Showing posts with label racism. Show all posts
Showing posts with label racism. Show all posts

Monday, January 16, 2023

Amazing Man Comic #11 - pt. 4

Wrapping up this comic, we return to The Shark. We find the Shark has buffed himself with the Super-Tough Skin power, almost correctly identified by name by the narrator. 

Spoiler: The Shark wins.



Now we'll jump right into Mighty Man.  Here is what finding a secret door in the game looks like. 

Comic book fans are expected to be familiar with Hollow World settings, so the reader is meant to be no more shocked by sunlight in an underground setting than Mighty Man is.

Okay now, if you can look past the implied racism of these black men, the idea of coal giants itself is pretty good and not that different from stone giants in D&D. 

I appreciate that, even know after taking his blows, Mighty Man still doesn't think of them as the enemy and wants to make peace.

Again, if you look past the "White Savior" cliche...and the suggestion of black cannibals, you'll find that this is a surprisingly dark scenario (especially given the Filchock cartoony art), with the 12 missing people having already been eaten and beyond rescue.

The origin of coal giants - that they have to eat chemically altered coal - is ridiculous, but it's not that out of line with golden age comic book origins; we're about a year away from a speedster getting his powers from a transfusion of mongoose blood. 





"Making every blow count" sounds to me like Mighty is buffing his damage rolls. 

This is maybe the first time a trap has been triggered to aid a Hero. It looks like that pit trap really hurt him too, though he could have already taken a lot of damage in the fight. 

So far we don't really learn much about the coal giants, physically, other than they are tough and they are not faster than Mighty Man.



We are told, but do not see the dozen coal giants here. It's interesting that this is the same number as the missing people and it would have been a nice twist if the coal giants were actually the 12 missing people.

The last thing we learn about the coal giants is that seeing fire triggers morale saves for them, and we can presume that they take additional damage from fire (+1 point per die?). 

Didn't the old man tell us that he found the hidden kingdom by a different method? So they're not hidden forever.
 

Jumping ahead into Magician from Mars, we have a rare instance of authority figures not doing whatever it is the Hero asks them to do. Could it be because she's a woman? 

Jane uses pyschic paper!  Or is it a Phantasmal Image spell, cast on the paper...?

500,000 MPH seems fast, except in space travel, where it would still take almost six days to reach Mars from Earth.

Jane casts Wall of Force.



Martian tanks look pretty much like normal Earth tanks, except they have windows? And better shielding around the treads. 

The king's city has a force field, but the generator must be enormous and costly; they don't have the technology for smaller forcefields until Jane teaches them how to make them. Or she just gives them the idea, because they never thought of it...?

Yet another bad guy with a television.



Gravity shoes allow them to fly. They must be wearing some other device that creates the personal force field. 

Jane uses the ...well, there's no Raise Tank power, but the Raise Bridge power should be more than strong enough to let her toss tanks around.  If we didn't know she was a Magic-User/Superhero, we do now!

There's an interesting little subplot building with Taal - you'll have to read the comic to see what happens!

(Scans courtesy of Comic Book Plus.)




Wednesday, January 11, 2023

Amazing Man Comics #11 - pt. 3


We're still on Minimidget, so today we're going to talk about the trouble with shrinking and game mechanics. I have proposed before on this blog the radical idea of using no new game mechanics at all -- that shrinking is entirely flavor text. The benefit is that you are -4 to be hit, the same as if your opponent couldn't see you (in this case, because you're so small).  But that ignored one critical issue with being small, and that's getting from point A to point B when any common sense ruling at normal size would say you could not pass through that opening.  You could hand wave the common sense ruling, but that could be granting more power through handwaving then I am generally comfortable with, particularly in a scenario like this where escaping from a locked room is critical. 
Where that leaves us is that the shrinking Hero must be a Magic-User with the Poof! spell. The flavor text of the spell has been replaced with shrinking, but the spell effect - of getting from point A to point B over a short distance - is still there.

Ugh, Google isn't letting me wrap text around the images today. Thanks so much, Google!

I shared this second page for more evidence of the importance of random initiative rolls for each combat turn. Even as I've turned away from random initiative rolls when running D&D and back towards Old School common sense order, it's clear that common sense has nothing to do with who gets to attack first in a comic book panel. Here, the hoodlum has three guns trained on him, yet he's still able to rush up and punch Minimidget before anyone can make a move to stop him.

What you just looked at was Zardi the Eternal Man, a brand new character, and an interesting spin on the Mandrake clone. You'll notice in the following pages that Zardi sometimes appears to be using real magic, like when he makes himself young again, and other times his wand seems to be more like a scientific tool akin to the Doctor's sonic screwdriver. The last panel even seems to allude to this when it refers to what Zardi does as "tricks," instead of spells.

Now the question is, do I need a spell that de-ages someone? I would say probably not, since there are no game mechanics attached to age in H&H (except between minors and adults, and even then just for mobsters). More on this shortly.

"Conquering gravity" is a Levitate spell. 

And, of course, it's ridiculousy racist to make your ethnic manservant dress in period clothing and not let him even wear a shirt.

For a magic cane, it sure looks like it's just a trick cane with a retractable silk line reeled up inside it. The only magic I'm seeing here is that Zardi is strong enough to lift Jeffry aloft with one hand - but then, we can chalk this up to flavor text, since Zardi isn't using his other hand for anything important.





Here we can see that Zardi's age actually does figure into the scenario, as a disguise. Since that is the only purpose it is serving, this could simply be a Change Self spell. 

He also casts Invisibility on Jeffrey.






There is no explanation for how Silky faked that photo, but Silky is a great nickname for a Slick Hoodlum. 

Zardi is either casting Knock, or his cane has some electronic door-opening feature -- which it looks more like. 

The magic cane "works" because he's using it as a whip and actively whipping them. No magic here.



Chaldean illusions are the Phantasmal Image spell. 

I think it's refreshing that Zardi seems to be no more than a 5th level magic-user. 

I'm jumping into the Shark story in progress. 

There's not really a good in-game rational for how Shark just happens to find this going on with his "magic" television just in the nick of time...except....the Shark's TV probably has a certain chance of finding bad guys per turn, which were measured in rest turns, until the moment a combat happened, and then his turns became melee turns. This explanation is a little dodgy because the Shark is not in her combat until after he already benefits from being slowed down to her turn speed.

Another example of a gun being disarmed with a thrown knife.



I don't recall if any other Shark stories feature this weakness, but it's a good idea and makes the last two panels of the previous page all the more heroic. 

I don't get how Fritz is able to tell just by looking at him that he's helpless, or manages so quickly to tie it to the thrown knife. 

I'm also surprised that belt buckles can do that kind of damage. Were belt buckles made sharper in 1940? I would think they would each do 1-3 points of damage, at best. 

Pretty good art, though! 

(Scans courtesy of Comic Book Plus.)





 





Monday, January 2, 2023

Thrilling Comics #3 - pt. 6

It's hard to believe there is so much we need to go over from this one issue, but here we are, squeezing out a few more pages for a 6th post!

We're still on the Rio Kid. I like this one story detail, where Keller has been trying to legally acquire that land all this time, but when he faces a last minute inconvenience his true nature is revealed and he tries to bully his way past it.

I can't be certain, as I've seen that trick shot stunt in a lot of cowboy stories, but this might be the first time I've seen a pen shot out of someone's hand. Considering that the Rio Kid is maybe five feet away from Keller, at most, and could simpy grab the pen away, makes me think Rio is just showing off. 

Panel 6 is confusing, as Rio appears to be gunning down Keller, but it is just someone else wearing the same shirt as Keller, because Keller shows up again in panel 7. It also looks like Rio is shooting the bad guys in the back as they're fleeing, but it's really just that one guy who has his gun in his hand. Rio "generously" allows the others to escape because they are unarmed. 

Panel 7 has several examples of hard cover. 

I had to look up "cayuse." According to Wikipedia, "Cayuse is an archaic term used in the American West, originally referring to a small landrace horse, often noted for unruly temperament. The name came from the horses of the Cayuse people of the Pacific Northwest."

If I was to do a cowboy-themed supplement someday -- which I've not ever fully ruled out -- I wonder if tough cowhands would need to be statted. They definitely are weaker than deputies.

Panel 6 confuses me. Does Kid Rio have some past with Keller we don't know about? Because it seems like Green has a score to settle with Keller, not Rio.


Bear with me on this -- this final feature is ridiculously racist -- but it is actually the first appearance of a pegasus in a comic book, not counting the pegasus-unicorns in Action Comics #6.

I like the quest - to bring back milk for undernourished children everywhere - and it seems very appropriate for a high fantasy scenario with half-pint protagonists. 

I'm also willing to forgive the racism on this page.  Assuming this is all in Marco's imagination, including Snowball, and Marco's only exposure to black people is from comic books, then it is entirely possible that he would imagine a black person looks like this.

I can't resist commenting on this page. For one thing, Ice Cream Mountains is wonderfully evocative and would be a good addition to a Candyland-themed campaign setting.  While the narrator calls them the Ice Cream Mountains, Snowball calls them the Tutti-Frutti Mountains. My first thought was that Snowball is using the term as a euphemism for an expletive (like "rassum-frassum"), but I see no evidence that tutti-fruitti was ever used as an adjective with negative connotations before the 1970s.  Tutti-frutti, as an ice cream flavor, has been around since the 1860s.

I also had to look up if there had been a particularly bad blizzard in 1899 or if that was a made-up detail. Sure enough, it was real!

I am tempted to stat snowmen as a mobstertype...

5,000 miles is just a fraction of the distance to the Moon. Not that the snowman is wrong; since we are already in the Milky Way Galaxy, you are there whether you go 5,000 miles or 1 mile.

The idea of an alien species that simply chooses not to age is an interesting one, more so than the Libertarian fantasy of a utopia the goat-riding baby alien espouses. Also more interesting is that the alien is riding a goat at all, which makes me think of Thor and his goat-drawn chariot.

Final feature! Now how the robbers think thousands of dollars is "the world's richest haul." This is entirely appropriate for a non-serious scenario.






$1,000 is a very generous reward for the theft of thousands of dollars and quite the xp boost for Buddy Braver. We also learn that a box of candy costs 50 cents. 

(Scans courtesy of Digital Comic Museum.)








Saturday, April 9, 2022

Thrilling Comics #3 - pt. 1

It's no Multiverse of Madness, but on this Dr. Strange adventure we get a trip to the Orient. Or at least as far as Chinatown, so far. Is this page worth sharing? I thought it noteworthy for three things. One, "plans for canal fortifications" felt like such a welcome relief from the upteenth adventure to revolve around a stratoplane or a new type of torpedo. Two, there's the interesting distinction between Chinese and Manchurian. Although we think of Manchuria as part of China today, and it was pretty much assimilated by China long before 1940, throughout most of the 1930s Manchuria had been conquered and "liberated" by Japan. Three, most heroes' contacts in Chinatown are "respectable" businessmen who turn out to be criminals, but this story skips over all that and reveals this guy Fang as a gang leader from the start. This is better (and less racist), as it frees up the rest of Chinatown to be represented by real respectable businessmen. 


That's got to be pretty embarrassing, falling for the ol' go-in-first-while-I-lock-the-door-behind-you trick. Almost as embarrassing as the collection of racist cliches in panel 3! But even that may pale in comparison to how incredibly dorky Doc looks in panel 4, with his incredibly misshapen shoulder, Don King hairstyle, and his short pants that barely reach his socks.   

That is a lot of attackers coming at Doc, but he does have a tactical advantage of bottlenecking them on the same side of the railing. 

More interesting to me is the last panel, with all the hideout dressing in the corner. There's a box, a pail, a coffer, a barrel, a chest, a...couch? A drip pan for oil changes? It's harder to tell with the smaller objects.

Trap doors with slides to lower levels? How D&D-like! A room filled with coffins? Also D&D-like! We only differ when the action moves away from the hideout to a new locale -- though cargo ships can also be hideouts!




I'm pretty sure Doc just killed four men with his Raise Elephant power. 

He could have wrapped up the adventure right there by capturing the men on the ship and learning from them who they worked for, but instead he inexplicably leaves the scene to go talk to someone, so the ship can slip away in his absence, and then has to get lucky trying to find it again. He can't track over water, so this is just a question of a lucky wandering encounter, and/or the Editor just being nice. 

Doc is pretty rich, owning a yacht and a plane already. We've talked many times about brevet ranks for this game. Do we need to start talking about ...brevet starting money?

Doc is lucky that plane isn't a rental!

There isn't any mechanic that would determine if your foot catches in something, so that's simply Editor's Fiat.

Kicking a plane out of the water...hmm. I'm tempted to say that's Extend Missile Range with several Roman numerals after it...but since it isn't used for combat, this could just be flavor text. 

More important is the following panel. How far can a superhero swim? Non-superhumans have swam over 100 miles without stopping, so the fact that Doc swam 30 isn't that impressive. Maybe it's the speed that he swam it? But that could be measured easily with a Race the- power. Anyway, back to my original question...I'm going to say that H&H Heroes can swim 1-6 miles per point of Constitution they have.

Hoo-hum, the old cliche of the warship disguised as a tramp! 

Shielding himself from fire is easy, that's just the power Fire Resistance at work. But shielding or blocking someone else with his own body...that requires a different mechanic, one that is universal in application and not specific to a certain power -- since there are many circumstances in a H&H game when the Heroes might need to shield people.

I am reminded of a recent time I ran Monsters!Monsters!, the Tunnels & Trolls variant where you play the monsters. In it, the only game mechanic outside of combat was saving throws. Need to hide? Make a saving throw! Trying to duck behind cover? Make a saving throw! Shield someone with your body? Oh! Hmm...



There's some insidious history alteration going on here I should point out. Kachukuo isn't a real place, but it looks like it's based on Manchukuo. Yes, Manchukuo had a ruthless dictator, but that dictator was Japanese, not Manchurian, and he was Hirohito -- Manchukuo was a puppet state created in Manchuria by their Japanese "liberator"/conquerors, as I alluded to at the beginning of this post. Suggesting that the Manchurians themselves were the bad guys suggests Japanese sympathies which surely evaporated in December 1941.
 
Besides that, there's a rare (at this point) example of a superhero punching a villain upwards into the air. The H&H mechanics deal with converting damage into feet pushed at a 1:1' ratio, but if that should be modified to account for gravity, I haven't done so yet - nor will likely do, honestly; sometimes realism just robs us of chances to have fun.  

The old man being attacked feels like a wandering encounter, while the twist of the "main bad guy" being so civil is refreshing, even if he's just being civil in a Bond villain-way.
Doing random good deeds have a way of coming back to help Heroes later, like how the old man knows a secret entrance. It would have been nice to see how the secret door operated! We do get some nice hideout dressing, with the carved pillars, and the closing walls trap is a classic. 
 
I think it's interesting how there's guards stationed at the secret entrance. I guess Kong doesn't like to take any chances? Or perhaps they too were just wandering encounters, heading back to their guard station.
 
It's interesting that Kong is so sure this cage will work when he knows Doc just busted through a stone wall. I wonder what the bars are made out of/what they were treated with? 

I also like the prismatic raygun, each color having a different power. This one is quite powerful - not for the charm ray, but the raise dead ray.

(Scans courtesy of Digital Comic Museum.)
 







 

Tuesday, March 15, 2022

Rocket Comics #2 - pt. 2

We're still on the Phantom Ranger and so are all the bad guys. We have a Lion King-like deathtrap here, where the hero is put in the path of a stampede. Will Demon reach him in time and get him out?



What a shock, he made it! There's an interesting thing about panel 2, where dragging him across the ground loosened the ropes. Did he take damage, and the damage wrecked the ropes? How much damage should it take to wreck something? I can't imagine being dragged doing more than 3 points of damage, so 3 points of damage = chance of wrecking at the doors category?



Now we're jumping into Red Roberts, the Electro Man, where a random traffic accident leads to a startling discovery. But, in between, Red uses what appears to be the spell Poof! to emerge from his car, and takes down the two sailors with what appear to be four Magic Missiles. It is unclear, from both this page and the next, if Red's electricity rendered them unconscious or killed them, or if Red even cared either way. 

Anyway, it's interesting to think of a hi-tech superhero being statted as a magic-user, but I think it fits because so many of the standard superhero tropes are missing, as well as his abilities being better statted with known spells than powers.

Now this one is curious. Red appears to be using Teleport through Focus, the power that heroes like the Flame use to move quickly. For the Flame, it's to anywhere there's fire, where as here it's to anywhere there's electricity (which is basically everywhere). 

But there seems to be something else going on here too. There is no reason for Red to have intentionally chosen this particular room in this particular building; he just seems to show up at random right where a plot hook character is waiting for him. 

So, if you're not actively trying to get to a Point B, but just anywhere from Point A, should that even count as a use of your power, or is that just flavor text? Because if he just kept randomly walking in any direction, eventually he could have wound up somewhere else the Editor could have placed this encounter.

I'm going to take this first panel as more evidence of Magic Missile spells being cast. Normally it is dangerous to cast missiles into a melee situation, but if he is using the auto-hit method of the MM spell, he doesn't have to worry about hitting this girl. 

Wrecking the guns seems like a superhero mechanic again, but I've already included a wrecking spell into the game for situations just like this, when a character who otherwise appears to be a magic-user is able to wreck things.

I like it when bad guys have names that make it obvious they are bad guys. This guy in the brown suit is Stumpy Jake, which isn't particularly nefarious-sounding, but his colleagues that you don't see pictured here are Blackie Skull and Bones Wilson. This naming convention also extends to boats, so if you ever come across the S.S. Ghost, you just know it's going to have bad guys on it. 

I'm not sure, but I think we once read a story with opium stuffed in fish before. I can't verify this, but it's likely from a pulp fiction story that both comic book authors stole from.

To keep from embarrassing Red, I spared him from showing you the page where he's knocked unconscious by a net-full of fish landing on his head. 

That alone isn't actually all that unusual for a comic book hero -- but what is really unusual is being drugged with opium afterwards. In a Hideouts & Hoodlums scenario, this could solve the problem of superheroes being able to wreck themselves out of deathtraps too quickly, but here Red seems to instantly recover from the opium as soon as he regains consciousness. 

The story also tosses away all sympathy we had for the Chinese prisoners when they willingly agree to torture Red for the bad guys. 

I kind of like how this story completely skips over the hitting that happens between panels 1 and 2. 

I'm less inclined to accept this use of teleport as flavor text, since it is not only an intentional destination, but bypasses the rest of the hideout around Scarface's ...living room, I'm guessing. My question is, how does Red navigate the wires? Does he have some kind of instinctive telelocation power - and does that need to be its own power? - or is he somehow able to eavesdrop on phone operators and navigate the system that way...?

When your master criminal jumps out a window to his death - that's a really botched morale check.
 
And what is up with those last panels, where the dialogue takes place in captions? That's just weird and confusing to read.

Lastly, we're going to take a peek at the next story, about the villainous Steel Shark (it's one of those features named after the recurring villain). 

I don't know what it was about television at the time, but it seems like most every comic book writer wanted to come up with their own name for it. Televisions already were a thing by 1940, though they had not caught on to widespread use yet. Did these writers think the word "television" wasn't going to catch on either?

(Scans courtesy of Comic Book Plus.)







 

Thursday, January 27, 2022

Mystic Comics #2 - pt. 5

We're back with The Invisible Man Known As Dr. Gade, which is admittedly a really unwieldy title and perhaps one reason why Gade literally disappeared from comics after this. 

While visible, Gade is no better at fighting than an ordinary person, which makes me wonder if he isn't a Magic-User with some brevet ranks at all, but should be statted as a 1st-level Mysteryman given a powerful mad science trophy item by his Editor. 

Gade also has a disintegrator - and not just any disintegrator, but an "old disintegrator" - like he'd invented it ages ago and then lost interest in it. Maybe it didn't work proper, because Gade has to throw his enemy into it and make it explode to kill the man.

I think I'm more turned off by heroes who kill now than I was a few years back, as I'm only giving that story a B+ now.

The next story is Zara of the Jungle, a Sheena clone (but with dark hair). It starts with Captain Jeff Graves, heading out into the jungle to try and stop the local tribes from fighting. He has a wandering encounter with a lion that he ... *sigh* kills with a single bullet. 

The native tribes are drawn...really weird. I've seen a lot of racist depictions of black people in these early comic books, but these guys look almost like aliens. 

Jeff is captured after falling into a concealed pit (even though it doesn't look even 5' deep). Zara rescues him, first by shooting the natives who are about to execute Jeff with her bow, and then by shooting the ropes off of Jeff -- which would be a near-impossible trick shot for anyone but maybe a Mysteryman using a stunt. So Zara is a Mysteryman instead of a jungle Explorer? 

Again more racism -- it is implied that Zara is able to stop the tribes from fighting just by the "white goddess" showing up on the battlefield. But I wonder, would they have stopped fighting if a pretty woman of any color had shown up? And if so, this speaks to the power of a having a high Charisma score.

The last story is Dakor the Magician. Dakor is unusual in that he has a personal secretary. He also needs to cross the Pacific by plane instead of magic. To rescue a British consul from Chinese bandits in Singapore (quite the international adventure!), Dakor disguises himself as Chinese, apparently using makeup instead of magic, and pretends to be a pistol peddler to win the bandits over (instead of just charming them). When a guard catches Dakor at the consul's cell, Dakor punches him out instead of using a spell. 

The spells don't start until page 4, at which point Dakor Polymorph Weapons (3 spears into cornstalks; I think I've talked about needing this spell before). He then creates magic scissors that cut the ropes binding him, which could be flavor text for a Knock spell? Then he casts Knock again for sure on the cell door, with the added wrinkle being that he can make the door swing open so hard that it hits a bandit enough to hurt him (a freebie from the Editor? An extra-strong Knock spell?). 

The biggest takeaway from here should be that Dakor can cast spells with his arms bound, proving that Hideouts & Hoodlums magic-users need to be flexible in what disrupts their spellcasting. The second biggest is that Dakor casts the same spells twice. I have long toyed with the notion of a mechanic that would give magic-users a chance to retain a cast spell...and it seems that Dakor has that, unless he just happened to memorize the same two spells twice. Actually, three times with Polymorph Weapons, as soon he's changing a thrown knife into a bird. 

I have serious issues with Dakor being able to cast a spell, while falling into a pit trap, to polymorph the spikes at the bottom into springs. Casting a spell in melee is one thing -- he could have started casting that Polymorph Weapons spell before the knife was thrown -- but he doesn't know about the pit until he's already falling, and it should only take 1 second to hit bottom in a pit that shallow, which is way too little time to cast a spell. The only other suggestion I have is that maybe one of these polymorph spells has a duration and he can change anything at will during the spell duration.

The last spell he casts makes a giant net, but ...man, that sure looks like a Web spell to me!

 



Tuesday, December 14, 2021

Zip Comics #3 - pt. 5

More Captain Valor today, with Mort Meskin showing off his skill with crowd scenes, though hampered by some really racist depictions and sometimes sketchy details. I bring this to your attention, though, for panel 1, so we can talk about the two ways to set up a fight scene. Version 1 is that it occurs in "real time," with the crew arriving onto the deck in waves as they can reach it. Version 2 is that you set the scene with all the fighters already in the scene and then start the clock again. 


And we're jumping out of Captain Valor already into the next story, Mr. Satan. Holy cow, this scene is gory. There's actual blood everywhere! These bad guys are brutal...but the point of sharing here is the second to last panel, where Mr. Satan runs out, grabs the girl, and escapes unseen. But unseen by how many? We only see that one guy, but there must be a lot of other killers around. Is it fair to say this can be explained away as a surprise turn, a moving silently skill check, or maybe both to reflect the difficulty of no one happening to see him?  
 

The panels seem to be in the wrong order here...Mr. Satan should probably try to get that woman to safety first, instead of leaving her alone in a tunnel and going out to look for clues. 

What else can we gather from this page? Superhero costumes, despite appearing to have no pockets, must have room for matches or a lighter on them somewhere, or Mr. S would never have got that giant fire lit so fast. 

Also, we learn that rocks used as improvised weapons don't have to be very big.
That seems, at first, to be a clever twist about the sheriff, and having them both wind up on the tracks makes it seem extra surprising when the big reveal happens, but...why did it happen? Is he showing off his confidence in his men, that they would not betray him by tying him up for real? Is the deception part of trying to get Mr. Satan to reveal when the payrolls are "going to ride," and if so, why not try to trick him into telling while still on the tracks? Or he could have revealed himself as leader sooner, never been tied down, and still used the threat of the train to coerce Mr S into giving up the info? But on the other hand, if the robbers don't know when the payroll is coming, why are they so sure a train is coming soon? 

And if Mr. Satan knew the national guard was coming, why go back early to scout with the sheriff without them?

If it wasn't already obvious, Mr. Satan would be statted as a mysteryman. His "spectacular leap" and snatching Doris out of the car and jumping out in time both qualify as mysteryman stunts.


Now we're going to jump into the next story with Zambini the Miracle Man, and this is a prime example of everything wrong with the magician genre: if your magic-user is so powerful that Satan himself has to plot against him while he's on vacation so his guard is down -- then your magic-user is too powerful.

As if to illustrate this, Satan causes a tidal wave to threaten Zambini's ship and, instead of simply calming the waters, Zambini freezes "the oceans." Way to alter Earth's climate there, Zam! 

More interesting are these devil men...let's see if I need to stat them! Hmm...I guess not -- they get mass polymorphed into penguins on the very next page before they can do anything!

Mass Polymorph is, of course, going to be a Hideouts & Hoodlums spell. I think I've determined before it would have to be a ninth level spell, even though it gets cast an awful lot in comic books.

Sure, Zambini could have just cast Resist Fire on himself instead of conjuring asbestos...although, perhaps he did cast Resist Fire and this is how it manifested? Previously, we've seen Zatara cast a healing spell that made a first aid kit appear. The conceit here is that magic takes whatever form is most familiar to the caster. 

Really, Zambini? You're traveling into Dante's Inferno and your only concern is how long the trip is taking you?

And is he really trapped in a net, or just relaxing on a hammock?  
 
Whoa, whoa, whoa - take a close look at that Cage of Flesh. The bars are made up of human forearms, each grasping the next one in the row. That is crazy grizzly -- but also just the thing to impress veteran D&D players, accustomed to dungeons full of grizzly things. That it seems to contain an anti-magic field is just icing on the cake.



Who's the fool, Satan? You just told them to push the flammable cage into fire. 

The "docile" rabbits tracks with how polymorph works (or at least the spells of 4th level and above; H&H has lower level polymorph spells this won't apply to), as there should be a chance of losing your mind/personality to the new form. Otherwise, these would be satanic rabbits!

I'm not going to show you the rest of this crazy story, but here's two spoilers: one, Zambini meets a dinosaur down there, either brought down there in prehistoric times as a pet, or the story is suggesting that's where dinosaurs all went when they died?

Lastly, Satan is killed, which is a pretty crazy ending for just your third issue. 

(Scans courtesy of Comic Book Plus.)