Wednesday, October 22, 2025

Wednesday Comics: DC, January 1985 (week 4)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I read the comics on sale on October 25, 1984.


America vs. the Justice Society #1: This feels like the title Thomas was born to write: It combines the Golden Age characters he loves with extensive continuity patches and retcons. There are even notes about where things are drawn from. He's joined by his wife in plotting, and by multiple artists (Kayanan, Buckler, and Ordway) and inkers (Alcala and Collins). In the story, the discovery (and subsequent publication by Clark Kent's Daily Star) of a diary written in Batman's own hand naming the Justice Society as conspirators with Adolf Hitler causes Congress to summon the team for a hearing, and Robin and the Huntress find themselves working as legal counsel on opposing sides. While of course they aren't going to turn out to be guilty, it isn't immediately apparent where the story might be going, so that's kind of interesting.

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Arion Lord of Atlantis #26: The demon god Kr'Rth is marauding through the city, and Arion is in the thrall of his high priestess who plans to make the mage her consort. Arion is just faking though. As soon as he can, he slips out to borrow magic from his deceased dad to send Kr'Rth back into darkness. Even though he probably saved Mara's life, she is in no way greatful, still holding a grudge for what happened in his absence.

Kupperberg and Duursema give us a Chian solo story. After being nearly hit by an arrow while riding through a forest, she meets a girl named Lyla who has run away from her responsibility to fulfill her people's obligation by being placed in a temple. Lyla's story reminds Chian bitterly of her own childhood. Soon, Lyla's father and other hunters catch up, and both Chian and the girl are taken prisoner.


All-Star Squadron #41: Firebrand, Green Lantern and Hawkman save an unconscious Starman from falling to his death, giving Thomas/Kupperberg and Jones/Collins the excuse they need to tell his origin, courtesy of Tarantula's book on super-heroes. After giving Batman and Robin a bit of help at a robbery and acquiring the nonfunctional gravity rod designed by Professor Davis from his cousin Sandra, Ted Knight powers Davis's rod with "unknown cosmic rays", makes a costume, and offers his services to the FBI as Starman.


Detective Comics #546: Moench and Colan/Smith are still plugging along. Anton Knight is still recovering with the blind woman. Jason is settling in to living with Natalia, though he doesn't buy for a minute she just wants to be his mom. After Batman's last issue, Hill retaliates by framing him for a crime, suspending Gordon, and sending Gotham PD after Batman. Gordon tells Batman to look out for Gordon, who needs looking out for, because another assassin takes a shot at him. Fed up, Bullock heads over to Hill's mansion to confront his former boss. After Bullock delivers his threat, Hill pulls out a gun and shoots him, claiming self-defense.


Spanner's Galaxy #2: Cuti and Mandrake have Spanner castling (teleporting) onto a ship that's just been overrun by pirates. He helps the crew retake the ship, then agrees to help a young woman he calls "Icy Rivers" get to her fiancé at port. Apparently, they are both specially engineered perfect specimens of their race on their way to a new planet called Paradise. Spanner helps the couple and meets a diminutive alien with a knack for engineering. After various trials, including saving the girl from a premature autopsy and escaping the hunters pursuing him, Spanner castles off-world, one step ahead of the law.


Sun Devils #7: Conway and Jurgens/Mitchell continue this space opera saga with the revelation that the scientist the team recently liberated from the Sauroids has know-how to build a super-weapon that could end the war. The weapon, by disrupting a sun, would kill millions, and that sits uneasily with some of the team, including Anomie. Rik feels like obtaining this weapon for Earth and her allies is the only way. The team flies off to harvest the necessary neutronium from a nebula, but command intercepts a message and realizes there's a traitor among them. The Sun Devils run into an ambush, and Rik and Anomie must escape their destroyed ship by donning spacesuits. They run right into Drakon, the elite sauroid warrior leading the assault.


Tales of the Legion #319: Levitz and Shoemaker/Kesel follow up on last issue with group of Legionnaires dealing with a frenzied Mon-El dealing with the memories of Phantom Zone confinement. Meanwhile, Shadow Lass is forced to fight for her life against Lady Memory. She wins that battle, then the cavalry arrives to defeat the Persuader and Lady Memory's rebel army. The solution to Mon-El's mental state proved to be snapping him out of it by recalling his greatest trauma, so Superboy brought out the Phantom Zone Projector for that purpose.


World's Finest Comics #311: Nice cover by Cullins and Janson. Cavalieri and Woch have the Monitor (this guy again!) testing Superman's and Batman's abilities, by giving a teenage computer hacker (previously attempting to hack into Phil Foxman's computer and read as yet unpublished New Teen Tyros stories) access to the Fortress of Solitude, where he unleashes monsters from Superman's zoo and giant combat robots carrying kryptonite. Working together Batman and Superman manage to contain the emergency as Superman deals with the monsters and robots and Batman finds the source of the problem and presumably gives the kid a stern talking to. The Monitor, not satisfied with the results, contacts a group of villains called The Network (who got teased in the DC Sampler) for a go against the heroes.



Action Comics #563: This issue is a bit of a departure from the norm, having 3 humorous short stories. The first brings back Ambush Bug and unites the team of Fleming and Giffen that will be responsible for his limited series. It's really the first appearance of the character as he'll appear there: fourth wall breaking, referencing of comic book events (in this case, Secret Wars and Spider-Man's symbiote suit) and very silly. He plays a short of Daffy Duck character, though that would make Superman his Porky Pig straight man. Thankfully, the story doesn't overstay its welcome by going on too long.

The second story features Mr. Mxyzptlk and is by Bridwell and Saviuk/Jensen. Mxy demands Morgan Edge make him a media star, and foils plans to send him home by making it impossible for people to write or say any name backwards. Superman eventually figures out a way to send the imp home and it's a bit of a cheat, referencing for no real reason Bizarro Kltpzyxm, but it works. 

The last story by Boldman and Bender/Marcos harkens back to those classic Silver Age Jimmy Olsen yarns. Needing to rescue a young girl, Jimmy drinks his Elasti-Lad formula but becomes a blob instead of merely stretchy. Unable to communicate, most people think he's a monster, but Superman comes to his rescue (eventually).

Monday, October 20, 2025

Weird Revisited: Down in Troglopolis

As I was working on the Land of Azurth comic story (with art by Mike Kazaleh), I got to the page which gives a bit of an introduction to Subazurth. It reminded me of this post from 2014 where the region was introduced...
   
The vast system of caverns and passages that riddle the underground of the Land of Azurth are a realm unto themselves, known as Subazurth. Parts of Subazurth are wild and dangerous and in the hands or claws of monsters of various sorts, but other areas are quite civilized and organized into petty kingdoms and even cities. The greatest of these is Troglopolis.

 Troglopolis is a large city, perhaps not so grand as the Sapphire City of Azurth but hardly unimpressive. Most of its inhabitants are pale, large-eyed humans called Underfolk. They busy themselves with the same sorts of tasks that occupy those on the surface: they cultivate mushrooms and lichens, fish underground lakes, mine metals, raise bats and train them to carry messages, drain goblinic slime pools for public safety, and engage in commerce--some of this with the surface world.

The practice of religion is found amongst them, as well, of course. They know of Azulina and her handmaidens, but they also venerate relics they find in their caves. These anomalous items do not seem to have come from Azurth above--in fact, they sometimes seem of more advanced manufacture. The Troglopolitans view these as gifts from the gods.

A page from the Azurth comic, highlighting some dangers of Subazurth

Humans aren't the only inhabitants of Troglopolis and the civilized regions. There are little folk like in the world above, though there are some varieties not found in Azurth proper. The troglings (or troggles) are furred and tailed humanoids who typically live rather shiftless lives amid ancient ruins of a pre-human civilization.

There are also the diminutive but industrious deep gnomes (sometimes called red gnomes, for the color of their caps). They enlarge passageways to standard sizes, shore up caves, decorate areas with blocky, angular sculptures, and even cultivate the grow of crystalline rock candy outcroppings that so many creatures use for sustenance. It is quite likely that a great under-city like Troglopolis would not be possible but for their efforts. Deep Gnomes are collectivist, owning everything in common and valuing the public good above all. Other species are sometime derisive of them, even destroying the gnomes’ work when it suites them, but the deep gnomes seem oblivious to such affronts, wholly content in their labor.

Friday, October 17, 2025

Gameable Fiction Settings


Finding the audiobook of Simon Green's Deathstalker free on Audible until next week, I decided to revisit it. It's a book I read in the 90s, but I've found most of it has stuck with me, and my impression hasn't changed. It's high of action and invention, but above all, it's a really rpg setting-like world. 

Of course, almost any setting is gameable, but some worlds seem have been built with the requirements of game settings in mind: distinct character types with cool abilities, sources of those cool abilities as setting elements, and factions in varying degrees of conflict. The Deathstalker series has all of this and the kitchen sink: noble houses, rebel ESPers, rebel cyberpunks, a sleeping cybernetic army, an inimical AI civilization, and mysterious alien threats. Sources of "power" including intensive training, cyber-and biotech enhancements, weird alien tech, and psionic abilities. And there are swordfights.

All of this reminds me of a gaming setting. It says "play me," I think, more than any rpg tie-in fiction I have read (which isn't a lot, admittedly, but some).

Another series with this quality is Stephen Hunt's Jackelian novels. They are steampunk at base, but also sport robots, feyblooded mutants, biotech, Lovecraftian ancient gods, and a number of post-apocalyptic secrets. I gave them a fuller overview here.

I'm sure there are other such book series out there. Sykes' Graves of Empire series is in that vein, though not as kitchen sink as the above. Certainly, mainstream comic book universes are this and then some. 

Wednesday, October 15, 2025

Wednesday Comics: DC, January 1985 (week 3)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at comics that were published on October 18, 1984.


Robotech Defenders #1: This is not the Robotech you might remember from the Harmony Gold cartoon, which won't appear until sometime in 1985. Instead, this series is a tie-in with an unrelated line of scale model kits released by Revell with whom the more famous Robotech shares a name and logo. Read more about that here.

The story by Helfer and Hunt/Anderson involves a group of pilots representing various alien species and worlds fighting against the invading Grelons, a formerly less technologically advanced species that have somehow gained much more advanced and powerful weapons of war. Things are looking grim for the defenders until one of them discovers an ancient mech disguised as a statue amid the ruins of a city on her homeworld. Activating it, allows her to find the location of other such giant robots on all the resistance fighters' worlds. Each pilot goes and retrieving a mech: deep in the ocean, in the remote mountains, etc. When they're assembled, they win victories against the Grelons, until their mysterious benefactors supply them with titanic war machines of their own!

I owned this issue as a kid, and I really enjoyed it. The alien species, though all humanoid, are distinct, and the mech-acquiring portion of the story has some good set-pieces, even if they go by pretty quick.


Batman and the Outsiders #17: Barr/Aparo take the story in an unexpected direction by sending the team to ancient Egypt. Somehow, restoring Metamorpho did that. They're expected because a prophecy told Ramses IV people that look like them would show up to secure his throne. He needs all the help he can get, because Metamorpho is now in the thrall of the would-be usurper Ahk-Ton. 

Meanwhile, the past Halo doesn't remember is catching up with her. It seems she was a bit of a bad girl, and it's making it hard for her family to trust her. Then there's the matter of her old boyfriend found dead in Europe!

Again, this issue makes me think that this title is what Conway wanted to do with the New Justice League. Some well-known heroes mixing with new characters. Some character drama mixing with superhero stuff. Maybe this book should have been the new Justice Legue?


Blue Devil #8: Giffen is guest artist this issue, and he works better than Kane did. Dan and Sharon are still traveling with the Trickster. Dan is trying to keep the villain safe, but that guy isn't making it easy. After a message convinces him that the Organization is still on his tail, the Trickster runs, then tries to rob a back being transported via helicopter. The Trickster gives Blue Devil a hard time, but with Sharon's help, our hero both thwarts the bank robbery and reins in the rogue again.


Green Lantern #184: The current storyline takes a break (except for a frame) so that we can get a reprint of Green Lantern (Vol 2) #59 by Broome and Kane, which introduces Guy Gardner, via a "what if" sort of story, where Gardner becomes Earth's Green Lantern but after a mission on a very Star Trek sort of planet where ageless kids fight an unending war with robots, he contracts the same plague that previously killed the adults. Dying, he bequeaths the ring of Jordan. Of course, all that was hypothetical and Gardner never became Green Lantern. Hal's wink at the audience at the end, suggests another potential Lantern out there might soon be relevant.


Infinity, Inc. #10: At last, we come to the end of the "Generations" saga with The Justice Society and Infinity, Inc. having a showdown in the lair of the Ultra-Humanite. The kids initially have a tough time with their more experienced and ruthless elders, but eventually teamwork turns the tide and the JSA is defeated. Brainwave, Jr. must team-up with his father to defeat Ultra, though at the cost of his father's life. She is also Ordway's and Machlan's last issue on the series, and we are told Newton and Alcala will be coming on board.


Legion of Super-Heroes #6: Levitz and Orlando/Mahlstedt revisit Alya Ranzz's history and the origin of the lighting-powered Ranzz-siblings as the alien Zymyr takes Lightning Lord and Lightning Lass captive and carries them to his installation. Working together, the siblings defeat him, then back on Winath, Ayla defeats her brother in one-on-one combat. Afterwards, she decides she needs to return to the Legion. Meanwhile, the five Legionnaires lost in Limbo try to find a way home.


New Talent Showcase #13: This issue's cover story is unusual in that it's domestic drama rather than the usual genre fair. Newell and Eric Shanower present a Mid-Century tale of a young girl who falls for a race car driver, that finds the reality of her situation not matching the fantasies of teen love. After disguising herself as a man and beating her philandering and drunk husband in a race, she leaves their young son with him and sets out to find herself. 

The next story is a number superhero piece, though not an origin story, interestingly. It's got amateurish artwork by Norm Breyfogle. After that, Bobcat is back, courtesy of Tiefenbacher and Woch/Kessel. He and another kid have to recover a signed baseball that got hit into a crotchety old neighbor's yard. Finally, Juaire and Palmer deliver another installment of "Sentry A.D." where our hero defeats the oni physically, but then learns the bigger challenge is defeating the demon spiritually.


Saga of Swamp Thing #32: McManus is fill-in artist for a done-in-one story, a tribute to Walt Kelly's "Pogo." It's concerns with animal rights and environmentalism remind me a lot of Morrison's later work in Animal Man, now that I think about it. Anthropomorphic animal-appearing aliens land on Earth looking for a place to live in peace after being driven from their homeworld. Unfortunately, they find out this world would be no safer for their kind than the one they left.


Sgt. Rock #396: Like last issue, this is a reprint issue devoted to one artist, in this case, Russ Heath. It has an additional theme of reprinting stories about kids. In the first one from Our Army at War #208 (1969), Easy finds a ragdoll in a bombed out French town, and Rock feels compelled to find the doll's owner and return it. In the second from Our Army at War #215 (1970), Easy is guarding a prisoner, an SS officer, who begins to exert a strange influence over the children in a French town. After the kids still Easy's weapons, Rock has to battle the Nazi hand-to-hand. In the end, it's revealed that he was threatening to have the children's parents killed if they didn't help him.


Warlord #88: I reviewed the main story here

Monday, October 13, 2025

The Funhouse Crawl


This past weekend, I visited my mother's family's old hometown of Panama City Beach, Florida. I got a chance to show my kid one of the landmark's I remembered from my childhood, the kitschy miniature golf course known as Goofy Golf. The firebreathing pink dinosaur that once demanded your attention at the roadside is, alas, no longer there, but the sphinx, giant ape, statue of Buddha, Asian dragon, Easter Island head, and assorted more mundane dinosaurs are still in evidence, along with rockets, windmills and the like.

I feel Goofy Golf is good inspiration for a point- or hexcrawl. I don't mean in its specific set-pieces (not necessarily, at least) but in the way it's basically a spread out funhouse dungeon. I like a good, well-thought out setting as much as the next guy, but I also enjoy the kitchen sink weird lost worlds. I'm thinking of things like Ka-Zar's Savage Land or the world beyond the Bermuda Triangle Skull the Slayer gets sucked into. Hollow World has more than a little of this vibe with cavemen, Rip Van Winkle still dwarves, and gaucho orcs, but there isn't as much of this done in gaming as there could be.

Making it a bounded location to be explored like a pocket dimension or lost world frees it to strain seriousness and consistency in a way than might not work in an entire setting. 

Friday, October 10, 2025

Old Time Radio for Halloween


Jason Sholtis and I have been listening to some old time radio horror stories as we get ready for Halloween and posting about them over on the Flashback Universe blog. So far, we've done:

"The Thing on the Fourble Board" from Quiet, Please.

"Three Skeleton Key" from Escape.

Wednesday, October 8, 2025

Wednesday Comics: DC, January 1985 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I read the comics released the week of October 11, 1985. 


Immortal Dr. Fate #1: In keeping with my standing policy, I won't review this issue as it is a collection of reprints of two Dr. Fate stories from the 70s (one of them being the one from 1st Issue Special #9) and one from the 40s, but I did want to mention it as I think it was likely my first encounter with Dr. Fate as a solo character--and it has a cool Simonson cover.


Amethyst #1: Mishkin/Cohn and Estrada/Colon take us back to Gemworld. Amy and Emmy (the Princess Emerald) aren't there, though, because they are stuck on Earth and can't seem to find a way back. What's more, there are new neighbors next door that appear to be Dark Opal and Prince Carnelian in 80s suburbanite disguise. In Gemworld, an evil is building while the houses squabble without Amethyst to lead them. That evil appears to be Fire Jade, who already has Sardonyx working for her. Thanks to a magical call from the ailing Citrina, Amethyst finally returns to Gemworld, but somehow without her body, leaving Amy Winston in a dangerous sleep.


Flash #341: The Flash's trial gets underway in earnest, and we find out Central City must not be in a state that requires grand jury indictments, because the prosecutor just announces in court he's changing the charge from manslaughter to second degree murder.  Meanwhile, the Rogues again capture and brainwash Big Sir who has been busy freeing dogs from animal control. He attacks the Flash just after court adjourns for the day and smashes his face to a pulp with his morning star. Flash is left unconscious and unmasked but unrecognizable.


Arak Son of Thunder #40: Interesting that Valda gets a special "co-starring" billing on the cover here. The Thomases and DeZuniga have Arak and friends participate in a living game of "Shah" (chess) for the life of the impetuous Alsind. This comes after Arak already used a ritual to save his life from his stab injury. The letter column contains some additional details about the Persian version of the game that became chess, so it's educational!


Batman #379: Moench and Newton/Alcala aren't done with the Mad Hatter as the villain pivots to a scheme to use crooks mind-controlled and given enhanced strength by special hats to set a trap for Batman. A trap the Caped Crusader and Robin fall into and would have been killed by had Nocturna not come to the rescue. She's keeping up her press to when the affections of the dynamic duo after the court awarded her custody of Jason Todd.

There are other plates spinning: Julia gets a job as a writer for the picture news. Vicki Vale is still interested in Bruce Wayne though she's trying to keep her distance. The blind girl and her dog have nursed Night Slayer back to health, convinced he is the Batman.


G.I. Combat #273: In the Haunted Tank story, Stuart's Raiders are sent to rescue two concentration camp escapees, a German stage memory expert and his Jewish wife, because the expert has memorized the names and contacts for the Nazi leadership's escape plans if the war should go badly. Briefly, it seems things are a bust because he has amnesia following a head injury, but an electric shock triggers his memory of the torture he suffered and everything else returns with it.

There are two more World War II shorts by Newman/Patricio and Drake/Gonzales. The Drake story has two G.I.'s escaping a German P.O.W. camp dressed as women. The final story is the "Bravos of Vietnam" with Trinidad on art. Kiley and crew are following an ARVN soldier to a supposed VC weapon cache, but they suspect he's a traitor leading them into a trap. That turns out to be the case, but the Bravos manage to beat the odds and make it out alive.


Jemm, Son of Saturn #5: Jemm is prisoner aboard the White Saturnian vessel, and that gives Potter and Colan/Janson time to catch us up on how there happen to be any White Saturnians still around since we were told they were all dead. Turns out this bunch was an exploratory expedition and all off-planet when the nuclear war happened. They've turned pirate since under Synn's leadership, and the soldier women have enslaved the scientist men aboard. Hearing that the hidden Red Saturnian city of Bhok was still around, they headed back home to check it out. Jemm and friends manage to escape with the help of Synn's concubine. Meanwhile, Superman has made his way to Bhok and tells them about Jemm, only to hear the leader say he despises the Saturnian Prince.


Omega Men #21: The letter column tells us this is Moench's and Smith's/Maygar's last issue, but the new creative team isn't announced yet. The Omega Men are on the planet Dreadfahl. After a bar fight, Nimbus tries the bring a wounded man peace but instead turns him briefly into an angry ghost. Losing the will to live over the horror he inadvertently committed, he goes into a catatonic state and Primus, Broot, and Doc enter his soul, facing perils there, to try and bring him back.


Star Trek #10: Captain Styles and Excelsior arrive at Regula Station to retrieve Kirk and his crew. The pompous Styles has no love for any of them and seems determined to make things as difficult as possible. When confronted by the Mirror Enterprise and its crew, though, he's quickly off maneuvered and his ship boarded. The Kirks of two universes come face to face on Excelsior's bridges.


Superman #403: Kupperberg writes both stories this month. In the main one, he's joined by Swan/Oksner and they reveal that Superman is potentially far too trusting. An alien master thief from the planet Ramox gets intel from the Monitor to start a crime spree on Earth. After a couple of clashes, Superman finally stops him, then the thief seems to change personality and claims he was suffering from a genetic compulsion to theft, but being caught broke the compulsion and now he'll never do it again. Superman buys it without any real evidence. 

In the backup art is by Saviuk and Marcos. It's got an interesting conceit, I guess, but it doesn't make for a riveting story. Johnny Webber, Clark Kent's old classmate and the reformed villain Dyna-Mind, invites Clark to come to a Smallville High School reunion, but keeps calling him "Superman" and calls Superman "Clark Kent." Webber seems unaware he's got this mixed up, but it causes Clark a great deal of consternation as he scrambles to cover this up and figure out how it happened. In the end, super-hypnosis comes to the rescue, to make Webber forget what he must have accidentally picked up as Dyna-Mind. It was nice to see the Superboy series not forgotten, though.