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SIX KEYS TO A LITERARY GENETIC CODE

In essays on the subject of centricity, I've most often used the image of a geometrical circle, which, as I explained here,  owes someth...

Showing posts with label dynamicity. Show all posts
Showing posts with label dynamicity. Show all posts

Sunday, February 8, 2026

ACTIVE AND PASSIVE ANOMALIES PT 1

 My December review of the comedy-western LEGEND OF FRENCHIE KING caused me to knock down some of my old mental dominoes and set them up in new configurations.



The key factor to my conception of the "superhero idiom" is that the character must be a high-dynamicity icon (which can include all of the four personas, not just heroes) who has some "super" attributes or affiliations. As I hadn't watched FRENCHIE in its entirety for over fifty years-- though I'd frequently enjoyed discrete parts of the movie--I was surprised to find that it did include a minor metaphenomenon: that of a peculiar, non-realistic form of acupuncture. The metaphenomenon is not directly associated with either of the film's two "likeable villains," Frenchie (Brigitte Bardot) and her friendly enemy Maria (Claudia Cardinale), and neither of them even witnesses said phenomenon. The audience alone bears witness while the movie's "unlikable villain," murderous Doc Miller, is given the acupuncture treatment by a Chinese doctor, a treatment which both heals Miller of his wounds but also delays him long enough to keep him from impeding the Frenchie-Maria dust-up. After the fight, Miller shows up and throws some weight around, only to get killed, almost as an afterthought. But even the small metaphenomenon of pseudo-acupuncture shifts FRENCHIE's world away from the domain of the standard isophenomenal western. 



I decided to include FRENCHIE as one of the "superhero idiom" films on my GRAND SUPERHERO OPERA blog, but this got me thinking about some of the narratives that I tended to disallow in earlier posts here. For instance, in the 2016 essay THIRD PRESENCE, PERIPHERAL, I then favored the concept that if the metaphenomenon was peripheral to the narrative action of the eminent icon, the icon, no matter how megadynamic, was not metaphenomenal in nature. Of the handful of works I examined, the best known was the 1998 MULAN. The only metaphenomena I recall from the Disney film were two Sub icons who are theoretically on Mulan's side-- an intelligent cricket and a dinky ancestral dragon -- but they contribute nothing to Mulan's climactic battle with the Mongol chieftain, which seemed to me then to be isophenomenal in nature. Now, however, I would tend to say that just the presence of two metaphenomenal entities in the story makes the entire narrative metaphenomenal. So now I would include Disney's Mulan as a member of the superhero idiom as well.   

It's possible that to some extent I remained slightly influenced by the conceptions of the "rational Gothic" writers of the late 18th century and of their spiritual kindred, Tzvetan Todorov. Both Todorov and the rationale Gothicists viewed all types of fantasy as reactions against the "reality" experienced by real-world readers and thus viewed both uncanny and marvelous phenomena as escapes from reality. I've never agreed with that simplistic view, but I can look at some of my older essays, like THIRD PERSON PERIPHERAL, and see a small tendency on my own part to privilege the world of the isophenomenal. My 2025 essay QUICK NUM NOTES marks a shift in this viewpoint, in that now I see both uncanny and marvelous phenomena as equal departures from consensual reality. This doesn't invalidate anything I've written on Prime icons who lack high dynamicity, though. Hubert Hawkins of THE COURT JESTER exists in a fictional world where hypnosis can transform an ordinary fellow (albeit with some terpsichorean skills) into a master swordsman. But he himself remains low-dynamicity. Because Hawkins is never able to consciously tap the sword-skills the hypnotist brings out in him, his world is dominantly uncanny, but Hawkins doesn't possess any metaphenomenal attributes or affiliations that play into his combative status.

This part of the essay ran so long that I didn't get to the "anomaly" part, so that'll be for Part 2.                     

  

Sunday, March 21, 2021

QUANTUMS OF SOLIPSISM PT. 2

The “longer formulation” of quantum literary theory that I mentioned in Part 1 represents an attempt to apply the insights regarding the master tropes of the combative mode, expressed in 2019’s GIVE-AND-TAKE VS. THE KILLING STROKE  to the discourses of the four potentialities. In 2017’s GOOD WILLQUANTUMS PT. 2  I wrote that “the primary criterion of ficti onal excellence in any potentiality” was that of “density/complexity,” which criterion was merely a conflation of two covalent terms I’d used separately over the years. Not until late 2018, with the essay CONVERGING ON CONCRESCENCE,  did I decide that the authorial process of creating complexity merited its own term, and that this process, called concrescence, pertained to any work, no matter which of the potentialities proved dominant in the author’s intentions. I devoted one 2019 essay, CLANSGRESSION COUNTDOWN, to listing fifty separate works, all of which dealt with similar subject matter, and then showing how each work emphasized one of the four potentialities more than it did any of the other three.


I wrote GIVE-AND-TAKE in late 2019, but that essay was the culmination of many years of meditating on the different forms that the combative mode took in fictional narratives, with special reference to forms which did not end with a “give-and-take” of energies between combatants. Apparently, I was reasonably satisfied with these makework terms for the two tropes throughout most of 2020. However, during 2020 I finally read PROCESS AND REALITY, and this caused me to re-interpret some of my critical parameters in terms of the “vector metaphor” Whitehead used in PROCESS. Thanks to this process of re-interpretation, I gave further thought to the two tropes of GIVE-AND-TAKE in terms of vectors.


With the trope originally designated as “the killing stroke,” recently renamed “the deathblow,” I noted that the combative energies could flow in one of two directions:


From inferior force to superior force, as with the humans who blind the mighty Cyclops as well as the humans who vanquish mighty Godzilla with an “oxygen destroyer”—





Or from superior force to inferior force, as with Dionysus’s destruction of Pentheus and with the Spectre’s destruction of pestilential criminals.





However, with the trope originally designated as “give-and-take” and renamed “deathmatch,” the flow of energies must be on roughly the same plane. Often the deathmatch-trope takes place between just two entities of roughly equal power, such as Aeneas and Turnus, or Orion and Kalibak. A second variation would be that of two formidable warriors taking a larger number of opponents with some disadvantages (Odysseus and Telemachus vs. the suitors, who lack full armor and weapons, Batman and Robin vs. gangs of armed hoods who lack any special combative skills). A third popular variation is that of a huge assemblage of combatants vs. another huge assemblage of equally skilled opponents (the Greek gods vs. the Titans, the Justice Society vs. the Injustice Society), and a fourth can pit a large assemblage of heroes against one superior opponent, as with the Greek gods fighting Typhon and the Teen Titans battling Trigon. But all of these variations are subsumed by a vector showing energies flowing in both directions.





Because the “strength-quanta” energies of the deathblow-trope focus upon a vector going only in one direction, I choose to label this trope as *univectoral. *


However, because the “strength-quanta” energies of the deathmatch-trope flow in at least two directions at minimum, I choose to label this trope as *multivectoral. *


In GIVE-AND-TAKE, I erred on the side of caution by stating that I wasn’t yet certain that the two combative tropes were the only significant ones. However, having rethought the tropes in terms of vectoral analysis, I’ll now state that these two are the only principal tropes for “strength-quanta,” and that everything in between the two is simply a variation of one or the other.


Now, how does this affect potentialities whose tropes deal with different quanta? I will submit that excellence in all of the other three potentialities arises from a concrescence of energies that also follows either a *univectoral * or a *multivectoral * process.


Some loose examples:


In a work dominated by the dramatic potentiality, the work might be *univectoral * if it focuses only upon how one character’s “affect-quanta” influences other persons, as with Ibsen’s HEDDA GABLER. Another work might be *multivectoral * if it focused on how a group of characters influenced one another with their quanta, as would be the case in the same author’s ROSMERSHOLM. Similarly, one might have two works dominated by the didactic potentiality, one in which the author wishes to expatiate only one ideology, while in another the author wishes to oppose at least two ideologies in order to show one as superior to the other. Both Upton Sinclair’s THE JUNGLE and Jack London’s THE IRON HEEL concern the ideology of socialism. But London provides an argument for the counter-ideology of capitalism, while Sinclair does not.


As for the mythopoeic potentiality, the one that arguably receives the greatest attention on this blog, I may as well use as illustrations the last two mythcomics I analyzed here. “Ixar, Sinister Statue of the Cyclades” is *univectoral,* in that all of the symbol-quanta are invested in the giant statue’s recapitulation of the myth of Orion and Cedalion, while all other characters, settings and plot-actions in the story are symbolically nugatory.


In contrast, the two-part story “PublicEnemy/Lifedeath” is *mutivectoral.* The first part begins by showing the interactions of two heroes, Storm and Rogue, as they overcome their initial conflicts and forge a bond of superheroic sisterhood, in part thanks to Rogue being able to “become” Storm by assimilating Storm’s command of natural forces. The sequence then concludes by showing a different set of symbolic interactions between Storm and potential lover Forge. Forge, an incarnation of the de-mythifying power of science, accidentally brings about the eradication of Storm’s godlike mutant abilities. Because Storm does not know that Forge is responsible for her loss, she comes close to being seduced both by his virility and his state of wounded-ness (missing leg replaced by a mechanical substitute). When she learns of his culpability, she rejects any bond with him, except in the sense that she swears to overcome the state of abjection he’s forced upon her, promising that she will find a way to “fly” again, if only in a metaphorical sense.


Time will tell whether or not I will explore other potentialities in terms of their vectoral nature. If so, I would have to devise trope-names appropriate to the other three potentialities, since “deathmatch” and “deathblow” apply only to the kinetic.

Wednesday, March 17, 2021

DEATHMATCH AND DEATHBLOW


One of my title words sounds like the name of an Image superhero, and the other sounds like it might as well be one. But these are, for the time being, working titles for the tropes I discussed in GIVE-AND-TAKE VS. THE KILLING STROKE—neither of which names were ever more than provisional placeholders.




The trope I call “deathblow” subsumes two structurally related sub-tropes. One sub-trope represents the concentration of will/power in order for a megadynamic character to overthrow a character of far greater dynamicity, and in GIVE-AND-TAKE I cited the example of Odysseus and his men wounding Polyphemus in such a way to cripple, though not totally enervate, the Cyclops. The other sub-trope is practically the obverse of the first and concerns a character of superior dynamicity concentrating will/power to overthrow a character of lesser dynamicity. In the essay SELF-MASTERY MEDITATIONS PT. 3, I used the temporary term “reverse killing stroke” to signify both Classical examples like Dionysus’s destruction of Pentheus and pop-cultural examples like the Spectre hurling “the wrath of God” down upon lowly criminals.




The trope I call “deathmatch” is more unitary, and for most of this blog’s history it was the sole trope by which I defined the mode of the combative: that of roughly matched adversaries matching their respective forms of “might” against one another. In the essay ON MASTERING SELF-MASTERY I mentioned a variation on this form, that of the “indirect commander” who doesn’t usually contend with an opponent himself but has “henchmen” who do his fighting for him, which was the case with almost all of the Fu Manchu novels. But the “deathmatch” in all forms requires the opposition of roughly equivalent incarnations of dynamicity, as opposed to the “inferior vs. superior” and “superior vs. inferior” sub-tropes.



Now, in 1913’s THE ETHIC OF THECOMBATIVE PART 2, I wrote “One only proceeds away from the condition of ‘non-might’ by acquiring ‘might’ oneself.” But over the years I progressed away from the idea that megadynamicity was determined only by a certain level of physical power, and I allowed for the idea that the condition of “self-mastery” could be equally significant. In 1912 I rated Jack Burton of BIG TROUBLE IN LITTLE CHINA as merely “mesodynamic” because he wasn’t an extraordinary all-around fighter. However, in the series WEAKLINGS WITH WEAPONS I viewed Burton’s mastery of his “one good trick” as a factor that allowed him to enter the ranks of the megadynamic. Yet I would still disallow from those ranks many characters who conquer superior forces through the use of tricks that don’t indicate self-mastery, such as the folktale-kids Hansel and Gretel. By the same token, there are many examples of “superior force” that don’t connote self-mastery. The Spectre shows self-mastery whenever he punishes a mortal transgressor with some diabolical fate, but there exist dozens of monsters who reverse the Hansel and Gretel paradigm, luring hapless victims into traps but not really doling out well-crafted punishments. In fact, Freddy Kruger starts as this sort of subcombative ghost. But with the third installment the filmmakers begin to endow Freddy’s opponents with the ability to engage in oneric “deathmatches” with the evil spirit—. Oddly, it’s after that film that Freddy himself starts making more use of the “deathblow” trope.



And though it seems obvious to me, I should note at this point that "deathmatch" and "deathblow" are metaphors, and as such can apply to situations where no life is actually taken, or even truly threatened, as in the ONE POUND GOSPEL stories of Rumiko Takahashi, where the starring boxer is never in literal peril of losing his life.

Wednesday, May 6, 2020

THE MOST FAMOUS SUBCOMBATIVE ADVENTURE

In ROBINSON, CRUSADER OF MEDIOCRITY PT.2, I detailed some of the problems with which I’d grappled in terms of assigning ROBINSON CRUSOE its place within my literary system. I didn't have any problems in stating that CRUSOE qualifies as “the first major work of popular fiction.” The book’s mode of communication is markedly different from the mode of earlier elite-culture works that happened to become popular with the masses, ranging from Shakespeare’s PERICLES to Cervantes’ DON QUIXOTE. I also view CRUSOE, as well as its first sequel, as touchstones for the modern development of the adventure-mythos. However, this distinction must be qualified. Readers during the Enlightenment may have believed that chivalric romances belonged to an outmoded genre, but both “high” and “low” readers remained aware of how that type of fiction worked, how knightly heroes disported themselves. As I remarked earlier, Crusoe is anything but knightly in his bourgeois orientation, and though I do consider Defoe’s two Crusoe-novels to fall into the mythos of adventure, Crusoe himself is at best a demihero, and not a very impressive one. Even Friday, describing how he took the life of a wild bear just for kicks, comes closer to the model of the combative knight than does Robinson Crusoe.



Now, as my essay-title portends, Robert Louis Stevenson’s TREASURE ISLAND (published as a book in 1883 but serialized in a kids’ magazine two years previous) is also subcombative in terms of the dynamicity of its protagonist Jim Hawkins. However, while not all readers may think of ROBINSON CRUSOE as a pure adventure-novel, TREASURE ISLAND is practically a watchword for the mythos. To be sure, it’s preceded by many other classics in the same mythos, particularly the Big Three Perennials: Scott’s IVANHOE, Dumas’s THREE MUSKETEERS, and Cooper’s LAST OF THE MOHICANS. Yet though there had been numerous adventure-tales—now mostly unread—that featured juveniles as protagonists, ISLAND seems a breakthrough in terms of creating a true hero who simply happens to be a juvenile. By “true hero” I mean the type of character who fits the persona of “the hero,” more devoted to glory than immediate survival.


Hawkins is not utterly without economic motive. As much as his “good mentors” Livesy and Trelawney, and his ‘bad mentor” Long John Silver, Hawkins wants to profit by uncovering the lost treasure of pirate captain Flint. But there’s a sense in which the treasure gives Jim an excuse to get away from the mundane life of running an inn with his widowed mother. To be sure, he doesn’t expect to meet danger during the voyage to the isle of treasure (called “Skeleton Island”). Peril only looms its head when Hawkins learns that Silver has brought hardened pirates into the crew, who are willing to murder or maroon all of the ship's honest citizens, once the pirates have acquired Flint’s treasure. Nevertheless, twice in the story Hawkins boldly strikes off on his own, first to explore the island, and then to recapture the ship when it’s set adrift. Hawkins can’t fight or shoot, and he’s saved from being killed in his only battle-scene by losing his footing and falling down a hill. Nevertheless, Hawkins displays both the honor and courage of a hero. The sense of honor extends even to the duplicitous Silver, for Hawkins refuses to break his word to the pirate even to save Hawkins’ own life, and his courage is all the more remarkable because of the very real fears he experiences. Cinematic adaptations sometimes are accurate in conjuring with the terror-aspects of the boy’s early encounter with the fearsome Blind Pew, or Hawkins’ life-or-death struggle against the murderous Israel Hands. But the island itself is rarely shown as Stevenson shows it, as a place of potential malarial sickness, inhabited by “huge slimy monsters” (sea lions, unfamiliar to the young Englishman). And I’ve never seen a film that ended as the novel ends; with Jim Hawkins, years later, still haunted by nightmares of piratical iniquity, summed up by the memory of Long John’s parrot, mindlessly screaming “Pieces of eight! Pieces of eight!”

Like many of Stevenson’s works, TREASURE ISLAND was originally directed at young readers, for its original title was THE SEA COOK: A STORY FOR BOYS. I for one did not read the novel in my youth. My first memory was that of seeing a thirty-minute cartoon adaptation as an episode of THE FAMOUS ADVENTURES OF MISTER MAGOO, in which a version of Magoo, an actor rather than a blind old coot, essayed the role of Long John. The cartoon, like many live-action adaptations, played up Silver’s charm and wit, and downplayed the consequences of his intentions toward the honest treasure-seekers. I didn’t read the book until I was in my fifties or thereabout, when I sought to sort out the book’s relationship to the literary form of “the romance.” Indeed, Stevenson’s epigraph alludes to “the old romance, retold exactly in the ancient way,” which I take to be a reference to the chivalric romances, whose spirit Scott had revived in IVANHOE. To be sure, I doubt if any medieval romance ever had a villain as ambiguous as Long John Silver, who is the dark side of Hawkins as much as Hyde, five years later, would become the alter ego to Jekyll. Ironically, while Jekyll and Hyde perish together, Stevenson allows Silver to escape the fate he’s earned and to steal a sack of coins for his trouble, while Hawkins on the contrary is too haunted by his experience of “man’s inhumanity to man” to enjoy his share of the pirate treasure.

Despite the many horrific images in the novel, TREASURE ISLAND is entirely naturalistic, just like the Big Three Perennials. However, the book is indirectly responsible for spawning the cornerstone of the nineteenth century’s formulation of the superhero idiom. After reading ISLAND, H. Rider Haggard bet a friend that he Haggard could write a novel as good as Stevenson’s work. While there had been pirate adventures before ISLAND, KING SOLOMON’S MINES instituted the subgenre known as the “lost race novel.” Perhaps more importantly, MINES introduced one of the nineteenth century’s first serial characters whose adventures were both (1) predominantly metaphenomal in nature, and (2) predominantly based around the agon of combat. Allen Quatermain, star of MINES and the eight books that followed, does end up chasing a legendary treasure as does Hawkins. But Quatermain is a seasoned campaigner rather than a beardless boy, and though Haggard killed off his character in the second book, the series was popular enough for the author to bring Quatermain back in six “prequels.” To my knowledge Stevenson never wrote anything that belongs to the superhero idiom, but TREASURE ISLAND remains an important link in the chain of events that led to that idiom, ranging from Nick Carter to Tarzan and John Carter and on through the costumed offspring of four-color comics.

Tuesday, April 28, 2020

SELF-MASTERY MEDITATIONS PT. 3


My application of the “killing stroke” trope to the combative mode may serve me in formulating an answer to one long and nagging theoretical problem: that of combative characters who are not overtly challenged by most of their opponents.

In THE SAD STORY OF SUPERHERO SADISM I mentioned that during the Golden Age characters like Superman and the Spectre (both, as all sagacious fans know, linked by the authorship of Jerry Siegel) only occasionally encountered opponents who could fight them in terms of “give-and-take” combat. Even other powerhouses of the period were given convenient vulnerabilities so that they could be placed into peril—said vulnerabilities ranging from a special weakness, like Green Lantern’s inability to influence wood, or something more generic, wherein a super-strong character like Wonder Woman could be downed by a blow to the back of her skull. At the time, my main rationale for still deeming Golden Age Superman and Spectre as combative heroes was that, even though their individual gangland-foes were no challenge, Crime as a Whole was a constant menace not to the heroes but to law-abiding innocents.

Now, as per my Cyclopean example, the “killing stroke” usually represents a weaker character’s attempt to marshal both skill and strength to overcome a more powerful enemy, usually in some appropriate way (a one-eyed monster is made to lose his only means of seeing his prey). But it’s occurred to me that if one reverses the valences of power in the killing-stroke paradigm, what one has is akin to “the curse of the gods.” Greek mythology in particular is replete with numerous stories of gods who strike impious mortals with curses that fit those mortals’ impieties. Lycurgus the reaper is made to reap his own kindred, Pentheus the foe of Dionysus ends up meeting being ripped apart by Dionysian maidens, and so on.


Again, while both of Siegel’s co-creations would have many fully combative adventures during and after the Silver Age, it’s important to point out that their combative status in the Golden Age doesn’t depend on the trope of the “back-and-forth” fight. Instead, Superman and the Spectre depend on a trope I choose to term “the reverse killing stroke.” In contrast to a relatively weak character who slays a more powerful entity via strategy, the practitioner of the “reverse killing stroke” is, like a Greek god, far more powerful than any of the mortals he blights. But, for the extrinsic sake of the story, this godlike hero can’t just destroy his criminal targets any old way. The superhero-god must use his power strategically, for the sake of imposing a divine irony upon the victim.

The second part of Superman’s debut story, retitled “the Coming ofSuperman,” shows the hero acting the part of a trickster-god. Once Superman ferrets out the identity of a nasty munitions-maker, obviously the Kryptonian could destroy or imprison the villain in any number of ways. But in order to make a good story, Superman badgers the fellow into joining the U.S, armed forces—at which point he’s forced to face the real-life conditions of the wars he’s fostered. To be sure, the hero allows this villain the chance to reform, but in other contemporaneous stories, the Man of Steel uses his power judiciously, in order to make the enemies of law and order destroy themselves.




The Spectre presents a more bald-faced evocation of the “wrath of God” motif, which may be one reason the character wasn’t especially popular in the Golden Age (nor have any subsequent treatments scored that well, with or without the emphasis on said wrath). Siegel didn’t seem to exploit the idea of the “reverse killing stroke” quite as artfully as he did in Superman, but there’s a little use of irony in the origin-story. After Jim Corrigan is slain by gangster Gat Benson and his two cronies, the heroic cop rises from the dead, empowered by the power of Heaven to war on crime. Not yet donning his crimefighting togs, Corrigan overtakes his murderers, and the first one to meet Corrigan’s gaze instantly dies. Not much irony there. Yet the second death is more accomplished. When the second thug fails to kill Corrigan with bullets, he unwisely tries to grapple with the dead policeman. He pays for this “impiety,” since touching Corrigan causes the thug’s flesh to dissolve, making him into a living skeleton for a few macabre seconds, before Corrigan decisively slays him. Curiously, the gang-leader Benson is spared, as Corrigan merely allows him to fall unconscious and to be arrested. In subsequent stories, some of the Spectre’s killing strokes had an ironic appeal, and others were nothing special. Arguably the Bronze Age series by Fleischer and Aparo exploited the gruesome potential of the concept to greater effect, in that the Ghostly Guardian consistently devised dooms for dastardly villains that would have fit the EC horror-anthologies.



So, can one call any aspect of these godlike punishments “self-mastery?” Certainly such “reverse killing strokes” don’t engage one’s sympathies in the same way as the normative killing-stroke. Nevertheless, Superman and the Spectre must be judicious in order to destroy evildoers in an ironically meaningful way, and this ties in with my general concept that self-mastery entails a form of self-limitation. Thus the killing strokes used by these heroes to deter criminals can be deemed a special form of strategy-combat, and thus qualify for the combative mode even without a lot of back-and-forth battles.

SELF-MASTERY MEDITATIONS PT. 2

I’ve only devoted three essays to the concepts of interiorization and exteriorization, but it seems to me that the concept of self-mastery is implicit within those essays. Here I’ll attempt to extend those nations into greater elaboration.

Interiorization is a narrative pattern in which a character literally or figuratively draws upon his inner resources or character in order to become a more imposing figure, be it Doctor Jekyll unleashing his evil side or Billy Batson summoning up an idealized adult persona. As should be evident from these two examples, this pattern can be subcombative as well as combative, and even the combative example, that of Captain Marvel, requires a little further analysis. Golden Age CAPTAIN MARVEL stories don’t overtly posit that the hero is the adult form of Billy Batson, but the Captain seems to enjoy no existence independent from that of Billy. Although Billy’s ability to summon his adult self needs to be jump-started by the “Shazam-lightning,” which confer the power of legendary characters upon the Captain, Billy’s own self is strongly implicated in the formation of the hero, and therefore this qualifies as a form of self-mastery.



In contrast, I’ve cites a number of examples in which great power is thrust upon this or that character, in such a way that no self-mastery can be adduced. My review of SCOOBY DOO AND THE SAMURAI SCHOOL provides a pertinent. The characters of Shaggy and Scooby Doo are meant to be much more ludicrous in nature than Billy Batson, but all three are roughly on the same level of dynamicity. It would not be impossible to imagine a situation in which Scooby and Shaggy gained great martial-arts skills through the use of some improbable crash-course. If Howard the Duck could do it, why not Scooby and Shaggy? But the writers of SAMURAI SCHOOL may not have wanted to diverge that far from the duo’s default characterization as lovable goof-ups. Thus the duo get samurai-powers thrust upon them by an outside agent, with no indication of self-mastery.



THE COURT JESTER is another film in which the release of interiorized energies is somewhat undermined by the principal thread of the narrative. While a spoof of the swashbuckler genre does not have to be subcombative, JESTER sets up its main character Hubert Hawkins to undermine that aspect of the genre. In the early scene Hawkins wants very much to be fighting on the front lines with the courageous resistance, headed by the vaguely paternal Black Fox. Instead, Hawkins is relegated to protecting the infant heir to England’s throne. Yet in a roundabout way this “maternal” activity puts him in the position to take the identity of jester to the evil king’s court, giving him the inside track by which the king’s forces are eventually defeated. Hawkins’s only deeds of physical valor come about when a witch puts a hypnosis-like spell on the jester, making him into a wizard with a sword. Now, though this sounds like the same process described in SAMURAI SCHOOL, the setup allows for an “out” in terms of self-mastery. Since at the outset Hawkins admires the heroism of the Black Fox, it’s not impossible to imagine that he has watched sword-duels even if he never personally achieved mastery with the blade. The witch’s spell could be seen as a jump-starting process like that of Shazam’s lightning, unleashing hidden in the hero abilities that he always possessed in utero. However, the script doesn’t shoot for an integration between Hawkins’s external and internal personas, for he loses his sword-skill when he’s snapped out of his trance, and when Hawkins does defeat his main opponent, it’s done through a stratagem that undercuts the swashbuckler genre’s trope of the dazzling climactic duel.



Possibly the most improbable representative of combative interiorization can be found in the deservedly obscure Italian comedy BLONDE IN BLACK LEATHER. In this very rough precursor to THELMA AND LOUISE, Claudia Cardinale plays an abused housewife who meets a motorcycle-riding free spirit, played by Monica Vitti. Vitti encourages the naïve Cardinale to desert her heavy-handed husband and to embark on a series of rambunctious adventures. During one exploit, a gang of seven or eight gangsters surrounds the two young women, intending to commit mayhem. Neither female has displayed any skill at fighting, but Vitti performs a sort of “hypnosis” on Cardinale, saying (more or less):

Your husband beat you, didn’t he? So do what your husband did, and beat them up!

The resulting fight shows Cardinale, with barely any help from Vitti, clobbering all the gangsters with basic fisticuffs. The farcical mood is very close to that of a Bugs Bunny cartoon, where the rabbit can pull any weapon or contrivance he wants out of thin air. BLACK LEATHER is very close to being this type of fantasy-farce. Yet the basic intent still seems to be that of validating the ability of “helpless” women to kick ass if they really want to, in contrast to JESTER, which seeks to undercut the appeal of extravagant ass-kicking.

The pattern of exteriorization occurs when a character creates or empowers some other entity, or entities, to do his fighting for him. Most robot-protagonists, ranging from Gigantor to Bozo the Iron Man, are obvious combative manifestations of this pattern. However, in TO BREAK OR NOT TO BREAK PT. 2 I devoted a great deal of space to showing why a big fight at the end of 1934’s BABES IN TOYLAND, between king-sized toy soldiers and some nasty boogiemen, did not result in a combative work of art. I did not invoke the idea of self-mastery in the essay, but I emphasized the notion that there was no purposive connection between the soldiers and their dimwitted creator Stannie Dum. He builds the toy soldiers, but his achievement comes about through dumb luck, not as a means of exteriorizing his own buried passions and/or talents.



I’ve remarked that in the earliest extant telling of the story of Aladdin, there’s no combat between the lazy youth and the evil lamp-swiping magician. Disney’s version of the story gives Aladdin more swashbuckler-like abilities, though much of the film emphasizes romance more than action, and the conclusion depends largely on Aladdin undoing Jafar through strategy rather than direct combat. A more inventive, albeit forgotten, iteration was offered by 1952’s ALADDIN AND HIS LAMP.  Here as well, Aladdin is a tough sword-fighter, so he doesn’t entirely need the genie to do all of his fighting for him. Indeed, the script works in the idea of both “obedient genie” and “disobedient genie.” Though the genie will grant his new master’s wishes, the genie will also try to kill Aladdin in order to win free from his service. Since Aladdin must be vigilant to counter the genie’s attempts at assassination, this supernatural creature is more like Mister Hyde than like the traditional obedient servant of the lamp-bearer. That said, the genie ends up serving his master through Aladdin’s self-mastery strategy. The film’s villain manages to steal Aladdin’s lamp, but doesn’t keep his guard up against the rebellious spirit and thus meets the doom that could have befallen the hero.



SELF MASTERY MEDITATIONS PT. 1

GIVE-AND-TAKE VS. THE KILLING STROKE proposed that these two tropes provided the principal narrative strategies through which authors have created the combative mode. In my earliest mediations upon the subject, I tended toward the view that the key manifestations of the mode were those narratives in which some clash of equal dynamicities transpired, usually at the story’s climax (as noted in PASSION FOR THE CLIMAX). But to some extent this view was a consequence of my over-emphasis on the mode of dynamicity, since it was 2013 that I formulated the complementary combinatory mode. That said, I still devoted considerable space on my blogs to narratives in which a concluding conflict failed to convey the dynamic-sublime, ranging from canonical artworks like MACBETH to pop-art creations like WORLD WITHOUT END.




I did allow for a major exception to the “combat-climax” proposition, and this was what I originally called the use of strategy. For instance, I viewed FORBIDDEN PLANET as a combative film even though its major dynamicity-clash takes place in the film’s middle. Rather, the Id Monster is defeated by a strategic move on the part of the heroic space-soldiers. I hadn’t coined the term “self-mastery” in this period, but it seems clear to me that this is what I was aiming for, in valuing this movie’s conclusion as combative even though the soldiers use “brain” more than “brawn.” That said, I would not have deemed comparable characters, like those of THE ANGRY RED PLANET, to be combative figures, given that they didn’t show any real penchant for “brawn.” And within the same period, I viewed that the 1953 WAR OF THE WORLDS film was not in the combative mode. There’s a major clash of dynamicities in the middle of that film as there is in FORBIDDEN PLANET. But the Martians aren’t defeated by either the brain or brawn of the Earthpeople, but by sheer dumb luck.



The trope of “the killing stroke,” as exemplified by Odysseus’ blinding of the Cyclops, still depends on a clash of dynamicities, but it’s one characterized less by an exchange of powerful blows than by one principal thrust, often at a more powerful opponent’s weak point. Arguably self-mastery, with the attendant idea of “digging deep,” takes a more concentrated form in this trope. In the GIVE-AND-TAKE essay, I pursued a similar logical path in my comparison of the protagonists of two works: the 1940 THIEF OF BAGDAD and Neil Gaiman’s NEVERWHERE. The denouements of both works involve the protagonist using a magical weapon to strike down a more powerful menace: Abu shoots the wizard Jaffar with a magic arrow and Mayhew stabs a big monster with a magic sword. But Mayhew exhibits no self-mastery, while Abu does so prior to shooting Jaffar, particularly in the young thief’s battle with a giant spider.



However, such distinctions become a little harder to make when the “star of the show” is the monster. For a monster-centric film to be combative, the monster’s opponents, while often forgettable as characters, must evince the quality of self-mastery in order for the work to qualify as combative. Two such examples, from very different periods of filmmaking, are 1955’s IT CAME FROM BENEATH THE SEA and 2010’s SHARKTOPUS. Yet it’s difficult to quantify what separates the climaxes of these films from those of, say, 1975’s JAWS and 1994’s TREMORS. It’s my conviction that even though these films have very violent climaxes, I don’t find either the trope of contending dynamicities or strategy informed by self-mastery. The triumphs of the monster-slayers in the latter two films are impressive—but just not “super-impressive.” And I make this judgment in spite of all the other literary factors that make TREMORS a better film than IT CAME FROM BENEATH THE SEA, and JAWS (pretty much without question) a better film than any latter-day shark-opus.

Next up: considerations of self-mastery’s effects on the patterns of exteriorization and interiorization.

Monday, December 30, 2019

CONCRESCENCE AND THE KINETIC POTENTIALITY PT. 2

In Part 1, I concluded the essay with these words:

In the case of the kinetic phenomenality, the operation of concrescence depends on bringing together disparate elements into what appears a seamless whole, just as it does with respect to symbolic discourses.

In that essay, I viewed the physical dynamicities expressed by two artists-- Jack Kirby and Mike Zeck-- and gave my reasons for viewing a Kirby panel as "good kinetic discourse," while Zeck's panel was"bad kinetic discourse." Nevertheless, in previous essays, I've gone on record as stating that even badly done kinetic discourses may fall within the combative mode. One such essay on that subject was INTENT VS. EXECUTION. In that 2015 essay, I compared two mediocre movies, 1956's WORLD WITHOUT END and 1984's AMAZONS, both of which conclude with less than impressive fight-scenes. Yet, since I rated AMAZONS as combative and WORLD as subcombative, for me this begs a question regarding the function of concrescence in this conceptual model.

Oddly, though INTENT links with an earlier essay that discusses the narrative-significant schism. I didn't bring that concept into play in any direct manner. However, I gave Paul-Michael Glaser's AMAZONS credit for having a combative "intent" that I did not find in Edward Bernds's WORLD:

So, even though both Paul Glaser and Ed Bernds fall short in terms of execution, I give Glaser the nod because his work shows some "intent" to provide a combat that resolved the differences of the opponents, while Bernds seemed unaware that his main hero had to do something at least semi-impressive. 
It belatedly occurs to me that what I called "execution" in the essay parallels with the concept of a work's narrative value with relation to the combative mode: that if the work doesn't display the contending of impressive energies, then it cannot be combative. Yet, though Glaser's film isn't much better in terms of showing those contending energies, it does show "intent," which in my system would line up with a "significant value"-- ergo, the concluding fight is important TO THE READER for such-and-such a reason.

Thus, I find that while the kinetic discourse of both works may be inferior in terms of narrative values-- and thus, not fully concrescent-- AMAZONS is concrescent with regard to the significant values possible for both works, while WORLD is not, and so registers as subcombative.

 




Monday, December 16, 2019

ON MASTERING SELF-MASTERY PT. 2

I concluded Part 1 by sketching out three primary story-tropes used by fictional characters to demonstrate self-mastery:

(1) Combat between bodies, which in fiction usually takes place as "hand to hand combat" between human beings, though it can also include beasts in combat with claw and fang, and all analogous conflicts.



(2) Combat through the use of "extensions," which can range from weapons modeled on those of the real world to unreal "super-powers" not natural to the human form, such as X-ray vision, fire-breathing, or even peculiar uses of parts of the human form, like stretching this or that part of one's anatomy.



(3) Combat through the use of physically independent pawns, which can be other human beings, beasts, robots, etc.

In Part One I stated that with the first category, it's relatively easy to get a sense as to whether the combatants demonstrate greater-than-average dynamicity, what I termed "megadynamicity" in this 2012 essay. The second two, however, can be more elusive.

In my recent essay THE INVISIBLE FORCE OF INVESTIGATORS, I stressed that most "police procedurals" don't allow for "battles of personal glory." Many though not all shows in this genre are all about the power of cops to sweep through the city and overpower the criminal element by dint of superior numbers. The viewer assumes that every fictional cop has been through some form of training, both in armed and unarmed combat, but the stories themselves do not generally stress whatever megadynamic talents the policemen and policewoman may possess. Thus I would not label the cop-characters of HAWAII FIVE-O or LAW AND ORDER as megadynamic. In contrast, some less "procedural" cop-dramas definitely emphasize the violent conflict of order and chaos, ranging from cinema's DIRTY HARRY series to the gleeful absurdity of T.J HOOKER.



Now, in a less "civilized" genre, such as the western, one usually presumes that anyone who wields a gun knows how to use it-- or at least, any man. In every medium, the western tends to represent women as wielding weapons purely in self-defense. A female western character on average is at best mesodynamic, which means more or less that she can wield a gun well enough not to shoot herself with it. Only a precious female characters are touted for their skill with weapons. The real-life trick-shooter Annie Oakley has given rise to fictionalized versions like the 1954-57 teleseries with Gail Davis.



That said, a given character may demonstrate self-mastery, but not in a combative situation. In 1935 Barbara Stanwyck starred in an equally fictionalized version of the famous markswoman's life. However, this version of ANNIE OAKLEY was a romantic drama, with no combative content.




To segue a second time, I've sometimes debated with myself as to when a character with a gun registers as *mesodynamic* rather than "megadynamic." Prison-films-- particularly of the species known as "women-in-prison"-- can prove highly variable in this regard. A lot of guns are fired at the conclusions of THE BIG DOLL HOUSE, THE BIG BIRD CAGE and SWEET SUGAR, but I derived no sense that most of the character shooting off big guns were especially skilled. As with the character of Mayhem, discussed in Part 1, their power comes not from themselves but from the sheer power of the weapons they acquire.

In contrast, though a number of female characters in the 1974 CAGED HEAT wield guns, the big shootout at the conclusion shows that the two characters played, respectively, by Erica Gavin and by Roberta Collins are skilled at picking off armed enemies from a considerable distance. I don't plan to review HEAT in the near future, as I found it somewhat boring. But at least director Jonathan Demme set up a situation in which his "femmes formidables" had to exchange sustained fire with a bunch of unsympathetic prison-guards, thus satisfying the combative mode.




Moving on to the second of the difficult categories, it's a given that there are many characters in fiction who are capable of unleashing vast armies against other armies: kings and queens, emperors and empresses, popes and popesses (?) But countless stories merely imply this power without seeing it in operation, just as numerous police-types do not demonstrate their dynamicity but simply imply it. Shakespeare's kings are forever going to war about this or that, but it's not a given that all of them are megadynamic figures, particularly when the wars are conveniently offstage. Henry V is easy to pronounce as "combative" in part because he's out there fighting with his troops. But Macbeth comes to power by assassination, and though there's a fight between Macbeth and Macduff while their respective armies contend, it's hard to state outright that either of them is a megadynamic type.

In this situation, female rulers may be no less complicated. Shakespeare's Cleopatra does not fight in the trenches in the fashion of Henry V, or even the Bard's tough-gal version of Joan of Arc. But the play does attribute to her the indirect power over Egypt's armies, so that one might indeed regard her as satisfying the combative mode. However, there are numerous Cleopatra tales-- not least Shaw's CAESAR AND CLEOPATRA-- in which the queen displays no queenly dynamicity, and thus she would register as mesodynamic at most. I might say the same for the Timely Comics version of the character Venus, though since she's given a definite super-power in later stories, the determination is perhaps moot.

Thursday, December 12, 2019

ON MASTERING SELF-MASTERY

I've recently hunted through past posts and added the tag "self-mastery" to any post where I used the Nietzschean term "self-overcoming." I find Nietzsche's term a little too obscure for my own use, but "self-mastery" serves to express the ways in which fictional combative characters illustrate humankind's ability to do more with their "might" than to dominate others. I wrote in 2015's NIETZSCHE VS. THE NEOPURITAN NANNIES:

Nietzsche is interested in war and violence only as forces within humankind that must be overcome by the overman-- not indulged in, like the Nazis to whom Frederic Wertham compared the philosopher. The overman was Nietzsche's solution to the vagaries of rule by the mob or by the tyrant:

Now, in fiction combative characters embody a plethora of philosophical attitudes, and Nietzsche's idea of self-mastery diverges even from that of, say, Frank Miller. (Interesting side-note: in ZARATHUSTRA Nietzsche castigates a "Spirit of Gravity," which is a value Miller and his co-writer Azzarello champion in THE DARK KNIGHT MASTER RACE. ) But I would still argue that the semantic manner in which both the philosopher and the comics-writers express the idea of self-mastery is essentially the same.

Now, in COMBAT PLAY PT. 4, I  used the ideal of "fair play" as an example of what I then called "self-limitation" and considered essentially identical with "self-overcoming:"

In my own lit-critic cosmos, the ideal of "fair play" assumes the role of "self-limitation" that is, in Nietzsche's philosophy, occupied by "self-overcoming."

And yet, I find that I've used it not in terms of limiting oneself but also in terms of exceeding limits. In WEAKLINGS WITH WEAPONS PT. 1, I compared two protagonists whose dynamicity was certainly not at the highest level, but who both utilized particular weapons to overcome obstacles. I argued in part that although Richard Mayhew of NEVERWHERE gained possession of a super-sword and used it to kill a monster, he lacked the quality of "self-mastery," since the weapon's power did all the work. In contrast, Jack Burton of BIG TROUBLE IN LITTLE CHINA didn't command a lot of power with his one weapon, a simple throwing-knife, but like Aristotle's hedgehog he mastered one good trick. Thus his triumph over the villain Lo-Pan is entirely the result of Burton's self-mastery.

In my philosophical cosmos, the acquisition of a skill or power comes about through a process of self-monitoring, a subject's attempt to understand his or her natural limits at a given time, after which the subject seeks to exceed said limits, to gain greater self-mastery. The appeal of fair play is affective rather than cognitive; the subject believes, for instance, that he shouldn't use a weapon if his opponent does not have one. Thus, in THOR #152, the thunder-god "sheathes" his hammer after destroying his foe's mace.



However, this "noblesse oblige" gesture can have an objective effect, in that it forces a given character to "dig deeper" in order to defeat a worthy opponent. Of course, one doesn't need the gesture, since combative narratives are replete with dozens of situations wherein combatants seek out worthy opponents purely to improve themselves. DRAGONBALL frequently uses this scenario, in that the Seiyans Goku and Vegeta repeatedly challenge one another, even when on relatively friendly terms:



Having dovetailed these two related concepts, my next consideration is: what are the most familiar story-tropes through which fictional characters may demonstrate self-mastery?

Both of the two previous examples fall into the most elementary category, that of the hand-to-hand battle. This is also the easiest trope with which an author can express self-mastery.

The trope of weapons-use, however, becomes more complicated, as seen in the WEAKLINGS WITH WEAPONS analysis, wherein I found that Mayhew did not display self-mastery even though he had a bigger, badder weapon than did Jack Burton. An even greater complication is that any form of "super-power" not intimately tied to the human body becomes similarly problematic. If Nightcrawler's ability to teleport demonstrates self-mastery, can one necessarily say the same of a comical type of teleporter like Ambush Bug?

The third major trope of self-mastery is that of the indirect commander: a figure whose main role is often to order others into battle. In this essay I said that I discounted the "Adama" character of BATTLESTAR GALACTICA in terms of "combative status" because he functioned largely as a figurehead. Yet there are millions of villains who are basically "master planner" types who get henchmen to do their fighting for them. However, the difference between Adama and, say, Fu Manchu is that the latter's genius for evil infuses every errand his servants perform in his name.



More on these matters later, perhaps.

Monday, October 28, 2019

NARRATIVE AND SIGNIFICANT AMPLITUDE PT. 3

In the first two sections of this intermittent essay-series, I argued with myself that the "significant values" of a given work, or set of works, could affect the "narrative values" of the item under discussion.  However, only recently did I consider this effect could be metaphorically illustrated in mathematical terms.

In the original ACTIVE SHARES, PASSIVE SHARES argument, I surveyed the Silver Age Marvel comic-series, of which I said:

I could and did do a statistical survey on another Old West hero: the Rawhide Kid of Marvel Comics, the company descended from the publisher who did "Ringo Kid" in the 1950s. When I counted the number of Rawhide's purely isophenomenal adventures, and compared them with those in which he'd enjoyed encounters with metaphenomenal entities, the latter worked out to about eight percent of the total stories. So, by the "51 percent rule," Rawhide could not belong to "the superhero idiom" any more than could the Ringo Kid.
But this presumes that every metaphenomenal story in the series has exactly the same value as every isophenomenal story; that one story equals a value of "one." Yet in EXCESSIVE COMBINATORY FORCE, I said:

So I have at least made the essential statement that for the combinatory mode as for the dynamicity-mode, "excess of strength is proof of strength," as Nietzsche aptly said.
By this paradigm, a story with metaphenomenal elements is "stronger" than one without them, if only in the degree to which the former type forces the reader to utilize his imagination. Given that strength even in the non-imaginary world carries more value than comparative weakness, then it's arguable that every metaphenomenal RAWHIDE KID story ought to have a value of more than one.

To be sure, I fudged the original percentages by allowing a value of "one" simply to each issue of RAWHIDE KID, even though some of the earlier issues contain more than one story with the starring character. Since I felt that the feature progressed away from multiple stories fairly soon, I decided I didn't want to count out every story, with the result that I regarded the whole run of the KID as comprising 113 "points" (at least two issues featured reprints before the title went all-reprint).  Of those 113, I considered that 15 of the stories had metaphenomenal content, though I'll note here, as I did not in the earlier essay, that only two of them are "marvelous" and all of the others are "uncanny."

Now, whatever calculator gave me eight percent I evidently misused, because when I tried the operation today, it came out as a little over 14 percent. The error makes no difference to the 51 percent rule: eight and fourteen are equally unable to enjoy a "controlling interest."

So, if I posit that each isophenomenal story, because it makes no great appeal to the imagination, is only worth one point, then that gives 98 points for the roughly 98 isophenomenal stories in the Kid's original run.

Now suppose that I say that a marvelous-metaphenomenal story is worth not one, but five points. Only two stories in the run are unquestionably marvelous in nature, the "Red Raven" story and the "Living Totem" tale, so with those added we have 10 points for the stories themselves, 108 points for the grand total.



Then there are thirteen "uncanny" stories, so I'll arbitrarily assign them three points to each of these. So the subtotal of metaphenomenal stories becomes 10 + 39, equaling 49, and the total points overall are 147. Out of 147, 49 is roughly 33 percent. It's still not 51 percent or more, but it begins to look more like the sort of "passive share" I argued about earlier.

Now, I could continue to jigger the ratings of the metaphenomenal stories until they did raise above fifty-one percent, but if I set that standard in stone, then it would be totally arbitrary. By asserting greater values for the metaphenomenal stories in a merely theoretical manner, this adjusted paradigm adequately illustrates the principle of the passive share I sought to explore.

A contrasting example, brought up in NARRATIVE AND SIGNIFICANT AMPLITUDE PT. 2. was that of the 1960s TV serial LOST IN SPACE. I wasn't concerned with sussing out phenomenology here, but the appearance of the combative mode, and as with RAWHIDE I assigned every story (including parts of continued stories) just one point. Eighty-three stories meant eighty-three total points, Nineteen of the episodes were combative, which registers as 23 percent of the whole.



But to be consistent with my assertions in EXCESSIVE COMBINATORY FORCE, the higher dynamicities of a combative work should be valued higher than those that lack this dynamicity. So the total number of points for the subcombative episodes, assigning each one point, is 64.

Since combative dynamicity doesn't make quite the same appeal to the imagination as does metaphenomenality, I'll conservatively assign the value of three to the nineteen episodes. So the subtotal for the combative episodes is 57 and the overall total is 121. The subtotal is about 44 percent of the total, so it too does not meet the 51 percent criteria, though it too is closer to being a "passive share." However, because combative adventure does not seem to have been as important to LOST IN SPACE as metaphenomenal content was to RAWHIDE KID, it's possible that the significant value of the former might have a negativizing effect upon the whole of the teleseries. More on that later, if I get suitably inspired.

Tuesday, October 8, 2019

HOW WEAK IS TOO WEAK? PT. 3

At the end of the second part of HOW WEAK IS TOO WEAK, I said:

In a future essay I'll develop further the notion that leadership sometimes engenders the privilege of combative status-- but also, sometimes not.

Given that I started this series talking in part about the sixties animated series JONNY QUEST, it's natural that one of my examples of a leader who does have combative status-- despite not being all that dynamic-- is Benton Quest of the same series. (I'll pass on making any judgments of later iterations of the franchise.)

First, like Benton's son Jonny, the scientist takes a back seat to the hyper-dynamicity of bodyguard Race Bannon. The good doctor is never seen fighting hand-to-hand, and is only occasionally seen using a pistol or rifle.




Clearly he can use a more exotic form of weaponry when pressed--




And he even creates weapons that can take out giant eye-robots.







So, even though Benton's not seen kicking a lot of ass, he contributes considerable dynamicity to the ensemble.

In contrast, there's the portentously named Commander Adama of BATTLESTAR GALACTICA.



Despite his being theoretically in command of the "battlestar" and of the entire stellar wagon train it escorted, Adama always seems generally removed from the action whenever the Cylons attack. I'm not going to say that he never gives a crucial command in a given narrative. However, the entire attitude of the GALACTICA production frames Adama as a figurehead-- which is perfectly true, in terms of actor Lorne Greene's star-power compared to the appeal of his less-known co-stars. Further, Greene had become internationally famous for playing Ben Cartwright for fourteen years. and though Daddy Ben did his share of fighting and shooting alongside his sons, the Ben Cartwright character became invested with a paternal gravitas-- which is almost certainly what the GALACTICA producers wanted from Greene. In contrast, all the action is given to Adama's "sons"-- the real one, Apollo, and the figurative one, Starbuck-- who are the ones who get out there and battle Cylons.




Indeed, even though Adama and a handful of other non-combative characters are indubitably *centric" with respect to the characters important to the serial narrative, none of them are important with respect to the combative scenes. Thus, from the combative standpoint, Adama does not share the combative status of the younger space-soldiers, who in general tend to go out and fight the enemy without any input from their "old man."

Saturday, September 14, 2019

HOW WEAK IS TOO WEAK? PT. 2

This will be one of my least theoretical pieces, since I've pretty much laid down, in the first HOW WEAK IS TOO WEAK, my rationale as to what factors are needed to allow a comparatively low-dynamicity (such as the principal example in that essay, Jonny Quest) to function as part of a high-dynamicity ensemble.

This week I finished reviewing a modestly successful superhero spoof, 1999's MYSTERY MEN. The basic concept is that of six sad-sack superheroes trying to make good in the big city, and most of them don't have much power at their command, unlike the local "golden hero" Captain Amazing. Just as Race Bannon's fighting-prowess somewhat uplifts the juvenile star of JONNY QUEST, those Mystery Men who are at least fairly formidable-- the Shoveler, the Bowler-- more or less transfer some of their mana to other characters, such as the Invisible Boy or the Blue Raja. Of course, the whole point of the film is to take the theme of prizing "the stone the builders rejected," and even the weakest characters get a chance to shine in the course of the film.

The Invisible Boy (Kel Martin), for example, can only turn invisible when no one's looking directly at him.



And the Blue Raja (Hank Azaria) attempts to discomfit villains by throwing forks at them.



If either of these characters appeared as a solo character, I would probably classify him as a "subcombative superhero," one of the exceptions to my general rule that superheroes are defined by the act of combat. (If I ever get around to re-reading all of the issues of FLAMING CARROT-- the absurdist Bob Burden comic from which the Mystery Men were launched-- he too would quite possibly join the ranks of the subcombative type, despite exotic weapons like his "baloney gun.")

By a similar process, I also validated the character of Merryman in THE INFERIOR FIVE in the third SUBCOMBATIVE SUPERHEROES post. Merryman, the leader of the Inferior Five, is consistently characterized as the group's "98-pound weakling," Even on those rare occasions that he wins a fight, it's usually by some contrivance, as when he faces a faux-Hulk who just happens to have the proverbial glass jaw.



However, Merryman does have a function in guiding his scatterbrained gang of super-doers, and this gives him enough mana to be deemed a combative superhero, even though he wouldn't be if everyone in the group was on his microdynamic level. As it happens, though, the Inferior Five also boasts some powerhouses like Awkwardman, a super-clumsy version of Superman--



Or that salute to dumb blondes everywhere, Dumb Bunny.






In a future essay I'll develop further the notion that leadership sometimes engenders the privilege of combative status-- but also, sometimes not.