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The Spirit (June 29, 1941) “The Balkan Ball”
Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
Balkan Ball is an Ebony strip, which means there’s lots of racist caricature to negotiate, amplified by Ebony getting a sidekick, Pierpont, who is also visualized in racist caricature. Scarlett appears, too. So it’s three… well, it’s actually more, but only for what ought to be a delightful sight gag. As usual, Ebony’s strengths as a character work against the weaponizing visualization. Last big Ebony adventure: it was about him being a good detective on his own, even though others thought he wouldn’t be, so there was a very obvious disconnect. Balkan’s a little less disconnected as Ebony is more comfortable in his crimefighting abilities.
After the splash page, which sets it up as an Ebony (and Pierpont) strip, we get Spirit ditching Ebony to go to a fancy ball and keep an eye on the jewels. It’s for the war effort. So Spirit gives Ebony the car for the night (no, sir, the other car). Spirit then goes to pick up Ellen Dolan to take to the fancy ball, but the reader learns she’s already made a date with a prince. Ellen says there are all sorts of royalty around with the war on. Commissioner Dolan’s not particularly thrilled she’s dating a prince (suggesting loose moral behavior amongst Europe’s royalty). When Spirit gets there, Ellen tells him off and sends him out before breaking into tears at him finally picking her.
Not great Ellen writing.
Spirit then runs into the prince on the street—well, bumps—and is pretty sure he’s a professional thief, not an exiled royal. But Spirit lets it go and heads to the ball.
Meanwhile, Ebony goes to pick up Scarlett to take her to the movies, but she saddles him with her cousin, Pierpont, who’s a stereotypical troublemaking kid. Scarlett then runs out, and Ebony’s stuck. Worse, Pierpont is holding him a little hostage, threatening to badmouth Ebony to Scarlett. Instead of the movies, they go to bingo, where it turns out Pierpont’s a wunderkind at selecting the right bingo card.
Except they then get held up by some thugs, who they take out in short order—Ebony’s a crimefighter with a flying car, don’t forget—and those thugs are part of a plan to take out the Balkan Ball, bringing the threads together.
The narrative is thorough and precise. Eisner and studio hit all the points to build the story along, once again frustrating in what should be a cool strip for a little Black kid to be reading in summer 1941 instead of some traumatizing shit. Ebony and Pierpont are instrumental in foiling the heist, which will also get Ellen and Spirit into some close quarters; angry ones, too.
And the finish is well-executed. Good art on the Spirit’s relatively quick resolve with Ellen; probably the horniest Eisner and studio have gotten about this pairing. Spirit’s had some other hot encounters, but I don’t think any with Ellen. It’s brief, though. And there are some not-ideal power dynamics.
Then Ebony gets a good finish, too. Except they draw it racist, so there’s a shitty element to it.
Technically, stellar narrative pacing and plotting. Some of the other stuff… ick.
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Superboy and the Legion of Super-Heroes (1977) #243
Paul Levitz (script)
Joe Staton (pencils)
Jack Abel (inks)
Cory Adams (colors)
Jean Simek (letters)
Al Milgrom (editor)
It’s one issue-long story this time, no backup, which is both good and bad. It’s bad because this issue’s a letdown from the previous two “Earthwar!” entries, but it’s good because after an issue of Joe Staton penciling instead of James Sherman… It’s okay if the issue is over.
Writer Paul Levitz carries on as though nothing’s changed with the penciller replacement. Except Levitz’s exposition plays very differently against Staton and inker Jack Abel’s bland future scenery. It’s not just bland compared to the previous issue; it’s bland for any Legion. Staton and Abel are working fast, and it’s impressive how much they get done; completion, not excellence, is their goal.
The wind’s out of the sails immediately, with Levitz opening with that female Science cop Wildfire almost killed a couple issues ago. She gets a name this time—Shvaughn Erin—and quite a bit of expository reflection to catch readers up. We get to see Staton and Abel’s take on moody close-ups. Not promising. We also finally find out why she was on an urgent mission to see the Legion at the start of this story arc–one of their greatest foes has escaped captivity. She’s fairly sure the escape will have something to do with the resolution of this big storyline. So much so, she knows not to think the name of the great foe; be too soon to reveal.
The story then jumps to Weber’s World, the artificial planet of intergalactic peace, as aliens arrive for the long-promised peace negotiations. Not good space alien art. Lots of dialogue for them, and weak art to go along with it. It’s rough times, though Staton and Abel do better with the action scenes than the talking heads. And there’s some action in this part. It’s chase action, which is probably the best kind for the artists. Because their space-war action art won’t really click, nor will their future ground-war action art. They get it all done, though. They do accomplish their task.
Superboy and the guys who didn’t do that genocide–which they totally could have done, too, they’re tough guys–last issue on Khund arrive on Weber’s World just after the latest assassination attempt, and because the negotiating aliens (the Dominators, who are supposedly peace-loving) only trust the Legion, Earth negotiators are on their own.
Levitz cuts from the protagonists of parts one and two and does this summary bit over the war on Earth. It’s all about the valiant Legionnaires who are still around, making their last stand. There’s a bit about their deeply held value of not killing sentient beings, which is an odd inclusion unless someone read the last issue and thought they should remind some of the boys. The “sentient” bit lands odd, of course. Presumably, the multiple telepaths have cleared all their meats.
Anyway.
This section of the issue gets tedious fast. It’s cameo and guest star time, but it’s not exciting. The book’s not visually engaging. Sometimes, quite the opposite. And it gets more and more tedious as it goes on. No matter what Levitz has in store, Staton and Abel don’t make it look interesting. By the time the comic gets to the conclusion—after a nothing-burger reveal of the “Earthwar!” masterminds as an old Legion nemesis (with no editor’s note or context from Levitz for unfamiliar readers, which is a choice of its own)–the art’s operating on fumes, looking more like a proposal than finished work.
The issue’s a race for both Levitz—whose pacing for this story is completely different than the previous two entries—and the artists. They both make it, the artists worse for wear, and Levitz has exhausted his repertoire of narrative devices. He tries everything, and Staton can’t make hash out of any of it.
For part three in this arc, it’s a major letdown and entirely obvious why it’s happened. It is an exemplar team superhero comic narrative, again, only for the endurance, this time, not for the quality.
Maybe Sherman’s back next time. And if not, hopefully Levitz figures out how to adjust to Sherman’s absence for the finale.
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The Spirit (June 22, 1941) “The Tale of the Dictator’s Reform”
Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
The Tale of the Dictator’s Reform is not Spirit’s biggest creative swing to date, but the strip is definitely the wildest. Hitler coming to the United States on a fact-finding mission—only to have a change of heart thanks to Spirit’s intervention—will forever be singular. Eisner and studio know the strip won’t age well, with the ending acknowledging certain inevitables, but it’s also a strip from summer 1941. It’s five months before Pearl Harbor, it’s years before learning the extent of the Holocaust; it’s incredibly naive, but earnestly so.
The splash page is a lengthy expository paragraph (with humorous little illustrations) explaining Hitler—who is unnamed because, remember, at this point, the United States still had diplomatic relations with Germany—wants to see what’s going on in the United States and help people see they should be on his side. Again, it’s earnestly done, so it’s not like Eisner knew the Nazis got a bunch of their ideas from the United States, its politicians, and its citizenry. Instead, Hitler’s going to find out no one here likes him, fascism, or any of the hate he’s selling.
Good thing Hitler went to Central City instead of Tulsa, Oklahoma.
The strip takes its subject from a council of patriotic hoboes to a couple little kids getting the better of him. Dolan’s going to hear about the visit from the kids’ father and will sound an alarm. By that time, Hitler’s found his way to Wildwood Cemetery, where Spirit hosts him for some light exposition and lighter debating. It doesn’t take much for Hitler to see the error of his ways, just some good, plain talk from the Spirit.
The final page of the strip has Eisner resetting the stage, but there’s also some follow-up to the police’s search. Sight gags with Hitler were probably a lot funnier in summer 1941 than later, but they’re still a flex at that point. As a comic strip, The Spirit has always been produced in a world with Nazi Germany; it just took a while to acknowledge it in the story content, with Spirit only relatively recently getting into the spy game. And they’re still cagey about proper nouns—the “Dictator” comes from the country of Europe in the strip… Eisner and studio had their reasons, but those reasons might be too constraining for their ambitions here.
Technically, there’s not a lot going on with the strip’s execution. Some good composition choices, the kids in the park are funny, but the strip fails in its didactic efforts. It’s thin.
Though, right on for them running with it. Eisner and studio probably didn’t know the extent of Nazi sympathy in the United States at the time, but they knew some of it, and they delivered a definite condemnation.
Weird strip.
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The Spirit (June 15, 1941) “Dusk and Twilight”
Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
Dusk and Twilight is, no pun, a dark strip. The splash page introduces us to Dusk, who may look like he’s in a carnival act, but he’s actually a murderer with hands of steel and a gentle disposition. We learn these two details on the second page, when he goes to a famous brain surgeon’s house, asks the little daughter to show him into the dad’s office, strangles the dad, pats the daughter on the head, and strolls away slowly enough to make sure he gets to hear the daughter find the body.
It’s creepy. It’s the youngest kid ever in danger in The Spirit; it’s the strip’s first psychopathic-killer protagonist of this nature; and it’s not even the biggest swing in the strip. Once Dusk is done delighting in the screams of a little girl, he goes on a jaunt through a nearby cemetery. It just happens to be Wildwood Cemetery, where Spirit and Ebony are returning home after their latest adventure. Ebony’s a little nonplussed about it, prompting Spirit to ask why he’s not more excited about catching killers.
Ebony looks directly at the reader and asks how he’s supposed to be so invested in human life when Europeans are being murdered by the thousands, and no one in the United States seems to give a shit. After a “right on” from Spirit, Dusk happens across the duo and starts thinking about killing at least one of them. Spirit spots something off about this particular guest star, and they take a walk, leaving Ebony to wait.
Dusk will take Spirit to his underground lair and introduce him to his wife, Twilight, who Dusk has kidnapped and either kept primal or made primal. Twilight’s always trying to kill Dusk with throwing knives, but she’s got terrible depth perception. She’ll later prove perfectly good slashing with her knives, but only when Spirit’s trying not to hit another female guest star in the strip.
At this point, Dusk becomes less scary and a tad more cartoonish. Spirit has had savage wild women before; it’s had mad scientists who make mutant henchmen to fight Spirit. Even after an interlude at the Central City police department, so Dolan can get on the case, and the briefing talks about the little girl finding the dad’s body, Dusk seems a little more for a smile than a scare. Not a laugh, he’s too dangerous to be funny, but he’s got personality. Especially once he discovers Spirit isn’t the kindred… spirit (sorry), he had hoped.
The art is sometimes a little more Expressionist in the establishing shots than usual, lots of curling visuals, including Dusk’s wiry frame. But the art’s also rather hurried. Lots goes on with varying levels of detail; figure detail, character detail, yes; background detail, detailed scenery, no. Again, it’s hurried. And a lot of the strip’s visual pacing relies on sight gags, which makes it feel more like a traditional comic strip at times–panel, panel, punchline, and so on.
It’s a solid Spirit. Outside the opening macabre (and Ebony’s plea), it’s not particularly distinct (well, Spirit does get really upset about having to fight another lady, as I said), just a perfectly fine strip.
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Superboy and the Legion of Super-Heroes (1977) #242
Paul Levitz (script)
James Sherman (pencils)
Bob McLeod (inks)
Cory Adams (colors)
Ben Oda (letters)
Al Milgrom (editor)
Once again, the feature story opens with Wildfire being a jerk. Last issue, he was going to let a Science Police officer die because her spaceship wasn’t well-maintained, and this issue, he’s going off on a fascist rant. At least it’s less life-threatening this time. It’d also be less striking if his girlfriend, Dawnstar, didn’t demand absolute loyalty to the Legion leader from her teammates. There’s a definite fash vibe to the story, which just increases later, with even Superboy lashing out.
Wildfire and Dawnstar are on the Weber’s World team, Superboy’s on the Earth defense team. The former’s supposed to be protecting a galactic peace summit, but the other power hasn’t arrived, and there are already terror attacks against the good guy negotiators. A confounding, frustrating situation, so it’s good the other heroes on the mission—Ultra Boy and Mon-El—frequently ignore Wildfire’s directions and, in fact, do save people’s lives. While writer Paul Levitz will focus on the Earth-bound story arc, the Weber’s World story has a lot of kick to it. Partially because of the intergalactic intrigue stuff, partially because it gives penciller James Sherman a chance to draw a future city planet, and it’s gorgeous.
Sherman, ably inked by Bob McLeod, turns in a sumptuous piece of work here. Every element—faces, figures, backgrounds—invites intentional inspection. Especially the facial expressions; Sherman’s got these big expressive eyes and intense detail. And those expressions get dark, too. Devastated at the loss of life during space-based warfare Superboy is one thing, but potentially genocidal Superboy is a whole other. Sherman and McLeod make both happen.
Great art. If there’s better future space teen superhero art, I can’t wait to see it someday.
Anyway.
Back on Earth, it’s not the other power from the negotiations attacking (those are the Dominators), but rather the Khunds. The Khunds appear to be a human colony gone nasty, and they’ve launched a drone ship attack on Earth. Earth’s not ready for it. Wildfire’s not there to say it’s because the Science Police are bad at their job, but it sure seems like they could be better prepared (more on Science Police preparations in the backup, it turns out).
Brainiac 5 pisses everyone off, telling them there’s no way to win the battle for Earth. They need to retreat and regroup. Deputy leader Element Lad isn’t listening to any of that quitter talk, so he ships Brainy off to Weber’s World (with no presence in the rest of this issue) and forms a strike force to go take out the leader of the Khunds. The team consists of Element Lad, Colossal Boy, Sun Boy, and Superboy. They’re going to the capital city, populated mostly by civilians.
Element Lad’s going to take it to eleven and threaten painful murder, while Superboy’s not going to promote truth, justice, and that stuff.
All that anger gives way to Levitz revealing—or at least establishing—the villains, and setting up for next issue.
It’s excellent comics.
Then there’s the backup, which does indeed involve the Science Police (more, actually, since they don’t have any character-level presence in the feature). The Legion’s “prettiest” members are out for a night on the town when some criminals hijack the levitating restaurant. The Science Police are having their annual award dinner and are the perfect target. As long as the criminals have the brass held hostage, the rank and file won’t stop them from looting all the fancy shops of future Metropolis.
It’s a sizable, fourteen-page backup from writer Paul Kupperberg (with a Levitz plot), penciller Arvell Jones, and inker Danny Bulandi. The Legionnaire team is Dream Girl, Shadow Lass, Princess Projectra, and Light Lass. They immediately take on the criminals, only to discover the hostage part of the equation, and are captured.
Except they’re not, because Princess Projectra has projecting-hallucination powers, and so does maybe Dream Girl? It’s the traditional Legionnaires’ powers equation with a distinctive setting. They’re in the “civilian” future city, and while Jones doesn’t go for Sherman’s detail, he does lean into the scenery. The art’s got a lot of personality.
The story has the Legionnaires splitting up to stop various heists, which are very similar to those in the modern day, and each learning a clue to unlock the third act. It’s straightforward, solid superhero stuff, not superlative like the feature, but a nice, sturdy way to round out the issue.
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