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The Spirit (September 15, 1940) “Ebony’s X-Ray Eyes”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
Ebony’s X-Ray Eyes show the problem with caricature, racist and otherwise. At the start of the strip, Ebony gets some of the Spirit’s x-ray juice in his eyes and can see through things. He quickly happens across some crooks who’ve decided to go into the crooked optometry racket. Once they meet Ebony and get a load of his peepers, however, they decide to become bank robbers.
Spirit discovers the lair in a mess (assuming Ebony’s been kidnapped and didn’t just have a damaging reaction to the x-ray juice) and starts tracking Ebony down. Now, Spirit’s not going to learn exactly what happened until the last page or so—and it might be more implied than explicit—so he’s just going to luck into conclusions and discoveries. He’s assuming Ebony’s been kidnapped along with the x-ray juice—the x-ray juice being the prize here.
Ebony will have some ups and downs with the first set of crooks, who will pass him off to a second set pretty quickly. It’s about young Ebony being moved from one traumatizing situation or another. Eisner and studio address that situation in the writing, albeit with more humor than angst, but the reader’s clearly supposed to be sympathetic to Ebony’s plight. Except then he’s rendered as usual, in a racist caricature one wouldn’t want to describe objectively in polite company.
Once Ebony realizes the Spirit is trying to stop the crooks, he takes (some) matters into his own hands, with the rest working out in payroll (i.e. criminals being a superstitious and cowardly lot and not ready for the Spirit). Ebony’s got agency, eventually, even though his clumsiness is a principal characteristic.
Outside being horrifically visually racist, it’s a good strip. It’s well-paced and the comic relief (one of the crooks) is good; Spirit is proving it can scale big action to small and stay nimble with its genres.

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All-Star Comics (1976) #60

Gerry Conway (editor, script)
Keith Giffen (layouts)
Wally Wood (pencils, inks)
Al Sirois (inks)
Ben Oda (letters)
Paul Levitz (assistant editor)
It’s a few weeks after last issue (and adventure) and the doldrums of being a superhero have sunk in. The issue opens on a rainy day at the JSA brownstone, with Power Girl challenging the Flash to a race. Wildcat’s busy having anger management issues about television while Star-Spangled Kid wonders what’s wrong with him.
Flash will excuse away Wildcat’s behavior (again). It’s annoying as if writer Gerry Conway had to include some nonsense excusing of it, which just makes Flash seem like he’s full of it, too.
But they won’t be bored long, because new villain Vulcan attacks them. Vulcan looks a little like a Jack Kirby character; he’s got a New God headband, for instance. The art this issue is Keith Giffen and Wally Wood; Giffen doesn’t change Power Girl’s outfit or anything, but he doesn’t emphasize her, well, bare flesh the way Ric Estrada did the last couple issues. It’s a welcome change.
Even if Conway’s dialogue for Power Girl constantly has her making remarks about women’s liberation, usually in reference to some dude not being into it. Conway’s also the editor on this book, so clearly, he’s not getting the guidance he actually needs. Particularly given the tangents the comic goes on.
So, the new villain is attacking the brownstone. Then we cut to Green Lantern’s office woes (his newspaper’s running out of money). Dr. Fate shows up—in civvies just to drag it out a few more panels—to collect Green Lantern so they can go to a top-secret Army briefing.
About Vulcan.
There’s a flashback about Vulcan; he’s a JSA-worshipping astronaut who cracked under the pressure of actual space travel, killing his crew mates, then becoming a fire creature. It’s simultaneously a little and a lot.
Then Green Lantern and Dr. Fate go to confront the bad guy, and the comic’s over. It’s so oddly plotted, especially since the Army briefing scene was mostly connecting the dots to the first scene with Vulcan. It might’ve made more sense if… the JSA headquarters had some kind of alarm system to alert the other members of the attack.
As far as characterizations go, Power Girl and Dr. Fate stand out the most. Wildcat’s played for (bewilderingly targeted) laughs, Star Spangled Kid is bland, Jay Garrick’s full of shit, and Green Lantern’s a buzzkill and a half. Power Girl’s at least sympathetic—even if Conway’s not convinced she’s experiencing misogyny at every turn, he’s still writing it for her to experience—and Dr. Fate’s flat but competent.
Who knew competent superheroes were so much to ask for?
Not much better than the previous outings, but a little.

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The Spirit (September 8, 1940) “The Return of Orang, The Ape That Is Human”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
Despite the immediate follow-up to last strip, we still don’t get a big Spirit versus Orang scene. Spirit will track Orang to the ends of the Earth (well, Sumatra), but they never have a real, intellectual or physical showdown. Instead, they’re still in slightly different stories; ships passing in the night.
The strip opens with Spirit recounting last week’s conclusion—Orang is apparently dead, at his own hand. No real mention of him killing his creator, which is important since after Orang drags himself out of the river and to a doctor, he’s ready to be released on his own recognizance. His suicide attempt last strip came after he killed his creator, but he’s forgotten that guilt. And no one’s looking for the mad scientist.
Or at least not Commissioner Dolan, who goes to the doctor’s to see the talking ape. Dolan can’t come up with a reason to hold Orang, so instead, he offers him a place to crash while Dolan tries to find a law Orang’s existence violates.
Bored of waiting and seeing an opportunity after Ellen Dolan comes in and passes out at the sight of him, Orang kidnaps her and heads back to the jungle to rule among the lower apes.
All of these events occur in the first four pages of the strip (including the splash page); the remainder is the Spirit tracking Ellen and Orang through the Sumatran jungle and getting involved in the politics of Orang’s found tribe. Now, those politics involve fights to the death and the Spirit tied to a stake, but they’re just political squabbles. Spirit and Ellen are in a riff on a Tarzan story, complete with swinging on vines and (unlikely) punch outs with orangutans.
Then the finale—weeks and weeks after the start of the strip—gives Ellen and Spirit their first private moment (despite implying, you know, weeks and weeks of them).
Orang remains a very sympathetic villain and shirtless Spirit hacking through the jungle is definitely a vibe, so it all works out quite well. It’s just too bad Orang and Spirit never got to talk philosophy.

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The Spirit (September 1, 1940) “Orang, The Ape-Man”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
Orang is a Frankenstein story from the monster’s perspective. The Spirit is still around, but he doesn’t have anything to do with the actual action of the strip. Instead, it’s the sad tale of Orang, an orangutan, turned into a being with human-level intelligence thanks to a mad scientist.
Eisner and studio do a fabulous job setting up the story. There’s a scientist arriving from war-torn Europe, escaped and ready to reunite with his daughter, Elsa, in his friend’s care. Little does Elsa’s father know his friend is a fiend and has used parts of Elsa’s brain to make Orang smarter. He has left Elsa a savage.
So we get a cave girl and an orangutan in a suit for the action here. There ought to be more tripping on tropes, but somehow there isn’t. Eisner avoids sentimentality, even as horrifying tragedies unfold, even as Orang comes to the realization he does not want the burden of reason, and begs his creator for mercy.
There’s some excellent art. Lots of establishing panels this strip, setting the stage, but also giving Eisner a chance to summarize in long shot. The strip’s rapidly paced; once Orang decides he wants to devolve, it’s pretty much all action. Fight, chase, fight, tragic finish, with the Spirit only arriving to provide commentary on the sad situation.
Without ever having met Orang himself.
The Spirit’s subplot is very moody. He gets drawn into Elsa’s father’s troubles, having gone to meet the scientist to ask about some experiments. Long shadows as he enters and exits through balconies and so on. The father’s anguish gets some attention, too. Not verbalized like Orang’s will be, but very carefully visualized. Orang’s got its Frankenstein ambitions and whatnot, but the strip excels because of the craft on display, where Eisner and studio flex, where they do not. It’s tragic. And lovely. Just excellent work all around.

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DC Super Stars (1976) #3

Jim Shooter (script, layouts)
Curt Swan (pencils)
George Klein (inks)
Milt Snapinn (letters)
Mort Weisinger (original editor)
E. Nelson Bridwell (editor)This issue of Super Stars reprints an eight-year-old Adventure Comics two-parter about Superman visiting the Legion a little further in the future, so they’re all adults. The script is one of those infamous teenage Jim Shooter scripts, and, you know, it’s not bad. I mean, it’s heavy on exposition, but the story’s mostly a tour of the future for Superman.
Eventually, after the rest of the Legion assembles, we find out someone is wrecking Legion property, and Brainiac-5 can’t figure out how it could be happening. Thank goodness Superman’s there to remember a factoid to reveal the whole story, something Brainiac-5 presumably should’ve known.
Superman’s tour is all quite genial and pleasant. The art from Curt Swan and George Klein is charming and energetic. Swan’s always at least solid, with some fantastic panels on occasion.
The second part of the story reveals the returning villains who engineered all the drama the first time around. Superman, however, doesn’t get to participate. Instead, various adult Legionnaires go to remote destinations to fight supervillains in order to free a fellow Legionnaire. Shooter does all the math on the hero and villain’s superpowers, somehow canceling one another, or maybe something in the environment. It’s thoughtful and thorough without being particularly entertaining or creative.
But there’s also the Swan artwork to keep things moving smoothly. Shooter doesn’t have a single bump in the issue. Not even the bewildering finish, which features the adult Legionnaires needing help and getting it from an unlikely pair of guest stars. Presumably, there’s a story behind the cameos.
Overall, it’s an entertaining read. It gets a little long at times—even if you’re curious about adult Legionnaires, they’re rarely in it for more than a panel or two. Those cameos never add up; at least in the second half, the story’s got some urgency. Despite part one’s villain being more dangerous than anyone in the second half, the future tour sets a relaxed pace. Superman solving the mystery is very relaxed, too. Shooter keeps multiple details from the reader in these stories, just to surprise in a couple of pages. It’s lazy, but… Swan mostly covers it. And at least those abbreviated scenes move a little faster.
The stories are decent enough Silver Age DC Comics. Not Swan’s best work (and I’ll never know on Shooter’s) but it’s a successful enough, engaging enough two-parter.
