Monday, July 8, 2019

Star Spangled DC War Stories Issue 159: April 1975




The DC War Comics
1959-1976
by Corporals Enfantino and Seabrook


Kubert
Weird War Tales 36

"Escape"
Story by Robert Kanigher
Art by Mike Sekowsky & Bill Draut

"The Moon is the Murderer"
(Reprinted from Weird War Tales #2, December 1971)

"The 13th Man"
Story by Jack Oleck
Art by Ruben Yandoc

"The Pool..."
(Reprinted from Weird War Tales #3, February 1972)

"Monsieur Gravedigger"
(Reprinted from Weird War Tales #2, December 1971)

"Bloody Halloween"
Story by George Kashdan
Art by E.R. Cruz

"The Day After Doomsday..."
(Reprinted from House of Secrets #86, July 1970)

"Colonel Clown Isn't Laughing Anymore!"
Story by Arnold Drake
Art by Frank Robbins

"Death-Gram"
(Reprinted from Weird War Tales #2, December 1971)

"The Deadly Seeds"
Story by George Kashdan
Art by Alex Niño

Mike Sekowsky has Peter turning tail and running
("Escape")
Peter: G.I. Steve Talbot is about to get run through by the bayonet of a Nazi soldier when he discovers a way to "Escape" from his body: soul transference! For some strange reason, Steve is able to lift his essence up and out and take over the body of someone standing near him. It saves his life and later, when a German tank is about to demolish his comrades, it makes him a hero. What bad thing did we do to be subjected to a double issue of Weird War Tales at the peak of its mediocrity? A lazy script and ugly art make this one a candidate for inclusion in a Gold Key volume called Ripley's Believe It Or Not: The Stories That Got Away! No explanation for Talbot's sudden supernatural abilities; they're just there.

"The 13th Man"
Seaman John Chandler has horrible nightmares about his last day on the submarine, the Porpoise, which was destroyed by the Nazis, leaving Chandler the only survivor. When Chandler is reassigned to the destroyer, the Monahan, he keeps his mates awake at night with his moaning and screams. The ship takes some hits and must steer into a local cove, the area where the Porpoise was sunk, and Chandler elevates from nerves to terror. Revealing that he actually abandoned the sub and watched as his comrades were killed, Chandler insists that the men are waiting for him at the bottom of the ocean. When a Stuka flies in and attacks the Monahan, Chandler once again jumps ship but, this time, he doesn't escape. Though it's no classic, at least "The 13th Man" is readable, something we haven't been able to say about a story in this title for some time. The climax is predictable, but it's still a decent ghost story and Yandoc's art is pretty creepy when it needs to be.

choke... groan ("Bloody Halloween")
"Bloody Halloween" is a three-page waste of space, with G.I.s held up in a castle that has a reputation for evil. Hoping to give their skeptical C.O. a scare, a pair of lieutenants cook up an ingenious scheme: one of them will dress as a vampire and throw a scare into their colonel! George Kashdan was obviously poring over old DC horror comics at about this time since he uses one of the most cliched reveals of all time, and with a straight face yet. Bloody awful.

Yussel Arenski, entertainer in the "Underground Night Club," found in the Warsaw ghetto, keeps his friends laughing and cheerful despite the real world that awaits them outside. The Nazis get wind of the Club Yussel and storm the place, arresting the patrons and shooting Yussel in cold blood. Yussel's effects are sent to Colonel Schroeder, who will ready them to be shipped to Der Fuhrer as evidence that the Warsaw Clown has been executed. But something funny is going on with Col. Schroeder; he's suddenly donning red noses and funny wigs without a clue as to how they got there. When Hitler himself comes to call on Schroeder to congratulate him on his feat, the colonel launches into a comedy sketch belittling the chief Nazi. Schroeder is cut down as an example to his men.

"Colonel Clown Isn't Laughing Anymore!"
"Colonel Clown Isn't Laughing Anymore!" isn't the burning bag of excrement I expected it to be when I saw who was credited, but it's a bit confusing in spots. That could be chalked up to Frank Robbins's indecipherable visuals, which bleed from one panel into the next like a pesky neighbor who builds his shed on your property. Got to give Drake (and editor Orlando) credit for such a dark, nasty script. Obviously, by this time, the CCA wasn't even paying attention; it's not that the story is overly graphic, but it's got a dismal atmosphere compared to the rest of the pablum WWT has been serving up.

"The Deadly Seeds" is a short-short about a group of G.I.s sent to kidnap a German scientist who's working on a top-secret weapon for the Nazis. When the mission goes south, the soldiers discover just what the egghead's been up to. For a three-pager, "The Deadly Seeds" is not bad, thanks mostly to A+ art by favorite Alex Niño.

On the letters page, which is usually a must-skip, Joe (or whoever manned the letters page) takes us behind the scenes on the formation of Weird War Tales. Short but most interesting (and reprinted far below).

Jack: I was excited to see a DC giant-sized comic from 1975 with a cool cover by Kubert, but the insides are not that hot. The art team of Sekowsky and Draut on "Escape" did not bode well and Kanigher's story is a dud. "The 13th Man" is a run-of-the-mill story with the cool final panel that is reproduced above. "Bloody Halloween" recalls "Banquo's Chair" with fairly good art by Cruz, and "Colonel Clown Isn't Laughing Anymore!" was better than I expected, though the Robbins art is dreadful as ever. Even Niño can't save "The Deadly Seeds," which doesn't work up much momentum in three short pages.


Kubert
Star Spangled War Stories 186

"Man of God--Man of War"
Story by David Michelinie
Art by Gerry Talaoc

"The Last Kill"
Story by David Michelinie
Art by Franc Reyes

Peter: Father Memmoli insists to the Nazis that occupy his small Italian village that his people will not wage war against either side. Things change when a couple of American G.I.s storm into Monte Grande to rescue one of their captured comrades, steal a jeep, and run down a group of toddlers on the way out of town. Embittered by what he sees as American brutality, the father urges his people to side with the Nazis. Enter the Unknown Soldier, whose mission is to exterminate the "Man of God--Man of War" and return Monte Grande to a state of pacification. US takes on the guise of wounded Nazi Lt. Aschermann and wins the trust of the confused padre. While roaming Monte Grande, our hero discovers that the two soldiers who killed the children were actually disguised Nazis. He guns down the scum and readies the bodies for hiding, unaware that he's being watched by...

"Man of God--Man of War"
A good cliffhanger and a decent story, but I'll deduct a half-point for the predictability of the "reveal." I think it would have been much more effective had the child-killers been simply gung-ho G.I.s trying to make their escape: the act leaving a conflict in the reader and raising sympathy in the padre's turn-around. It's still the best DC War comic being published at the time (if only by default), but Michelinie has proven in just a short time that he's a master of pessimism rather than a facilitator of the cliche.

Unfortunately, the subtle nuances found in Michelinie's Unknown Soldier scripts are nowhere to be found in the heavy-handed and preachy "The Last Kill," wherein we get a peek at future sports. Or is it the future? Borrowing pages from The Mechanic and William Harrison's "The Rollerball Murder," "The Last Kill" is the story of Dak Broadhurst, number one "professional warrior" in a world that has outlawed war, who is ordered to train an up-and-comer named Logan. You know where it's going from there. Michelinie lays out a world where the public demands lots of blood and guts and no mercy from their arena idols, and heaven help the gladiator who doesn't provide the spectacle. Yep, I get it, David. 2089 isn't so different than 1975 when it comes to the masochistic hunger of sports fans.

DC pushing boundaries? ("The Last Kill")
Jack: I liked this issue much more than you did, Peter. The Unknown Soldier story has a great opening that sets up a moral question. As the story progressed, it became clear to me that US is basically a superhero at this point, but I don't mind. The ending is excellent and the cliffhanger reminds me of the sort of situation often pictured on the covers of DC War and Horror comics, where a character thinks he's in the clear but we see menace he doesn't. "The Last Kill" was almost as good, which was a big surprise to me, since I don't usually enjoy these sci fi/war mashups. The "future" of 2039 isn't looking so likely from the vantage point of 2019, is it! I think Michelinie is easily the best writer in the DC War comics at this point and I look forward to each issue of SSWS.




Kubert
G.I. Combat 177

"The Tank That Missed D-Day"
Story by Bob Haney
Art by Sam Glanzman

"The Avenging Wind"
Story by Robert Kanigher
Art by Frank Redondo

Peter: The Jeb Stuart is airlifted to England to take part in the great invasion scheduled for June 6, 1944, but the men take a wrong turn and end up late for the party. The ghostly Colonel makes an appearance just long enough to let his descendant know that not all heroes will end up in Normandy. That's all well and good for a specter but our heroes find themselves heading for a court-martial for dereliction of duty. Jeb manages to find a salty sea dog to ferry them to the other side of the Channel and the small tug finds itself in the midst of many harrowing incidents but, helped along by the giant fists of Colonel Jeb Stuart, the tank makes it to the other side. The boys end up quite a ways away from the action but they manage to while their time away by saving a small coastal village from Nazi scum.

Ghostly intervention
"The Tank That Missed D-Day" is a very confusing chapter in the Haunted Tank saga which seems, more and more, to veer away from any sort of familiar geography or timeline. Why would the army fly the Jeb in from Africa "specially" for D-Day (and, forgive my ignorance, but wasn't D-Day pretty much a secret?--how would Commander Jeb know it was called D-Day?) and why, all of a sudden after 88 adventures, does the Colonel physically affect the action? The entire strip pushed my patience to the brink and, lord knows, I don't have much patience left for Sam Glanzman's Haunted Tank. More and more, the Jeb takes outlandish chances (how many times, ferinstance, has the damn thing turned upside down in the last twelve months?), only to emerge the next issue just fine. Speaking of which, I have a feeling the court-martial won't even be mentioned again.

Two boys, one Japanese, one American, grow up thousands of miles apart but with the same dream: to soar in a great bird and shoot down the enemy. Long story short: they get their wish. Well, "The Avenging Wind" is not as bad as my synopsis might infer, but it's built upon one of Big Bob's favorite cliches and climaxes with a preach (just as the two pilots are killed in battle, two more children, growing up thousands of miles apart, head for an inevitable showdown).Very nice art by Frank Redondo.

"The Avenging Wind"
Jack: I was interested to see how Bob Haney would handle the Haunted Tank, but he blew it! It seems the ghostly general can now make road signs spin around, conjure up storms at sea, and turn into a giant to lift a boat in his massive hand. That boat's skipper is a Dutchman named Jaans, whose fractured English is cringeworthy. The General should have just taken his namesake aside and said, "Hey, Jeb, I need you to head over to this little village to help out." Much simpler than moving Heaven and Earth to trick the tank crew to get them there! I agree about Frank Redondo's art on "The Avenging Wind"--it's sharp! Not so sharp is another example of Kanigher's parallel story structure, where the circular ending is more interesting than the main story. I can't believe this title is going monthly. God help us.


Kubert
 Our Army at War 279

"Mined City!"
Story by Robert Kanigher
Art by Russ Heath

"Rendezvous"
Story by Robert Kanigher
Art by Ric Estrada

Jack: Sgt. Rock and Easy Co. are just a few of the Allied soldiers in a long line approaching a French town formerly held by Nazis, but as they get close they discover that it's a "Mined City!" It seems the Nazis set land mines all around and left a master switch in a blockhouse in the city center. If the Nazis who are left sense an Allied attack coming, they will blow up the city.

Easy Co. is given the task of attacking the blockhouse at night, under cover of darkness, but as they move towards it they run into a couple of Nazi traps. For some reason, loudly killing Nazis along the way does not alert those holed up in the blockhouse and Easy Co. manages to reach it, but their attack is a complete flop. They kill all of the Nazis inside but one of them throws the switch as he dies and the entire town blows up.

"Mined City!"
It never ceases to amaze me how Rock and his men escape death at every turn, while others drop like flies around them! They fail utterly in their mission this time out, but in the end Rock tells Ice Cream Soldier that the Nazis didn't win this round--the war did. I have news for Rock--he and his team blew it! One person who didn't blow it is Russ Heath, who comes through with an excellent job of visual storytelling, using many wordless panels to advance the story without needless chatter. I wonder if he removed dialogue from Kanigher's scripts or if Kanigher just sent him scripts that were less verbose.

In WWII, an American pilot and a Japanese pilot take off and do battle in the air. The Japanese plane crashes into the American plane and both men are ejected. The American has a parachute but the Japanese doesn't. Fortunately, the Japanese pilot ends up in the arms of the American pilot as they descend, though he fights against being saved. Unfortunately, their "Rendezvous" is short-lived as a Japanese plane shoots both men dead and they continue their descent lifelessly.

"Rendezvous"
Ric Estrada gives us a good example of why Russ Heath's ability to advance a story wordlessly is so notable. In this Gallery of War entry, there is not a single word--no captions or dialogue at all. Estrada tells the story reasonably well, but it's not crystal clear, and I suspect it's just beyond his abilities. The story itself is a trifle and ends, as expected, with a panel showing the futility of war. The "Make War No More" circle ends both this and the Sgt. Rock story this issue, showing that it was still in use as of the comics cover-dated April 1975.

Peter: "Mined City!" is the best Rock of the year. This is the kind of dark, gloomy script Big Bob usually reserves for his "Gallery of War" stories. It's refreshing that we're not handed yet another "green recruit" dirge and even more refreshing that Heath is back to deliver the eye candy. Good, solid climax as well. Speaking of Gallery of War, I wasn't much impressed with "Rendezvous," outside of the ironic finale. It's an interesting experiment (one that has been attempted before) but the "plot" is threadbare. I will say that Ric's Estrada's art might be getting a bit better.


Kirby & Berry
Our Fighting Forces 154

"Bushido!"
Story by Jack Kirby
Art by Jack Kirby & D. Bruce Berry

Jack: On a Pacific island, Johnny Cloud sneaks up on a Japanese general named Yamashita and shoots the cigarette in his mouth in half. Cloud then ties up Yamashita and carries him off, joining the Losers as they escape down a river in a Frenchman's boat.

Yamashita's men are looking for their leader, who manages to overpower the Losers and escape. Fierce fighting breaks out, but Yamashita lives by the code of "Bushido!" and captures Gunner, offering to trade him and Frenchy for the chance at hand to hand combat with Johnny Cloud, who has dishonored him.

Cloud agrees and the two men fight. Unbeknownst to Yamashita, all of this has been a distraction to give American planes time to approach the island and drop paratroopers to attack Yamashita's installation. The fight with Cloud ended, Yamashita returns to his men and leads a final, doomed Banzai charge, only to see himself and his soldiers cut down by machine-gun fire.

"Bushido!"
Not bad at all, though evaluating Kirby's work at this point in his career requires a low bar indeed. I did not expect the entire story to be a diversion and was pleasantly surprised at how the Losers tricked Yamashita to buy time for the attack force to arrive. Still, the art is mid-'70s' Kirby, which means very blocky, heavy on black inks, and an emphasis on details of equipment rather than people. If Johnny Cloud were not colored red, we wouldn't know which one he was. They have to refer to Gunner by name when he is caught, because otherwise we'd have no way of identifying him. Still, for Kirby, it's better than usual.

Peter: I've nothing new to add to my complaints about this title. It's still unreadable and unlookatable; Jack's way of saying "I'm the Boss," no doubt. "The King" has taken what was a fun adventure series about a bunch of schmucks who somehow get the right thing done and turned it into just another Kirby (circa 1975) superhero book. I was going to make a clever comment like "take the 'o' off the title of this installment and that's what I cry loudly while reading this tripe" but I've got more class. Alan Spinney of Alberta contributes the best writing of the entire issue on the "Mail Call" page when he calls out Jack for ruining the Losers and ignoring the fact that Ona has just up and disappeared. Read Alan's intelligent missive and the bogus reply below.

From OFF

From WWT


Next Issue...
A double-dose of Neal Adams
goodness arrives... just in time!

Saturday, July 6, 2019

Dungeons of Doom Special #2




Ace:
Baffling Mysteries!
Part Two
by Peter Enfantino




_____________________________________________
The sun is high when the villagers begin their siege of Hillory Hill! They scream and yell, and their torches pimple the hill with a rash of flaming boils!
- "The Horror of Hillory Hill!"
_____________________________________________


Sir John Trevelyan rules over his kingdom with an iron fist, stealing the food and valuables from the people of his land and stringing up any peasants who might disagree with his philosophies. But Sir John is a tormented man, for his love, Evelyn, committed suicide years before and he is forever haunted by her visage... and the soothing voice of her cockatoo, a beast Sir John strangled with his bare hands! One night, Sir John wanders into a gypsy camp and Tanira, the camp's leader tells the nobleman that she can bring Evelyn back from the grave. Even while mocking the old woman, Sir John is stunned to see Tanira transform into his beloved Evelyn. The girl beckons her husband to follow and she shows him a carnival of his sins. A ghoulish proprietor sells rotted wood, perfect for Sir John's mines; a witch hocks tools of torture such as the Iron Maiden and thumbscrews; and a freak show features all the children starved during Sir John's reign. Sir John flees back to his castle but Evelyn's cockatoo is waiting and the bird sets off a huge fire, roasting the evil royal and ending oppression in the land.

Issue 16
Unlike most of the BM entries in this list, "Bazaar of the Cursed Goblins" (from #15) features little if any humor, intentional or otherwise. Sir John's "showcase of sins" is a pretty nasty affair and the anonymous author seems to have had a genuinely good idea rather than a deadline to meet. Sure, the undead cockatoo goes nowhere (other than to become the tool of Sir John's death) but the creature is handled so well, we suppress the urge to laugh. The art, by Lin Streeter (who provided visuals for the classic "When Black Wings Flap!" back in #9), comes across as low-rent Joe Maneely but it's a cut above most of the generic pap that made up the contents of BM. Streeter's final panel, of the cackling goblins rising from the ruins of Sir John's mansion, is like something out of Disney's Haunted Mansion.


_____________________________________________
“She’s what they call a pythoness, and that's worse than a zombie!”
- "Snakes Alive!"
_____________________________________________

George and Harold, buddies and workmates at the Midwestern Laboratory, both crave the love of gorgeous Marian, but an accident in their nuclear fission lab leaves Harold disfigured and basically out of the Marian race. George, naively, only wants to make his friend feel better so he suggests that the three of them go on a trip to India. Once there, Harold weaves a web of vengeance around the friend he believes scarred him for life in order to get his paws on Marian.  His plans take a trip down Weird Avenue when he buys a mystical rug from an old crone who tells Harold that the carpet will suck the body of anyone Harold wishes into its fabric. But, the old witch warns, Harold can never look into the rug or he will be trapped in the design as well.

The rug works and poor George is whisked away into some Carpet World he cannot escape from. For some wild reason, Marian doesn’t even question George’s disappearance and, very soon, marries Harold and settles down into wedded bliss. Harold keeps the cursed rug safely locked in a back room and warns Marian never to enter but, girls being girls, his new bride can’t help herself and opens the room the first chance she gets. George’s spirit prevents Marian from looking into the rug but the moment Harold comes home and discovers the open door he walks into the room and can’t… avoid… looking!

“Strands of the Faceless Horror” (from #16) is another well-plotted story, anchored around the stunning graphics of Lou Cameron, who really knew his way around a good horror story (and a well-drawn dame). George’s descent into the rug is hellish, leaving him a flaming pile of bones and ashes. And for what? Being a good friend to Harold! We can’t help but feel sorry for George and hatred for Harold. When a funny book reader is drawn into a story this effectively, the writer has done his job well. It’s a shame we don’t have a record of who wrote what for the majority of these pre-code horrors. Of course, there are always pieces here and there that raise a smile on my face. Here, it’s the fact that these two dopes work in a nuclear fission lab. It’s a wonder this story didn’t morph into an apocalyptic tale.


_____________________________________________
“Well, lightning may not strike in the same place twice, but I guess pythons do!”
-"Snakes Alive!
__________________________________________

Issue 19
Best-selling horror author Carl Bascom, "The Monster Maker" (from #19), is miffed at his publisher for claiming Bascom’s best days are behind him. Intent on writing the greatest and scariest story of all time, Carl spends all night at his typewriter but can’t get it right. In frustration, he decides to burn the manuscript but, out of nowhere, a strange robed man appears and claims he’s one of the many monsters Carl has literally given life to and if Carl burns his manuscript, his creations will go up in smoke. The man gestures behind him and, out of the shadows emerges a host of horrors. Carl scoffs at the notion that a manuscript page can destroy flesh and blood so he drops a single page into the fireplace and watches in awe as one of the ghoulies ignites and burns to ash. In an uproar, the remaining creatures grab Bascom and spirit him away to “the world beyond” (where all fictional monsters live) to stand trial for murder. On his way to his cell, Carl Bascom is introduced to the Frankenstein Monster, Dracula, Dr. Jekyll, and a veritable who’s-who of horror history.

Bascom is placed in a cell with a gorgeous redhead named Gloria Stone, who explains she’s a horror writer waiting for her turn in court for a similar crime. Carl has a brainstorm and writes another horror story. When his newly-written creatures materialize, he commands them to talk the “monster master” into releasing him and Gloria or they will be reduced to ashes pronto. The trick works and the couple are transported back to our world, where Carl quickly burns al his manuscript pages, thus ending any threat from the “world beyond.” Most people would be happy ending ti right there but Carl decides to play with fire (literally), and writes a whole new novel set in the “world beyond,” burning each manuscript page as it’s written and saving the carbons. Gloria stops by to show Carl her new novel, set in the same otherworld dimension he set his book in. Laughing and claiming his novel will be the only one released, he throws the manuscript into the fire and then writhes in pain as his body catches firew. Gloria explains to his pile of ashes that she had made him hero of the story.

I like the twist at the end of the story but Carl’s persona changes drastically (and not very realistically) over the course of the seven pages (which, by the way, feels padded), morphing from a likable guy who only wants to scare his readers into a masochistic scamp who takes pleasure in watching his creations die. I think the writer knew that if he was going to kill off Carl at story’s end, he had to make him a villain, but I think it would have been much more effective had the writer died a genuinely good guy. Jim McLaughlin’s art is nothing spectacular but it gets the job done.


___________________________________________
Helene: "Get your own supper -- I'm going out!"
Jeff: "All right, dear... Go to a movie, or a fortune teller -- anything to make you feel a little better!"
- "Duel of the Spectres"
___________________________________________

Hans Baseman is the master doll maker of a small European village, toiling away in his shop, crafting unique and life-like dolls for the people of Donnerwald. Only one thing means more to Hans than his lovely dolls and that is the equally lovely Gretchen. Alas, Gretchen’s father does not think Hans will make a good husband and he forbids the ceremony take place. Remembering one of his father’s old black magic spells, Hans gives his life to his dolls and then sends them on a mission of murder… to clear the way for his future wedding. While strolling out the door on their way to off the old man, one of the dolls reminds Hans that the moon is full. Hans shakes his head in wonder, spits out “Yeah, whatever, now do your job,” and goes back inside. The dolls do their evil business and Gretchen’s father is reduced to pulp.

Gretchen enters a period of mourning and Hans takes a step back, waiting for his love to regain her happiness. The next month, during the full moon, Hans watches as his dolls rise and head for the door. When he asks just what they think they’re doing, the dolls explain that since Hans had them commit murder during a full moon, they will rise every month when the moon is full and spill blood. Sure enough, one of the good people of Donnerwald is found in pieces the following morning and Hans feels the guilt at last. Seeing her man wasting away, Gretchen prods Hans to marry and the proposal lifts his spirits; he vows to destroy all the dolls and end the nightmare. The girl watches in horror as the dollmaker takes a hatchet to all his creations. Well, not all the dolls are slaughtered, since Gretchen rescued her favorite, a gorgeous “little-girl doll,” adorned in a striped dress. That doll climbs from its trunk one night, soon after Hand and Gretchen are married, murders Gretchen in her sleep, and lures Hans out to a cliff. The distraught dealmaker falls to his death while the devilish doll flies off to wreak havoc in other lands.



A genuinely creepy little yarn, “They Strangle By Night” (from #19) has the same kind of vibe as a vintage foreign horror film (say, for example, Mill of the Stone Women); it’s dark and the lives of its characters are disposable. Sure, Hans is a bad guy for ordering the execution of the man who would have been his father-in-law, but Gretchen is an innocent bystander whose act of love (saving her favorite doll) dooms the couple. Louis Zansky’s art is minimalist in spots but extremely effective in others; the sequence where the “little-girl doll” rises (like a vampire) from her crate is one of the most chilling we’ll find in pre-code horror. Zansky even finds spaces for black humor, such as positioning a caption on the backside of Gretchen's pop's tombstone. Yes, devil doll potboilers were a dime a dozen in the 1950s, but "They Strangle By Night" is far from wooden (ouch!).


_____________________________________________
A volley of flaming fagots explode from the vengeful mob and  slam against the rotting slats of Hillory House!
- "The Horror of Hillory House!"
_____________________________________________

Issue 20
Victor Rarlo is a sadistic billionaire who has grown tired of being rich and turns his attentions to puzzles to keep himself from boredom. To that end, Rarlo has had a huge maze constructed on his property and he invites the businessmen that owe him money to conquer the maze and see all debts absolved. None can crack the mystery and some come close to losing their lives. After a particularly harrowing maze session leaves one man near death, Rarlo grabs his dough and runs to India before the authorities can nab him. Not having learned his lesson, the tycoon actually kicks his cruelty into a higher gear. He offers gold to those who can offer him interesting puzzles and death to those who fail.

One day, a veiled stranger promises Rarlo the greatest mazes the man has ever seen. First up, the stranger sends him into the mind of an amnesiac and Victor makes it out with some difficulty. Excited, Rarlo orders the man to find a greater challenge and Victor is sent into an insanity-riddled brain; he barely makes it out but has a renewed sense of excitement. Rarlo promises to make the man rich beyond his imagining if he can serve up the greatest challenge ever. The mystic agrees and Rarlo is sent deep into a crazed world of monsters and demons. There is no way out this time. The veiled servant explains to Rarlo’s henchmen that he sent Rarlo into his own mind.

"Brown Sugar" indeed
“The Maze Monster” (from issue #20) is probably the most-celebrated of all Baffling Mysteries stories, perhaps because of its deep message and almost LSD-inspired graphics (Wolverton-inspired might be a better description) and there’s no denying it’s a very maturely written script (perhaps by artist Lou Cameron) but then so were many of the stories written this deep into Baffling’s run. Sure, there were the speed bumps like “Crimson Wraith From the North” (in #18) but, overall, there’s a sense, to me at least, that the Ace writers were trying to reach an older audience. After all, how many pre-teen readers appreciated the unconventional elements found in the panels portraying the various mazes Rarlo found himself in (particularly the scene where Victor is running past what appears to be the skeletal carcass of a woman with leaves for a crown)? When it came time for a selection of pre-code horror stories, Greg Sadowski picked "The Maze Monster" to represent Baffling in Four Color Fear (I've said it several times before and I'll probably say it again... if you don't have this book, you're reading the wrong blog) and, while it's hard for me to argue with a decorated historian such as Sadowski, there are better stories that warranted inclusion.

More Notable Quotables:
_____________________________________________
Grabbing a flaming torch that had been kept in constant readiness, Greg raced up the stairs… his nerves tensed by the screams of terror that burst against his ears… 
-“Crimson Wraith from the North”
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Jeweler: It's worth in the neighborhood of 500,000 pounds!
Hood: Five-Hundred Thousand pounds! We'll be millionaires!
- "The Amulet of Terror"
_____________________________________________


Coming Soon...
The Strange Terrors and Weird Horrors
of St. John!






Thursday, July 4, 2019

The Hitchcock Project-Arthur A. Ross Part Two: The Evil of Adelaide Winters [9.16]

by Jack Seabrook

Interest in spiritualism peaked during and after World War One, presumably in response to the mass casualties and widespread devastation affecting families in Europe and America. The horrors of the second World War surely led many grieving parents to seek comfort in the occult as well, and it is this opportunity to cash in on the misery of others that serves as the basis for "The Evil of Adelaide Winters," a story by Arthur A. Ross that he first wrote as a radio play and then later revised as a teleplay for The Alfred Hitchcock Hour.

The radio play was broadcast on Suspense on September 10, 1951, starring Agnes Moorehead as the title character, who also narrates the tale. As the show opens, she tells listeners that she has been paralyzed and unable to speak for six years due to a bullet in the base of her skull. Now that the bullet has been removed, she can tell her story, which goes back to the end of World War Two and which is told in flashback.

Adelaide asks her partner, Robert, to read to her from a newspaper the list of soldiers missing in action and she selects one named John Porter, whose family lives in a good neighborhood.  Robert telephones Porter's father, Edward, pretending to be calling from the War Department, and tells him that his son is dead. Porter then comes to Adelaide's office; he is a successful businessman who is desperate to establish contact with his late son. For seven days, Adelaide tries to contact John until she finally succeeds, and the dead soldier's disembodied voice speaks to his father, claiming that "'death is beautiful.'" Porter is grateful, and Adelaide remarks from the present that she was the only person to bring him comfort.

Kim Hunter as Adelaide Winters
Soon, Porter begins to insist that Adelaide devote all her time to him. He suggests that she and Robert move into his house and she agrees. They move into the large home that Porter had built for his son and Robert manages to intercept a letter from the real War Department warning Porter about phony mediums who contact the parents of war casualties. Though Robert cautions Adelaide that it is time to get out, she tells him that she plans to marry Porter. Robert tells her that he only stayed with her as long as he did out of love, but she is determined to get all that she can from the grieving father.

Adelaide gradually becomes the most important thing in Porter's life. Edward thinks that his son sounds happy and he envies John; he tells Adelaide that she, he, and his dead son are like a family and proposes marriage to her. Edward remarks that he senses that his son wants them to join him. Robert again warns Adelaide, telling her that Porter is dangerous and "'losing his reason,'" but Adelaide will not leave until she has married Porter.

Porter begins to spend every moment with Adelaide, always watching her, until she is afraid to sleep, yet she continues to refuse to admit that he is beyond her control. Porter insists that he cannot wait to join John and takes out a gun, telling Adelaide not to be afraid. She tells Porter that it was all a lie but he refuses to believe it; she calls for Robert but he is gone. Edward shoots her and then himself.

Looking back six years later, she asks the listeners, "'You judge whether I did harm.'"

Gene Lyons as Robert McBain
The answer seems clear: her deception caused Edward Porter to kill himself and to attempt to kill her. "The Evil of Adelaide Winters" is a gripping half-hour radio drama that tells the tragic story of a man so distraught by the loss of his son in wartime that he will believe anything, even the tricks of a fraudulent spiritualist.

Arthur A. Ross adapted his radio play for television and the show was broadcast on Friday, February 7, 1964, as part of the second season of The Alfred Hitchcock Hour. The televised version is faithful to the radio play with some important changes.

To begin with, there is no framing device and the story is not told in retrospect by Adelaide Winters. While the radio play begins with her having just awoken from six years of silence, the TV show begins with a close-up of a Los Angeles newspaper dated June 6, 1944--D-Day! Without the knowledge that she was shot and that she eventually recovered, the viewer has no idea where the story will end. Time and place are established quickly by the image of the newspaper and the theme of the show is established almost as quickly in the first scene, which shows Adelaide with an older couple, attempting to make contact with their son's spirit.

The TV version of the story uses visual objects to help underline what is happening; Adelaide sets out on a table a bayonet, a helmet, and a gun, and she turns on a slide projector to show images of carnage in battle, explaining to the parents that she surrounds herself with "'the kind of things that surrounded your son's last living moments'" in order to make contact with the dead. She also plays a record with the sounds of battle.

John Larkin as Edward Porter
Adelaide comments on the skepticism of Mr. Thompson, the father of the missing soldier, but by the end of her audio-visual display he is a believer and asks when they can see her again. After this new opening scene, the story picks up where the radio play begins, after Adelaide's initial comments about having been unable to speak for six years. Her efforts to contact John Porter and her sales pitch to his grieving father are expanded and he, like Thompson, is skeptical at first, but soon Adelaide's acting skill and ability to read people convinces him that she is in earnest.

There is another seance, with the same objects of battle, photographs, and sounds; her repeated failures to contact John are all part of a calculated ruse to get more money from Edward and to convince him of her own legitimacy. Finally, she begs John to show that he loves his father and, at last, his voice is heard. Porter begins to show up early for appointments and to display affection for Adelaide. In the TV show, Robert's rooms are not in the Porter house but rather above the garage, while Adelaide moves into a suite of two rooms that Edward has had remodeled just for her. Robert sets up radio transmitters around the house and in the garden to aid in the illusion that John is speaking to his father from beyond the grave. Eventually, Adelaide is able to summon him without any visual or aural aids at all.

In one effective scene, we see Porter's memories of happy times with his son shown in a series of shots of sailboats on the water alternating with shots of his face superimposed over them. The show plods along, highlighted by Kim Hunter's performance as Adelaide, but there is some excitement in the final scenes, in which a snippet of Bernard Herman's five-note theme from "Beyond the Locked Door" is played to great effect in an episode otherwise nearly devoid of musical cues. When Edward menaces Adelaide, instead of calling for Robert, she rushes out of the house and up the stairs to his empty room above the garage. There is a nice shot with the gun in Edward's hand in the foreground, as he stands at the top of the stairs and we see her bustling around on the floor below.

An eerie, night scene follows as Adelaide runs from the house to the garage, wind whipping leaves about her as she races to her doom. The final confrontation occurs in Robert's shadowy room, as Porter shoots Adelaide and then himself. There is no closing narrative from Adelaide six years later; in the TV version, she is dead and will not return. One wonders whether a murder/suicide was seen as pushing the boundaries of what was acceptable on TV in 1964.

Both the radio and TV versions of "The Evil of Adelaide Winters" are essentially three-character dramas, though the TV show does add the husband and wife characters of the Thompsons in the brief first scene. The TV show is directed in a pedestrian fashion and only comes to life briefly toward the end, and the decision to have Adelaide be killed rather than to have her survive to tell her story is a surprise.

Bartlett Robinson as Thompson
"The Evil of Adelaide Winters" is directed by Laslo Benedek (1905-1992), a Hungarian emigre to Hollywood who directed films from 1948 to 1977 and TV from 1953 to 1967. His most famous film was the Marlon Brando vehicle, The Wild One (1953), and he directed two episodes of The Alfred Hitchcock Hour in addition to episodes of Thriller and The Outer Limits. He began his career as an editor and assistant director in the German cinema of the late 1920s and early 1930s before fleeing when the Nazis took power; once his U.S. film career had ended, he taught film studies at NYU and elsewhere.

Kim Hunter stars as Adelaide Winters (1922-2002). Her screen career spanned the years from 1943 to 2001 and she was blacklisted for a time in the 1950s. Her first film was Val Lewton's The Seventh Victim (1943) and she won an Academy Award for A Streetcar Named Desire (1951). She also appeared in the Playhouse 90 version of Rod Serling's Requiem for a Heavyweight (1956) and she had a memorable role in Planet of the Apes (1968) and two sequels. She appeared in just this one episode of The Alfred Hitchcock Hour and she was also seen on Night Gallery.

Sheila Bromley as Mrs. Thompson
Edward Porter is played by John Larkin (1912-1965), who played many parts on radio from the 1930s to the 1950s, including a stint as Perry Mason. He did most of his acting after that on TV from 1954 to 1965 and appeared in a few films in the mid-1960s. He was a regular on The Edge of Night (1956-61) and on a series called Saints and Sinners (1962-63). He also appeared in one other episode of The Alfred Hitchcock Hour, "Dear Uncle George."

Gene Lyons (1921-1974) portrays Robert McBain, Adelaide's partner. A member of the Actors Studio, he appeared on Broadway in the 1940s and 1950s and then extensively on TV from 1950 to 1974, with only a handful of film roles during that period. Lyons was seen on The Twilight Zone and Star Trek and he was a regular on Ironside from 1967 to 1974. He was seen in three episodes of The Alfred Hitchcock Hour, including "What Really Happened."

In small roles:
  • Sheila Bromley (1911-2003) as Mrs. Thompson; she was on screen from 1930 to 1975, very busy in films in the 1930s, and mostly on TV from the 1950s through the 1970s. She was on the Hitchcock show three times.
  • Bartlett Robinson (1912-1986) as Mr. Thompson; he was on stage and radio in the 1930s and 1940s, then appeared on TV and on film from 1949 to 1982. He appeared on classic TV shows including The Twilight Zone, Thriller, and The Outer Limits; he also appeared on the Hitchcock show 11 times, including "Bad Actor."
Listen to the radio version of "The Evil of Adelaide Winters" here. The TV version is not available online or on DVD.

Sources:

Grams, Martin, and Patrik Wikstrom. The Alfred Hitchcock Presents Companion. OTR Pub., 2001.
IMDb, IMDb.com, www.imdb.com/.
Old Time Radio Downloads, www.oldtimeradiodownloads.com/.
“The Evil of Adelaide Winters.” Suspense, CBS, 10 Sept. 1951.
“The Evil of Adelaide Winters.” The Alfred Hitchcock Hour, season 9, episode 16, CBS, 7 Feb. 1964.
Wikipedia, www.wikipedia.org/.


In two weeks: "Anyone for Murder?" starring Barry Nelson and Patricia Breslin!

Monday, July 1, 2019

The Warren Report Issue 11: March/April 1967


The Critical Guide to 
the Warren Illustrated Magazines
1964-1983
by Uncle Jack
& Cousin Peter


Frazetta
Eerie #8 (March 1967)

"Oversight!"
Story by Archie Goodwin
Art by Gene Colan

"Dark Rider!"
Story by Archie Goodwin
Art by John Severin

"Type Cast!"
Story by Archie Goodwin
Art by Jerry Grandenetti

"The Day After Doomsday!"
Story by Archie Goodwin
Art by Dan Adkins

"The Covered Bridge!"★1/2
Story by Archie Goodwin
Art by Bob Jenney

"Wolf Bait!"
Story by Buddy Saunders, adapted by Archie Goodwin
Art by Rocco Mastroserio

"Demon Sword!"
Story by Archie Goodwin
Art by Steve Ditko

A private eye named Donovan needs glasses, so he visits kindly optometrist Dr. Bryant, who gives the P.I. a pair of spectacles that reveal the doctor to be a frightening fiend! Donovan rushes out of the office and is relieved that no one else he sees looks unusual, but when he re-encounters Dr. Bryant and the fiendish look is again revealed, Donovan decides to follow the doctor. He trails the man to an old cemetery, where he overhears monsters punishing the doctor for giving out the wrong pair of glasses and blowing their cover. Donovan is discovered but fights off his attacker; later, alone in his apartment, he lets in two policemen who seem safe. They immediately shoot and kill him and Donovan realizes that he picked up the wrong pair of glasses after his special pair fell off during the tussle at the cemetery. He could not see that the cops were demons like the doctor!

"Dark Rider!"
Eerie #8 gets off to a good start with this fast-moving monster tale, well-illustrated by Gentleman Gene Colan in the style he was using around the same time over at Marvel. I am such a fan of his work that I can overlook the somewhat derivative story line of "Oversight!"

Who is the "Dark Rider!" tracking three men on horseback through a snowy mountain range in the Old West? One of the three, named Denver, rides after the stranger but is killed when he falls off his horse on the edge of a cliff. Toby, the second man, races through a dense wood to try to catch the stranger, only to have his neck snapped when it gets caught in the fork of a tree limb. The lone survivor, Rickard, waits in ambush for the stranger and shoots him, only to learn what we readers suspected all along--the rider is Death!

John Severin's artwork is dynamite in this tale, even better than Colan's in the one that preceded it. While the final revelation comes as no surprise, the atmosphere created by Goodwin and Severin is appealing and the narrative proceeds toward its inevitable conclusion with a genuine sense of doom.

"Type Cast!"
After thirty long years, former horror movie star Roland Bryce is released from the insane asylum and encouraged to find meaningful work. Flash back thirty years and Bryce was just getting a foothold in the motion picture business, playing a hunchback in a horror movie. His agent, Manny, recommends doing some research and Roland takes this to heart, visiting a graveyard and murdering the caretaker! Soon he is "Type Cast!" and, with each successful horror picture, his research gets more in-depth and more violent. Finally, having gone off the deep end, he murders Manny and is put away for a long time. Back in the present, the doctor realizes that the wrong man was discharged, and we see a newspaper headline reporting the crimes of a "knife wielding maniac" just as the doc learns that Bryce was hired to act in a Jack the Ripper film!

I don't know what's wrong with me, but I'm starting to enjoy Grandenetti's extravagant, bizarre work on stories like this. Goodwin's script is very good, with a prologue and epilogue that deliver a punch and a flashback that mixes classic films and horror. Grandenetti's art is so off the charts weird that it appeals to me!

On "The Day After Doomsday!" women's
shoes remain uncomfortable.
On "The Day After Doomsday!" (or thereabouts), Richard Caldwell emerges from his underground shelter to find a world destroyed and seemingly devoid of people. Suddenly, he is attacked by a furry, fanged, humanoid creature, which he manages to fend off with his trusty pistol. He hears a scream and finds a beautiful woman being attacked by more creatures. Caldwell kills them and accompanies the woman back to meet the rest of her tribe. She explains that there's a food problem and the furry guys are mutants trying to wipe her and her people out. Unfortunately for Richard, she bops him over the head and the rest of her tribe proceeds to kill and eat him, since it turns out the food problem is best solved by eating any available person.

I was getting a nice, Reed Crandall vibe from Adkins's art for much of this story, until the blonde showed up and he switched into Wally Wood mode. I'm sure Peter had the same shudder that I did when he read the title, since we associate it with a lousy series of shorts in '70s DC comics, but here Goodwin blows the conclusion by wrapping things up too quickly and with real confusion. Why do the woman's tribal companions suddenly become furry and fanged at the end? And who exactly is eating whom in this post-apocalyptic world? Most important, why is the woman wearing pumps?

"The Covered Bridge!"
During the American Revolution, British Lt. Farnsworth hangs a patriot for insisting that he should march two days to cross a river rather than use "The Covered Bridge!," which is haunted. Farnsworth promptly marches his men to the bridge, but a horse bucks and refuses to enter. Two redcoats are sent in on foot but fail to emerge. Farnsworth decides to show everyone he's not afraid and ties a rope around his waist, instructing his sergeant to pull him out at the first sign of trouble. There is a scream, and the sergeant pulls with all his might, finally dragging out Farnsworth, who is bloodied and dying. With his last breath, the lieutenant reveals that the bridge is a passage between the land of the living and the land of the dead and, after he's gone, the sergeant sees that Farnsworth is gripped tightly in the clutches of the patriot he had hanged!

I really enjoyed this ghostly tale and was looking for the source, but it is credited solely to Archie Goodwin, even though it reads like an adaptation of a classic scary story. Golden Age artist Bob Jenney's career was only about halfway done by this point--the GCD lists credits for him as early as 1936 and as late as the 1980s, if the dates are correct. His art is not stellar, but there's a cool three-panel sequence I've reproduced here where the soldiers disappear into the bridge.

"Wolf Bait!"
A werewolf kills a man named Bruce Darner and then hungrily heads for the home of his girlfriend, who recognizes his torn shirt as that of Thad, the local sheriff. She loved Bruce, the bookish chemistry professor, not Thad, the burly lawman, and it drove Thad nuts. Bruce's father had been one of the werewolf's victims, so Bruce cooks up some poisoned "Wolf Bait!" and injects it into animal carcasses, thinking that the rampaging creature will eat one and die. However, since Thad is the werewolf and knows what Bruce is up to, he has no trouble avoiding the deadly treats. Finally, spurned by Wilma, Thad kills Bruce, not realizing that Bruce had been despondent when he mistakenly thought Wilma and Thad were making out, so he injected himself with the deadly poison! When Thad killed and bit him, he ingested it and it finished him off.

I can't imagine that the short story on which this dud was based is much better, but it can't be much worse. Mastroserio's art is nothing special to look at, either. I think the story might've been better if the identity of the werewolf had been hidden till the end; as it is, the big reveal is telegraphed. The only interesting thing about this one is the fact that the werewolf narrates it in the first person.

"Demon Sword!"
On a museum-sponsored expedition to the Andes, Professor Brace and his disciple, Harcourt, found and brought back a "Demon Sword!" of unknown provenance. Soon, a fearsome soldier emerges from another dimension and uses the sword to kill a museum guard, the museum director, and his chauffeur. Brace realizes that the creature represents the evil side of his nature and arms himself before summoning his good side, as represented by another ghostly soldier, to do battle to the death with the evil soldier. It's a close call, but good wins out; despite this, since part of the professor's nature has been killed, he dies as well. Though he begs Harcourt to dispose of the sword, the disciple hesitates as the story ends.

Whew! Talk about ending the issue with a bang! This is prime Ditko, with more of our beloved Dr. Strange-like creatures from another dimension/astral plane/where-ever battling it out! Goodwin's story is decent enough to give the artist a springboard and he takes off beautifully, rendering page after page in such splendor that I found myself wishing they were in color. All in all, a darn good issue of Eerie!-Jack

"Oversight!"
Peter: But for Gentleman Gene's snazzy art, "Oversight!" is easy to overlook; it's little more than a variation on Robert Bloch's "The Cheaters." I'm a sucker for a horror western (and who better than John Severin to provide visuals?) but I recognize, after years of reading them, that they usually disappoint. As does "Dark Rider!," which begins nicely enough but falls flat on its cliched behind with the old "I am Death!" reveal. Groan. I must be immune to Jerry Grandenetti's doodles by now (as I eventually became to Frank Robbins's horrendous art after umpteen issues of Batman and Detective), since I'm not throwing the magazine across the room like I used to. It's not an ideal situation, but I guess I'm making the best of it. "Type Cast!" has a nice, tight script (which had been done before and would be done again) and the final image is a winner. "The Day After Doomsday!" has some great art by Dan Adkins but the script has some holes (just how long was this guy in his bomb shelter?) and, great golly, did Archie really have to play the "They're monsters but we're ghouls!" card again? "The Covered Bridge!" has the feel of an Ambrose Bierce adaptation but sputters out and suffers from really bad art. The twist of "Wolf Bait!" might have been a little more effective had it not been given away in the title. The best of a very weak lot is the finale, "Demon Sword!" No surprise there, since Ditko usually wins by at least a nose in most issues where his art is featured.

Morrow

Creepy #14 (April 1967)

"Where Sorcery Lives!" ★★★
Story by Archie Goodwin
Art by Steve Ditko

"Art of Horror" 
Story by Archie Goodwin
Art by Jerry Grandenetti

"Snakes Alive!" 
Story by Clark Dimond and John Benson
Art by Hector Castellon

"The Beckoning Beyond!" ★★
Story by Archie Goodwin
Art by Dan Adkins and Bill Pearson

"Piece By Piece" 
Story by Archie Goodwin
Art by Joe Orlando

"Castle Carrion!" ★1/2
Story by Archie Goodwin
Art by Reed Crandall

"Curse of the Vampire!" ★1/2
Story by Archie Goodwin
Art by Neal Adams

"Where Sorcery Lives!"
Garth the Barbarian seeks vengeance on the sorcerer Salamand for the destruction of Garth's village and the kidnapping of his love, Tanya, but Salamand is a crafty wizard and throws obstacle after obstacle at the pesky gladiator. After slaying giant scorpions and demons on winged horses, Garth finally reaches the palace of Salamand, only to find Tanya deep in a dastardly spell. Salamand explains that Tanya would never love an evil sorcerer, so he intends to steal the body of Garth, but love wins out when the sorcerer turns his attentions to the barbarian long enough for his spell on Tanya to weaken. The gorgeous gal shows she's more than just a pretty face when she drives a sword into the devil's back, reducing him to ashes. A pretty straightforward sword and sorcery tale, though entertaining nonetheless, "Where Sorcery Lives!" was obviously concocted by Archie to cash in on the success of the reprinting of Robert E. Howard's Conan, which had recently proven quite the success for Lancer paperbacks. As with most of the S&S tales he adorned, Ditko is at the peak of his craft but this certainly could have been stronger in the script department.

"Art of Horror"
Horror writer Langley Duncroft boasts to two of his close friends that he can create real horror out of thin air and, to do so, he takes them to an abandoned, supposedly haunted, mansion and then proceeds to turn on the scares. But the joke's on Duncroft when he discovers that he's accidentally killed himself and he's actually a ghost haunting his friends. "Art of Horror" is a really really dumb story made even worse by Jerry Grandenetti's indecipherable doodles. Seriously, there's no way to tell where one panel ends and the next begins; that's a good thing when you're dealing with craftsmen like Eisner and Toth but, in the hands of a Grandenetti it can lead to catastrophe. Tell me what you see in the scene I've reprinted here; is that two Duncrofts (a clever combination of Dunwich and Lovecraft) in the midst of the drama or two badly-separated panels?

"Snakes Alive!"
Three, like, with-it ding-dong-daddy-o musicians need to find that next big thing before someone else finds it and they miss the boat. Like, gigs are getting harder to find (especially since the beatnik craze ended, what, four or five years before?), and the lads are ready to hang up their gee-tars when they stumble onto a hip hoppin' daddy-o named King Mojo, who strums his gee-tar and produces music to tame his wild reptiles. The boys get the idea to steal King Mojo's tunes and hit the big time, but when they try to reproduce the man's vibe, they transform into way-out lizards. Dig it! I pronounce "Snakes Alive!" the most atrocious gift given to us by Warren Publishing this week. Take your pick as to what's worse: the dopey ding-dong-daddy dialogue that teleports the reader back to a 1962 coffee shop or what appears to be unfinished art by Hector Castellon (who put in equally awful art back in Eerie #7). This is bottom-of-the-barrel drivel.

"The Beckoning Beyond!"
David rushes to the lab of his friend, the brilliant but erratic Everett Hacton, when Hacton announces he's made a major breakthrough in inter-dimensional travel. David fears his college buddy has flipped his lid and tries to talk him out of doing anything foolish, but Hacton will not be coddled; he steps onto a platform and tells David to hold on to his horses. After a switch is thrown, beams of electricity hit Hacton and he begins to disappear; David grabs hold and the pair are teleported into "The Beckoning Beyond!" David is convinced once he sees a parade of gruesome monsters and a sea of celestial stars and asks to return pronto. When the friends are beamed back to the lab, David grabs a mallet and destroys the machine but watches in horror as Hacton begins to rot before his very eyes. With his dying breath, Everett explains that he actually died on his first trip into the Beyond but the trips back and forth kept him animated.

"Piece of S**t"
Just as Steve Ditko was assigned to all the Sword and Sorcery tales, so it seems Dan Adkins was handed all the stories that had to do with loony scientists and their trips into Lovecraftland (in fact, the reveal is vaguely similar to that of HP's "Cool Air"). Archie's script is warmed-up meat loaf with more than a few head scratchers (I'm still trying to figure out how Hacton has been able to get around, even though he's a walking corpse, but when the machinery is destroyed, he's converted to chips 'n' ash), but Dan Adkins is able to cook up a couple of nifty demons to keep our minds from wandering.

"Piece by Piece" is a truly wretched take on Frankenstein, one made even more stultifying by the "talents" of one Joe Orlando. Last time out, my compadre Jack singled out Hector Castellon's art on "Hitchhike Horror" as abysmal, but I'd lay the Crap Crown firmly at Orlando's feet thanks to his work on Adam Link and sub-par groaners like "Piece by Piece." I'm sure I've already said this several times but it bears repeating: garbage like this was standard fare for Eerie Publications and Skywald but Warren's high standards and decent pay should have kept it out of Creepy.

"Castle Carrion!"
Eric of Urien only wishes to be out of the downpour when he halts his steed before the ominous gates of "Castle Carrion!," but what he finds inside would give Conan the Barbarian hesitation. The castle's master, Magnus the Magician, lets Eric in but doesn't seem grateful for the company. Could that be because Eric the Inhospitable quickly shows more than a passing glance at Magnus's gorgeous daughter, Elaine? Soon enough, Magnus is introducing Eric to his army of the undead and, realizing he's outmatched, the would-be swordsman grabs hold of Elaine and makes haste out the bedroom window. Magnus follows, transformed into a huge vulture, but Eric's sword finds his heart and the zombie troops crumble in their tracks. Alas, Eric discovers that Magnus had created his castle of the dead to protect his daughter, who had died years before. The Crandall art is great (but if you have a feeling of deja vu after seeing that final panel--reprinted below--that's because it's a riff on Crandall's last image from "Vampires Fly at Dusk," all the way back in #1), but these ancient castle melodramas are getting awfully moldy.

The final panel from "Castle Carrion!"

"Curse of the Vampire!"
A vampire curses the descendants of Count Veneto to an undeath of vampirism. Dr. Paul Gordon has fallen in love with the latest in a long line of Venetos, Countess Teresa, and her sudden death has him rushing to the castle to see her body in state before the villagers desecrate it. Gordon sends away the family servant, Cesare, and takes responsibility for Teresa's body, but soon discovers the real secret behind the "Curse of the Vampire!" There are a couple of really lame "twists" in the tail of this tale that beg the reader to groan out loud rather than shudder. Still, newcomer Neal Adams can certainly provide stunning visuals to even the stupidest story. Adams's work here is so different from what we're used to seeing in his work on Batman, Green Lantern, or even the DC horror line. It's stunning, almost cinematic in parts, dream-like in some sections. But, oh, Archie, what were you thinking?

The debut of Frank Brunner!
A veritable who's-who of future talent turns up on this issue's "Creepy Fan Club! page. In addition to a long bio on Archie, we get art from a fifteen-year-old Randall Larson (who has since published several scholarly tomes on author Robert Bloch, as well as on genre soundtracks), as well as up-and-comer Frank Brunner, who is only four short years away from seeing his first pro sale to Warren in these very pages. Oh, and if I was writing letters to Uncle Creepy (at the age of six), I'd ask him to hire a proofreader, since this issue is inundated with typos.-Peter

Jack: I had such high hopes for this issue when your preview last time around revealed that it contained a story drawn by Neal Adams, but let's be frank: this issue stinks! "Snakes Alive!" is easily the worst, with art so bad it makes the work of Jerry Grandenetti look good and a premise so dated as to be embarrassing. Not quite as awful is "Piece By Piece," but only better by a hair. We are subjected to two sword and sorcery tales in one issue, and that's one of my least favorite genres, so I tend to doze off when reading examples of it. "Where Sorcery Lives!" at least has decent Ditko visuals, but Steve's weakness always was in trying to draw beautiful gals and the lass here is no exception. Even the great Reed Crandall seems off his game with "Castle Carrion!," though he does contribute a few effective panels. He draws the main character like Prince Valiant, another strip I could never get into.

"Art of Horror" is overwritten and the confusing story makes Grandenetti's freakout art less appealing than it was in Eerie. "The Beckoning Beyond!" is sub-par Adkins and tepid sci-fi by Goodwin. That leaves "Curse of the Vampire!" which, according to the GCD, was one of Adams's earliest full-length stories after he came back to the field following a break from drawing for Archie Comics. Goodwin's script is not very good and he uses the same dopey twist he's used so many times before. I think Adams's art is good, but he's not quite the great Neal Adams of the late 1960s (and he's one of my three favorite comic artists of all time, the others being Barks and Eisner). Still, pretty good Neal is better than anything else this issue.

From Creepy #14

In Star Spangled DC War Stories Issue #159...
Be on the look out for Heath greatness!