Showing posts with label Mystery Men of Mars. Show all posts
Showing posts with label Mystery Men of Mars. Show all posts

Saturday, July 28, 2018

All-American Comics #8 - pt. 2

Continuing #8...

For comedic effect, Mutt of Mutt & Jeff is able to ignore below freezing temperatures through force of will, as soon as it allows him to ogle women. It makes sense to allow a saving throw vs. science to avoid some environmental factors, though once the temperature becomes extreme enough to start doing points of damage, I would stop relying on this practice.

I have previously written about how strangely common goats are in early comic book humor. In this issue's Daisybelle, three men are unable to push one goat against its will and it has to be moved by a tow truck. Now, it may be that the Editor was treating this as combat and making them all roll to hit before rolling for damage and then converting that into feet pushed, but they just keep missing their target number vs. the goat's Armor Class. But all this makes me think that maybe even 1+1 Hit Dice is conservative for how tough comic book goats should be treated.

Mystery Men of Mars becomes the more generic Adventures in the Unknown in this issue. Ted and Alan travel to Spottiscourt, Virginia, which sounds like a real place, but if it is, I can't find it. We learn that not only did their robot trophy's brain rust, but the entire body corroded and turned to ash -- much like drow magic items do in D&D when exposed to sunlight. Their second adventure follows the pattern of the first, but this time a scientist offers to take them to the prehistoric past in a time machine rather than to Mars in a spaceship. Appropriate for a time travel adventure, we know the date on which they leave for the past, October 24, 1939.

In The Adventures of Popsicle Pete, Pete and his friends are able to fix up a broken radio, suggesting to me that electronics is a basic-level skill in 1939. We also learn that the license to open a radio station cost $100.

Scribbly's humor tends to be hit and miss, but maybe the best joke yet is this exchange, after Scribbly is sent to the principal's office for drawing an unflattering picture of his teacher.

Principal: That's awful! It doesn't look like you at all! It looks like a pig!

Teacher: Well? Aren't you going to say something about it?

Principal: Oh, my!  I certainly will!  Young man...this is terrible!  The next time you draw a pig, remember to make it look more like your teacher!

In Ben Webster, Professor Mattix returns and smashes the last thought recorder, having decided that it is an "agency for trouble" after spies tried to get it. Using shaky science the author doesn't even try to explain, it is claimed that only one thought recorder can ever be built following the same design. But that doesn't insult our intelligence nearly as bad as Ben Webster creator Edwin Alger's bizarrely racist depiction of black servants, drawing them to look more like bears than humans.


(Read at fullcomic.pro)










Wednesday, July 25, 2018

All-American Comics #7

Still catching up on All-American Comics. In #7...

Red, White, and Blue takes place at the New York's World Fair, as so many other stories do around the same time period. In fact, this might be the strongest case against shared universe campaigns, as otherwise Heroes would have been meeting up all the time at the World Fair.  Once again it's saboteurs at work, though slightly less menacingly this time, they are arms manufacturers agitating for war instead of foreign spies.  At first, these saboteurs seem content to sow chaos by doing things like tossing "stench bombs" into restaurants. Unless this is somehow weapons-grade stench, I would think this would be distracting, but not affect game mechanics.

There's a perplexing phrase in the story, where Red says "But if I catch you tanked up on circus water..." to Blooey, and I've had to research what that means.  I can't Google the phrase as a whole, but "tanked up" means to get drunk. "Circus water" probably refers to the fact that, before Walt Disney convinced the world there was money in family friendly entertainment, places like circuses and amusement parks actually catered to adults instead. So if you went to the circus, you were likely there buying beer to drink, or maybe even something harder.

Red also says "rushing a squaw around" to mean chasing women, which would certainly be considered racist today.  When the saboteurs turn to murder, Whitey grapples with one of them, but the man is able to evade him, straight out of melee (he becomes "lost in the confusion").   

Ben Webster and his friend Pat search the roof for signs of the saboteurs in their story, only to find a cryptic clue -- a card that says only "Success or death, 251."

A salesman in Reg'lar Fellers gives some suggestions for what the children can buy with 25 cents for a gift -- a toothbrush, writing paper, two cigars, a metal pencil, and a safety razor. I'm wondering if "metal pencil" means a mechanical pencil.

In Mystery Men of Mars, Ted and Alan lose their robot trophy -- when immersed in salt water, it rusts its "brain." Before it goes, we see it leap once, like an alien Hero.

In Hop Harrigan, we see that SCMs can have their own Supporting Cast too, as Gerry has two German shepherds she wants to fly with her. Hop proves to be a terrible flight instructor; when Gerry freezes up at the stick, Hop clobbers her over the head with a fire extinguisher instead of just grabbing the stick from her. That the dogs then attack him is a sweet bit of justice. A reference to a "Kenosha Dam" makes me doubt my proclamation in the last post that Hop's adventures took place in the Northeast, as this makes me think maybe he's in Wisconsin. In the craziest moment of Hop Harrigan yet, Gerry -- who's supposed to be much younger than Hop, who himself seems to only be 18, rescues him and her father, then makes out with Hop in front of her father.

Speaking of dated humor, both Reg'lar Fellers and Toonerville Folks have jokes about parents beating their children.

(Read at fullcomic.pro.)


  





Tuesday, July 24, 2018

All-American Comics #6

Picking up where I left off in #6...

After seeing references to Clyde Beatty in both a previous Mutt & Jeff and this month's Reg'lar Fellers, I looked him up and -- sure enough -- Clyde was a real person and not just a comic strip character!

In Mystery Men of Mars, Ted and Alan don't feel they've killed enough Martian pill-bug men yet, so they drop dynamite on them.  They return to Earth with a trophy, a robot they can control. Despite crash-landing in the ocean from orbit, the boys only take enough falling damage to fall unconscious.

Hop Harrigan is probably only a second-level Aviator by now, but he's already upgrading to a trophy plane -- an autogyro that can drive on the ground as well. A chase takes place over Route 26. If this is U.S. Route 26, then Hop's adventure takes place in either Nebraska or Oregon. It turns out that taking on Gerry as a SCM has extra bonuses; she's a plot hook character, in that she introduces Hop to a kidnapping scenario, and then she comes with the bonus of rich parents who want to pay Hop for keeping her on as his SCM. It's like having hirelings, but in reverse!

In Bobby Thatcher, they escape the old man who wants their map, but encounter a riverboat on the river as a wandering encounter. The riverboat accidentally smashes their rowboat. I would assign the riverboat a Hit Die for the purpose of making an attack roll, and then instead of assigning hit points and damage, I might just make a common sense ruling that a riverboat, with its size and mass, would easily smash a rowboat. That Tubby can't swim is a serious complication, and one I would not burden a Hero with, or even most Supporting Cast Members. SCMs meant for comic relief, I might save vs. plot for them to see if they can't swim.

Mutt & Jeff show us that you can get a used jalopy for as little as $10 back in the '30s, but there was a good chance (3 in 6?) the brakes would not work.

We learn in Scribbly that, as of September 1939, Scribbly is 13 1/2 years old.

Boxing champ Jack Dempsey guest-stars in The Adventures of Popsicle Pete -- given the accuracy of the likeness -- very likely with permission.





Friday, July 20, 2018

All-American Comics #2-4

In Bobby Thatcher, Bobby and his friends are setting up for the night in an old abandoned cabin when they stumble across a secret compartment in the fireplace, containing a box of old letters and a simple treasure map.

Skippy is pranked with a trick camera that squirts blinding ink.

On to #3...

This month's Red, White, and Blue is the first story to take place in Baja California, Mexico. The story moves to Hermosillo, Mexico, showing that someone really paid attention to his atlas -- just maybe not the artist, as we never get a sense of Hermosillo being such a big city. The three of them also "dicker" (a rare word for bartering or bargaining) for horses to get to Hermosillo instead of taking a car or train, which probably was not necessary in 1940.

Instead of answering to some office in Washington, D.C., Red, White, and Blue are headquartered out of a San Diego G2 intelligence office. I can neither confirm nor deny that such an office existed in real life.

Red learns a lesson from Whitey about reading both sides of secret notes for clues.

Blooey stops a plane from taking off by standing on the tail and making it too heavy (let's assume for now that is how it would work). He's not using any real skill to do it, he's just resisting the science of wind resistance that would normally sweep him off. That's why this would be a passive saving throw instead of an active skill check. I would still allow a mysteryman to burn a stunt to do it automatically.

Skippy tells us that butter went for 24 or 25 cents per lb.

Ma Hunkel and the Hunkel Family debut in Scribbly this month. While Scribbly's family always seemed like how Sheldon Mayer imagined gentile families lived, the Hunkels are a breath of fresh air and the truest-feeling New York ethnic ghetto dwellers since Moon Mullins

In Mystery Men of Mars, Alan empties his pockets. Many times after defeating hoodlums, Heroes will pause to search their pockets. I even put a table for random pocket contents in adventure module RT1 Palace of the Vamp Queen.  In this story, Alan has 56 cents, a knife, and a slide rule in his pockets. Funny, but I never would have thought of a slide rule!

When the three men are thrown in a cell, they are locked in with what appears to be an automated stenotype machine that records their every word, but turns out to be a talking computer. Although drawn comically, the concepts here are pretty advanced for their time.

It's an interesting story detail that the Professor establishes communication with the Martians by solving math problems with them.

Mutt & Jeff tells us you could buy a dozen eggs for 40 cents, or a dozen cracked eggs for 25 cents -- which says a lot about how poor people were in the '30s.

In Ben Webster, we learn that "all the jack" was slang for "all the money."

On to #4...

No sooner are Red, White, and Blue assigned to investigate saboteurs, than a saboteur tries to drop a cement block from a roof onto their heads. It seems obvious that the cement block would have done considerably more than just the standard weapon damage of 1-6 points of damage, and probably more like 3-18.  The block appears to be a 5' cube, which I would only allow to hit one target. Further, even though the saboteur has a more passive role in the attack once gravity takes over, timing is a critical issue in the attack and so I would require an active attack roll, rather than just passive saving throws from the targets.

Another point to consider is, does a Hero's save vs. missiles apply here, after the attack roll? The missile is larger than average -- almost large enough to count as an area effect attack -- but is also slower than bullets. I would allow the save.

Blooey comically says "Well blow me down!" -- a line Popeye would already be famous for.

The saboteurs are an oddly multicultural bunch; one uses the Italian word "signor," while another uses the French exclamation "sapristi," and still another uses the Latin word "amici."  Either the author grabbed words at random, the saboteurs are deliberately trying to throw people off as to what country they are from, or there are an awful lot of countries engaged in this conspiracy!

A "highpowered launch" sounds like a trophy item motorboat that goes faster than normal (Boat +1?).

This adventure takes our boys to Honolulu (via Pearl Harbor, though the story does not pause there), where there is another G2 office.

In Mystery Men of Mars, some of the Martian bug-men are revealed to be robots, and it is not clear if all of them are actually robots.

Daisybelle teaches us that ice cream cones only cost a nickel.

According to Reg'lar Fellers, movies cost 25 cents -- but there might be a free gift for attending, like a shaving cup.


(Scans courtesy of fullcomic.pro/read-comic-online.)

Saturday, July 14, 2018

All-American Comics #1-2

This is out of order, but I finally have access to the early issues of All-American Comics and I thought I'd play catch-up!

The first issue opens with Red, White, and Blue, my personal favorite feature from All-American Comics until the introduction of Red Tornado in Scribbly.

Some unusual 1940 lingo from this story:  a found purse is called, instead of a purse or even a handbag, a "pocketbook."  The owner's ID card inside is not called an ID card, but a "name card."  An agent of G-2, the U.S. Secret Service (as it was also known at that time) presents her credentials and they look like a pamphlet.


Reg'lar Fellers features a simple trap -- or is it simply a trick? -- where an intruder trips a tripwire that rings a gong and announces his presence. There's also a good chance of the tripwire simply knocking the intruder prone (save vs. science?).

The very first Hop Harrigan adventure begins with his origin story -- how, as a young boy, he flees by plane after getting in a fight with his evil uncle. Hop and the uncle have a short, but dramatic struggle over a weapon -- a hatchet -- that the uncle planned to use on the plane. Rather than a disarming attack, it seems Hop initiated a grappling contest instead.

Hop makes reference to his aviation heroes Lindbergh and Corrigan. Everyone has heard of Charles Lindbergh, but Corrigan was Douglas "Wrong Way" Corrigan - https://en.wikipedia.org/wiki/Douglas_Corrigan.

Hop's first plane is a "Jenny" biplane, which is very appropriate because that's the plane I assigned to 1st level aviators.We also learn that a Jenny was worth $500, used! 

The Mystery Men of Mars is a great name for a feature, but it starts with some shaky science; three men are going to fly to Mars in an anti-gravity ship. "I don't work with power! I work with the laws of gravity! I found a vay to reverse them und ve can reach Mars by simply falling upwards!"  For one thing, there's nothing simple about that. Two, even if you could repel yourself from a center of gravity, how would you gain speed? The further away you "fell," the weaker the repelling force. The trip is going to take a month, which may seem like a long trip to a young reader in 1940, but means that the ship is "falling" at roughly 50,000 MPH.  Despite this, the ship does not disintegrate on contact with Mars' atmosphere, and lands so safely that it occurs off-panel.  Oh, and Mars has breathable atmosphere and even a pleasant clime. Who knew!

In Ben Webster, we learn that the most expensive fur-lined winter coat in a men's clothing store was $200.

Moving on to issue #2...

Red, White, and Blue find they have to catch a train for a secret mission, so quickly that they don't have time to get their baggage from the hotel. Red isn't worried, because he can wire the hotel from the next town and have them send the baggage to them. Which I point out because it seems an outdated service and one we wouldn't think of hotels doing today.

Red's friend, Christophe Amore, who conveniently shows up has psionic powers (see 1st edition Supplement III). Psionics is, of course, my go-to whenever some form of magic in the comics breaks the rules of magic. Here, Christophe has the ability of Detect Thoughts -- like any magic-user of level 3 or higher -- but with the extra ability of being able to transfer that ability to others for 24 hours. What's more, the range on this power is measured in miles, making it fantastically powerful (and well beyond the 3rd level spell!).  I'm beginning to think that psionics needs to be kept out of the players' hands and used by the Editor whenever he needs a magical effect like this that breaks the rules of magic.

The science about helium is actually good in this story, including about how it is extracted from natural gas, but the stuff about it only being produced in the U.S. and the U.S. having a monopoly on helium is pure bunk.

In Mutt & Jeff, we learn that a pedigree dog goes for $60.

That Hop Harrigan's mentor's plane has a ceiling height of 22,000 feet just shows what humble beginnings Hop has; planes were breaking that ceiling height record as early as 1916.

Hop's first SCM, "Ikky", faints in a tense moment. I actually added "fainting" to the morale save results table for just such an occurence.

In Mystery Men of Mars, Ted, Alan, and the Professor encounter Martians riding around in somewhat resemble the dreadnought crabs we saw in Amazing Man Comics a while back.  These crabs can go 600 MPH despite walking on stilt-like legs. The Martians inside are called bugs, and look like pillbug men. They have telescoping third arms that come out of the center of their chests. They are encountered in groups as high as 13. The Martian bug men have advanced transportation, but primitive weaponry; they are armed only with spears. They use simple traps like portcullis traps.


(All-American Comics read at ReadComicOnline.)