Showing posts with label creator: marv wolfman. Show all posts
Showing posts with label creator: marv wolfman. Show all posts

09 December 2024

The NEW Blackhawk Era!: From Junk-Heap Heroes to the Return of the Black Knights (#228–43)

To a certain type of comics fan, the story of "The New Blackhawk Era" is a familiar one. The Blackhawks were in continual publication from 1941 to 1967; despite having been designed as World War II heroes, they had survived the end of the war and even a change of publishers, going from Quality Comics to DC, and moving on from battling dictators, to battling criminals, and later aliens, and later nascent supervillains. But as the 1960s continued, the Silver Age of comics was in full swing, and a group of war characters was out-of-date. There was one attempt to rejig the Blackhawk concept with 1964's issue #196 (see item #5 in the list below), but it didn't last.

Still, clearly something needed to be done. I don't actually have any behind-the-scenes insight here, but a comic doesn't undergo a creative change like this one if everything is working fine. In the three-part The Junk-Heap Heroes! storyline (issues #228-30, written by Bob Haney, art by Dick Dillin and Chuck Cuidera), the Blackhawks go an a mission where things go horribly wrong—and suddenly the President of the United States has called in the Justice League to evaluate the Blackhawks.* Their assessment?

In the words of Batman, "They just don't swing!" (It was the 1960s. Try to imagine Kevin Conroy saying that.)

from Blackhawk vol. 1 #238
(script by Bob Haney,
art by Dick Dillin & Chuck Cuidera)
Over the course of the story, the Blackhawks are disbanded, they split up, they each come up with new "superhero" identities, and then they reform. The identities include such winners as Olaf getting a mechanical costume that lets him jump really far as "the Leaper," Andre displaying a previously unmentioned penchant for building machines and becoming "M'sieu Machine," Chop-Chop getting his hands encased in metal so he can be "Dr. Hands," and Chuck wearing pyjamas covered in ears because he is now "the Listener."

Okay, say that you buy the Blackhawks needed a makeover... but did they need this makeover? Surely not! Look at Hendrickson as "the Weapons Master"... is this guy supposed to look more cool? He looks dumb, surely they even thought so in the 1960s!

(That said, I did kind of like how Chop-Chop mixes "ancient Chinese wisdom" with "happening 1960s slang" in this iteration.)

One of the things that fascinates me about superhero comics, especially minor ones, the whole reason I undertake projects like my Justice Society one, like my Green Arrow one, is how they get reinvented over time, how the premise warps and mutates to accommodate what is popular. Superman and Batman can set the trend, but Green Arrow responds to it. The Blackhawks, it seems to me, are a particularly vulnerable case of this, as their original premise is so closely rooted to the context of World War II. Can you update the Blackhawks to be relevant to the 1960s without also losing what made them the Blackhawks to begin with?

Not if you do it this way, at least. Nothing of what mad Blackhawk enjoyable in his original incarnation is to be found in the adventures of "Big Eye."

So far, so familiar; I'm not saying anything lots of comics critics haven't said before. Lots of comics fans know the story of "The New Blackhawk Era" and have judged it as a colossal mistake. And surely it was.

(There's a bit in issue #232 where Blackhawk asks, "Is this the New Blackhawk Era or a clown convention?" You're just tempting fate with a question like that!)

But... what about the stories?

I don't think I've ever read a review of this era that actually discusses the actual stories told about this version of the Blackhawks. Like, I've heard about the premise a million times, but that's just the first three issues. What about all the other ones?

The new Blackhawks work for G.E.O.R.G.E., the "Group for Extermination of Organizations of Revenge, Greed, and Evil"; they have a boss with a blank face (much like Mr. Cypher from the previous era) named Delta; they go on James Bond–style missions against S.P.E.C.T.R.E.-style global criminal organizations. For all the fact that they've been reinvented as superheroes visually, the actual stories owe a lot more to Cold War spy-fi. Gone are the airplanes, but now they are leaping into action in strange locales across the globe.

And do you know what else? They are actually kind of fun. Because, you know, they are written by Bob Haney, and Bob Haney is the kind of comics writer who lives the insanity. You say, "Bob Haney, the characters you have been treating as serious crimefighters are now goofy superheroes," and Bob Haney says, "Bring it." The stories crackle with energy and invention. Put aside how dumb the premise is—and I've never seen a commentary on this run do that—and they are actually kind of enoyable. The Junk-Heap Heroes! is full of energy, but I enjoyed even more the first full adventure of the new era, a three-part story running across issues #231-33 ("Target: Big-Eye"/"With These Rings I Thee Kill!"/"Too Late, the Leaper!"). I couldn't begin to explain to you why the Blackhawks are in space, but I enjoyed it a lot. On art, Dick Dillin and Chuck Cuidera prove they can pretty much do anything, responding well to the vim and vigor of Haney's scripts.

Well, anything except make the new costumes look good. Most comics creators struggle to come up with one good superhero design, and unfortunately, they had to think up seven.

from Blackhawk vol. 1 #232
(script by Bob Haney, art by Dick Dillin & Chuck Cuidera)
That said, you can tell Haney was making his stories up as he went along, and he doesn't always get away with it. In "The Terrible Twins"/"A Coffin for Blackhawk" (#234-35), we lurch from complication to complication, and what began as a Cold War thriller ends with the Blackhawks learning that the circus owner was a G.E.O.R.G.E. agent all along, who can just solve all their problems for them... presumably because Bob was out of pages. "Melt, Mutant, Melt!" (#236) is similarly rushed, but I did really enjoy "The Magnificent 7 Assassins"/"The Walking Booby-Traps!" (#237-38), where the Blackhawks discover they may have caused the death of a fellow G.E.O.R.G.E. agent... only he's still alive? And... evil!? And... an android?!? Go for it, Bob Haney, why not. Again, it kind of fumbles the ending, but when the journey is such a pleasure, I don't really care.

(Also, Lady Blackhawk is accidentally restored from her Queen Killer Shark identity in #228... and the proceeds to stand around making tea for the remaining issues. Is this really my Zinda Blake? I'm not sure why they bothered.)

Alas, this is clearly the point where DC realizes the series can't be saved. With issue #237, it goes bi-monthly; with issue #240, the main stories drop from twenty-four pages to sixteen, with an eight-page reprint to pad it out. (#240 reprints 1957's "The Perils of Blackie, the Wonder Bird" from #111; #241 reprints 1961's "The Phantom Spy" from #160.) Issue #241 marks another important change; the editor begins apologizing. (GCD says Dick Giordano took over from George Kashdan with #242, but Giordano clearly did at least the lettercol for #241.) Sorry, they say, the new Blackhawks are stupid.

And then in #242 ("My Brother–My Enemy!"), the New Blackhawk Era is quite definitely ended. While the Blackhawks are on vacation, literally everyone in G.E.O.R.G.E. is killed. Since they left their new costumes at the G.E.O.R.G.E. base, the Blackhawks must readopt their OG WWII-era uniforms to fight the villain, who turns out to be Blackhawk's Nazi-brainwashed brother. The story is plotted by Marv Wolfman, but still scripted by Bob Haney! I tell you, the man can do anything, even completely reinvent the characters he just completely reinvented eighteen months prior, and casually dismiss the entire premise he'd spent fourteen previous issues building up.

This is the first story to tell us Blackhawk's real name, and unfortunately, it's "Bart Hawk," but other than that, I found it pretty solid, especially thanks to the stylish, dark artwork of Pat Boyette. Good use of the series's WWII roots, though I think the origin for Blackhawk doesn't fit what we learned in Military Comics #1 or Blackhawk #198.

from Blackhawk vol. 1 #243
(script by Bob Haney, art by Pat Boyette)
I also enjoyed #243 ("Mission Incredible"), again by Haney and Boyette, a largely grounded spy thriller about the Blackhawks having to evacuate a little girl from the other side of the Iron Curtain. It seemed to me that the creative team was working out a space for Blackhawk in the spy-fi era... but even though the lettercol in issue #243 promises more to come, it never did. Blackhawk was finally cancelled after a run of eleven years and 136 issues at DC, not to mention its previous sixteen years at Quality.

But cancellation at issue #243 doesn't mean there's no issue #244. Stay tuned for next time!

This is the sixth post in a series about the Blackhawks. The next installment covers Blackhawk vol. 1 #244-50 and The Brave and the Bold #167. Previous installments are listed below:

  1. The Blackhawk Archives, Volume 1 (1941-42)
  2. Military Comics #18-43 / Modern Comics #44-46 / Blackhawk #9 & 50 (1943-52)
  3. Showcase Presents Blackhawk, Volume One (1957-58) 
  4. Blackhawk vol. 1 #151-95 (1960-64) 
  5. Blackhawk vol. 1 #196-227 (1964-66)

* This is the first explicit indication that the Blackhawk stories take place in the DC universe. In the pre-Crisis cosmology, this surely must be Earth-B.

08 October 2019

Review: Star Trek Omnibus, Volume 1 by Martin Pasko, Dave Cockrum, Klaus Janson, et al.

Comic trade paperback, 324 pages
Published 2009 (contents: 1980-82)
Acquired June 2009
Read May 2019
Star Trek Omnibus, Volume 1

Script by Marv Wolfman, Mike W. Barr (with Denny O'Neil), Tom DeFalco, Martin Pasko (with Alan Brennert), Michael Fleisher, and J. M. DeMatteis
Pencils by Dave Cockrum, Mike Nasser, Leo Duranona, Joe Brozowski, Luke McDonnell, Gil Kane, and Ed Hannigan
Inks by Klaus Janson, Ricardo Villamonte, Frank Springer, Tom Palmer (with Marie Severin & Dave Simons), Gene Day, Gil Kane, and Sal Trapani
Colors by Carl Gafford and Shelly Leferman
Letters by Jim Novak, John Costanza, Rick Parker (with Harry Blumfield), Ray Burzon, Joe Rosen, John Morelli, Janice Chiang, and Shelly Leferman

This volume collects issues #4-18 of Marvel's Star Trek ongoing (#1-3 were collected in the Movie Classics Omnibus), which ran from 1980 to 1982. Following on from the events of The Motion Picture, these comics have two reputations that aren't entirely earned.

from Star Trek #6 (script by Mike W. Barr, art by Dave Cockrum & Klaus Janson)

The first is that they're terrible. I don't think so. There are some not-great ones, sure, particularly the dumb opening two-parter where the Enterprise is haunted, and it turns out to be some guy's mental projections based on horror films he watched! There are also ones where the Enterprise battles the Loch Ness Monster and gnomes, and one where Kirk thinks he's a pharaoh. I'm not sure what's up with these old horror standbys; they sound like they might be campy fun, but are just boring. But there are some solid Star Trek stories here: a guy is seemingly killed beaming up to the Enterprise but Spock finds the trick; Spock and McCoy are forced to interfere in the development of a primitive society; Janice Rand moves on with her life but ends up in deep trouble beyond the galactic barrier; McCoy struggles to reconcile with his daughter... who's married a Vulcan! Nothing too flashy, and still sometimes goofy, but solid, interesting Star Trek work.

from Star Trek #7 (script by Tom DeFalco, art by Mike Nasser & Klaus Janson)

I was particularly struck by the thematic consistency with Motion Picture; there are lots of stories of ancient computers and/or would-be gods. Also I enjoyed the emphasis on elements that later Star Treks ignored; Chief DiFalco becomes a friend of Sulu and Chekov for example, and Janice Rand gets some moments as transporter chief, and the perscan belts are even employed on occasion. The comics do suffer, however, from a bevy of rotating writers and artists. Martin Pasko has a good run as writer, but writes just over half of the issues himself. Dave Cockrum and Klaus Janson do good work (Cockrum drew the Legion, so of course he can do Star Trek), but handle just a third of the issues.

from Star Trek #9 (script by Martin Pasko, art by Dave Cockrum & Frank Springer)

The other oft-claimed thing about this comic is that Marvel had only licensed Motion Picture itself, and this could only use elements of Star Trek that appeared in the film. Supposedly a couple references were snuck in. But once you get reading, I'd say more issues use ideas from the original series (and the cartoon) than don't. There's an Antosian from "Whom Gods Destroy," the disease choriocytosis from "The Pirates of Orion," the galactic barrier from "Where No Man Has Gone Before," Kirk's backstory from "Court Martial," the Klingon stasis weapon from "More Tribbles, More Troubles," recurring characters like Kyle and DeSalle, and so much more! Christopher Bennett has suggested that perhaps "the restriction on Marvel was that they couldn't use storylines from TOS, rather than a blanket ban on concepts from TOS." But in Back Issue! no. 5, writer Mike Barr claims they thought they couldn't even use the Vulcan mind meld until someone was told Spock did one in The Motion Picture (the relevant issue was written before the film was even released!). He doesn't really discuss where all the other references come from.

from Star Trek #11 (script by Martin Pasko, art by Joe Brozowski & Tom Palmer)

As per usual for IDW collections of archival material, the paratext leaves something to be desired. The back cover calls these comics "the first-ever original Trek stories for comics," completely missing the existence of a Star Trek comic book published by Gold Key from 1967 to 1979 that lasted for 61 issues!

Next Week: We find out what happened between Star Treks III and IV, in volume 6 of the Star Trek Archives... the Mirror Universe Saga!

24 September 2019

Review: Star Trek: Movie Classics Omnibus by Mike W. Barr, Tom Sutton, Ricardo Villagran, Peter David, Arne Starr, et al.

Comic trade paperback, 370 pages
Published 2011 (contents: 1979-2009)
Acquired March 2012
Read May 2019
Star Trek: Movie Classics Omnibus

Adapted by Marv Wolfman, Andy Schmidt, Mike W. Barr, and Peter David
Art by Dave Cockrum & Klaus Janson, Chee Yang Ong, Tom Sutton & Ricardo Villagran, and James W. Fry/Gordon Purcell & Arne Starr
Lettering by John Costanza, Robbie Robbins, Agustin Mas, and Bob Pinaha
Colors by Marie Severin, Moose Baumann, Michele Wolfman, and Tom McCraw

This volume collects the comics adaptations of all six original series Star Trek films, which were published by a variety of publishers over the years: Star Trek I by Marvel, III through VI by DC, and II by IDW. Like a lot of archival IDW collections of Star Trek material, the basic idea is laudable (IDW even commissioned an adaptation of the never-adapted The Wrath of Khan just to plug a gap in this book), but very little care seems to have gone into it. The credits are riddled with errors: Marv Wolfman is listed as "Mary Wolfman" and Tom McCraw as "Tom McGraw," and no one is credited with the adaptation of The Motion Picture, seemingly because the original comic's credit of "Script/Edits" has been misinterpreted as "Script edits." The indicia also includes a number of errors, listing the original publication of the comics all being titled by the name of the relevant movies, but in fact the Motion Picture adaptation was originally published in Star Trek #1-3 (or, arguably, Marvel Super Special #15), and the adaptations of Search for Spock, Voyage Home, and Final Frontier were in Star Trek Movie Special #1-3. I mean, okay, "Who cares?" but I bet you Dark Horse would never have made such mistakes in their omnibus line.

For what it's worth, I actually read these by interspersing between them any collections of movie-era comics I already owned. So, for example, I read Star Trek Omnibus, Volume 1 (collecting issues #4-18 of Marvel's Star Trek) between The Motion Picture and The Wrath of Khan, or Star Trek Archives, Volume 6 (collecting issues #9-16 of DC's Star Trek vol. 1) between The Search for Spock and The Voyage Home. I think this did affect my reading: Search for Spock comes across as just the first step in a long epic when you read it before The Mirror Universe Saga.

Sorry about the scan here; should have pushed down harder, I guess.
from Star Trek #3 (script by Marv Wolfman, art by Dave Cockrum & Klaus Janson)

The actual stories here are decent. I enjoyed the adaptation of The Motion Picture a lot for how very of-its-time it was. Marv Wolfman's script has a totally different tone to the majestic, intellectual original, but it still works. He loves grandiose over-the-top narration, and that makes this story just as epic as Robert Wise's direction, just in a totally different way. There are some trims and cuts here, but also some expansions-- we get to see the unfilmed "memory wall" sequence, for example, and Kirk is actually with Spock during his journey into the heart of V'Ger-- but on the other hand, the art of Dave Cockrum and Klaus Janson doesn't always give things the epic-ness they deserve.

The whole comic is very dark.
from Star Trek II:The Wrath of Khan #3 (script by Andy Schmidt, art by Chee Yang Ong)

It's hard to say much about the Wrath of Khan adaptation. Published much later than the others, in 2009, I felt like it approached the movie somewhat reverentially. Everything you expect is here, rendered in a photorealistic style. Nothing bad, but it doesn't use the comics medium to do anything unique, either.

One thing I thought was interesting: the DC comics that precede and follow each film have to massage how the films fit into the comics continuity (e.g., why is the Enterprise crew back in exile on Vulcan in Voyage Home given they were all recommissioned in The Mirror Universe Saga?), but Mike Barr never puts any of that massaging into the comic adaptations of the films. Nothing in this sequence really fits with the fact that according to the comics, all of these characters served on Excelsior!
from Star Trek Movie Special #2 (script by Mike W. Barr, art by Tom Sutton & Ricardo Villagran)

Of the two adaptations scripted by Mike Barr and illustrated by Tom Sutton and Ricardo Villagran the first is solid, but unremarkable. It's solid space adventure comics, and I enjoyed reading it. On the other hand, the adaptation of The Voyage Home largely fails to translate the charm of the film to the comics page. The humor doesn't have the pacing or the performances to really work, and without that, what's the point?

This Rushmore bit was originally supposed to appear on screen. I don't think it's really discernible here that the fifth face is a black woman, though.
from Star Trek Movie Special #3 (script by Peter David, art by James W. Fry & Arne Starr)

The best adaptations in the whole bunch are the two scripted by Peter David. The Final Frontier reads surprisingly well as a comic; I guess it's a lot like a comic book in some ways, with its ridiculous twists and long-lost relatives and weird premise. David has a great grasp on the characters, which really shines through, and even massages some of the inconsistencies of the film in a way that doesn't come across as too Christopher L. Bennettesquely gratuitous. I also appreciated that the rock monster got its due, and probably looked better here than it ever could have on screen. The one of Undiscovered Country is also a good adaptation of a great movie, and reads pretty nicely as a climax to the whole sequence, especially if you've been reading a lot of DC Star Trek comics along the way as I have, where Kirk always seems to be facing down the Klingons.

On the whole this is a good idea for a collection, and I appreciate how IDW enhanced the project by commissioning an extra comic. I doubt this will be anyone's preferred versions of these stories, but they're a solid read.

In Two Weeks: We find out what happened between Star Treks I and II, in volume 1 of the Star Trek Omnibus!

02 March 2018

The Prehistory of the Omega Men

I didn't know when I began reading DC's The Omega Men that it was a spin-off of previous comics, mostly those by Marv Wolfman; I was actually surprised when I realized that Teen Titans's Starfire was from the Vega system that is the setting for The Omega Men. So now, as part of my dive back into 1970s-80s DC space comics, I'm reading a collection of random stuff that tied into The Omega Men in some way. Two enemies of the Omega Men, the Citadel and the Spider Guild, both appeared in Green Lantern originally (issues #136 and 167, respectively), for example. The Omega Men appeared in a number of stories across Green Lantern, Action Comics, and The New Teen Titans before they got their own ongoing, and it's those I want to talk about today.

* * * 


In addition to the issues of Green Lantern cited below, I also read #136-39, 164, 167, 172, and 180-90. I was in general impressed by what I read of writer Marv Wolfman's run (which in full goes from #133 to 153); Wolfman is very adept as balancing ongoing plots with standalone stories in the way that I feel is ideal, and even though I was plunged right into the middle of several ongoing stories, I never failed to understand what was going on. Those old comics where the characters spend a page thinking about what's happened to them recently might look a little silly to us now, but that conceit sure is helpful!

The Omega-Men Saga! actually gives very terrestrial roots to what would become quite a cosmic concept. Carol Ferris has been deposed as head of Ferris Aircraft by her father, so Carol and Hal Jordan-- who have only recently rekindled their relationship-- go on a trip to Newfoundland to get away from it all. Writer Wolfman implies a lot of tent sex. Because Hal Jordan is dumb, they run out of gas in the middle of nowhere, and when he uses his ring to get to the nearest town, they discover the whole thing is an illusion created by... the Omega Men! They're a group of resistance fighters from the Vega star system, who are masking themselves from the hunters of the Citadel, the evil empire that dominates their home system. Of course Green Lantern fights them, but when the Gordanian hunters arrive, they unite against their enemy. (Green Lantern previously fought the Gordanians in the 22nd and 58th centuries in Green Lantern #136-37.)

It's an okay story. With eight different Omega Men to incorporate (Primus, Kalista, Tigorr, Broot, Nimbus, Harpis, Demonia, and Auron) into what's really just two issues, none of them make much of an impression. Primus is the boss one, Kalista is the girl one, Demonia is the evil one, Auron is the god one, and that's basically it. And can I just say that Wolfman's naming is incredibly unimaginative? Primus is the leader, Tigorr is a tiger, Broot is a brute, Nimbus is a cloud, Harpis is a harpy, Demonia is a demon, and Auron is a light. Anyway, Joe Staton draws some good fights, the Gordanians are sent packing, and the Omega Men will stop hiding on Earth and go back into space to fight the Citadel.

* * * 


If this story (hardly a saga) had been their only appearance, I doubt anyone would remember them, but Marv Wolfman brought them back a year later, by which time he and Joe Staton were writing and drawing Action Comics. The end of The Omega-Men Saga! implied that the Omega Men were heading off into space, but apparently they actually didn't because they still had stuff to do. They need Green Lantern's help to finish fueling up their ship, only he's in space, so here they go ask Superman instead. However, we'vre right in the middle of an ongoing plot for Superman, where he's been split into two different people, each of which only has some of his powers, and one of which is lost in the medieval era. Just another Tuesday for Superman. So the Omega Men end up helping him and Lois (Wolfman is good at giving the female love interests stuff to do) fight some underground people who want to auction him off.

Not all of the Omega Men appear in this story, but the beginning of The Starfire Saga is also perfunctory. Some fighting, blah blah blah. Like with the holographic village in Green Lantern, the Omega Men seem to have a level of power not really consistent with what we see in the later ongoing Omega Men series by Roger Slifer and company; here, Kalista can use sorcery to summon someone on the opposite side of the Earth! It's hard to imagine the Omega Men leaving Vega at all, actually, based on the ongoing. (There definitely were some retcons when the Omega Men were made into their own thing.) The Superman stuff here was honestly more interesting than the Omega Men stuff. Which I guess makes sense; it's Superman's series after all!

However, at the end of its second issue, Superman takes the Omega Men to the Justice League satellite, where he provides them with the fuel they seek... only to be interrupted by the New Teen Titans barely reaching the satellite, as they nearly asphyxiate in space. The Starfire Saga continues from there in the pages of The New Teen Titans, which fill in how they ended up in this predicament: they were trying to rescue Starfire from being kidnapped by her sister Blackfire, who works for the Citadel. (Starfire and Blackfire's backstory was depicted by the recent Tales of the New Teen Titans #4, where we got our first glimpse of the key Vegan world of Okaara.)

The Omega Men have to go to Vega anyway, and hate the Citadel already, so they let the Titans accompany them in what leads to a series of pitched battles, as the Citadel tries to steal the Vegan god X'Hal. Some of the Titans stay on Okaara to defend the planet, while others go to the Citadel itself to rescue Starfire.

It's all exciting stuff. Marv Wolfman and George Pérez were at the top of their game in the 1980s. These are cosmic battles and personal foibles as only they can tell it, and even though I've scarcely read any of The New Teen Titans, they made me want to start collecting some expensive omnibus volumes. The Omega Men are still kind of just there, except for Demonia who is so evil that it seems improbable the rest would put up with her.

These stories do succeed in making you want the Omega Men get their own series, though, because of the worldbuilding. We see several planets in the Vega system, each with some kind of cool cosmic imagery, like the crystal interior of Okaara, or the asteroid fortress moons of the Citadel. You finish the story wanting to see more of this incredible world, and the best stories from the Omega Men ongoing would do just that. The only thing not to like is that the gorilla-like Citadelians are written as so stupid it beggars belief they could manage an interplanetary empire. (And Marv Wolfman doesn't seem to know the difference between a solar system, a galaxy, and a universe.)

* * * 


The last Omega Men story before they got their own spin-off was a two-issue return to Green Lantern. It's a simple story: Green Lantern is captured by some old enemies, the Headmen, who have really big heads. Listen, not every concept can be a winner. The Headmen seek to demonstrate their fitness to join the Citadel Empire by executing a Lantern. (The Citadel is much more expansionist in these precursor stories than it would be in the actual Omega Men series; I don't remember them ever trying to expand beyond Vega in those.) The Omega Men intercept the transmission between the Headmen and the Citadel, and go and rescue Green Lantern to repay their old debt. That's basically it, though it's a decent story; like Staton and Pérez, Pollard is a strong artist.

Its final issue came out in Feb. 1983, and The Omega Men began in Apr. 1983, so it seems likely this story was intended to directly set up the ongoing; it clarifies what would become a key part of the Omega Men mythos, that the Green Lanterns are forbidden by treaty from interfering with the Vega system. I found it weird, though, that the book doesn't actually mention that the Omega Men are about to get their own series. Shouldn't the new book get some explicit advertising?

* * * 


A collected edition of much of this material was solicited by DC a few years ago, but never released. I'm glad, then, that I tracked these issues down, and I look forward to someday rereading The Omega Men with this context in mind.

The Omega-Men Saga! originally appeared in issues #141-44 of Green Lantern vol. 2 (June-Sept. 1981). The story was written by Marv Wolfman, illustrated by Joe Staton, lettered by John Costanza (#141) and Ben Oda (#142-44), colored by Carl Gafford (#141-43) and A. Tollin (#144), and edited by Len Wein (#141-42) and Cary Burkett (#143-44).

The Starfire Saga originally appeared in Action Comics vol. 1 #535-36 (Sept.-Oct. 1982), The New Teen Titans vol. 1 #23-25 (Sept.-Nov. 1982), and The New Teen Titans Annual  vol.  1 #1 (1982). The story was plotted by Marv Wolfman (#535-36, #23-25, Annual #1) and George Pérez (#23-25, Annual #1); scripted by Marv Wolfman (#535, #23-25, Annual #1) and Paul Kupperberg (#536); illustrated/pencilled by Joe Staton (#535-36) and George Pérez (#23-25, Annual #1); embellished/inked by Pablo Marcos (#535), Sal Trapani (#536), and Romeo Tanghal (#23-25, Annual #1); lettered by Todd Klein (#535, #24) and Ben Oda (#536, #23, 25, Annual #1); colored by Gene D'Angelo (#535-36) and Carl Gafford (#23-25, Annual #1); and edited by Julius Schwartz (#535-36) and Len Wein (#23-25, Annual #1).

"Head Trip!" and "…And They Shall Crush the Headmen!" originally appeared in issues #160-61 of Green Lantern vol. 2 (Jan.-Feb. 1983). The story was written by Mike W. Barr, pencilled by Keith Pollard, embellished by Sam de la Rosa (#160) and Pablo Marcos (#161), lettered by Todd Klein (#160) and Ben Oda (#161), colored by Tom Ziuko (#160) and Anthony Tollin (#161), and edited by Ernie Colón. 

The first two of these titles are not quite official. The cover of Green Lantern #143 calls the issue "THE SHATTERING CONCLUSION OF THE OMEGA-MEN SAGA!" while the lettercol of New Teen Titans refers to the story begun in Action Comics as "the Starfire saga" on occasion. There is no overarching title given to Green Lantern #160-61.

12 July 2017

Faster than a DC Bullet: Project Crisis!, Part LXVII: Convergence: Crisis, Book 2

Comic trade paperback, n.pag.
Published 2015 (contents: 2015)
Borrowed from the library
Read May 2017
Convergence: Crisis, Book 2

Writers: Larry Hama, Len Wein, Fabian Nicieza, Marv Wolfman, and Dan Abnett
Art: Joshua Middleton, Aaron Lopresti & Matt Banning, Kelley Jones, ChrisCross, Nicola Scott & Marc Deering, and Federico Dallocchio
Color: Joshua Middleton, Tanya & Richard Horie, Michelle Madsen, Jeromy Cox, and Veronica Gandini
Lettering: Sal Cipriano, Tom Napolitano, Rob Leigh, and Carlos M. Mangual

This volume of Convergence mostly concerns more pre-Crisis Earth-1 heroes, none of them being characters I particularly care about. Well, with the exception of the greatest DC character of them all, Elongated Man.

The continuity doesn't always add up, and I suspect that the format for Convergence sometimes works against the ideas here. For example, the Wonder Woman of this era was (as far as I know) pretty undistinctive; my guess is that they wanted the 1968-73 powerless version of the character, but since all these characters come from the time of the Crisis on Infinite Earths, that version of the character was long gone and can only be approximated. It does seem a bit contrived that there's a point where all the characters from the first two volumes of this series would be chilling in Gotham. Most of the writers don't even bother to explain it, but when Len Wein does explain it in the Swamp Thing story, it's even more out of place, because he explains that Swamp Thing came to Gotham to ask Batman about the mysterious red skies, meaning these characters weren't just plucked out of time near the original Crisis, but during it-- yet no one other than Swamp Thing brings this up. There are also a lot of differences on how the interurban conflicts start; in some stories people are told who to fight, in some they are teleported to the fight, and in some they just fly to another city and start breaking stuff. For a series that's by design only going to appeal to continuity nerds, there's a weird lack of continuity.

Hang on, does this mean all the cities are going to get put back? Otherwise how could these characters go on to participate in Crisis on Infinite Earths?
from Convergence: Swamp Thing #1 (script by Len Wein, art by Kelley Jones)

Also isn't it kind of weird that in nine stories about something bad happening to Gotham, Batman never does anything of significance? The most he gets up to is having a lunch date with the Flash.

No one draws pretty people (of either gender) quite like Nicola Scott.
from Convergence: New Teen Titans #1 (script by Marv Wolfman, art by Nicola Scott & Marc Deering)

Nothing here is as good as the Legion or Green Lantern stories from book 1. Kelley Jones on Swamp Thing is of course a match made in heaven, and the return of Len Wein to the character he originated is nice too, but the story itself (Swamp Thing vs. vampires) is merely okay. If I had any nostalgia for the New Teen Titans, I'm sure it'd be nice to see Marv Wolfman write for them one last time, but I don't, and so it's not, though Nicola Scott's heroic stylings are a good artistic fit for Wolfman's classic scripting. I feel like she hasn't been up to much post-Birds of Prey, so it's good to see her here. I did like how Dan Abnett wrong-footed me in the Flash story with a seeming anachronistic reference by Barry Allen to the Speed Force.

Maybe the reason this story didn't do it for me is the creepy facial expressions.
from Convergence: Justice League of America #1 (script by Fabian Nicieza, art by ChrisCross)

I wanted to be more excited by the Justice League Detroit tale. Ralph and Sue Dibny have been favorite characters of mine ever since Justice League Europe, but this is only an okay showing for them-- probably because Fabian Nicieza is an okay writer on his best days. There's nothing wrong with it, and it tries to have heart concerning a Justice League team for whom very few people are nostalgic, but this story ultimately didn't do much for me, leaning a little bit too hard on the perception that this version of the League was made up of losers. Just tell a good tale about them, don't tell a story about how you're telling a good tale about them, it comes across as defensive and undermines your point.

Next Week: Power Girl, the Huntress, the Justice Society of America, Infinity Inc., and the Seven Soldiers of Victory battle for their lives in Convergence: Infinite Earths, Book 1!

05 July 2017

Faster than a DC Bullet: Project Crisis!, Part LXVI: Convergence: Crisis, Book 1

Comic trade paperback, n.pag.
Published 2015 (contents: 2015)
Borrowed from the library
Read April 2017
Convergence: Crisis, Book 1

Writers: Stuart Moore, David Gallaher, Marc Andreyko, Marv Wolfman, and Jeff Parker
Art: Gus Storms/Peter Gross & Mark Farmer, Steve Ellis & Ande Parks, Carlos D'Anda, Roberto Viacava & Andy Owens, and Tim Truman & Enrique Alcatena
Colors: John Rauch, Gabe Eltaeb, and Jon Kalisz
Letters: Pat Brosseau, Dave Sharpe, Steve Wands, and Rob Leigh

The basic premise of Convergence is that some as-yet-unknown foe has plucked cities out of time from all across the multiverse. Not out of the multiverse just explicated by Grant Morrison in The Multiversity, but from the continuities of bygone days. The series thus becomes a way to visit characters and premises that don't fit even within Morrison's meticulously mapped multiverse of 52 Earths. I actually picked up some of these stories in single issues as they came out: ones I had particular affection for, like the Legion of Super-Heroes, the Connor Hawke Green Arrow, the Justice League International, Oracle, the Renee Montoya Question, and the Ted Kord Blue Beetle.

Yes it did mean something. Just let it go, Marv!
from Convergence: Adventures of Superman #1 (script by Marv Wolfman, art by Roberto Viacava & Andy Owens)

This volume, for example, features characters from shortly before Crisis on Infinite Earths trapped in two different cities: the Giffen/Levitz-era Legion of Super-Heroes are in 30th-century Metropolis, while three different Green Lanterns, Batman and the Outsiders, Superman and Supergirl, and Hawkman and Hawkgirl are all trapped in Gotham. The stories are somewhat formulaic: the first issue establishes what the status quo has been beneath the dome (usually it has made folks mopey), then the dome comes down and the heroes have to fight it out with the denizens of another city, only one of which can survive. As a result, some of these tales prove forgettable-- I don't give a shit about the Outsiders or the Hawks, and the Superman/Supergirl story is only interesting as yet another attempt by Marv Wolfman to atone for the sins of Crisis on Infinite Earths.

Was this building on a preexisting ship, or was this original to Convergence?
from Convergence: Superboy and the Legion of Super-Heroes #1 (script by Stuart Moore, art by Gus Storms & Mark Farmer)

But the best writers really make something of this. Like I said, I'd bought the Legion tale here, so it was a reread, but I was still surprised by how much I liked it. It starts a little on the mopey side, but as the Legion is forced into a battle with the Atomic Knights, from DC's postapocalyptic setting of the Great Disaster, there's a nice little affirmation of both groups' commitments to peace, and how difficult that can be in trying circumstances, yet it is no less important. Brainiac 5 gets some good jokes, and I like how the story discusses the transition of Superboy to Superman. The only thing to not like is that the artwork, especially that in the first issue by Gus Storms and Mark Farmer, is jarringly unlike the actual art of the era this story is replicating, too light and airy.

The ideal Guy Gardner story: ridiculous and fun. As opposed to most 1990s Guy Gardner stories, ridiculous and dumb.
from Convergence: Green Lantern Corps #2 (script by David Gallaher, art by Steve Ellis & Ande Parks)

The other story I really liked was the Green Lantern one, which focuses on Guy Gardner, but also co-stars Hal Jordan and John Stewart. When Gotham was plucked out of time, Guy was in a coma; he woke up, but powerless like all the other residents of the dome-- and discovered that while he was asleep, Hal had tried to marry his fiancée! Guy is often a joke character, but Dave Gallaher and Steve Ellis take him completely seriously here, which makes him all the more awesome. He's a hothead, but that's because he's raging at the rough hand life has dealt him: here we see his nurturing side (he's working in athletics at an elementary school) and his attempts to heal (he's visiting Leslie Thompkins for regular therapy sessions). Sometimes he's too impulsive for his own good, but he means well, and all three Lanterns overcome their differences here to save the city from a dangerous adversary. It's a fun, well-executed comic that pays unexpected dividends of enjoyment and depth.

Next Week: Wonder Woman, Swamp Thing, the Flash, the New Teen Titans, and Justice League Detroit battle for their lives in Convergence: Crisis, Book 2!

17 February 2017

Review: Batman: Year 3 by Marv Wolfman, Pat Broderick, John Beatty, et al.

When I did my big readthrough of all of Batman's "Year One" stories (and related tales), there was perhaps one very notable omission: Batman: Year 3 by Marv Wolfman, Pat Broderick, and John Beatty, which was originally published in issues #436-39 of Batman vol. 1 in 1989. This is because Batman: Year 3, unlike Batman: Year One, Batman: Year Two, or indeed spin-offs like Batgirl: Year One and Two-Face and Scarecrow: Year One, has never been collected.

When you read it, though, it's easy to see why. Year One and Year Two were both interruptions to the ongoing narrative of Batman. Even though they originally appeared in issues #404-07 of Batman vol. 1 and issues #575-78 of Detective Comics vol. 1, respectively, they had nothing to do with what preceded or followed them-- they were sort of miniseries within an ongoing series. Year 3 is different: it was published between A Death in the Family and A Lonely Place of Dying, and has a frame story set during that time, with Batman dealing with the emotional fallout of the death of Jason Todd (Robin II) at the hands of the Joker.

"Frame story" is actually kind of misleading, as I would estimate that probably more of the story is set in the "present" than the "past." Year Three is when Dick Grayson's parents died, and he became Robin; the present-day storyline partially deals with the fact that Dick's parents' killer, Michael Zucco, is about to be released from prison. The flashbacks we see are primarily to provide context for this: the death of the Graysons, the hearing where Bruce adopted Dick, Dick's introduction to the Batcave, Dick's training and debut as Robin, and so on. (Much of this would later be re-depicted in Dark Victory and Robin: Year One.)

This means the bulk of the story focuses on Zucco's imminent release, and a gang war occurring in Gotham at the same time, which Batman handles with much more brutality than is typical. Part of the purpose of flashbacks is to show how parterning with Robin caused Bruce to soften from the Frank Milleresque way he was depicted in Year One-- and how now that a Robin is dead, his old brutality is reemerging. Wolfman is very good with the characters of both Bruce and Dick, and between this and A Lonely Place of Dying, I would definitely read more Batman stories by him.

But Wolfman's success with this is probably also the reason this story hasn't been collected. Batman: Year 3 is a good depiction of how Batman started to fall apart following the death of Jason Todd, but despite its title, it's not a very good standalone adventure in the early years of Batman: it's no Year One, that's for sure, but it's not even a Year Two. It ought to be collected, but not on its own. Better would be along with Wolfman's A Lonely Place of Dying, as it sets up Batman's need to always have a Robin, and Tim Drake (who becomes Robin in Lonely Place) even puts in a cameo at the circus during the flashback to the death of the Graysons.

Batman: Year 3 originally appeared in issues #436-39 of Batman vol. 1 (Early Aug.-Late Sept. 1989). The story was written by Marv Wolfman, pencilled by Pat Broderick, inked by John Beatty (#436-38) and Michael Bair (#439), colored by Adrienne Roy, lettered by John Costanza, and edited by Denny O'Neil.

27 July 2016

Faster than a DC Bullet: Project Gotham, Part XXXII: DC Comics Classics Library: Batman: A Death in the Family

Comic hardcover, 271 pages
Published 2009 (contents: 1988-89)

Borrowed from the library
Read January 2016
DC Comics Classics Library: Batman: A Death in the Family

Writers: Jim Starlin, Marv Wolfman
Layouts and Co-Plotter: George Pérez
Pencillers: Jim Aparo, Tom Grummett
Inkers: Mike DeCarlo, Bob McLeod

Year Twelve, November - Year Thirteen, June
One of the results of the continuity-driven nature of superhero comics is that there are a number of comics known better for what happened in them than how it happened. A Death in the Family is one of those stories. Chronicling the death of the second Robin, Jason Todd (who's only been in the role for two years, poor fellow), A Death in the Family is just not a good story. It lurches along weirdly and depends on coincidence way too much, and even for a superhero comic, it's contrived: the idea that Iran would appoint the Joker its UN ambassador is untenable, a completely bizarre merging of comic goofiness with real-world politics that is tonally misjudged.

But let's start at the beginning with this one. A Death in the Family seems to have been originally designed as a six-issue story but released as a four-part one, as its first and second issues both consist of two 22-page chapters. The first has Jason acting particularly like a jerk, and Batman benching him as a result. Their relationship hasn't particularly been consistent in the Jason stories I've read: Jason is very bloodthirsty in the the beginning of Second Chances, pretty chummy with Batman later on in the same book (except for learning that Batman hid who killed his father from him), and they got along perfectly in Ten Nights of the Beast and The Cult. But now Jason is a jerk again, and Batman doesn't handle it well at all.

Your hero, ladies and gentlemen!; or, Don't you think kids who are little bit snotty deserve to be brutally murdered?
from Batman vol. 1 #426 (script by Jim Starlin, art by Jim Aparo & Mike DeCarlo)

I really don't get why this approach was taken. A character's last story should show them at their best, to make you really regret it when they're gone; for all their flaws, later DC shock killings like Identity Crisis and Countdown to Infinite Crisis got this exactly right, sending Sue Dibny and Blue Beetle out on career highs. This story should show Jason Todd as his heroic best as Robin. But A Death in the Family, bizarrely, wants to make you glad he's dead.

Batman discovers that the Joker is trying to sell a cruise missile to terrorists in Lebanon at the exact same time Jason realizes that the woman he thought was his mother actually isn't, and that a woman who might be his birth mother is-- completely coincidentally-- also in Lebanon. So while Batman shuns his runaway sidekick to chase the Joker (apparently there's no one Batman can ask for help; if only he wasn't always such a jerk to Nightwing), the two end up in the same place anyway and team up.

30 July 2014

Faster than a DC Bullet: Project Crisis!, Part XXVI: Superman: Infinite Crisis

Comic trade paperback, n.pag.
Published 2006 (contents: 2006)
Borrowed from the library
Read June 2014
Superman: Infinite Crisis

Writers: Marv Wolfman, Joe Kelly, Geoff Johns, with Jeph Loeb
Artists: Dan Jurgens, Jerry Ordway, Cam Smith, Art Thibert, Nelson, Ed Benes, Mariah Benes, Howard Chaykin, Renato Guedes, Kevin Conrad, Dick Giordano, Jose Marzan Jr., Ian Churchill, Norm Rapmund, Phil Jimenez, Andy Lanning, Lee Bermejo, Doug Mahnke, Tim Sale, Tom Derenick, Wayne Faucher, Kark Kerschl, Duncan Rouleau, Dale Eaglesham, Drew Geraci, Ed McGuinness, Dexter Vines, Ivan Reis, George Pérez, Dave Bullock, Kalman Andrasofszky
Colorists: Jeromy Cox, Guy Major, Renato Guedes, Dave Stewart, Tanya & Richard Horie, Rod Reis, Tom Smith, Michelle Madsen, Kalman Andrasofszky, Dave Bullock
Letterers: Travis Lanham, Pat Brosseau, Nick J. Napolitano

Like the Infinite Crisis Companion, this plugs some gaps in Infinite Crisis. The first story here shows what time in their "paradise dimension" was like for the Alexander Luthor of Earth-Three, the Superman and Lois Lane of Earth-Two, and the Superboy of Earth-Prime. Though it doesn't really help me comprehend Luthor's motivation, it does help make Superboy and Superman's actions more palatable. It's by Marv Wolfman, who revisits his theme that the new universe created after the Crisis on Infinite Earths was intrinsically darker.

It helps explain more clearly what all the Countdown to Infinite Crisis stories had to do with the main event. It's interesting to note that one of things Superboy-Prime observes from the paradise dimension that causes him to think the new timeline is too dark is Wonder Woman killing Maxwell Lord, but when Superboy-Prime crosses over into New Earth, he meets Blue Beetle during the events of The OMAC Project-- obviously before Maxwell Lord was killed. Superboy and Luthor manipulate events somewhat, but I think their manipulations must precede even this, as their interference was the reason Maxwell Lord was able to create OMACs to begin with. So it's all a little bit predestination paradox, but I wonder if this isn't a commentary in and of itself: just like Superboy and Luthor commit violent actions to rewrite the universe to eliminate violence, so too do authors like Geoff Johns depict awful violence in order to write stories about how awful violence isn't necessary for good stories.

One should also note that this is the origin of the infamous Superboy-Prime "retcon punch": as he hits the edge of the universe in frustration, he causes time and history to shift. We see changes to the form of baby Kal-El's rocket, the Legion of Super-Heroes, Jason Todd's death, Power Girl, Hawkman, Wonder Girl, Fury(!), and so on. I kinda both love and hate this. Like, it's both incredibly elegant and incredibly stupid!

Like the Companion, I think it would have worked better as part of the main story than on its own like this. Heck, if you chucked this story plus the four Companion stories in with the main miniseries, you'd have twelve issues: just like the original Crisis. Perfect!

The rest of this book fills in some of Infinite Crisis from the perspective of the Supermen of New Earth and Earth-Two. First we see some snippets from the eve of the original Crisis on Earth-Two, as Lois gives Clark a scrapbook she's made of his greatest moments, illustrated by Tim Sale with his usual flare and skill. Most of it is the two Supermen trading blows, causing them to experience each other's lives-- and make changes to them. It's a neat conceit, showing how each Superman perceives a simpler morality than the other: Superman-Two thinks New Earth is too dark and tries to act to correct it more forcefully; Superman-New thinks Earth-Two is innocent but that too many wrongs are allowed to happen. Both discovers nothing is quite so obvious as that, that the other universe is just as complicated as his own, and that each of them probably did the best they could, given the circumstances. It's not essential, but it slots nicely between the pages of Infinite Crisis and gives us some insight into both Supermen.

02 December 2013

Faster than a DC Bullet: The Houses of Mystery and Secrets, Part IV: Showcase Presents The House of Mystery, Volume One

Comic trade paperback, 552 pages
Published 2006 (contents: 1968-71)
Borrowed from the library
Read October 2013
Showcase Presents The House of Mystery, Volume One

Written by Joe Orlando, Sergio Aragonés, Jack Miller, Bob Haney, Marv Wolfman, Charles King, Howie Post, Neal Adams, E. Nelson Bridwell, Jerry Grandenetti, Gil Kane, Mike Friedrich, Cliff Rhodes, Otto Binder, Robert Kanigher, Jack Oleck, Joe Gill, Gerry Conway, John Albano, Len Wein, Lore Shoberg, Virgil North, Alan Riefe, John Costanza
Art by Lee Elias, Doug Wildey, Joe Orlando, Sergio Aragonés, Bernard Baily, Carmine Infantino, Mort Meskin, George Roussos, Jack Sparling, Sid Green, Bill Draut, Neal Adams, Jim Mooney, Win Mortimer, Jerry Grandenetti, Bernie Wrightson, Gil Kane, Wally Wood, Frank Springer, Alex Toth, Wayne Howard, Al Williamson, John Celardo, Mike Peppe, Tony Dezuniga, John Albano, Leonard Starr, Tom Sutton, Ric Estrada, Frank Giacoia, Jim Aparo, Lore Shoberg, Gray Morrow, Don Heck, Russ Heath, Jack Kirby, John Costanza, Nestor Redondo

This volume of House of Mystery is where Cain, later of The Sandman fame, got his start. Unlike with House of Secrets, there's no set-up for the series: we simply launch into "The Wondrous Witch's Cauldron" (writer unknown, art by Lee Elias). The second issue collected here does have Cain briefly introduce himself before launching into a story, but it's just a page-- the origins of the House of Mystery aren't delved into at all.

That said, we do get bits of history that are built on. "The House of Gargoyles" (written by Bob Haney, art by Jack Sparling) is about a former boarder at the House of Mystery, in this case a fellow who was being pursued by gargoyles. The inhabitants of the nearby town are repulsed by them (House of Secrets will later tell us this town is located in Kentucky), but when the gargoyles get their man, they leave. However, they leave a little gargoyle behind who becomes known as Gregory-- and appears not only in this series, but in The Sandman (I think he might have birthed Abel's pet gargoyle, Goldie). Several other stories are about boarders at the House of Mystery, past or even present, such as "Boom!" (written and illustrated by Jerry Grandenetti), where a dead parachuter spends the night there, or "Dark City of Doom" (written by Gerry Conway, art by Tony Dezuniga), about a guy who travels through time to ancient Egypt.

In "Turner's Treasure" (written by Jack Olek, art by Alex Toth), we even learn that before coming to the House of Mystery, Cain was the building custodian of the Philosophy Department at State University. Does this mean Kentucky State University? Why was this never mentioned in The Sandman? Maybe he left the Dreaming during Dream's long absence to take a new job?

Other good stories included "The Roots of Evil!" (written by Marv Wolfman, art by Jack Sparling), about two rival plant scientists, "The Game" (written and illustrated by Neal Adams), an atmospheric tale about a kid who shelters from a storm with a ghost kid, "What's the Youth?" (written by E. Nelson Bridwell, art by Win Mortimer and George Roussos), where a creepy guy buys a youth potion to hit on a younger woman, and "Dark Night, Dark Dreams!" (written by Gerry Conway, art by Bill Draut), a great first-person story about a woman on the run seeking refuge. As you can see from the credits, the book is blessed with some first-rate talent, and I suspect the black-and-white reproduction makes the art even better than it'd've been on original publication.

My favorite part of these early House of Mystery issues is "Page 13," a recurrent feature on (duh) page 13 of each issue. Here, some demon has a new message or game or token for the reader every week. Things like membership cards you can cut out, letters giving the owners bad luck, paper dice, and so on. In one case, a story is too long and runs onto page 13, so it's all messed up, with the demon chortling about the "dumb editor." Another starts on page 13-- with artist Gil Kane being sucked into it! He ends up being attacked by his editors, who are demons, and trapped inside the House of Mystery forever. There's a lot of fantastic black humor, and it's a real shame that this feature fades out.

The best is the second one, where you drop a pencil onto a circle containing a number of possible fortunes, including "You Are Drafted," "That Trip Will Cost You" (complete with psychedelic lettering on "trip"), "Your Father Found It," and "You Will Be Caught in the Dormitory"! I never expected to see even covert references to drug use, pornography, and masturbation!