Showing posts with label Pat Broderick. Show all posts
Showing posts with label Pat Broderick. Show all posts

Tuesday, June 30, 2026

The AC Blue Beetle!


When at long last Charlton Comics gave up the ghost and closed its factory, the assets went far and wide. As we all know, DC Comics scooped up the Action-Heroes (Blue Beetle, Captain Atom, Judomaster, Peacemaker and for a time Thunderbolt) as a favor to former Charlton editor Dick Giordano. But at that same time Bill Black of AC Comics had also acquired some of Charlton's backlog and a promise to publish. He was eventually given a year to follow through on what he had picked up, and the result was Americomics #3 which featured two stories starring various versions of Blue Beetle. In the first story which was originally intended for the Charlton Bullseye we get a match-up between Ted Kord and Dan Garrett, one different from what DC would produce some years later. We also get a second story starring the Golden Age Blue Beetle. Pat Broderick's cover for the issue is one of my favorite pieces by him. 


 Also slated was a proposed teaming of the Action-Heroes, now dubbed the "Sentinels of Justice". We get Blue Beetle, Captain Atom, Question and Nightshade in action. One issue was produced and that was all. Black had hoped for more but his creative team could only conjure one issue before the year time limit was up. We would catch glimpses of the heroes together in DC's Crisis on Infinite Earths and of course most famously the heroes would populate The Watchmen in altered forms. Eventually we'd get The L.A.W. mini-series drawn by Dick Giordano, but that would be decades later. I'll have more on that later this year. 

More Charlton action tomorrow. 

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Monday, June 3, 2024

Atlas-Seaboard Comics - June 1975!


June was a pivotal month for the fledgling comics company known as Atlas. The change made in the editorial direction of the company was seen in the color comics, as Larry Lieber stepped forward and took control of the whole line following the departure of Jeff Rovin. Before this, the two men had split the color books with Leiber focusing on the genre books. Now all the books got some new talent and new directions. The fragmentation of the line is becoming evident.


PHOENIX #3 offers the latest episode in the life of astronaut-turned-messiah/superhero Ed Tyler as he attempts to solve the dilemma of a distant village overcome by Abominable Snowmen. He finds a destroyed village with a single survivor, an old man, and proceeds to find the rest of the missing folks. That brings him into conflict with the Snowmen and their creator and master Lucifer. Lucifer it turns out is something of a rogue Deiei, who resembles the classic image of Satan quite closely, and who is now free to pursue his inclinations since Phoenix has largely destroyed the Deiei bases on Earth. Needless to say, after much hoopla, and one sacrifice, the village is saved, and Lucifer is frustrated. The story is by Gabe Levy with more worthy artwork by Sal Amendola. Frank Thorne does the cover.


The second feature of the book is DARK AVENGER and it's a reasonably well-crafted tale of urban crimefighting and offers splendid Pat Broderick artwork. A young man finds a mysterious metal, is able to transform it into a suit and so finds himself with a wonderful superhero gimmick. That such a fellow with so vivid an imagination and so specific a set of skills is still living with his mother and brother is arguably the strangest thing about this little one-off story. It's a bit like Spider-Man meets The Katzenjammer Kids, but lots of folks really like this story.


DESTRUCTOR #3 gives us another installment in this ongoing Archie Goodwin - Steve Ditko epic saga. Gone this issue is Wally Wood, and the artwork seems to have been inked by Ditko. I don't know about that. The story continues with the Destructor still battling thugs from the Combine, but this time under the direction of Dr. Shroud. He sends the Huntress and her attentive sidekick Lobo to take on the Destructor, and they trap him in an elaborate casino/canyon (you've really got to see this one to understand that). Because the thugs fight among themselves, the Destructor lives to fight another day. One thing about our hero, he's certainly presented as a cool character who is willing to sacrifice others to achieve his goals. The anti-hero is popular with Atlas, but in many respects Jay Hunter is the purest example of the disaffected modern protagonist.


TIGER-MAN #2 is a real change of pace issue. Steve Ditko takes on the hero and gives him a really dynamic energy he was missing in the earlier chapters. Gerry Conway takes the writing helm, and Tiger-Man seems to become a more conflicted hero, more concerned with the lives of his enemies. He encounters the Blue Leopard, a man empowered with the same talents as himself yet set on a revenge mission against Dr.Hill, the Tiger-Man. There's more than a few clues to suggest the Blue Leopard is a Black Panther clone, with several origin details in common with Marvel's kingly hero. Lots of good fight scenes in this one, and a grand Frank Thorne cover.


TARGITT #2 gives us another story in John Targitt's ongoing war on crime. This issue gives more Howard Nostrand artwork, but the story told in flashback, relates how Targitt is transformed into an undercover FBI secret agent and gives him a uniform to perform his missions against the mob. There's lots of action and mayhem, and the story is reasonably diverting if not particular inspiring. Like the Dirty Harry movies that inspired this comic, there's an ongoing fascination with guns that seems to actually drag the storytelling down a bit.


POLICE ACTION #3 gives us two more crime dramas. LOMAX battles a hotdog vendor turned hitman, and eventually gets his man. Mike Sekowsky does another fine job with more McWilliams inks. LUKE MALONE finds himself drawn into a rock star's murder scam and eventually he uncovers the plot of this thinly veiled swipe of Alice Cooper. Despite an energetic Frank Thorne cover (Noticing a trend on cover art?), the comic seems to be losing its steam a bit, and just in time, because this is the last issue.

And now the new stuff...


THE BARBARIANS #1 gives us a new IRONJAW story, and its an okay effort with Pablo Marcos art and Gary Friedrich story. Under Mike Fleisher Ironjaw was a grim realist, but now there seems to be a desire to make him more heroic and sympathetic. It's poorly considered. In this story Ironjaw fights some barbaric mutants, and to my surprise befriends them. Sheesh! The second feature is a real strange one called ANDRAX. This story seems to be an import and offers the beginning of an epic saga of a young Olympic athelete captured by the obligatory mad scientist and sent (by unexplained means) into the future where the scientist is sure the man's will and stamina will make him a king among the weak future-men. All the newly dubbed "Andrax" finds is a wasteland and soon he's fighting for his life. It ends with him seeking other people. It's a well-drawn story, but has a distinct European feel to it.


FRIGHT #1 gives us the beginning of the SON OF DRACULA story by Frank Thorne on art. It's a rambling story, and involves mild incest and more than a bit of coincidence to concoct a complicated situation that finds a young college professor possessed of the curse and the power of Dracula himself. It's not a bad story, just a confusing one as origins can tend to be. The story sets up a man who seems to be both the hero and the villain of the story, despite his better intentions. This book is the only issue of Fright, and the only story about the Son of Dracula I'm familiar with.


HANDS OF THE DRAGON #1 might just be the strangest new addition to the Atlas-Seaboard lineup. This story with Jim Craig artwork gives us a no-holds origin story which has elements of vintage Silver Age Marvel, along with more recent Bronze Age Marvel and a whisper of old Charlton. The book appears to be (and is) a rip-off of Master of Kung-Fu. But the story is really more a clone of the Iron Fist saga with some exploding atomic bombs thrown in to give several folks some superpowers. Two twins survive the blast to be raised by their grandfather in a monastery where one brother grows to become evil (he also was scarred by the blast though he never really looks like it) and the other becomes our hero "Dragon". There's also a villain called Dr.Nhu who corrupts the brother who eventually gets the name Ling the Cobra. It's a complicated story with a few too many elements thrown in. One gets the feeling the script and the art aren't a perfect match, and that the book was drawn with a somewhat different plot. Another detail is that perhaps the Dragon's outfit was originally to have been green. Despite his very MOKF look, one caption describes him as a green figure. I figure that change was made both to take advantage of Shang-Chi's success and avoid too obvious a comparison to Iron Fist. The story ends with an assassination plot foiled and the Dragon vowing to stop his brother. We never find out what happens as this book too ends with its first issue.


And then there's always VICKI #3. 


The wheels are coming off the Atlas-Seaboard machine. The changes are clear attempts to gather market, and much of the line's early character is disappearing to be replaced by less compelling material.

July will see lots of final issues, and even a debut or two. More next month.

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Tuesday, May 14, 2024

Weirdworld - An All-New Adventure Into Epic Fantasy!


The way the Weirdworld stories tumbled out bit by bit from Marvel during the late 70's and into the 80's shows at once the durability of the concepts and the abiding patience of creators who know they have something special to share. Weirdworld was lucky to have some excellent artists in its time such as Mike Ploog, Alex Nino, Pat Broderick, John Buscema, Rudy Nebres, and Marie Severin among others. It seemed that each time a Weirdworld story managed to surface it offered a somewhat different take on the totally peculiar environment which at once evokes the arch danger of Middle Earth by Tolkien and the sardonic whimsy of Wonderland by Carroll. The Weirdworld stories hold up exceedingly well, better than many such works that evoke the Tolkien feel. Moench says he wasn't influenced by The Lord of the Rings and certainly this is not a copy, but details in both do make you scratch your head. Great stuff!


Weirdworld is one of those very special comic book projects that likely should not exist. Its origins are so odd and its development so dependent upon happen chance that I'm surprised it was ever produced. Doug Moench, the creator of Weirdworld and the only writer for the stories, came up with the concepts when he was just beginning as a writer and proofreader at Marvel. He needed some extra cash to help with his moving expenses to New York City and so he was offered the chance to pen a few back up horror tales for Marvel's black and white mags. One of the stories which came to him didn't fit that premise at all, but rather was an offbeat fantasy yarn, a story with remarkable charm but no apparent market.


"An Ugly Mirror on Weirdworld" was recognized by the editors at Marvel as being something special and Mike Ploog was assigned to draw it, an inspired choice. The story is about a misfit elf named Tyndall who is assigned by the local dwarf leadership to seek out evil and extinguish it. He journeys into mysterious lands and faces weird and dangerous threats only to eventually find an egg inside the bones of an ancient creature. The egg hatches and revealed is a lovely maiden, an elf like himself named Velanna. They realize that they belong together, and the story ends on a happy note. The story Tyndall and Velanna then languished for a couple of years waiting its chance for publication and a larger audience than the halls of the Marvel offices. Read the story here


That chance came in a one-shot mag called Marvel Super Action. The mag featured Marvel's breakout crime-buster Punisher and no mention is made on the cover of the sweet little story tucked away inside those pages. Weirdworld was unleashed. And it made a palpable hit on the audience.


A second story "The Lord of Tyndall's Quest" was written, this one once again illustrated by the remarkably talented Mike Ploog and perfectly inked by Alex Nino. Moench's yarn tells the further story of the elf Tyndall and his new-found companion Velanna, the elf from an egg. They fall into the clutches of a wizard named Grithstane who sends Tyndall on another quest, this time into the sky itself to the floating weird ring-island named Klarn (Tyndall's home supposedly) which casts a shadow on Weirdworld. This shadow is a breeding ground for evil. Tyndall finds a maiden about to be sacrificed but who is in fact a monster and he escapes with his life. He defeats Grithstane and saves Velanna and the pair once again appear to live happily ever after. Read it here

This story got a berth in Marvel Premiere, again after languishing for a few years. Two memorable stories, and many more moons and it appears that Weirdworld will be no more. But that's not true at all. 




Marvel Fanfare was a really odd comic book. An upscale production, it was positioned strangely in the direct sales marketplace because it used stories generally deemed not good enough (for whatever reason) for publication in a regular Marvel comic and gave them a high-end and glossy presentation. Lots of great stuff appeared in its pages, but all of it had a kind of orphan quality to it.

No less was this case with the three issues of the comic dedicated to Weirdworld. You have to understand that this was published in 1984, but the stories contained in these three issues were produced long before, back in the late 70's, and I assume an abandoned project since the saga of Weirdworld had exploded in other directions under other hands in high-profile ways, but more on that next time. I'm covering this story here because in terms of what passes for continuity it comes next, though readers weren't treated to it for many years after its sequels. (And this is how it's presented in the recent trade volume.)


Doug Moench is back writing his distinctive creation as is artist Mike Ploog, at least for the first chapter. The second two issues are both drawn by Pat Broderick, an artist of no small reputation. Broderick is ill-served here simply because for all his skill, he is a decided step down from Ploog on this kind of material. Superheroes it might've been a different story, but for high-fantasy Ploog had a special panache.

In this story we meet Mud-Butt, twice. What I mean is that the seminal character of Mud-butt underwent a profound physical change between the first and second chapters of the story. Mud-Butt is a dwarf malcontent and thief. Tyndall and Velanna throw in with him when they defend him in a bar fight. The trio then head off to confront the wizard Lord Raven who has send Goblins and other monsters to recapture a prize Mud-Butt had stolen from him. The true nature of the item is revealed in another tale. The trio run from and confront goblins and other weird creatures as they rush into and out of dimensional doors taking them all across Weirdworld. Ultimately, they save the day and defeat the villain, but we knew that already.


This seems like a good time to address one of the understandable but apparently untrue notions about Weirdworld. According to Doug Moench, the story was not inspired by J.R.R. Tolkien's Lord of the Rings saga which had taken the world by storm. Moench claims he never read the stories, save perhaps for The Hobbit before he'd written Weirdworld. I choose to believe Moench when he says he was not riffing on Tolkien. But someone in editorial sure noticed the similarity. 


That Marvel quite wisely used the similarity to advertise and promote the Weirdworld stories is understandable and of course suggests to almost any audience that the work was inspired by same, even if that's not the case.




This is the blockbuster! These three very "super special" magazines collectively titled Warriors of the Shadow Realm, but part of the longer series Marvel Super Special are among the most beautiful comics ever produced in the genre. That the covers of all three are so riddled with copy and hype that they almost hide the beauty is regrettable, but back in the day a fan took what a fan could get. In this case what a fan got was a potent new way to publish beautiful artwork, giving it a painterly feel for Doug Moench's writing, but still maintaining the verve and energy of a classic comics page. The artists involved were Rudy Nebres (inks), Peter Ledger and Steve Oliff (paint and colors) and most importantly "Big" John Buscema (pencils).


If it were possible to worship an artist, my god would be John Buscema, He was simply the finest comic book artist of his generation and is in a league with Hal Foster and Alex Raymond. Famously disdainful of the superheroes he drew so many of, he took the Conan franchise made popular by the exquisite and increasingly baroque artwork of Barry Windsor-Smith and toughened it for the long haul. I consider Buscema's Conan the definitive version, even surpassing the transformative version by Frank Frazetta. Only Buscema was able to consistently present a Cimmerian who had all the characteristics described so vibrantly by Robert E. Howard, the charisma, the raw power, the nimble agility, and the raw drama. I'd imagine John Buscema was excited to have a chance to do more fantasy when he came to draw Weirdworld.


The story of Warriors of the Shadow Realm goes roughly as follows. Be careful there are spoilers. Tyndall, Velanna, and Mud-Butt come across a Savage Elf who is running from some mysterious flying Nightfangers. Later they encounter him again and come into possession of mysterious gems which have the power to evoke monsters in the Moon's light. The Savage Elf dies when the Riders of the five Shadow Riders enter the City of Seven Delights. The trio take the gems to a wizard who tells them of the origin of Weirdworld and the near-godly figure of Darklens who created the place as a by-product of his war with other gods. The gems contain the essence of the evil Darklens and the Riders are desperate to gain possession so that he might right again. The trio take the gems and later meet a tribe of Savage Elves who have taken the mission long ago to protect the crypt of Darklens so that he might never rise. The wizard betrays them all and takes possession of the gems giving Darklens access to his body but the intervention of a White Wolf, which also seems to be a wizard or more, helps to forestall the threat. In the end Weirdworld is safe once again, for the time being.


That's the story, at once classic and evocative of many other stories told over the ages. It feels very familiar indeed that small seemingly weak characters prove pivotal in stopping the resurrection of a dangerous sorcerer who threatens the whole world and beyond. It's as advertised, "in the fantasy tradition of Tolkien".


I'm exceedingly glad that I have this story in its original format as the reprint, as grand as it is, falls short of presenting this artwork in its proper from. The story has a number of triptych fold-outs, and the standard comic book page is simply not capable of properly presenting that grand artwork. There is lushness to the work here which at the time was unlike anything else available on the stands. There was Heavy Metal, and soon there would be Epic Illustrated, but when this saga hit the stands, it was unique. The depth and quality of the artwork is simply beyond words.


Weirdworld had one final outing (in terms of continuity if not chronology) and that came in Marvel's high-end magazine Epic Illustrated. Alas the series never rated a cover appearance, but here are the four issues in which the final classic Weirdworld story was told.





"The Dragonmaster of Klarn" brings together many of the same talents who worked on Warriors of the Shadow Realm, but sadly minus the transformative work of painter Pete Ledger. Instead the artwork here, as delightful as it was by John Buscema, Rudy Nebres and Marie Severin falls short in many respects to the masterpiece which preceded it. I have nothing but massive respect for these three artists, but sadly the sum is less than the parts in these four chapters.

But that doesn't speak to Doug Moench's story which in many ways reveals many of the secrets which have dotted the saga to this point. If the earlier yarns had a Tolkienesque feel, this story reminds me of Michael Moorcock's work especially how it suggests that Weirdworld is for intents and purposes a massive game board upon which gods of light and gods of dark vie for advantage. Our heroes and their opponents are merely pawns in that great game.


The story begins with Tyndall, Velanna, and Mud-Butt a year removed from their defeat of Draklens. They are living in a Dwarf village but their typical disdain they encounter frustrates Velanna in particular. She as it turns out has come under the spell of yet another wizard Lord Majister, the brother of Draklens. He has formed a crystal vessel resembling Velanna and is slowly filling it up with darkness, a darkness which is also filling up her spirit. She becomes increasingly angry with Tyndall and Mud-Butt as the trio leave the Dwarf village and get drawn into yet another quest, this one to find the blade of the Glorywand, a magic sword which Mud-Butt had long ago stolen the hilt from. They encounter Goblins who surround a mountain in which lives a beautiful sorceress who sends them across vast distances of Weirdworld to find a hero named Wulfbuck. who has been changed to more resemble his namesake. This quartet work together against the wizard who has transformed his Goblins into a more powerful undead army and ultimately defeat him when Tyndall's ability to command powerful dragons proves decisive. Velanna eventually overcomes the curse, and the heroes end their adventures once again on a happy note.


This story was enchanting, as are all of the Weirdworld but somehow this one falls a bit flat. I think it's because of the sameness of the story in many respects. While we do discover more about Tyndall's heritage and we do encounter a Velanna who is different, the story is yet one more battle against yet another wizard. Grithstane, Raven, Zarthon, Darklens, and now Majister, all different but all somewhat the same. I'd have liked maybe something a bit different, but that likely is because this time I read all these stories back-to-back, and that's perhaps unfair to Moench's storytelling.


Whatever the case, these are the last classic Weirdworld stories, and while the world itself seems to have been revived and quasi-fantasy characters like Arkon and the Black Knight have been woven into a brand new and rather different reality. But without the considerable talents the likes of Moench, Ploog, and Buscema, there is little to attract this reader to them.

Weirdworld was a series of special comic book stories produced by special talents at a special time. It's charm never weakens for me. 

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Sunday, November 27, 2022

Iron Fist - The Deadly Hands Of Kung Fu!


The early 70's was an era of black and white magazine expansion at Marvel. They'd had some success with monsters in titles like Dracula Lives and Tales of the Zombie among others. They'd had a runaway smash hit in Savage Sword of Conan. So it's perfectly logical they'd try out a magzine dedicated to the Kung Fu fad. So was born The Deadly Hands of Kung Fu. In many of the stories from that series Iron Fist played an important role. This volume collects those up plus some other stuff as well. 


From The Deadly Hands of Kung Fu Special Album Edition we get a yarn with teams up in a manner of speaking Shang Chi, The Sons of the Dragon and Iron Fist. Each of the separate heroes gets a story which is part of a larger scheme concocted by Fu Manchu. Chapter one features Iron Fist in a story written by Doug Moench and drawn by martial arts comic legend Frank McLaughlin. Iron Fist is the character at Marvel the most like McLaughlin's Judomaster and these pages evoke that vintage Charlton comics. The second chapter is by Christ Claremont and Herb Trimpe and features the Sons of the Tiger (Lin Su, Bob Diamond, and Abe Brown), and the finale features Shang Chi in a story by Moench and artist Mike Vosburg. John Buscema supplies a page to the front and the back of this story about drug shipments and whatnot. 


The tenth issue of DHoKF features another Iron Fist tale drawn by McLaughlin but this time inked by Rudy Nebres and sadly Nebres rather smothers McLaughlin's work. The story Claremont has Iron Fist fight an early version of the Steel Serpent, yet one more refugee from K'un-L'un. We are also treated to a reprise of Iron Fist's origin story by Moench and artist Don Perlin. This is useful since before Iron Fist's origin has been spread across the first four issues of his adventures. 


No new material inside this reprint annual, but that is a tasty Nick Cardy cover featuring Shang Chi and Iron Fist kicking butt. 


In a story by Bill Mantlo and artists Pat Broderick and Terry Austin Iron Fist actually meets the Sons of the Tiger as they battle a freakish villain named Snake-Eyes who uses his gang to try and steal a radioactive isotope from a hospital. 


Chris Claremont is back to take the writing reins and Rudy Nebres is the artist for what is the beginning of a six-chapter story which has Iron Fist battle for the safety of a young woman named Jade who is set upon by a hostile crowd. 






Over the course of six issues Iron Fist finds love and is drawn into a weird dimension where the dead of K'un-L'un reside. His mission is to save Jade's soul which has been stolen by an evil villain. To do that he must fight relentlessly against many foes including surprisingly his own mother. 


Doug Moench and artist Nebres team up Iron Fist and Shang Chi yet again as they battle against a baddie who is seeking to bring together forces to bring down Fu Manchu. It's all pretty complicated as they are forced to fight against one another in an arena. 


In a story primarily focused on The White Tiger (a hero who combined the amulets worn by the defunct Sons of the Tiger) Iron Fist joins forces with the Tiger as well as Shang Chi and new hero Jack of Hearts to battle the Corporation and its agent Stryke, in a ferocious battle on a ship. Joe Staton handles the artwork on this one with the writing handled by Bill Mantlo. 




The last several stories in this collection feature Iron Fist characters Misty Knight and Colleen Wing, known collectively as Daughters of the Dragon. I took a look at those stories here not that long ago.

 
This is dandy little read. The core of it is the six-part tale which is not as good as it ought to be. I am a Rudy Nebres fan, but his storytelling was a bit exotic in this story which sprawled across dimensions regularly. The highlights of this collection are the Frank McLaughlin art on Iron Fist, the Joe Staton story (love his art always) and the Daughts of the Knight material.

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