Superboy and the Legion of Super-Heroes (1977) #243

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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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Superboy and the Legion of Super-Heroes (1977) #231

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Paul Levitz (script)

James Sherman (1), Michael Netzer (2) (pencils)

Jack Abel (inks)

Elizabeth Safian (colors)

Ben Oda (letters)

Joe Orlando (editor)

The Legion of Super-Heroes had cover title billing with Superboy for over thirty issues before this issue. It’s one officially titled Superboy and the Legion of Super-Heroes in the indicia. Even more—literally—they’re going up to fifty-two pages an issue. To celebrate, writer Paul Levitz, pencillers James Sherman and Michael Netzer (each handling one of the two chapters), and inker Jack Abel deliver an almost perfect space superhero epic. It holds until the very last panel, when Superboy is concerningly malevolent.

Superboy’s mad because the issue’s supervillains—the Legion’s nemesis team, the Fatal Five—have escaped death. During their escape, the Fatal Five tried to blow up the Legion, but failed. So Superboy’s grandstanding about how he’s going to make them pay in their next appearance. It just does not play.

And Levitz’s intentional in this move; earlier in the issue he characterizes Superboy’s attack on the Five’s spaceship focusing on how Superboy’s righteous anger fuels his extreme power. It both does and doesn’t stand out in the moment; Levitz is just saving up headliner Superboy for big moments (this attack is his first foray into the conflict), so it comes with a punch. But it’s also a bit of a strange vibe.

In that earlier scene, Superboy is super mad because the Five are taking advantage of a planet about to explode. According to the narration, he’s thinking about Krypton and the tragedy. It’s emotionally too much for the Boy of Steel. The Legion is on the planet, evacuating all the people, but time is running out. The psychic on the psychic planet (Levitz skates over this absurdity real fast, but there are telepaths in Legion, so sure, why not) saw the star go supernova too late.

It’s a strange spotlight, like Levitz was assuring someone, even though Legion was officially in the title, Superboy would still get featured special.

But once he’s got that first solo attempt out of his system, Superboy mostly syncs with the rest of the team. Levitz delights in his purple exposition with lots of second-person call-outs and thoughtful echoes in the prose. It never gets tedious; he and editor Joe Orlando always seem to know when the narration’s gone far enough and it’s time to focus on the art.

Because even though this issue’s a giant-sized epic featuring five distinct narratives (the evacuation, examining the star, kidnapped Legionnaires, the rescue team, and the leader of the Fatal Five’s plotting), it’s a visual delight. Sherman pencils the first half, opening on two Legionnaires happening across the Five and getting captured, then cutting to the planet-wide evacuation. Great visuals, with varied panels showing off the scale of the evacuation and the rush of the Legion’s work. But where Sherman really gets to flex is Brainiac-5 and friends’ science mission to the planet’s doomed sun; the Emerald Empress with her Emerald Eye attacks them. Thanks to Sherman and Abel—and Levitz, who doesn’t go overboard with the green theme—it’s a dangerous, thrilling fight. Empress thinks she can handle the good guys since Superboy’s not with them (she’s hot for Superboy; sadly, they never get any interaction).

The good guys have to use their specific powers in tandem to counter her successfully. Levitz loves writing about how the powers work. So he lines up action scenes so he can explain the recipe for the superpower combinations.

All with that great art. Space superheroes comics doesn’t get better.

The issue cuts back to the planet for another big action sequence, involving three of the Fatal Five and a growing number of Legionnaires who just can’t quite get an upper hand. Superboy isn’t there to help because he’s about to launch that attack on the spaceship and fail, which concludes the first chapter.

A handful of Legionnaires get a little more than the others, mostly just in dialogue, though sometimes starting a lengthy scene by themselves. It’s a small planet when you can fly, so no one’s by themselves too long.

The second half, featuring Netzer art—while not as strong as Sherman’s, is still excellent (and Netzer gets to do a fantastic, “this should be a poster” full-pager)–has the Legion figuring out the Five’s plan and how to defeat them. The reader doesn’t get all of the information on the latter, because there needs to be some surprise.

Right up until Superboy starts humming a murder ballad, it’s smooth sailing. Levitz’s reveals all drop at the right time, Netzer’s good at conveying the variety of actions (including, of course, Legionnaires with different powers fighting bad guys who have their own different powers). Even something simple like a fight between two giant-sized individuals (good guy Colossal Boy and bad guy Validus) gets complicated with all the regular-sized flying superheroes and villains weaving in and out.

It’s a stellar comic, with Levitz’s enthusiasm in the exposition carrying over the sillier future elements, and then the art starting at a high level and only getting better throughout.

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Superboy and the Legion of Super-Heroes (1977) #249

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The back-up, starring Chameleon Boy, is nine pages, only a page shorter than the feature, which resolves last issue’s shit monster story. Sort of resolves. Also, the shit monster looks leafier this issue, presumably thanks to Jack Abel’s inks (it’s like they’re fighting Oscar the Grouches). Even if the feature weren’t so slight, the back-up would stand out because it contains the most surprising thing I’ve seen in Superboy and the Legion. My world is shook.

Joe Staton inking himself is… not bad.

It’s not great. He does have trouble with faces, but at least when he’s inking himself, he understands how they work. And his figures aren’t as… I’m trying to pick between gelatinous, wobbly, flimsy, and wonky. Comparing the art in the feature with Abel inking Staton to Staton inking himself, it’s hard to believe they’re the same penciller. It raises several questions, but mostly why they would have Staton ink himself on the nine-page back-up to greater success than on the ten-page feature. Is it too much to ask for better art to be on the feature?

Gerry Conway scripts the feature; he also wrote last issue, which I didn’t remember. It feels very fill in.

The shit monster is attacking the Legion headquarters, kicking Sun Boy’s butt. Brainiac 5 is able to stop the monster, all while whining about how no one appreciates him for always being the smartest and bestest Legionnaire. There’s a little bit with Mon-El and his comatose girlfriend, Shadow Lass. He’s refusing to help the Legion, even though Brainiac has figured out Shadow Lass will be fine.

Though I don’t think Brainiac actually tells Mon-El his discoveries.

Another team of Legionaries headed to the sewer; the shit monster kidnapped their financier, R.J. Brande, and they figure the sewer’s the place to be. That subplot actually goes unresolved, presumably for follow-up next issue, but the Legionaries seemingly forget they’re looking for Brande in the sewer. Even after they discover the secret behind the shit monster, it’s all about Brainiac 5 feeling unappreciated, not their bankroller being missing.

And bankrupt, but they don’t know he’s bankrupt yet; maybe next issue.

Even if the art weren’t terrible, it’d be a too slight story.

The back-up is a simple mystery for Chameleon Boy. Some disgruntled employee is terrorizing his place of employment—the Science Police station—and Chameleon Boy’s got to figure it out. Throw in a fetching alien lady and a lot of exposition, and it’s somehow nine pages. Paul Kupperberg scripts; I think it’s his best Legion work I’ve seen so far, but he’s got the added benefit of each competent panel from Staton bewildering more than the mystery ever could. It’s a reasonably pat mystery, actually. It’s unclear why the Science Police couldn’t figure very obvious things out themselves.

The art’s far from a total success, but Staton shows previously unrevealed design chops. It’s a Silver Age story with a decidedly Bronze Age feel, which has its charms.

Who knew Staton inking himself would save the issue?

Superboy and the Legion of Super-Heroes (1977) #247

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This issue’s an object lesson in bad art and how it can ruin a story. Not the feature, which has Jack Abel inking Joe Staton, but only because it’s not a good story. Len Wein scripts, finishing last issue’s cliffhanger about the Fatal Five’s latest scheme against the Legion.

Only it’s not a scheme. The Fatal Five tried to help a developing planet along and get them admitted into the Federation, only the investigating Legionnaires realized they’d broken the Prime Directive. So the Fatal Five then attacked the superheroes. Previously, it was unclear it wasn’t an elaborate ruse; this issue clarifies—the supervillains thought they were doing the right thing, and when the Legion rejected them, they went as homicidal as usual.

Superboy can’t find any other Legionnaires to help, so he’s got to figure out a way to save the day himself. With better art, it might’ve been an okay story for him. His problem-solving isn’t bad; it’s just got terrible visuals, as do all the fights on the planet. With better inking, Staton’s layouts can have some charm. Well, within reason. Abel’s not up for the task. Not able, as it were.

Between the art and the patronizing, infantilizing plot—like, if the villains really don’t know taking a planet from the Stone Age to the Space Age in a week is wrong, I’m not sure they can comprehend why being villains is bad either—it’s a disappointing story. Though, obviously, with not terrible art, who knows.

But then the art’s even worse on the backup. Dave Hunt inks Staton. The figures need to be seen to be believed; I thought it was bad with the female Legionnaires (they’re scantily clad enough to showcase the godawful figure drawing), but then fully clothed Brainiac 5 has a massive, triangular chest in a third of his panels.

The story—written by Paul Levitz—is a cute anniversary story for the Legion, set during the election for the next leader. Brainiac 5 and Wildfire are campaigning against each other (and both abject dicks), but then strange, disastrous setbacks keep occurring. The punchline ought to be cute but instead comes off harsh and feckless because it’s affecting many people.

So, with better art, the second story would be improved. Hunt inking Staton, however, just leads to a charmless reading experience, with the goofy punchline no help.

It’s not a terrible comic, but it’s far from good.

Superboy and the Legion of Super-Heroes (1977) #243

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The issue opens with that female Science Police officer from a few issues ago thinking her way through an exposition dump. It’s Earthwar! Though they never call it Earthwar (one of the stories was called, Prelude to Earthwar). She’s been hanging out in Legion headquarters watching all the reports come in: Wildfire, Dawnstar, and supporting players are on Weber’s World where the Federation (what’s it called) is negotiating with the Dominators. There are terrorist attacks, and the Federation diplomat’s super-duper suspicious.

Then Superboy, Mon-El, and their supporting cast have been to the Khurd homeworld to try to stop their invasion of Earth from the source, only to discover it ties into the Weber’s World plot. Meanwhile, the Science Police officer thinks she’s got the answer to both questions, only no one listened to her when she tried to tell them someone’s escaped. Not who’s escaped, because there’s another issue to the arc at least, but one of their old foes.

With that thought, exit stage left, no idea if the Legion boys will ever acknowledge they should’ve listened to her, lady or not.

The rest of the issue is a tautly executed espionage and war thriller. The Dominators arrive on Weber’s World—I was wondering if they were the eighties Invasion! Dominators; they are indeed the same aliens, but Todd MacFarlane drew them in Invasion!, and this issue has art from Joe Staton and Jack Abel. It takes a lot to prefer Todd, but, yep… Staton and Abel are low enough he wins.

Anyway. They’re trying to get the negotiations going, but they want the Legionnaires there to provide security, meaning Earth’s got to fend for itself. Various groups of Legionnaires, including the Legion of Substitute Heroes, try to stave off the invaders, but they keep failing, one after another. It’s incredibly tense, with writer Paul Levitz going ahead with a full-scale invasion of Earth and the Earthlings’ lose story.

It’s pretty dang cool, wanting art or not. Back with the diplomatic thriller, the heroes are trying to prevent assassinations and kidnappings, unable to trust anyone but themselves. It’s good too. The plotting this issue’s outstanding. Ditto the scene writing once Levitz gets going. He stumbles through a lot of the exposition, particularly with the Science Police officer at the beginning, but he gets passed it eventually.

The finale’s appropriately grim but also playful, with the next issue teaser panel promoting readers to solve the mystery with some provided clues. Great tone.

Shame about the art.

Every time it seems like Staton and Abel are going to do an okay couple panels, it goes wrong. It’s a real shame Levitz didn’t get the excellent art team (James Sherman and Bob McLeod) on this script; it deserves them. But the script’s also good enough to overcome some iffy writing and some bad art.

Tomb of Dracula (1972) #11

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Jack Abel’s inking Gene Colan again, but the issue pulls through all the same. The art’s better than last issue, particularly on Dracula. The writing’s better too, but actually good, as opposed to just not the worst Abel can screw up Colan. There are some particularly great pencils Abel trashes this issue too. With better inking, this issue’d be a contender for best Tomb of Dracula so far. Even with the goofy Haiti voodoo subplot.

It’s been two weeks since the last issue, and Dracula’s still not used to Clifton Graves being dead. Dracula left him on an exploding yacht because Graves was so useless. Drac briefly ruminates on the departed leech, who’s been pointless since issue two, and it’s nice to know I wasn’t the only one who wanted Graves gone. Dracula, Prince of Darkness, agreed.

Dracula then goes to sleep, resting up to hunt down the biker gang who tried to drown him a couple issues ago. Now, Tomb of Dracula’s editorial notes are saying I need to read Dracula Lives! to understand Dracula’s Marvel history—which I think I’m going to do so I can better bitch about continuity issues.

This biker gang’s working for a dying rich guy who wants them to go kill his enemies before the final curtain. He’s got voodoo dolls of all his targets, so he can torture them from afar before the bikers end their miseries. It’d probably play better if there weren’t a “kidnapped in Haiti by savage voodoo natives” flashback. But that section’s quickly forgotten, as Dracula hunts the gang and they hunt their targets. Drac finally catches up when they’re on to the last victim, a mutual acquaintance (who apparently invited Dracula in at some point because he’s got no trouble entering the house uninvited).

Writer Marv Wolfman’s playing with Dracula character in more ways than just vampire rules or character history; Wolfman’s making Dracula more sympathetic and more personable. When it’s time to feed, Dracula doesn’t hunt the helpless young woman; he pursues the human guy also hunting the young woman. And when Dracula’s soapboxing, he doesn’t sound like a wannabe megalomaniac but rather a slighted aristocrat with anger issues.

It works.

It works enough to get through the disappointing art.

Wolfman hints at future plotlines for the vampire hunters, who mostly take this issue off. Frank and Rachel are on a weekend date, and they’re going to see a Dracula play; the narration promises we’ll hear about it later, presumably next issue. Or in Dracula Lives!. But this issue’s about Dracula and the bikers and their respective prey.

The ending’s particularly good. Wolfman reveals at the last moment the issue’s a lot more tightly constructed than it initially appears.

I really hope another inker comes on soon, though. I miss being excited for the art.

Tomb of Dracula (1972) #10

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Well, they found the worst inker (so far) for Gene Colan—Jack Abel. But then they had to one-up it with a letterer so bad the comic’s visually unpleasant to read. Denise Wohl’s the letterer (credited as D. Vladimer, presumably because you can’t have too many girls working on a book).

This issue features the first appearance of Blade.

And it is a stinker of a comic book.

It opens with three vampires attacking would-be stowaways on the London docks. Or some docks in England. Doesn’t matter. Blade saves them, then Quincy Harker confronts him. Last issue, when Quincy got a phone call and had to rush away, it was about Blade being active in the area. Quincy’s mad Blade killed a teenage vampire. Blade asks what Quincy would do about it.

Quincy’s got no answer, then defends Blade when daughter Edith says he’s rude. I don’t know if it’s supposed to come off slightly racist, but calling confident, capable Black people rude doesn’t ever not have connotations. Swell.

The story’s about Dracula hijacking a yacht. The owner looks vaguely like Paul Williams. I say vaguely because it’s impossible to know what anything should look like after Abel’s inks have mangled Colan’s pencils. Dracula’s on board to convince all of this rich guy’s friends to be subservient to him. Dracula tells Clifton Graves (who’s got different color hair this issue) they’re all too wimpy to resist Dracula.

But Dracula’s first scene with the yacht party is being a sniveling dipshit. After he snacks on a blonde, though, he’s ready to hijack the ship and threaten to kill them all if they don’t pledge fealty. It’s a stupid plan. For an already stupid comic book, it’s a stupid plan.

Even with better art, it’d be a bad comic. It’s a lousy script, though Blade’s a fun character once the Harkers aren’t complaining he’s not articulate enough. But I can’t actually don’t know if anything could overcome the lettering. This comic contains a lot of text, and it’s painful to read. Wohl’s lettering is the equivalent of nails on a chalkboard.

Yuck.

There are also a bunch of continuity issues—including notes about how we need to be reading Dracula Lives! to know what’s going on—but Dracula knows Blade, which makes absolutely no sense. He’s been making vampires for his legion, which we’ve never seen before in the comic.

It’s a stinker for sure, start to finish. However, I’m relatively confident it’s just writer Marv Wolfman having a (very) lousy month.

And at least they didn’t call him Black Blade.

Superboy and the Legion of Super-Heroes (1977) #237

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This issue is weird. The story’s weird, and the issue’s weird. The story’s weird because it’s about the Legion committing numerous intergalactic crimes because their financial benefactor is in danger. The issue’s weird because, well, the art is… lacking.

And the art’s from Walt Simonson and Jack Abel. I’m not the most well-read on Simonson, but I know he’s not supposed to remind you of Rob Liefeld, so maybe it’s Abel’s inks. Because the faces are all bad, but then about half the figures are bad too. Like, giant muscles and hands and little heads with too small faces on them. The only decent panels are the superhero team long shots. Otherwise, it’s a high-grade eyesore.

Also, the spaceship design—the stuff new to the issue because there’s a callback to Mon-El’s story last issue—looks like “Star Trek.” Like Klingon ships from “Star Trek,” just without thoughtful nacelles.

Now on to the story.

The Legion is gathered to have a retirement party for Lightning Lad and Saturn Girl, who have to quit because they’re married. They’re barely in the story—just in the first of the six chapters—and they get so little to do or say, it’s like writer Paul Levitz is avoiding them.

They fly off on their own, and the Legion financier, intergalactic businessman R.J. Brande, has a moment before little drones attack him. Brande looks a little like Harry Mudd from “Star Trek: The Animated Series.” The silly mustache.

Anyway. Some guy’s out to kill Brande for bankrupting his family, and he’s holding him hostage unless the Legion goes and steals three artifacts. He says it’s to rebuild his family fortune, but it’s really to destroy the galaxy or something.

It doesn’t occur to the Legion they should be suspicious of the villain’s story until the last chapter, which is part of the weirdness. The story’s weird in its thoughtlessness like Levitz was phoning in the plotting.

The first quest is a relatively simple follow-up to Mon-El’s adventure last issue. This team of Legionnaires has to fight space pirates. It’s also where there’s some really figure drawing on Superboy; just really bad. It’s a strange sequel to the story last issue because that one was all Mon-El reflecting on the adventure as he did his thing. This time he’s got pals, and there’s just a lot of talking. It’s easily the most successful, story-wise, of the quests.

Because the second quest has three female Legionnaires breaking into the Legion base, where team leader Wildfire and Princess Projectra have to stand guard. Princess Projectra is giving Wildfire shit for not being human anymore and, therefore, a big buzzkill. Kind of mean. Then Shadow Lass comes in and whines about how she only joined the Legion to meet a husband, but it’s a ruse for her compatriots to steal something.

From their team.

Instead of… telling them what’s going on. Though given how shitty they are to each other, I mean, would you want to talk to them if you didn’t have to?

The third quest has that Legion team assaulting a less advanced but still spacefaring species. Making fun of their appearances as they do.

All this shitty intergalactic behavior from the Legion—as far as they know—is to save their wealthy benefactor. So the people they assault, the things they break, the things they steal, all that damage is okay because their patron is in danger.

Sure, the whole galaxy or solar system or whatever is in actual danger, but they don’t know that detail. Apparently, the Legion’s motto is “the richer you are, the more people we’re willing to hurt for you.”

The jerk store behavior and the bad art do not make for a good read.

All-New Collectors’ Edition (1978) #C-55

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The cover promises an “epic-length novel,” which apparently works out to sixty-one pages. It’s four chapters, starting with Superboy traveling to the future for Saturn Girl and Lightning Lad’s wedding. Once there, he discovers a militaristic world where the Legion (and the U.S.) is fighting moon colonists, led by the Chinese. We find out later it’s the Chinese. Because they stole something from the Americans in the 1980s.

It’s initially not too moldy, but once the action gets to the moon and the Chinese villain is basically future Fu Manchu, it’s ick. Though the scene doesn’t last long, and the whole moon colonists versus Earth thing is a time aberration red herring.

The “bad guys” interrupt the wedding, kidnapping the couple after their vows; the plan is to ransom them for the polar ice caps to create oceans on the moon. As if there are any polar ice caps in the future.

Anyway.

Superboy wants to go to the past and fix the timeline; Wildfire intends to attack the moon and rescue the hostages. Writer Paul Levitz does each of those missions as a chapter, then brings everyone back together for the finale.

The Superboy team goes back to 1978, natch, where they’ve got to stop a mysterious businessman from destroying the United Nations. Only Superboy can’t be seen in 1978 (Superman’s there, after all), and the villain is prepared for the Legionnaires even though they ought to be a surprise. There’s not much in the way of time travel hijinks (though there’s a disappearing spaceship in a park eight years before The Voyage Home), and there’s not enough time for it to be a mystery, but it’s engaging.

The hostage rescue story is more exciting. Lightning Lad and Saturn Girl are in danger, and it turns out the Legion’s got the wrong kind of powers to rescue them. Unless they can all work together and figure out the right power formula to save the day. Err. The couple. While the chapter relies a lot on familiar characters—whereas the time travel one is about the period and villain—it’s better with the danger tension.

The finale, however, is a familiar Legion villain monologuing about his evil plan with an editor’s note every fifth panel referring to a previous Legion of Super-Heroes comic. And Levitz does even try to cook up a good solution; it’s very basic, very silly. Though Mike Grell and Vince Colletta’s art sells it.

I’ve always been bearish on Grell and Colletta’s a punchline, but their art’s good. There’s a lot of it, but Grell loves drawing capes, and lots of the heroes have capes, so it works. The flow’s good, though. It’s about the flow. And it’s consistent through the sixty-one pages. Even the opening with Superboy is good art, along with the interesting tidbit Smallville pre-Crisis was in… Massachusetts or something?

Levitz’s plotting is good. His details less so. Despite being three times the size of a regular story, there’s very little character work. Wildfire’s a dick, and Superboy’s fed up with him. The newlyweds only get to respond to their plight, nothing else.

It’s an immensely readable “epic-length” novel, but it’s not particularly substantial. Unless you’re really into the mystery villain and all the callbacks to previous Legion stories.

The last few pages are a combination Legion history and roll call, going over the various heroes, giving each a paragraph, and a nice drawing from James Sherman (inked by Jack Abel). Nothing in the backup relates to the main story’s callbacks, which is kind of amusing; the feature requires different reader foreknowledge than Levitz drops in his history lesson.

Superboy and the Legion of Super-Heroes (1977) #234

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I’m going with DC’s current conventional wisdom on where to start reading Paul Levitz Legion of Super-Heroes (based on their latest collection of those issues), and I’m not surprised to see the first issue in that run written by Gerry Conway. Back to the seventies, where creator runs were short and had to be nimble.

This issue only has one call back to previous events. Otherwise, it seems to be starting its plots.

The A-plot has Superboy and some other Legionnaires flying out in space to capture a space dragon. Conway and artists Ric Estrada and Jack Abel juxtapose the space dragon hunt with a bounty hunter—called Bounty, natch—hunting down some harmless old fugitive. The exposition promises the two subplots will make sense, but first, we need to check in on planet Earth, where Legion leader Wildfire is just too hot under the collar for decorum with the politicians.

The A-plot brings Bounty in pretty quickly—or at least there’s nothing else Bounty does after his introduction before he’s incorporated—but the strong B-plot of the issue is the Legion lacking confidence in Wildfire. And Wildfire lacking confidence in himself. It’s never overly dramatic, the arguments are constrained, and it’s just steady character development. It’s a neat device. Conway’s exposition is occasionally tiresome, often ableist, but the plotting and some of the dialogue are solid efforts.

When Bounty is fighting the monster—a Composite Legionnaire (they get zapped together and, since they’re giant now, have to wreak havoc on future Metropolis)—he’s got endless thought balloons; they’re universally bad. The character feels unnecessary for the story.

Besides the internal organization turmoil stuff, it’s basically just a giant monster movie. They need to stop the monster before it destroys too much stuff. There are also some space dragon origin flashbacks to pad out the story’s first half. Conway’s pacing, despite the verbiage in his exposition, is strong.

Estrada and Abel’s art is decent. Some of the giant monster pages are quite good, giving off fifties sci-fi movie poster vibes.

It’s perfectly fine superhero sci-fi team stuff.