OCTOBER IS HAWKEYE & GREEN ARROW MONTH!!
A 1974 cover by John Romita
COMICS, OLD-TIME RADIO and OTHER COOL STUFF: Random Thoughts about pre-digital Pop Culture, covering subjects such as pulp fiction, B-movies, comic strips, comic books and old-time radio. WRITTEN BY TIM DEFOREST. EDITED BY MELVIN THE VELOCIRAPTOR. New content published every Monday, Wednesday, Thursday & Friday.
Spider Man #131 (April 1974) picks up right where the previous issue left off--with Doc Ock about to marry Aunt May. Gerry Conway is the writer and the art is by Ross Andru.
Why? Well, I'm going to summarize the issue a little out-of-order, explaining what Spidey discovers much later in the issue. Months ago, May was working as a housekeeper for Ock. He intercepted a letter telling May she had inherited a uranium-rich island (equipped with a privately-owned nuclear reactor) located in northern Canada. Ock killed the lawyer who sent the letter to keep this a secret and has since then been wooing May. He wants to marry her to get ownership of the island.
Hammerhead knows that May has inherited something valuable and he wants in on it. So he crashes the wedding, planning on snatching May and presumably forcing her to sign the island over to him.
Doc gets away with May and, after a brief tangle with Spidey, boards a helicopter he had hidden nearby and flies away. Hammerhead follows in his own helicopter (a big one that holds lots of troops). Spidey webs himself to the bottom of this second aircraft.
They all end up at that island. More combat shananigans follow. Spidey gets away with May, which isn't easy, because she thinks Spidey is a bad guy.
Eventually, Spidey finds a jet plane with modified controls that would allow "even an idiot to pilot it." This is ironic, because in the last issue we found out that Peter couldn't drive a car. Now he has to fly a plane. I wish I knew if that bit of irony was on purpose or just an unintended consequence of the story being told.
Anyway, while Peter and May fly off, Hammerhead and Ock have a final confrontation inside the island's nuclear reactor. This does not end well.
Dropping Spider Man into the middle of a gang war became an occasional tradition over the next few years and I always enjoyed the concept. In this case, the premise of Ock wooing May is a bit silly (and depends on May being so ditzy that Peter really should consider putting her in an Assisted Living facility), but Ock's motive of getting ownership of valuable real estate does make sense. Andru's art is great and the action-filled story is fun to read.
Next week, it's back to the Wild West to visit that most famous of lawmen--Quick Draw McGraw.
In the previous issue of Marvel Team-Up, Spider-Man had to travel to South America. Despite the fact that he was working with a member of the Fantastic Four, he had to bum his own ride, cocooning himself to the bottom of a commercial airliner with his webbing.
He ends that issue in Greece and with the necessity of getting to the Inhumans' Great Refuge in the Himalayas. And, as we see at the beginning of MTU #11 (July 1973), he has to hitchhike. Poor Peter. When Johnny Storm bailed out on him last issue, he couldn't even be bothered to use his FF-access to all sorts of high tech to score a ride for the webslinger.
This issue still features art by Jim Mooney. Gerry Conway had been writing this story arc, but this time he's credited with the plot, while Len Wein writing the script.
Anyway, it sounds like I'm trashing the story, but I really don't intend that. Spidey having to hitchhike to the Great Refuge is a tad silly. Also, an upcoming "the story so far" flashback scene and a fight against henchmen when Spidey returns to the 23rd Century are both a little padded, showing that there probably wasn't enough of a story left to fill another issue. But Mooney's art is great and, overall, the plot indulges in entertaining Comic Book Science while getting the personalities of the various characters right. Despite its flaws, it accomplishes its purpose in being fun.
Anyway, Spidey reaches the Great Refuge and explains to Black Bolt what's going on, including the important point that Zarrko's time bomb uses the same sort of radiation as does the Great Refuge's protective force field. As I mentioned, the flashback sequence accompanying Peter's explanation seems a little padded to me. But to be fair, the Comic Book Science involves is a tad convoluted. Maybe using up two pages to explain it all was unavoidable. On the other hand, two pages is 10% of the entire issue.
Black Bolt's brother Maximus, though still as Crazy-Pants as he usually is, is able to use the time bomb to slap together a time machine. Soon, Spider-Man and the Inhumans are zapped to the 23rd Century to rescue the imprisoned Avengers.
They actually appear several minutes before Spidey originally left at the beginning of the previous issue, with Zarrko only just arriving at Kang's headquarters. They follow him in and are soon locked in combat with a small army of henchmen.
The ensuing fight is long enough to once again make me think that Len Wein was searching for ways to stretch out the remaining story to fill 20 pages, but it IS a good fight scene. Each of the key Inhumans and Spidey get a few panels to show off their own abilities and there's a really nice group shot as they polish off the last of the bad guys.
But the cross-century invasion plans of both Kang and Zarkko are foiled. The heroes are zapped back to their own time and the day is saved.
I've just read back over what I've written and I am being nit-picky about some elements of the story. I admit that. But, by golly, there's a long tradition of comic book/science fiction fans being nit-picky--SO THERE! And despite whatever holes in logic might have been scattered about along the way, it's been a fun story arc and the world is a better place because it exists.
All the same, couldn't Johnny Storm have arranged a more comfortable ride for Spidey from Greece to the Great Refuge? C'mon,Johnny! You're better than that, man!
Next week, let's spend some time with Korak the Killer.
Marvel Team-Up #10 (June 1973) picks up with Zarrko, the Tomorrow Man conveniently monologing about his plan to Kang as the two engage in a ray-gun stand-off.
Kang had easily conquered the 23rd Century because society had totally disarmed itself by that time. (Is there a hidden message here about the danger of not remaining on guard against evil and the impracticality of total pacifism? Probably not, as writer Gerry Conway is simply using Zarrko's already-established back story--but it's cool to think there is.)
But the 20th Century would be a harder target, because we have weapons all over the place. Zarrko, then, has seeded that century with three time devises that will turn back history, eliminate modern technology and make that time period easy pickings. He will preserve one nuclear stockpile and use that to take over.
Iron Man and Spider Man have both regained consciousness and overheard everything. Iron Man, though, can't move in his damaged armor. He tells Spidey to make a break for it, since he can't otherwise help the armored Avenger.
I like this moment a lot. The two had been bickering with each other throughout the previous issue, but when the chips are down, Spidey was willing to risk himself to help Iron Man. He also keeps his wits about him tightly enough to realize that Tony is right. Whether Zarrko or Kang comes out on top, Spidey can't stop them if he's taken prisoner.
Though the story fails to smoothly segue from one guest star to the next, it is overall a fun story, keying off Mooney's great art during the sequences in which time is flowing backwards to give it a real sense of comic book/science fiction adventure. Here's one more example of that art--Johnny's jet plane turning into a Da Vinci-style flying machine is awesome. It's a scene that does not bear close examination of logic, even by the standards of Comic Book Science (Both Spidey and the Torch have flashlights built into their belts. Shouldn't these have changed into oil lamps?), but it makes up for that in pure fun:
We'll see how it ends next week.
With Marvel Team-Up #9 (May 1973), writer Gerry Conway and artist Ross Andru began a three-part time travel story arc that took Spider Man into the future, back to the present and then back into the future. If Peter had signed up for Time Travel Frequent Flyer points, he would have cleaned up.
The story begins with Avengers Mansion briefly blinks out of existence and then turns out to be surrounded by a force field. Iron Man arrives to try to deal with this. Spidey, in the meantime, sees a news report about this on TV and swings over to help.
Both heroes are in a sour mood,though, and spend several panels bickering with each other before a hole in the fabric of time and space opens next to them.
Caught up in a sort-of superhero oneupmanship, Peter and Tony both jump through this hole. It's a fun scene. The two had quickly gotten on each other's nerves and are reacting emotionally rather than logically, but this is the sort of fallability that always makes the inhabitants of the Marvel Universe so appealing. Even two of the smartest people in that universe can just plain mess up.
Still, things don't go too badly at first. They find themselves in another dimension, with highly advanced aircraft dogfighting around them. One of these crafts picks up the two heroes. Soon, they are introduced to Zarrko the Tomorrow Man.
Zarrko is a villain, but he hadn't appeared in a comic book for nearly ten years of real-life time and, at that time, he fought Thor. It's understandable that neither Spidey nor Shellhead knew he's a bad guy. Heck, a lot of readers in 1973 probably didn't recognize him.
Zarrko wants there help in dealing with a villain who is conquering 23rd Century Earth, which is where he hails from. Since this mystery villain has also captured the rest of the Avengers, the heroes agree to help Soon, they find themselves transported to that century., battling their way into a citadel, taking out mooks and sparring with a giant robot. They make it past these obstacles, but Iron Man's armor is severely damaged.
They make it to the citadel's control room, where they find the Avengers being held in stasis. They also abruptly discover that Zarrko's enemy is Kang the Conquerer. With Iron Man already nearly helpless, Kang easily zaps the good guys.
Zarrko shows up again, helpfully monologing his own plans to take out Kang and then carry out Kang's intention to use the 23rd Century as a base to conquer the 20th Century. A badly dazed Spider Man hears this and realizes that Zarrko is as much a threat as Kang. But there seems to be little he can do about it.
Marvel Team-Up #9 is a fun start to the trilogy. The interactions between Peter and Tony are fun, the story makes sense within the context of a Comic Book universe and the issue is packed with plenty of fun action, brought to vivid life by Andru's art.
We'll look at Part 2 of this story next week and see how it holds up as the action snaps back to the 20th Century.
Last week, when reviewing Marvel Team-Up #16, I mentioned that the randomness of the team-ups was a strength of the series, allowing us to see disparate heroes work together in stories that could be enjoyed on their own without having to worry about ongoing storylines in their own books.
The 17th issue (January 1974)--part 2 of the story being in issue #16--is actually slightly less random. T The previous issue had ended with Captain Marvel and the super-powerful Omega Gem both vanishing. Spider Man decides to check in with the smartest man in the world for help, which is a logical extention of the ongoing tale.
Spidey does find Reed Richards at home, but Reed is in a bit of a funk. The FF had recently broken up and Sue & Reed are seperated, so its kind of understandable. But Spidey is able to pep-talk him into helping with the Captain Marvel problem. Reed quickly comes up with a way of tracing the power of the Omega Gem, which leads to the two heroes directly to Mole Man's subterranean empire.
Because Rick doesn't have Kree energy to syphon off, the gem shrinks back down to normal size again. In the meantime, Reed has sabotaged the laser, using it to cause nearby pits of magma to erupt. Basilisk is apparently killed. (Though, of course, he's not. He'll show up two years later in Marvel Team-Up #47.) The heroes try to save Mole Man, but he's also apparently killed. (Though, of course, he's not. He'll show up a year or so later in Hulk #189.) Nobody tries to save any of the poor Moloids. The heroes escape to the surface.
It's a fun story and a solid ending for the story begun last issue. Kane's art (especially that splash page) is great. If both issues depend a bit too much on villain monologues to provide exposition--well, that's such an established part of Comic Book Universes that I think we've all come to simply accept it.
Next week, we'll start a three-part journey through DC's 1972 reprint book Wanted: The World's Most Dangerous Villains.