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The Spirit (July 7, 1940) “The Black Queen’s Army”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
Eisner and studio tell one heck of a full story in these eight pages. The splash panel gives the Spirit origin and shows Wildwood Cemetery very close to New York City proper, with an airplane below the cemetery. But the story of The Black Queen’s Army begins with a stool pigeon getting shot dead and the cops unable to make an arrest. Even though gangsters from all over the country have been coming to Manhattan, no one can figure out what they’ve got planned.
Well, they’re going to rob the Federal Reserve Bank (or something) of a million dollars in gold bullion. And they’re doing it for that notorious female mouthpiece The Black Queen. Since her last appearance, she’s gone full Bond villain—note, the Spirit should’ve known she was the gangland mastermind but missed that one—and has a straightforward plan. Block the bridges, take the police headquarters hostage, and parachute hundreds of gangsters with Tommy guns into the city.
The visual execution of the mega-heist is sublime. Eisner doesn’t deal with the large-scale assault, instead zooms in on Commissioner Dolan’s losing fight for headquarters and the police radio’s message reaching the Spirit and Ebony. Also sublime this strip is the art. Eisner and the studio have gotten their line work down. They’re still a little sharp, but there are fewer of them and they’re doing more work. There’s some excellent detail in this one.
Including—awkwardly as ever—on Ebony’s caricature features.
Ebony’s a full sidekick this strip but doesn’t get anything to do except give the Spirit a conversation partner. He doesn’t even appear as the third act action takes over—oh, forgot—Spirit is putting together his flying car this strip. Thanks to the car he can get to Manhattan to save the day. The flying car stuff is ridiculous, but the rendering of it is so gorgeous it doesn’t matter. Eisner’s packing this strip. Dolan gets whole kidnap and rescue scenes, Spirit takes out multiple bands of crooks; it’s a full-on action comic. And it’s fantastic.
Eisner showcases the strip’s ability to do exciting—all in eight pages—and it’s glorious.

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The Spirit (June 30, 1940) “Johnny Marston”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
Johnny Marston’s splash panel has a short blurb explaining the Spirit’s origin—of note because it’s a strip standard from now on. It’s also the first strip where the Spirit stumbles into an ongoing adventure.
Johnny Marston is a blue-blood fallen on hard times. Dad gambled away all the money, now Johnny’s wife is deathly ill and he can’t afford to get her out west, where the dry air will save her. With their last thirty bucks (not even), he goes gambling. Successes don’t turn out to matter because the gangster running the joint isn’t going to let Johnny cash out.
The gangster’s muscle beats Johnny close to death and they dump the corpse-to-be in Wildwood Cemetery. Luckily, the Spirit happens to be on a walk when he sees the body being dumped and can gather enough information to try to take down the gambling establishments. Ever opaque about the Spirit’s actual skills, Eisner and studio do not explain how someone can have a whirlwind night at the casinos without ever losing. Maybe it’s the Spirit’s blue top hat, which he dons for the outing.
There’s some great art. Not much in the way of fisticuffs, with gambling antics and a big car chase sequence providing the action this time around. There are still some fisticuffs, of course, but not only fisticuffs. The panel layouts with the Spirit getting interested in taking down the gambling dens and the car chase are particular standouts.
There’s also the Spirit getting mad at Dolan for the police department not coming through right, which is an interesting detail if a throwaway. And the last sequence, with a postal delivery person having to go to Wildwood Cemetery, is cute.
Outside the dumb luck factor—tying Johnny and the Spirit—being a tad slight (Eisner spends so much time on Johnny’s setup, he doesn’t have the space to tie them better), it’s a good strip. Sympathetic characters, determined Spirit, it works out.
And we get to see a little more of Spirit’s crypt lair. He’s at least got a bed down there.

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Superboy (1949) #212

Jim Shooter (script)
Mike Grell (artist)
Ben Oda (letters)
Jack C. Harris (assistant editor)
Murray Boltinoff (editor)
Jim Shooter and Mike Grell contribute both stories this issue and offer little quarter. Grell’s art is slightly better than usual (or at least not as obviously deficient), and I guess Shooter could be worse.
The first story is about a bunch of Legion rejects busting into the Legion headquarters and kicking the Legion’s butt. Each of the rejects is from the same planet as their opponent and uses those same powers to overwhelm the Legionnaire. It’s not until Superboy shows up the fight ends.
Except then his teammates are mad at him for stopping them from getting their brains beat in. So they challenge the rejects to a rematch the next day. Little do the rejects realize the Legionnaires have a plan, and that plan is teamwork. You can beat the crap out of lots of people if you plan on how you’re going to do it.
Not really sure Superboy is a morally virtuous comic book.
Anyway, the rejects once again pair off against their opposites, with a different result this time.
There’s also a nonsense subplot about some cop coming to take away one of the Legionaries. He’s got a surprise (at least what Shooter considers a surprise) reason.
It’s a bad story about a bunch of teenagers trying to beat up a bunch of other teenagers.
The backup is about Legion of Substitute Heroes member Night Girl trying to take down a common criminal gang; only the common criminals know her weakness-she doesn’t have any powers in light. Thank goodness Shadow Lass comes along at the right time to save her, but they’re still not powerful enough together to take out the regular human criminals with guns.
I don’t think the crooks make any remarks about the heroes being girls and, therefore, lesser (though the first story does so), but Night Girl’s boyfriend, Cosmic Boy, will make fun of her for being a girl superhero. He dumps her for it only to discover his replacement date is wanting.
Too bad the crooks decided to start killing Legionnaires—him first so he doesn’t get mad at them for taking out Night Girl. Action, misogyny, and resolution ensue.
It’s another unpleasant issue. Even when Grell may have an interesting idea for the panel composition, his detail work is bad. Not as bad as some of his figure work, however; in Grell’s future, no one has rib cages when they fly. Or their rib cages are as high as their pectorals.
Doesn’t matter; bad comic.

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The Spirit (June 23, 1940) “Voodoo in Manhattan”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
The strip opens with Ebony and a lodge brother in Wildwood Cemetery looking for the Spirit. They find him, appearing out of smoke, and request his assistance–their lodge building seems to be haunted, can Spirit investigate? After some whinging, the Spirit agrees. The scene reveals some of the Spirit’s setup at his underground crypt lair. Just stairs and a chemical lab, but it’s something.
The Spirit misses the lodge meeting and arrives afterwards so he can investigate without anyone around. The lodge meeting—a secret society supporting Black orphans, which makes no sense—isn’t great—lots of racist caricatures.
The Spirit showing up to investigate works much better, even with the panels leading up to it. He spirits (no pun) Ebony away from a lodge brother, which leads to a “running away” gag. Eisner and studio open with scary cemetery stuff, move into “comedy” with lodge meeting, and then into an action strip.
It doesn’t take much investigating for the Spirit to uncover the culprits. Spirit’s got to punch his way out of a couple tough situations, finding the Harlem mansion full of secret rooms and underground water tanks.
The water tank’s especially important because we get the Spirit out of his shirt for the last few pages of the strip, showcasing the beefcake (which, it turns out, is a very cold way to go around).
The exposition is a little purpler than last time; it’s mostly for mood and works. The action is pretty contained, some fisticuffs, breaking through walls and floors in the mansion, plus the water tank sequence.
The resolution with the villain leaves some questions unanswered. Spirit has his theory of the case, and nothing exactly contradicts him, but because it’s so rushed, motive questions go unanswered.
Given the constraints of setting and scope, the strip does an excellent job showing how The Spirit can do big things in a small story.

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Superboy (1949) #209

Jim Shooter 1, Cary Bates 2 (script)
Mike Grell (artist)
Ben Oda 1, Joe Letterese 2 (letters)
Murray Boltinoff (editor)
The first story, from Jim Shooter and Mike Grell, opens with Princess Projectra’s shuttle crashing as she attempts to land at Legion headquarters. Timber Wolf is there to save the day, complaining about “women drivers” the whole time. Karate Kid shows up in time for the Princess to stumble out of the shuttle and fall unconscious. They’re sweethearts, so he’s very concerned.
Turns out Projectra has a rare “pain plague,” which causes terrible pain for a number of hours then passes. It’s technically not fatal, except the pain kills you, so who cares if the disease doesn’t. The Legion comes up with a solution—each Legionnaire will take an hour of the pain so it doesn’t kill anyone, and Projectra will be spared.
They immediately find out the pain intensifies as the illness develops (so hour two’s pain is worse than hour one’s). They also discover the Legionnaire who takes the pain will lose control of their powers (and mind), attacking everyone around them. So it’s all very dangerous. Good thing Superboy is flying across the galaxy at warp speed to get there for the final hour.
Even if it weren’t poorly written and poorly illustrated, the story’s also poorly plotted. A deus ex machina resolves everything, with every page bringing some immediately resolved problem to keep the story going. Shooter’s sexism might be the move of a dick writer, but the rest of the story is just the moves of a bad one.
Cary Bates handles writing chores for the backup (with Grell returning and arguably much worse). Some tween has won a contest to spend the day with the Legion, complete with his own flight ring. Pay attention to the flight ring thing; it’ll be “important.”
First up on the tour is getting the mail, except this time someone has sent the Legion a “witch wolf,” the most dangerous animal in the solar system (our solar system?) because it emits poison radiation and mind controls people’s powers to backfire on them.
One by one, the Legion goes into the room with the witch wolf, and, one by one, it reverses their powers and knocks them out. Will the guest star tween somehow figure out what’s going on, something the professional superheroes just can’t intuit on their own? Most definitely.
And will he be rewarded at the end with the promise of sexual contact from the female Legionaries, their male colleagues cheering the lad on? Also, most definitely.
The comic starts and ends icky from the sexism. In between is bad writing from two different writers and tepid (and worse) art.
