Monday, January 6, 2020

BONUS BOOK - Blue Devil (1984)


BONUS BOOK - Blue Devil (June, 1984)
Writers - Gary Cohn & Dan Mishkin
Pencils - Paris Cullins
Inks - Pablo Marcos
Colors - Bob LeRose
Letters - John Costanza
Edits - Len Wein

Sticking with Mssrs. Mishkin and Cohn today for the first look at Blue Devil!  I remember this being a fun one... and, we actually took a look at the first issue of the ongoing series wayyy back in the day!

This Prevue was included with The Fury of Firestorm #24 (June, 1984).

--


We open with James Jesse (though I'm not sure we're supposed to know that it's him quite yet) having a read of the latest Stuntman Magazine, where they're doing a feature on all of the awesome powers that have been implemented into Dan Cassidy's Blue Devil costume.  A young fella named Gopher is also taking in the article... and he just so happens to be reading parts of it aloud to Dan himself.  Sounds like this costume is one heckuva marvel.  So much so, that Jesse proclaims that it will soon be his!


Dan tells Gopher about all of the subsequent additions and features he'd like to add to the suit, but tells him to keep it all quiet from Marla... the Hollywood big-wig they work for.  Well, she saunters in just as he says this... and wants to know what's up.  Dan and Gopher come up with a lie on the fly... which appears to satisfy her curiosity.  She reveals that she's come to see them regarding some upcoming photo-ops.  Dan bows out, because he's got work to do... and suggests perhaps sticking a fella named Wayne Tarrant into an unpowered suit instead.  She doesn't seem to care who is under the mask, so long as she gets her photos.  Wayne, however, ain't exactly in love with the idea.


Tarrant tries to pawn the gig off on a cameraman... who turns it down flat, before Marla decides to pull ultimate rank and insist Wayne just do his damned job.  There's a blonde woman with a headband named Sharon present... and it seems as though Wayne's got quite an eye for her.  She, however, doesn't return those feelings.  In fact, if you ask me (or her), she's more into Dan Cassidy.  Gotta be dem muttonchops... women are powerless against 'em!


We jump ahead, and Wayne's doing the Blue Devil thang in front of the cameras... er, camera, singular.  Wow, heckuva photo-op!  Meanwhile, outside the movie lot, James Jesse chats up the security guard.  When he is not granted access (due to his being a stuntman at a rival studio), the baddie decides to go "full-Trickster"!


Once inside, the Trickster swoops overhead and snags the faux-Blue Devil on the hook of his weird fishing pole gimmick!


Marla and Company are completely bamboozled... Gopher, however, has the wherewithal to run off and grab Cassidy... and suggests he try using his "real" Blue Devil costume to catch the villain!


And, well... that's exactly what he does!  It really didn't take all that much in the way of prodding, did it?  Anyhoo, in a really cool (and much appreciated) bit, Cassidy springs into action... however, doesn't appear to have complete control over his awesome pitchfork!  He overshoots the Trickster and Wayne by a half-block!


Wayne tries laying in a solid left on the Trickster's jaw... but all that does is suggest to Jesse that this ain't no super-powered Blue Devil.  He unmasks his hostage, revealing not-Dan Cassidy... and is rather annoyed.  Ya see, James Jesse and Dan Cassidy have worked together before on various stunt projects... so, the baddie would've recognized him.


Then, the real Blue Devil calls over and tells the Trickster to knock it off.  He leaps from one rooftop to another, and before we know it, he and the Rogue are exchanging punches!


We get a couple of pages of blows and banter to follow... even a bit where Blue Devil recognizes the Trickster as James Jesse!  The baddie decides to use this to his advantage by feigning surrender.  Cassidy proclaims he doesn't want to hurt Jesse... the Trickster, however, doesn't have the same qualms.


More fighting follows... including Blue Devil getting wrapped up in a rainbow Slinky (ya know, I don't think I've ever typed the word "Slinky" before... and now I've done it twice!).  Ultimately, and naturally, Blue Devil overcomes.  With a flick of his finger he temporarily kayos the Trickster.


I say temporarily, as in the very next panel, the Trickster is fleeing the scene.  Blue Devil attempts to give chase, but again... he's not quite used to flying with his trident... so, he overshoots the villain.


We wrap up back at the movie lot with a pretty funny scene.  Blue Devil is trying to describe the Trickster to the police for their records... and can't understand why they won't just accept "It was the Trickster".  Good stuff.  The story ends with Dan Cassidy heading back into his workshop to make further improvements to the Blue Devil costume.


--

Can't deny that this was a lot of fun.  It makes me yearn for the days where we'd get new characters in "Big Two" comics.  These days, it's all about shoving a "new" person into a Robin or Spider costume... or passing down/usurping an already established name in the superhero community.  Everything's derivative... and nothing feels special.

This (Blue Devil) feels special.

It's a new concept and (at the risk of sounding like a complete internet-douche) a new "Intellectual Property".  We just don't get things like this anymore.  I could do further into kvetching about "current year" comics, where focus is placed on brands and iconography over character... but, I'll try and rein myself back in.

In this here story, we get to meet a whole bunch of new characters... but in a way where it doesn't feel like a parade, if that makes any sense.  A lot of times, when a creative team is trying to "world build", it can feel as though all of the new characters are zipping past the reader on a conveyor belt... ya know?  Here's "this character", and now "this character"...  The way it was done here, however... it didn't feel quite that, I dunno, intensely impersonal.

There are a few archetypes at play here... which is to be expected.  I mean, we run across archetypal people in our real lives everyday.  Marla is perhaps the most "boilerplate" at this point.  She's the business-first executive... and that's basically all we get from her here.

We can already tell that Dan and Wayne will likely be butting heads over Sharon... which, is fair enough.  Nothing wrong with a bit of romantic competition... helps to "suds-up" the soapiness.

I think my favorite part of this Prevue was Dan's unfamiliarity with his gear.  These days (yeah, I said "These Days" again), I feel like (and I might be projecting...) the "new" superhero being a goof-up at first is kind of played for laughs.  Kind of nudging the readership at the ridiculousness of the situation... being "superior" to the silliness of superhero comics.  Here, however, it felt... I dunno, almost earnest.  Dan's trying his best... while realizing deep down that he hasn't the foggiest idea what he's doing.  He's just trying to stop a bad guy.  We didn't need to see him crash into a pile of garbage cans, and mutter "Whatta revoltin' development!" to drive that point home.

He simply miscalculates his own equipment... which works on a few levels.  It shows that he's overzealous... and, that, on an engineering-level, he needs to better calibrate his arsenal... or at the very least, understand it better.

Had a really good time with this... and honestly, went on quite a bit longer talking about it than I expected to!  We've got two pre-Crisis "Insert Prevues" to go before we hop into the actual "Bonus Book" era.

--

From Dick Giordano's "Meanwhile... " Column:


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Interesting (and Relevant) Ads:



An Ad for Firestorm #24... in Firestorm #24!

Sunday, January 5, 2020

BONUS BOOK - Amethyst, Princess of Gemworld (1983)


BONUS BOOK - Amethyst, Princess of Gemworld (April, 1983)
"Duel in Dark Magic!"
Writers - Dan Mishkin & Gary Cohn
Pencils/Letters - Ernie Colon
Colors - Tom Ziuko
Edits - Karen Berger & Dave Manak

Keeping with Insert Previews debuting in issues of Legion (since that's the longbox I just unearthed), we're going to take a look at the introduction of Amethyst, Princess of Gemworld.  This is a property we discussed here wayyy back in the long ago, and even prompted a visit from Amethyst co-creator, Dan Mishkin!

Ya see, I sorta-kinda suggested that Amethyst might've been... maybe a teensiest tiniest bit influenced by the character Magik over in Uncanny X-Men.  He assured me this wasn't the case at all.  He said it was just part of the comics zeitgeist at the time... and, honestly, that's good enough for me.

This Prevue was stuffed into the middle of Legion of Super-Heroes (vol.2) #298 (April, 1983)... one of many, many, many Legion stories I'll probably never get around to reading.

--


We open in a Dark Keep on Gemworld, where a man called Lord Opal is being measured for a breastplate.  This piece must fit him perfectly... and, if all goes according to plan, he will be able to "unleash the mystic energies of Gemworld itself" with it.  Ya see, he is now in possession of ten fragments of Gemworld's gemstones... gem, gem, gem.  He thanks a weirdo named Sardonyx for his help... and, at this point, has entrusted his box'a gems to his goofball son Carnelian.  He laments that the only gem he is missing right now... you guessed it, the Amethyst!  Just then, a dullard bursts in with some news.


Looks like they've got a bead on the Princess of Castle Amethyst through a planted spy.  Turns out, she's on some sort of secret mission which has taken her away from the safety of the Palace and her Queen (?) Citrina.  Lord Opal decides this might be the best time to strike... and snag that Violet Gem.


Speaking of Amethyst... let's meet her!  At present, she (and her bestial escort, Granch) are about to enter the Bog of One Thousand Despairs... once, quite the tourist attraction, though far too commercial these days.  Okay, okay... it's just a bog.  Not sure exactly what their mission here is quite yet.


Lord Opal and Company are able to watch Amethyst and Granch via a handy "Well of Vision"... and a trio of bird-faced hags.  They celebrate finding her... however, since so much of the world is desolate and boggy... they can't exactly pin-point her location!  Lord Opal gives a rather chuckleheaded smile all the same.


Meanwhile, Opal's nudnick son Carnelian is off in the corner playing with his snake and baubles.  Err, that is to say, his weird pet snake and that box of Gem-Shards.  He doesn't seem overly keen at the prospect of his adopted father gaining all of these magical powers.  Hmm...


Meanwhile, Lord Opal has decided to send a ferocious dragon to Amethyst's location.  Least I think that's what's happening anyway... the art isn't overly clear here... though, I might just be a bit too dense.  Anyhoo, the dragon makes short work of Granch, kayoing him with ease.


Amethyst responds by blasting the ever-loving stuff outta the beast!  Lord Opal looks on via the well-pool, and suggests he might ought to try a different approach next time.


And by "next time", I mean right friggin' now.  Lord Opal's next "gift" comes in the form of a tornado.  Amethyst "outsmarts" the twister by having Granch toss a whole boulder into its funnel.  When asked how she thought of that, the Princess responds with an offhanded remark about having messed up a garbage disposal with a steak bone once before.  Hmm.  This infuriates Lord Opal... however, his frustration is short-lived.  Ya see, the Hags have discovered both Amethyst's whereabouts and destination.  Guess who's coming for dinner?


Meanwhile, at the Forge... Sardonyx oversees the forging of Lord Opal's bedazzled chestplate.  He's feeling overly cautious, and somewhat suspicious of Carnelian... and with good reason.  Elsewhere, ol' Carny is plotting how to stop his Father from attaining high-power.  And by "plotting", I mean, he just repeats to himself (and his weird snake) that he can't allow this to come to pass.


Then, the Blacksmith gingerly places the bedazzled chestplate into the forge... and Carnelian secretly "turns up the heat".  From this, something very strange happens!  The forces of chaos (or just chaos in general) are psychedelically unleashed all ova da place!  Carny looks on... we know he had concocted this mishap, but he's still somewhat surprised by this result.


Back at the wellpool, Amethyst and Opal exchange pleasantries... which is to say, Opal yells a lot... and fires off energy blasts.  Amethyst takes this opportunity to snatch up a... fistful of water?  I didn't know water could travel in "fists", but we'll allow it.  She and Granch then go to scurry off.  Looks like procuring water from the "Well of Vision" might've been Amethyst's mission!


Opal, not wanting the Princess to escape, transforms the trio of hags into a three-headed hydra... and sends it off to halt the escape attempt.  He then heads down to the forge to don his chestplate... and discovers the strange scene of chaotic horrors.  He is thankful that this mishap did not occur with all twelve stones set in place... because that could have meant the end of Gemworld altogether.  He nyoinks the Dark Opal off the chestplate... which somehow renders the "lunatic enchantments" inside the forge to be quieted.


Outside, Amethyst and Granch are caught by the hydra.  The former tosses the well-water to the latter and instructs him to make a clean getaway.  Naturally, he refuses... but she ain't havin' no backtalk.  She zaps the beast's talon which releases Granch to the ground below.


She then blasts the Hydra right between it's eyes... and eyes... and eyes, which reverts it back to the trio of bird-faced hags.  All four begin to plummet toward ground, however...


... Amethyst opens up a portal of sorts, which she falls through.  On the other side, she, as a child... lands in a bed.  Well, she kinda bounces off the bed and lands on the floor, but you know what I mean.  Upon hearing the racket, "Amy's" mother calls out to her... to which, our gal just reports that she had a "bad dream".


--

Okay, this wasn't my favorite... but it ain't Amethyst's fault!

Ya see, the most interesting part of Amethyst to me is... the duality.  Ya know, having a child in the "mundane world" actually be a super-powered Princess in Gemworld is a very fun idea.  Unfortunately, that only appeared in this Preview in order to subvert our expectations for the series to follow.  I mean, I can't fault it that... it's a heckuva subversion, and I'm sure it caught plenty of readers back in 1983 off-guard.  It's just less interesting to me in having all but a couple of panels of the thing occurring in a far-flung fantasy world.

Outside of ElfQuest, I've never been a big fantasy/Sword & Sorcery comics fan.  Conan and Red Sonja bore me to tears... Arion and Arak (who we'll be meeting in a few days) put me to sleep... Heck, I struggle with Warlord... which is something I'm not sure I'm allowed to admit online.  Sheesh, I hardly ever enjoy Thor over at Marvel!  That's not by any fault of this story... it's just my own personal tastes.  When it comes to comics (and the limited amount of time I get to actually read 'em nowadays), I suppose the kids today might refer to me as "basic"... I like superheroes.  There's another thing I'm not sure I'm allowed to admit online!

That said... I do appreciate the world-building Mishkin and Cohn engage in here.  In the limited amount of pages they're given, we get a pretty good idea what the "layout" of Gemworld is.  It would appear as though there are twelve "Kingdoms" all represented by a different Gem.  I'm guessing they'll be the Twelve Birthstones... but, I've been wrong before.  Lord Opal looks to be the main baddie... with Amethyst being the sole Gem he has been able to procure for ultimate control over the World.  He's got an adopted son, who isn't quite sure about his plans... and who I could see flipping sides, and perhaps even becoming romantically entangled with our lead.  It's all good, in as far as the "nuts and bolts" are concerned... however, the straight "fantasy" approach in this preview was just a bit too dull for me personally.

Saturday, January 4, 2020

BONUS BOOK - Dial "H" For Hero (1981)


BONUS BOOK - Dial "H" For Hero (March, 1981)
"Who Are the Heroes?"
Writer - Marv Wolfman
Pencils - Carmine Infantino
Inks - Frank Chiaramonte & Dennis Jensen
Letters - Ben Oda
Colors - Gene D'Angelo

Here's a new one for me.  Dial "H" For Hero... one'a those properties/concepts I never paid all that much attention to.  This was the second "Insert Preview" DC Comics put out... but, we're doing these out of order... since each one requires rather strenuous longbox excavating.  This story was included with Legion of Super-Heroes (vol.2) #272 (February, 1981).

Guess what... tomorrow we're gonna be doing another insert included in a Legion ish!

--



Our story opens with a flashback to twenty-five years prior... where an old beggar named Horace Whittiker pops into an abandoned old house in hopes of finding a bit of shelter.  He is quickly scared off by something inside.  The house at 231 Jewel Avenue stood empty from that point on... until today, as the King family have just moved in!



One of the King boys, Chris, is wearing a very stylish outfit... or, at least editorial seems to think so, as they credit a 14-year old Eric Daniel, from Chuktowaga, New York for its design!  Anyhoo, Chris is a bit nervous about starting at a new school during the middle of the term... and his goofy brother (?) Gary is no hope in that matter.



The next day, Chris heads off to school... where he feasts his eyes on a girl, who I believe we're supposed to find very beautiful.  Unfortunately, this was drawn by 1980's Carmine Infantino... so, she just looks like a Muppet who underwent some unfortunate plastic surgery.  Anyhoo, her name is Vicki Grant... and if school busybody, Roger Dunbar can be trusted... just about every fella in the school has eyes for her.  This includes the resident bully, Brad.



Chris can't help but to... get this... sketch the lovely Vickie.  Roger spies the art and snaps it out of Chris' hands to show to his muse.  Nowadays, you might think Roger was just being an a-hole to the creepy new kid... but, I gotta say, I'm pretty sure he was his attempt at doing our man a solid.



And whattaya know, Vickie actually really digs the pic!  A little advice from your friendly neighborhood bloggin'man... don't try that at home.  I'm pretty sure (though, I couldn't say from experience... I promise) you'd just be branded as a creepy stalker.  Thankfully, for story purposes, this isn't to be.  Vicki thanks Chris for his art... and they become fast friends.  This doesn't exactly sit well for bully Brad... who'd really just prefer Vicki'd spend all her time with him.  Oh!  Mustn't forget, Vicki's blue button-up and scarf combo was designed by a sixteen year old Douglas Cunningham, from Dayton, Ohio.



After giving Brad the cold shoulder, Vicki and Chris head back to the house on Jewel Avenue... all the while, Vicki fills him in on all of the rumors surrounding his new digs.  More or less what it comes down to is "place be haunted".  They head inside, and hear an odd whistling coming from the attic... and so, they decide to investigate.  What they find is a light shining from behind some wood panels.



Meanwhile, we find out that Bully Brad Mann decided to follow Chris and Vicki back to the pad... and he's got vengeance on his mind.  He enters the house... only to be enveloped in a thick fog, which leads to his beating a hasty retreat.



Back in the attic, Chris and Vicki find a box... with a plaque on it.  Did you know that 1981 was mankind's darkest hour?  Well, ya do now.



Inside the box, the kids find a pair of odd timepieces.  One in the form of a watch, the other a pendant.  When they touch them, however, the clock-face fades away, leaving only a strange dial... with four letters on it.  Thankfully, they immediately recognize the letters as forming the word H-E-R-O, otherwise this scene could go on forever.



Vicki wastes no time in "dialing in" with her "slender fingers"... and before we know it, she's transformed into a superhero!



She bursts through the roof, soaring into the skies... and proclaims herself to be Futura!  Worth noting, "Futura" was created by Jim Simpers, Age 15 - Newark, Delaware.



Chris doesn't wait long to join in on the fun... and with a flick of his digits, is transformed into The Moth!  "The Moth" is credited to future comics colorist... Danny Vozzo, Age 17 - Brooklyn, New York.



As they play in the sky, Futura's Spidey-Sense starts to tingle.  She can sense that an accident is about to occur nearby.  Whattaya know, she's right!  Dumbass Brad Mann, still so bamboozled by his haunted house experience, is completely out to lunch as he crosses a street... right into the path of a truck, with no brakes!



The heroes are able to save the day... and, even repair the trucker's brake pads for good measure.  Not quite sure how Futura's "Mind Over Matter" powers can make brakes work... maybe it's kinda like how airplanes shouldn't stay in the air, and only do so because we all believe they can?  Maybe?  Okay, maybe not.



Back at Jewel Avenue, Chris and Vicki return to the attic... where, the latter quickly figures out how to return to their mortal forms.  Ya see, ya just dial H-E-R-O... backwards!  So, one letter off from one of my favorite cookies (O-R-E-H), and they're back to normal.  It's here they decide that, from this point on, they're in the superhero business.  Chris suggests that the Dial H Heroes are going to be around for... a long time.  Oh Chris, I come from the future... and I have bad news.



We jump ahead to the next day... where a strange pyramid lands in a nearby field.  Some military-types waste no time in... blasting it with bazookas.  Really?  That's how we're doing this?  Naturally, the zukes do no damage... and, in fact, only tick off the occupant of the craft.  Ladies and Gents, allow me to introduce you to: The Flying Buttress (created by twenty-year old Steve Mattson, from Portland, Oregon).  I wonder if that's the same Steve Mattson who has a few comics credits to his name?  Anyhoo... the baddie zaps the soldiers and flies off.



Meanwhile, at Hamilton Junior High School... Chris and Brad have a heart-to-heart.  Which is to say, Brad tells him that Vicki belongs to him... and Chris tells him to bug off.  Then, ol' busybody Roger runs up to tell Chris about the weird pyramid thing that landed... and suggests it might be a publicity stunt for "Star Wars 3".  Chris knows better... and decides to dial in to check it out.



Oddly, he seems to already know that any time he dials H-E-R-O, he'll become a different superhero.  I mean, that's an odd conclusion to jump to, if he's only dialed in once.  What's to say he wouldn't just become The Moth again, right?  Oh well... that's just a case of me thinking too hard.  Chris does his thang, and becomes... Mega Boy!  "Mega Boy" was created by a David Cason from LaGrange, Georgia... age unknown.  He immediately finds The Flying Buttress.



Back at the school, we learn that Chris' use of the dial causes Vicki's pendant to glow.  Realizing that her partner might be in trouble, she decides to dial in herself... becoming the super-heroine, Sunspot (sorry X-Fans, not that Sunspot).  This "Sunspot" was created by a Shawn Sherman from South Roxana, Illinois... age unknown.



We wrap up with Sunspot arriving on the scene, just in time to see Mega Boy get slammed in the chest by the Flying Buttress!  What happens next?  Well, we're just going to have to start buying Adventure Comics with its 479th issue to find out!



--

I tell ya what... this was kinda dumb, but so much fun.

I'm not even sure where to start here... but, I suppose I ought to open with the fact that I know precious little about Dial H For Hero.  Outside of the broader strokes that is... which, hmm... I guess is sort of the entire thing, isn't it?  I read a little bit of the "Sockamagee" stuff from a SHOWCASE Presents Volume... but, none of it really stuck with me.  There was also Robby Reed's appearances during that Silver Age event from 2000 which Reggie and I covered a couple years back on the Treadmill.  The Chris and Vicki versions, outside of their later New Teen Titans appearances, are completely new to me.

As for the current/recent Wonder Comics run?  Well, when I found out that the fella Bendis picked to write the thing had never even heard of the concept before... I immediately gave it a hard pass.

That said... I really found myself enjoying this!  I've come into a grip of those Adventure Comics issues, as well as the New Adventures of Superboy issues that feature Dial H as a back-up... I've just never read 'em!  After reading this, I think maybe I ought to!  I am brainstorming where this blog might be headed after the Bonus Books dry up... ya never know!

I really liked the Silver Age callback of crediting the creators of each Super-Identity.  I think they might've been a bit "too cute" in crediting Chris and Vicki's civilian outfit designs to readers... not sure how legit that all was... and, I suppose it doesn't really matter.  I just find it silly to credit somebody with "designing" a red v-neck shirt.  Oh well.

I think my only real complaint about this story is... the art.  I've expressed my distaste for 1980's era Carmine Infantino a time or two before... heck, I think with a different artist in the saddle, The Trial of the Flash would be much more fondly remembered these days!  It's just a personal preference thing... but I find it so off-putting.  It's something to do with the faces... it's gotta be, because everything else looks fine!

I included the "entry form" included with this issue below, where you (yes, you) could create your own Dial H hero for Chris and/or Vicki!  It says that if you do (err, did), you'd get a Dial H t-shirt!  I decided to Google that for ya... here's the t-shirt in all it's glory:



Overall though... even though my entire body told me I shouldn't... I did, in fact, really like this!

UPDATE: February 11, 2020:
Adding a copy of the Release Form DC would have readers sign for use of their ideas, along with a news item about the revival of the property (from The Comics Journal #56 - June, 1980):



UPDATE: February 16, 2020:
A note from Amazing Heroes #1 (June, 1981) addressing the "creators' rights" piece of the puzzle when it comes to Dial H:


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