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All-Star Comics (1978) #73
Paul Levitz (script)
Joe Staton (pencils)
Joe Giella (inks)
Adrienne Roy (colors)
Todd Klein (letters)
Joe Orlando (editor)
Fourteen issues into the book and–as nearly as they’ve ever come–writer Paul Levitz, penciller Joe Staton, and editor Joe Orlando have figured out All-Star. Some of it’s very intentional: Levitz keeps Wildcat unconscious for the entire issue, so he can’t be an asshole, and neither Flash nor Green Lantern says anything shitty to Huntress. They’ve learned since they said shitty things to Power Girl back when the book started (and had a different writer). And even Staton’s contributions have some intentionality. Inker Joe Giella (will he return, one hopes, but does not know) gives Staton’s pencils the best inks they’ve had on this book. It’s hands down the best art on a Staton issue.
But the action breakdowns, which keep the heroes very busy, those successes are all on Staton (and however Levitz scripts). So, good work all around.
The issue opens with Huntress II (aka Helena Wayne, aka the Huntress in this comic) in a standoff with Huntress I, who really hates superheroes and really hates her name being taken, so it’s a bonus Thorn’s hired her to take out Huntress II. All-Star has had multi-issue arcs before, Levitz has done them before, but these two issues are going to be a very taunt two-parter. The team is hanging around the hospital waiting for Huntress to get back with an ice-ray gun to cure Wildcat, and Green Lantern turns on the ring-powered closed circuit, and they see Huntress II in great peril.
So Green Lantern goes to save her. Huntress II is in a different city. The other heroes are the Flash and Power Girl, who use their super speed to try to find where Thorn is hiding. It seems very much like there’s a misalignment of powers and responsibilities on this mission. Until it turns out Thorn isn’t just robbing a few banks, she’s going to hit her old nemesis Flash where it hurts. It’s genuinely tense stuff, just done in this cartoonish manner. It feels less like All-Star than a Saturday morning cartoon adaptation of All-Star, and it just happens to be good. And entertaining. And surprisingly well executed, visually. Staton works on how the story unfolds between panels, often with Giella’s inks making some reasonably nice art.
And Levitz has also hit a stride. He’s far more confident in his narration, focusing on the blow-by-blow in the action scenes and not paying as much attention to the interpersonal communication. All-Star’s got a messy team with a lot of cohesion; Flash and Green Lantern haven’t even really worked on their friendship until the last few issues, to the detriment of their JSA service, too. Power Girl’s got very little going on when she’s not arguing with a misogynist (Wildcat’s unconscious state reaps many rewards). Huntress II gets a showcase. So, skipping over how awkward or unpleasant a working situation everyone must be having—especially with Wildcat on the brink and everyone pretending it wouldn’t improve the book—it works. It’s a superhero team comic, it’s fine.
Levitz has worked really hard to get this comic to this point, and it’s great Staton’s there to offer solid support.
I sure hope this issue isn’t the unannounced penultimate issue of All-Star Comics.
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The Spirit (April 27, 1941) “Ellen Dolan Detective Agency”
Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
After her most recent experience in the workforce as a boxing manager, Ellen Dolan has moved on to running her own Detective Agency, presumably under the assumption if her father and the Spirit can do it, she’s got to be able to do it. And, other than a somewhat significant mistake, Ellen’s perfectly capable of playing private eye. She’s a great shot, too; since Spirit doesn’t carry a gun, when the need arises and Ellen’s got villains in her sights, her aim is true.
She is Dead Duck Dolan’s granddaughter, after all.
The splash page announces Ellen’s new vocation, but then the story heads to Wildwood to check in on Spirit and Ebony. Spirit’s reads about a failed military test and—seemingly accidentally—makes a profound observation about the nature of failed scientific experiments in fictional media. If something goes wrong, something must be wrong, because there’s no way the scientist would ever get to this stage without having thoroughly tested. Initially, Spirit’s enthusiasm for his reasoning seems like it’s going to be some jingoism (which is still there), but there’s more to it.
Especially since the military test in question involves Professor Ravel and his formula for a new explosive. Foreign agents would be very interested in getting their hands on that formula, which is why Ravel goes to find himself a gumshoe to protect him. He just happens to select Ellen Dolan Detective Agency.
Spirit’s already on the case; he and Ellen quickly happen upon each other at the professor’s laboratory, Spirit puts his chemistry know-how to good use, Ellen puts her pistol-whipping to good use. It’s a build-up, as the showdown takes place at another location, one where foreign agents have the drop on the good guys.
Spirit gets to do some fisticuffs, Ellen gets to do some sharpshooting, and the strip manages to find its way to two punchlines. There’s the punchline to the mystery plot line, then—on the last page—a punchline to Ellen running her own detective agency. Eisner and studio find a cute ending, but they could’ve turned that last page into a whole strip of its own.
Lots of great art, with Ravel providing some comic relief while also keeping the plot perturbing. The fisticuffs sequences are particularly outstanding; after most of the strip hurries through the action, the fist fight slows it all down and finds Spirit’s visual rhythm. It’s perfectly paced.
And the bantering between Ellen and Spirit is nice. It’d play better if they were talking substantively, but there needs to be confusion and obstinacy to distract from the twists.
Ellen Dolan Detective is an excellent strip. It’s got a nice mix of plot twists, some fun character turns, visually engaging locations, and spectacular art. It’s also some of the strip’s best “wartime” strips to date. There’s the “War in Europe” subtext, which manages to be pronounced without taking up any additional space. Fantastic balance.
However—and lastly—the strip also the Spirit superhuman strength at one point. After going lights out from various pistol whips in the first half, Spirit takes big bruiser punches without flinching.
There’s not not a chance it’s supposed to be how Ellen sees him when he’s saving the day, which actually does work really well in the direct narrative and visual context… but is probably a reach.
Either way, great strip.
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The Spirit (April 20, 1941) “The S.S. Raven”
Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
The Spirit has had a wider narrative scope as of late, but never before have Eisner and studio attempted anything like S.S. Raven. It’s a phenomenally weird strip, all about a killer Navy boat, with an ornery, lovable sea captain narrating the tale from a dock. The story focuses on the ship’s murderous nature, with the captain—Ferguson—laying on the purple prose, always leaving just enough room to think about the ship’s body count without the assigned agency.
From that point of view, the Raven’s been in some extraordinarily unlucky circumstances–being captained by a series of failures couldn’t have helped. From Ferguson’s narrative stance, however, they weren’t so much failures but the Raven’s annual victim. All of the ship’s captains, whether in the ship’s U.S. Navy days, its subsequent time in an unnamed South American country’s navy, and—well, no spoilers—but all of the captains do die within a year of taking command. Very unlucky circumstances. But a murderous, petty, vengeful boat?
Then, around the fifth page, Ferguson reminds the readers they’re reading The Spirit. Spirit is chasing the bad guys onto their getaway boat, which just happens to be the Raven, now in the ownership of a master criminal. Until this point, the strip’s been either Ferguson telling scary stories from the dock or the Raven’s murderous impulses and impacts summarized in long shots. Now, we get intense fisticuffs onboard, an autoplane sequence for (an otherwise off-page) Ebony, some derring-do from Spirit, and a final punchline. The fisticuffs sequence is excellent, leading into Spirit’s realization of the ship’s malevolent nature (according to Ferguson, anyway; it could just be Spirit pays attention), which resolves with moody suspense, before going into high-flying action, which also has a bit of a tone shift finish. It’s a constantly moving, constantly evolving action strip. It’s glorious.
And that glorious visual pace and the ever-building momentum enable the strip’s particular narrative device to succeed. If S.S. Raven were Ferguson—jovially and affably–telling the story without the visuals being dynamite, the strip simply wouldn’t work. What then stands out is the assuredness of Eisner and studio’s work here. It’s a relatively big swing for the strip, but there’s never a moment where it isn’t connecting. If it were a backdoor pilot for a “haunted ships of the Navy” strip, I can’t imagine that strip not getting the green light. It’s great big boat action, then it’s great Spirit action, and so on.
In addition to being outstanding, Raven’s also in that still small group of strips where Spirit doesn’t show until page five. The strip’s getting a lot more comfortable with the broader narrative scope, but it still hasn’t let Spirit go entirely. And, if this strip’s any indication, Eisner’s going to make sure the Spirit gets a strong set piece, but the strip’s on an established trajectory, now. The Spirit might not always have to be about the Spirit.
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All-Star Comics (1976) #72
Paul Levitz (script)
Joe Staton (pencils)
Bob Layton (inks)
Adrienne Roy (colors)
Ben Oda (letters)
Joe Orlando (editor)
This issue is another strong one for All-Star. Very strong. It gets there a tad cheaply—Golden Age Flash villain Thorn is now aggressively lethal, bumping off Keystone City randos for kicks. She’s also no dummy, knowing the Justice Society’s weaknesses (mostly the normie heroes and Green Lantern’s wood allergy); her wooden poison thorns make short work of the team on the initial confrontation, with the rest of the issue the heroes’ (attempted) response.
We also get one of the team talking about how no Justice Society hero has ever died in action before. Maybe the character in this issue will be the first, which is at least the second time a character’s made that observation in dialogue since Levitz took over, and the third actual team member who’s almost been killed during a mission. It’s strange how little anyone’s invested in this comic book.
But thanks to the downed Justice Society hero of the month, the issue plays a lot better than usual. Huntress is officially a member (Star-Spangled Kid, finally interesting, is out), and Power Girl’s back, so there are two responsible people on the mission. Flash and Green Lantern (no confirmation—either way—of their implied thruple status) are basically useless. They talk about how they wish they’d taken care of their supervillains (it’ll turn out Thorn’s got a secret partner) back in the forties, and someone then reminds them it’s been thirty years and to chill. Then they chill too much and don’t help Power Girl and Huntress fight Thorn’s gang.
The Justice Society is supposed to be the premier superhero team on Earth-Two, but the team’s always mooning and moping. Two of the members—Dr. Fate and Hawkman (who have subplots cooking)—don’t show up for the emergency call. Last issue, no one showed up for it. These are not responsible superheroes, even before we get to Flash screwing up the plan because he forgot Power Girl is a super-girl. Levitz pours the characterization for Huntress and Power Girl (albeit P.G. to a lesser extent), but he’s got no time for Flash and Green Lantern. Outside their occasional lines of dialogue, remembering their old battles with the villains, there’s no character development for them. And, frighteningly, there needs to be some.
Suddenly, Levitz has too much going on in All-Star for its own good, not a problem the book knows much about. The middle-aged heroes versus middle-aged villains could be its own thing; the young heroes having to handhold the middle-aged heroes could be its own thing. Instead, it’s a mishmash. Levitz does make time for “the women are getting things done” vibe. Making his Huntress story arc—which has her emotionally debilitated about her injured comrade—is way too dismissive. She gets lots of page time (and the cliffhanger), but it’s not good material. Especially after we open with her doing her detective thing again, which would’ve come in handy because Flash and G.L. are clearly dopey, but, of course, no.
Still, it’s an okay enough Bronze Age comic. It’s probably Staton and Layton’s best work on the comic to date, with Staton doing more with the visual pacing between panels, and Layton finding something to focus on in them. The constant threat to human life, the ticking clocks, and—credit is due—the tense visuals… It’s all right. A banner All-Star.
Again, big thanks to that particular team member who’s unconsciously almost the entire issue.
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The Spirit (April 13, 1941) “Croaky Andrews’ Perfect Crime”

Croaky‘s tale is Spirit at its most didactic: crime does not pay. It’s also the strip stretching to center other characters, in this case Croaky and his best gal, Poison Mag. The Perfect Crime title is a tad misleading; Croaky’s crime is robbing some guy of a hundred thousand dollars and killing the poor sap. More appropriate would be Perfect Getaway, but that one spoils a bit.
Because the crime is not perfect–the dying man tells Croaky the Spirit will avenge his death, cursing Croaky thanks to the dying words curse. Mag’s well-aware of the dying words curse, too, so it must be true.
The Spirit, however, will never be aware of the curse. It’s not even clear he ever knows he’s chasing Croaky Andrews for the murder. He’s chasing the bad guy, which leads to a solid autoplane action sequence (Ebony pilots, Spirit waterskis), but it’s nothing personal. Except for how bad Spirit feels about Croaky escaping.
So now let’s spoil a bit about Croaky’s Getaway, which involves a five-year plan: Croaky has purchased a Caribbean island and outfitted it with automatic machine guns, an elaborate security system with booby traps—the whole bit–and built a submarine capable of escaping a flying car.
It’s incredibly impressive, so it’s strange Croaky’s kind of a dope. It’s also weird he was waiting until this particular crime to cut out. Perhaps there’s something in the absent first act, which Eisner and studio wisely avoid.
Instead, we’re straight into the action, then the chase and escape. There are great visuals of Croaky and Mag getting out of Central City, but their adventures in a green hell are much more striking. While still keeping the Spirit involved (mostly immaterially), Crime‘s all about Croaky and Mag suffering for their sins — the strip’s relentless and vicious in its punishment. Crime doesn’t pay, after all, even if the Spirit’s losing sleep over things not his fault.
It’s a moody, tough strip. The Spirit’s bouts of self-depreciation over his failings–to an unusually silent Commissioner Dolan–succeed in softening some of the despair, but at a significant cost. Perfect Crime introduces this previously unknown practice of the Central City citizenry—siccing the Spirit on their killers. A “vengeful” Spirit just seems out of character, but so does the whiny one they went with.
Crime‘s a really good strip. Heavy-handedness included. Additionally, the strip’s a very graphically violent and visually disturbing tragedy. It’s practically a horror comic. And the characters earn their keep and the portent of the narrative–Croaky for his accomplished planning, and Mag for her personal tragedies.
Of course, no answer to the greatest question–what does Croaky need with a hundred grand in cash when living in self-sustaining luxury exile?
They are a superstitious, cowardly lot, I suppose… but, only the Spirit knows.
