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The Spirit (November 3, 1940) “The Manly Art of Self Defense”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
The splash page is Ellen Dolan with a black eye, reading The Manly Art of Self Defense. Given Ellen’s last appearance in the strip, it’s a sensational and not unconcerning opener. But it’ll all work out, with Self Defense possibly the best Spirit strip so far.
We open in Wildwood Cemetery, Spirit running into the crypt, begging Ebony to hide him. Ebony wonders what could have the Spirit so scared… why, it’s just Ellen Dolan. She’s told the Spirit she loves him and he’s run away. She decides to catch a criminal to prove herself worthy of his attention.
Except the criminal she goes to catch is dead, and an enforcer is just arriving to find her there. Luckily, the Spirit convinces the thug Ellen’s not the killer, except she then wants to identify herself as the commissioner’s daughter, which would complicate matters.
The Spirit will eventually find the killer, defeat the gangsters, and generally save the day. Ellen will get that black eye. And, then, in the glorious last page, pay the shiner back in full. Along the way, there are multiple action and suspense sequences. The line work is gorgeous, as are all the shadowy panels. Eisner and studio really go for mood this strip and it pays off. They also play with color in the last action scene, setting it in the dark (blue), and it’s a dynamite visual. The Spirit’s got a lot of gangsters to get through before the day’ll be saved. The strip’s seven pages, not including the splash, and three of those pages are superlative. The flow between the panels, the change in angles and distance, the expressions, the fisticuffs… it’s all just fantastic.
But what will put it over is how the strip deals with that first plot line—Spirit and Ellen—things have gotten a little more complicated and there’s not exactly a lot of time to wrap it. Still, Eisner leaves the couple’s relationship in a far more interesting place than it’s ever been before. And without being crappy to Ellen.
Maybe minus her naïveté in going after the criminal at the beginning (the strip has forgotten she’s in school to be a criminal psychologist or whatever).
Anyway.
Manly’s a beautiful piece of work.

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All-Star Comics (1976) #62

Gerry Conway (editor, plot)
Paul Levitz (assistant editor, script)
Keith Giffen (layouts)
Wally Wood (pencils, inks)
Al Sirois (inks)
Carl Gafford (colors)
Ben Oda (letters)
Jack C. Harris (assistant editor)
If the scripter weren’t Paul Levitz, I’d almost wonder if he were making fun of (plotter and editor) Gerry Conway’s take on All-Star to this point. JSA chairman Hawkman comes off like a dipshit; Superman is the only adult on Earth-Two, except maybe Hourman, who spends his guest appearance thinking about how unheroic superheroes have become.
Because they’re acting like Conway’s still writing them.
The issue opens with everyone trying to save Dr. Fate, who’s near death from last issue. They use Star-Spangled Kid’s cosmic rod on him while trying to play his internal monologue for his teammates to hear (or actually see). But all they discover is the Ankh, which reminds Green Lantern Dr. Fate’s big into Egypt and magic and stuff and maybe there’s a better way to save him than cosmic rod life support.
Though at some point, Star-Spangled Kid will pass out off page and stop providing the life-maintaining energy, and presumably, Fate still doesn’t die. But we don’t spend any real time on it because Hawkman’s too busy being a dipshit.
Hawkman sends Green Lantern and Flash to Egypt, tells everyone else to mind Dr. Fate, then heads home to get into bed with his good lady wife and maybe, just maybe, play around with the giant ancient Lemurian sorcerer he’s got encased in amber. Too bad the amber melted and the sorcerer kidnapped the good lady wife (and killed Hawkman’s treacherous assistant curator).
At that point, Hawkman immediately sounds the all-JSA alarm—which did not go off in any of the issues where they were saving the actual planet Earth (two)—and recalls Superman to duty. They all meet up at headquarters, where Wildcat and Power Girl have been bickering, and Hourman has been embarrassed to be in a union suit with such unprofessionals.
Hawkman then whines at the assembled heroes about them not caring enough about his kidnapped wife—one of them has the gall to point out Dr. Fate’s in trouble, too—before everyone just goes along with him. They go to Tokyo, where the sorcerer has Mrs. Hawkman in inter-dimensional suspended animation.
The people of Tokyo are paralyzed and lying prone on the street. When the JSA arrives, Hawkman tells everyone to concentrate on what’s important—his wife—and ignore the civilians. Superman reminds them to do the opposite, actually.
I don’t think Levitz is having a laugh at Conway’s expense. I think they’re still playing it straight. But good grief, they’re all a bunch of twerps except Superman and—so far—Housman.
Interestingly, Levitz doesn’t continue Conway’s characterization of Power Girl as a vocal proponent for women’s lib. She’ll mouth off to the fellows, but Levitz plays it like she’s just a brat. He also makes sure the old men leer at her and talk about it.
Speaking of old men… Golden Age Superman. Wally Wood—over Keith Giffen layouts—draws Superman like he’s got an almost static head shot every time. Still brings life to it, but it looks like he’s following some style guide from 1943. It’s a vibe.
The issue moves well enough thanks to the energy in Giffen’s layouts and Wood’s contributions. It’s not like there’s a particularly high bar to clear for All-Star to make par.

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The Spirit (October 27, 1940) “Conscription Bill Signed”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
It’s a good thing Spirit cleared his name since he needs Dolan’s official recommendation this strip.
FDR has just signed the Selective Training and Service Act—a peacetime draft—and, being a good jingoist, the Spirit wants to sign up. He’s got some conditions, however. He doesn’t want to reveal his identity and he wants to be put to good use (based on his skills).
The Army thinks he’ll make a good espionage agent, especially when the Spirit immediately uncovers a spy in the Army recruitment office. As a try-out for the Army, he roots out the rest of the spies, who call him “Americano” but also have guys named Adolf. Spirit still isn’t willing to be specific about which foreign powers are the baddies.
The action’s pretty straightforward, with Spirit tracking the bad guys back to their hideout and taking them out. He’s got Ebony along for backup, so there’s some comedy action involving Ebony flying the autoplane and seeing trouble on the ground.
Dolan’s particularly pissy about Spirit this strip. Dolan’s jealous about Spirit breaking all the big cases, a bit of character development Eisner’s had on a slow boil for a while now, though it never made sense when Dolan was lowkey protecting the Spirit from the rest of the police force.
The jealousy just leads to banter—and whining—as the Army comes to realize having the Spirit on the payroll will work out, after all.
While it’s an interesting attempt at being timely—though the draft was for twenty-one to forty-five and the Spirit says it’s just until thirty-five, so they needed some copy-editing—it’s also just propaganda. At times well-illustrated propaganda, to be sure, but there’s no oompf to the story.
And Spirit mansplaining the United States being the only place on Earth where a man can live in freedom and peace to Ebony (thankfully in long shot in one of those pretty propaganda panels) is one hell of a flex.

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The Spirit (October 20, 1940) “Ogre Goran”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
It’s another slighter strip, with the Spirit rescuing a damsel in distress from her ex (the titular Ogre Goran), a psychopath who’s just escaped prison.
The opening is the prison break and it’s relatively solid business. The line work is wanting this strip, but the moody long shots of the action are still effective. The action shifts to the damsel, Mary, discussing Ogre’s prison break with her husband. Since it’s a comic strip, Ogre appears immediately following her statement, shooting her husband dead on the spot and ready to kidnap her. Luckily, Mary dowses him in alcohol and sets him (and the apartment) on fire.
Now, we know Ogre gets away because he gets in the shower and turns on the cold water. Also, there’s a panel (maybe the least discernible in the series to date) of Ogre getting away.
Fast forward a few days to Ebony trying to get the Spirit interested in the case. After initially discounting Ebony’s thoughts on Ogre’s survival (Spirit thought the shower was only running because someone wanted a bath), the Spirit agrees with Ebony’s conclusions—Ogre’s alive!
The Spirit tries to find Mary, only to learn she’s gone away with a man entirely wrapped in bandages. Ogre, post-burns. Thanks to Commissioner Dolan giving him information about Ogre’s old hideouts, Spirit heads (by boat) to an abandoned lighthouse where Ogre’s got to be holding Mary. Dolan heads to the lighthouse, too, wanting to beat the Spirit to the punch.
Spirit’s only cleared his “name” of a murder charge in last week’s strip, so Dolan competing with him doesn’t make much sense. It also doesn’t make sense how Spirit gets to the lighthouse by boat, but then his boat disappears and he can’t take it back to shore at the end of the strip.
Also nonsensical is Ogre having a new wife, who can—presumably, more appropriately—beat up Mary.
We don’t even get to see Spirit and Ogre’s fisticuffs.
Not a lot of pay-off in the strip, though it’s nice to see Ebony developing as a sidekick.
It’s also the dottiest the art’s been in ages. The line work gains slide back here.

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Superboy (1949) #219

Jim Shooter (script)
Mike Grell (artist)
Jack C. Harris (assistant editor)
Murray Boltinoff (editor)
Ken Klaczak (suggestion)Without getting effusive, this issue might be one of artist Mike Grell and writer Jim Shooter’s best Superboy collaborations. There’s only so much wrong with it; they both keep the comic packed and moving, and none of the Legionnaires are exceptionally crappy.
I mean, they’re still crappy. Lightning Lad’s ableist and Colossal Boy is only nice to the girl he likes when he thinks her boyfriend is going to die so he can get some action. And then Brainiac 5 is a bloodthirsty, callous creep most of the time.
But other than those characters, it’s all reasonably solid. Lightning Lad barely has anything, and Brainy becomes background. Colossal Boy’s thing recurs (and gets the last word), but it’s amidst a lot of action.
The Legion’s nemesis team, the Fatal Five (there are like twenty Legionnaires and five bad guys, and the bad guys keep them busy), is pulling a series of heists throughout the galaxy. They’re stealing android parts, experimental goo, toxic gases, and a planet fragment. One of the Fatal Five—Validus—is a super-powered giant who can tear up planets. Comes in handy for this exact story.
Shooter splits it into three parts. The first part has the villains striking and almost killing non-Legionnaire but still superhero future teen Duplicate Boy, leading to his girlfriend asking Brainiac 5 for help and kicking off the whole thing with Colossal Boy, too. Brainiac 5 has given up hope on saving Duplicate Boy, so he’s ready to kill the Fatal Five whenever the opportunity arises.
Now, one of the “charming” aspects of the comic is Superboy wondering what the heck is going on with his teammates. He’ll practically stare through the fourth wall, trying to get the reader to pay attention to the weirdness going on around him. It happens a few times this issue, including for that goofy last story beat.
The rest of it—the Legion splitting into pairs so they can fight the Fatal Five—is all right. There’s some silly stuff; Emerald Empress has the major hots for Superboy, but without, you know, good writing. And they always talk about her deadly gadget, which is called the Emerald Eye. It’s a silly name, made even more ridiculous how they keep referring to it by the full name. Often with a possessive (the Emerald Empress’s Emerald Eye). Even when they do a whole bit about Validus being a literal infant (with props), the Emerald Eye business is still sillier.
Now, despite Shooter and Grell keeping things moving, it’s not like it’s a good issue for Grell. His facial characteristics continuity is nil, and you’d think he’d be better at scaling between characters (Colossal Boy and Validus versus the normal-sized folk). However, some of Grell’s more design-oriented moves work better, and they don’t demand much attention.
The issue feels rote, but it’s a (relatively) okay routine.
