodlums, it will likely include something about a low chance of crashing per turn.
I've posted plenty of times with examples like this, showing how you should not try too hard to hide clues from your players in your games. In fact, judging by this page, you shouldn't even hide them at all -- just leave them sitting out on a desk for anyone to see.
The 2nd edition rules for transportation includes ramming damage for just this type of scene!

The ramming damage for vehicles can be really high; perhaps it would be fair to split those dice between multiple opponents, like how Chic hits three guards at once here.
This is John Law, Scientective. The brightly-colored cellar is the result of the four-color process and the difficulty of printing gray tones back then.

A skill check to hear noise should also include a general sense of where it is coming from, even if only a basic skill check was successful.
A delightfully scientific trap! The strobing neon light keeps you from being able to see that the bar is actually moving back and forth very fast, when it appears to be still, and anyone walking through that door would take at least 1-6 points of damage. It's a good trap for hurting someone, but I'm not sure about it killing them...

In this rare instance, the villain loses a foot race to a woman in high heels. June can really move! Competing skill checks -- some combination of successful ones on her part and failed rolls on his part -- determined her close call.
The ol' pit trap filling with water trap! Making it a little easier, the Avenger left the hose accessible in the pit, giving John an improvised rope and grappling hook.

(Scans courtesy of Digital Comic Museum.)

Monday, September 10, 2018

Smash Comics #6 - pt. 1

Oops! Almost passed over this issue!

I love Will Eisner's early Espionage stories so much, I'm half-tempted just to post the whole thing...but I'll be strong and just post the relevant pages here.

This time, we're treated to yet another obvious stand-in name for Germany -- Govania.  Thalga is obviously Hitler. You might think Stadt represented Himmler, but Hitler made Himmler, not the other way around. Stadt better represents Franz von Papen, an ex-chancellor who helped Hitler rise to power so von Papen could get his office back. But, was this common knowledge in the U.S. in 1939...?
The last gold rush was 1896, but I'm sure in 1940 people were still hoping for another one. I could spend my whole blog, or start a new one, talking about how good Eisner's art was, but note how panel 7 represents the swirl of activity around the discovery of gold, represented by water-like ripples around the upraised hand, as if it was the Lady of the Lake offering up that gold nugget...


I've nothing to say here, because I'm completely stumped by the reference to an "East Rush." I have no idea what event that is referring to and can't find anything on such a thing having happened.

This page is great for the tidbits of backstory we finally get on Black X.  It's a shame Kadu-Kan is an entirely throwaway reference and never comes back in a story. Google Translate detects Kadu-Kan as Malaysian for some reason, but can't give me a translation. I suspect Kan is Khan misspelled.

Black X's technique, of drawing out his opponents by making himself a big target, happens to be one of my own personal favorite strategies in RPGs.


As mentioned in Black X's write-up in Supplement IV: Captains, Magicians, and Incredible Men, Black X seems to have remarkable ability to request trophy items from Espionage Division at short notice, including this fighter plane that just happens to also be packing a torpedo.  Spoiler alert to my future players: I don't usually give out trophy items this cool.


Chic Carter spends a lot of his time reporting from Moravia. The last time I wrote about Chic Carter, I thought Moravia was fictitious. And, since I write in what seems like a vacuum here, no one corrected me that Moravia is a real place in the then-Czech Republic. Now, Krasnow, that could be fictional city.


This would be a difficult scenario to actually play, because so much is happening around Chic, but he doesn't really have to do anything but observe. He gets the opportunities to do good deeds, or to take over fighting for others, but he has to decide very quickly if he is going to take those opportunities. And if he decides not to live dangerously, this is going to be a very boring series of the Editor just describing exciting stuff going on around him the whole time.

I think this is a weakness of the newsman genre as a whole and why it will be difficult to emulate in Hideouts & Hoodlums game play...though, that said, I haven't actually tried one of these scenarios yet to test that theory.
Speaking of the newsmen genre, Chic gets followed immediately by Flash Fulton, the Ace of Cameramen. Here's a perfect example of Flash not taking any active steps to fight the fire, even though the opportunity to do so is right there. He's just doing his job and filming the situation. Of course, danger still finds him even though he's not actively looking for it.

He also gets to wear a trophy item asbestos suit (though I don't think he gets to keep it).

The game mechanic issue on this page is subtle and not immediately evident. When Tony shouts out and warns Flash about the boom, does that make the boom miss? H&H has no active dodge skill -- if the attacker missed, it's just assumed you dodged (or something else happened that saved you). Now, what did likely happen here is that the shout did not make the boom miss, but took away the surprise attack it would have had and made the attack roll happen during the first (and only) turn of combat.
Splashing water in unconscious people's faces does not wake them up in H&H. Rather, the two mobsters were only stunned and the duration of the stun just happened to wear off while they were being hosed down.

(Scans courtesy of Comic Book Plus.)

Sunday, January 15, 2017

Smash Comics #4 - pt. 2

On this page of Invisible Justice (starring the Invisible Hood), we get a) a reminder about an easy way to counter invisibility, b) a decent trap for hideouts (dynamite-lined walls and a timing device), and c) a reminder that hideouts need secret exits and entrances besides the more obvious main entrance. Of course, this means that Heroes who search the area thoroughly enough may find the secret entrances first!

We haven't seen much of anarchists in comic books, but in this story we get a whole secret society of hooded anarchists.



Note how this "disreputable-looking man" is simply disheveled, has a hole in his pants, and is missing a tie and some buttons on his shirt. And this was what a disreputable person looked like in 1939.

Also note that Hugh hangs out at home in a smoking jacket, waiting for plot hook characters to come calling on him ala Sherlock Holmes.


Bozo is likely using the power Extend Missile Range II in that last panel.

We haven't talked about this yet, but...if Bozo is a superhero, then his race must be android. It's a little strange thinking of Bozo as a Hero since he isn't even autonomous -- but it would be possible to play a Hero completely dependent on another Hero to make the decisions, and a unique role-playing challenge too.

Players in Hideouts & Hoodlums always have control of their Heroes (unless magic or other extraordinary circumstances intervene), so torture won't work on a Hero unless the player chooses for it to work.

Hoodlums are meant to be played fairly stupid in H&H, but failing to spot a remote control hidden under a jacket lapel has got to be the biggest boner I've ever seen a hoodlum pull in a comic book.


Chic Carter, Ace Reporter, is on a high-stakes adventure in Singapore where a half-million dollars in gold bullion has been stolen. I don't know why that much gold would have been in Singapore in 1939, but I suppose it's possible.

The pirates here are unusual in that they're using tugboats and are heavily armed with sub-machine guns. Weirdly, these are the same pirates who are already rich with gold, but they seem to be just killing time on one last job before they can fence the gold.

Flash Fulton, Ace Newsreel Cameraman has an assignment to go to Germany and get action shots of Hitler -- or "Rudolph" in "Cerania," since some publishers were still wary about ...offending Germans, I guess.

Professionally employed Heroes could ask for a cash advance before going on missions. It seems that $500 is the most any middle class income-earner should expect to get.


Okay...maybe in 1939 it was still forgivable for Americans to think Hitler's war machine was actually fighting on horseback. This is actually such a departure from reality that I'm glad the story doesn't really use the names Hitler and Germany.

This is John Law, Scientective. The passing reference to Sing Sing Prison shows that John is based out of New York.

(Scans courtesy of Digital Comic Museum)