Showing posts with label joe orlando. Show all posts
Showing posts with label joe orlando. Show all posts

Wednesday, January 8, 2020

BONUS BOOK - M.A.S.K. (1985)


BONUS BOOK - M.A.S.K. (September, 1985)
"Assault on Mount Mayhem"
Writer - Michael Fleisher
Pencils - Mike Chen
Inks - Joe Delbeato
Colors - Gene D'Angelo
Letters - Tim Harkins
Edits - Andrew Helfer

I'm sure everyone's heard the saying "Saving the best for last", right?  Well... that's not really the case here... instead, we "saved the last for last", as in, this was the final Insert Prevue... ending the five-year not-so-regular program which launched dozens of new properties and titles for DC Comics.

Ya know, that might just be why I've got such a soft-spot for this sort of initiative.  These Insert Prevues feel very much like the evolution of perennial Chris is on Infinite Earths favorite, 1st Issue Special.  They are very similar in scope... only the Insert Prevues (well, the DC-owned ones) all went on to have more-or-less successful series'!

I suppose I could start this piece by going into my own personal history with M.A.S.K.?  Well, ya see... I don't have one.  Growing up, M.A.S.K. was kind of like the "Sega Master System" of action figures.  While most of the kids on my block would be playing with Star Wars, G.I. Joe, and Transformers toys... there'd only be like that one kid who collected M.A.S.K.  While the toys all looked neat, and I remember thinking the commercials for them were cool... I never owned a single one of 'em!  I do remember the kickin' power ballad theme song for the cartoon though!  Sorry about dropping this earworm on ya, but, if you've never heard this... ya need to:


So, later today when you've got "Mask crew-sayyy-ders..." and "Seee-cret Rayyyy-ders" stuck in your head... remember to think of your ol' pal Chris!

This Insert appears in a whole lotta DC Comics, dated on-or-around September, 1985:

  • Batman #387
  • Batman and the Outsiders #27
  • Blue Devil #16
  • Green Lantern #192
  • Justice League of America #242
  • Superman #411
  • Tales of the Legion of Super-Heroes #327
  • World's Finest Comics #319

Let's do it!

--


We open at Archer Glen Speedway... where racing all-star, Matt Trakker has just both won a race... and shattered a whole slew of records.  If ya believe it, he wins the thing by two and a half laps.  Something tells me there might be some special stuff under this dude's hood... because, c'mon.  He's called over for his trophy ceremony and photo-op, however, before he makes his way over to the press-area, he gets a call from Duane Kennedy of the P.N.A. (that's the Peaceful Nations Alliance, donchaknow) and learns that he's needed elsewhere.


Matt takes off in his magic rig while he gets the info via his video-car-phone.  Turns out the forces of Venom (they're Contra-World's Mercenery Arm, by the way... they're the bad guys, that's all we gotta know) have stolen a prototype Molecular-Disassembler from the P.N.A. Labs.  Now... this doohickey is purported as being able to "destabilize and obliterate" any object it's aimed at.  Why the Peaceful Nations Alliance is working on such a thing, I dunno.  Anyhoo, the baddies have snagged the thing, and a single charge with it... so, if they're not stopped, they get to "destabilize and obliterate" one object of their choosing.


Trakker flies his gimmicked car right off the side of a cliff... lucky for him, he's got those Delorean-esque "wing" doors, which allow his car to soar across the skies.  Hmm... it's almost like they're trying to sell us on the idea that this vehicle would make a good toy!  Ahem... Matt calls the rest of his M.A.S.K. team to let them know what's going on.


First call: Dusty Hayes, sortuva bumpkin-type who works in a pizza parlor.  He's not terribly interesting... 


Next: Brad "Chopper" Turner, musician and all-around bad-ass... I think.  He's chatting with a couple of fans, including one dude with a soul-patch, which I didn't think had come into style back in the mid-80's!


Third, and final call we're privy to: Bruce Sato, Toymaker and philosophy waxer-extraordinaire.  "The Mongoose is summoned forth to battle the wily Cobra".  C'mon... did this line accidentally slip out of that Arak feature we looked at yesterday?


We jump ahead to M.A.S.K.'s secret gas station base... which, hmm... looks like it might make a pretty sweet playset!  The fellas, now including Hondo MacLean, Alex Sector, and Buddy Hawkes, chat for a bit before deciding to "energize their masks".  Now, what does that mean?  If we turn the page we find out... it means exactly what it sounds like.  They literally energize their masks.  We also learn their code-names... however, we don't learn who each code name actually belongs to!


They next head for toward the garage to reveal all of the awesome vehicles you're going to find on the shelves at your local Toys "
Я" Us.


Then, we finally learn what all the hub-bub's about.  Mr. Kennedy calls in over the video phone to give them the skinny, however, his communication is cut off by... *gasp* Miles Mayhem!!!  This is, uh, the bad guy.  Well, the main bad guy.  He's kinda Brimley-esque... maybe a dash of Thunderbolt Ross.  Anyhoo, he fills the M.A.S.K. team in on Venom's diabolical plan.  Ya know what?  I wonder if we could get away with calling this issue the "first appearance of Venom"?  We wouldn't exactly be lying, right?  Anyhoo, again... he's got the destabilizer gimmick pointed right at Mount Rushmore... and has promised to obliterate the whole thing (including dozens of tourist-hostages) if Matt Trakker and Company don't surrender to him within three hours.  Oh yeah, and one of those hostages just so happens to be... Scott Trakker, Matt's (adopted) son!  Without seeing a better option, Matt agrees to the terms.


Before we know it, we're at Mount Rushmore... and Mayhem has one of his sleazy compatriots keep his scope on the M.A.S.K. team.  Off to the side, we meet Scott Trakker, and... his robot?  Ya kidding me?  The kid's got a friggin' robot?  A cowardly robot at that!  Step aside, Orko, there's a new crappy character in town!


Matt exits his vehicle and surrenders... which prompts Mayhem to reveal that after he kills the M.A.S.K. men... he's going to atomize Rushmore just for the heck of it anyway!  Then, that sleazy guy puts on this wacky helmet... which fires, get this, "stiletto darts"!  Ya kidding me?


Then, the cool guy... Chopper whatshisface... swoops in on his, well, cute li'l chopper gimmick, and starts blasting the bad guys.  Well, he starts blasting anyway... it's not entirely clear who or what he's actually aiming at.


Mayhem rushes back into his jet... and takes off, but not before doing what he came here to do, atomizing Mount Rushmore!!!  Holy Cow, he actually did it!  He blasts the mountain to powder... and escapes into the horizon.


Or does he?  Well, it turns out that Brad's Mask Power "Hocus Pocus", only made it looks like Mayhem was blasting Mount Rushmore.  Like, as a projection.  So, the real monument is still safe and sound.  Sure, the bad guy got away... and will likely return to raise hell sooner than later, but... the good guys still technically win this skirmish.


--

Hoo... not great.

Like a few of the features we've looked at over the past few weeks (Flash Force 2000 especially), this one's kind of difficult to really "analyze".  This is promotion to sell toys more than it is an actual attempt at telling a story.  While it might be (arguably) a failure in one regard... it could still be a home run in another.

Let's first look at this as a story.

Well, it establishes the characters... we don't really learn much about them, outside of some superficial stuff... which is okay.  We meet the villain... we get to see some of the characters' vehicles and gimmicks.  The threat the good guys face here is pretty high stakes, with some personal investment for our main man, Matt... and the way they "diffuse" the situation was clever, in as far as using one of their M.A.S.K.-mask powers.  So, not much to complain about from a "nuts and bolts" perspective... I, personally, just didn't really enjoy it.

Some of my problems with the story include the Peaceful Nations Alliance working on a device that could, if put in the wrong hands, destroy everything on the planet.  Not sure if this was some "biting" Cold War commentary... or, just something we're not supposed to think about.  I am known for my over-thinking.

I thought the Mask-Energizing scene could have been done better.  All we get are the masks and code-names... without finding out who each code-name belongs to.  Spent the rest of the story not knowing who was doing what... really pulled me out of it.  Also, what's even the point of having code names when your main villain, Miles Mayhem already knows your secret identity?!  Yeah, yeah... I'm thinking too hard.

Now, let's judge this as an advertisement:

A home run.  The vehicles are cool... the characters look cool... the masks look cool.  This story really puts the "product" at the forefront, and shows off all of the possibilities.  I couldn't imagine reading this back in 1985 and not being jazzed about collecting the toys.  Hell, reading this in 2020, I'm feeling nostalgic for a childhood I never had!  These look like they'd be a lot of fun!

I've mentioned before that I could never get into Transformers... because, to me, the idea that a robot can "die" is silly.  There are no stakes there.  If a robot breaks, you rebuild the damn robot.  Here, however, the vehicles are sort of an extension of the characters.  If Matt Trakker's car explodes, that's going to affect Matt Trakker (especially if he's in the thing when it happens!).  This is a great blending of man and machine... which keeps the stakes high, and the threats urgent.

So, while the story wasn't exactly my cup of tea... and, to be honest, kind of a slog... this was still a successful outing.  While I'm not psyched to read any further adventures of the Mobile Armored Strike Kommand, I'd love to get my hands on some of the action figures!

While on the subject of "further adventures", word has it that there was actually another M.A.S.K. "Bonus Book" a year later where you could win a Camaro or something... and, hey... waitaminute... what's that below?  Could it be... Could it be that this Bonus Book post has... a Bonus Book?!  Oh my goodness... it does!



"Bonus" BONUS BOOK - M.A.S.K. (June, 1986)
"Secret of the Temple"
Story - Joe Orlando
Script & Edits - Joey Cavalieri
Pencils - Jose Delbo
Inks - Pablo Marcos
Letters - Agusting Mas
Colors - Shelley Eiber

Not sure how many books this little ditty ran in... but, I found it in Tales of the Teen Titans #66 (June, 1986)... so, chances are it's in at least a few DC Comics with that same cover-date!

--


We open on a camp-out.  Matt and Scott Trakker are chilling in Monteverde with Bruce Sato.  Li'l Trakker is arguing with his pop about staying up a bit later... even though it looks like it's the middle of the day.  Matt informs him that they're going to have a busy day, and it's best for him to get some z's.  Scott decides to say "screw it" and starts hiking on his own anyway.  This, as you might imagine, doesn't go well.  Wait a second... this kid's got that dumb robot!  What happened to the dumb robot?!


Scott hears a chopper... and decides to investigate.  What he finds is... heyyy, lookit that, it's our pal Miles Mayhem!  He's directing some dude with an eyepatch to steal an ancient stone with some ancient text scrawled on it.  Ya see, this stone can predict the weather... and with it, Mayhem and Venom can control... something?  Okay then.  This might be an even dumber plan than his earlier "atomize Mount Rushmore for fun and profit".


Scott Trakker falls into a Venom-trap... and is discovered by Mayhem and his man.  Miles immediately recognizes the whelp as Matt Trakker's son.  Meanwhile, the M.A.S.K. duo realize the kid's gone missing.  They immediately jump into action... I mean, the good guys and bad guys must've been like ten feet apart the whole time.


Bruce Sato uses his "Lifter" powers to... well, lift the eyepatch guy, and all of those ancient bricks... depositing both into a nearby pyramid.


Matt hops in his winged-auto, and shoots Miles Mayhem's jet... like once before letting him get away?  Really, that's your move, Trakker?  Just give him a warning shot and let him escape?  You're 0 for 2 today, man!


We wrap up with Matt finding his boy... and giving him the big thumbs up for being smart enough to use a kite as a "rescue signal".  Wait, what?  Did he do that?  I didn't see that... did you?  Ya mean that kite that we saw like one panel ago... when Matt and Bruce were already within arm's reach of the kid?  That kite?  C'maaaaaahn.  Anyhoo, Matt tells Scott that, one day, he'll make a fine M.A.S.K. team member... before sending us to commercial (see below).


--

Yee-ikes, but this was rough.  Heck, it makes the first story look like Watchmen!  Okay, maybe not... but, this one was a real stinker.

Just like with the first story, it's almost impossible to analyze this as a "story".  Because, it's not... it's just a commercial.  Of this 12-page insert, only like three and a half have actual comics on 'em.  This is really just here to promote product and give a little play to their Camaro sweepstakes (rules below if you wanna play along at home!).

Not sure where to start.  Hmm... what happened to Scott's bot?  While I thought the thing was really dumb, I'm still a sucker for continuity and lore... so, where's the damned robot?  Why did Matt Trakker let Miles Mayhem go... again?!  Is this like a Tom and Jerry thing, where these two just taunt one another for years and years.  Is it a Batman and Joker thing, where without one, the other couldn't exist?  Wha-at's the deal?!

There was a bit of good here... we actually learned that Bruce Sato's code-name is "Lifter"!  So, that's something!  Also, the spectacular "M.A.S.K. World of Products" pages.  Those might just be worth the price of admission.  Let's take a look:



Just look at this nonsense!  Your own Mask and Weapons sets!  You ask me, the Masks are a no-brainer, and probably what they should have focused on here.  You have a bunch of M.A.S.K.-fans in your neighborhood?  You each get a different character-mask, and you're good to go for some high adventure!  These, however, look cheap and cheesy as hell!


"Dream of M.A.S.K. Adventures in Bates Sleepwear".  Best part about this is... someone got paid to write that... and these poor chuckle-headed children got paid to wear the things.  Heck, their payment was probably just the clothes, but still!


"Make tracks in Suave Shoes".  I mean, c'mon... they bolded the word "suave"... they gotta just be screwing with us at this point!

Also:  I'm not sure I'd ever want to touch, let alone purchase "Peter's Bag".

This page features the first backwards word you need to win that Camaro for your folks!  Can uoy find it?


Probably the most normal/least cringy pages of this catalog... just some toys and whatnot.  Also: Scott Trakker's bad-ass kite!

These pages include the second backwards word... nac you see it?


Last page o' products... and since this is an 80's toyline, it should come as no surprise that we've got bedsheets and blankets!  Those were all the rage... and I'm sure I had a whole lot of licensed sheets as a tot!

This page also features the final backwards word... if you find it, you might just niw a Camaro!


Here's your entry form... remember to get 'em in by Halloween... 1986!

One last thing before we call it a day... I try and make things as "complete" as possible here at the Infinite Earths, and figured I should include at the very least, a shout-out to the Insert Prevue that never was!

Slated to appear as an Insert Prevue in Saga of the Swamp Thing #5 (September, 1982) before... I dunno, life got in the way or something... Len Wein and Ross Andru's: Pandora Pann!

Not a whole lot is known about this character... and, outside of an interview by Andy Mengels in TwoMorrow's Back Issue! Magazine #46, I couldn't find a whole lot.  It sounds as though it was going to be somewhat based on the Greek Myth of Pandora (more on that in the article).  Allegedly, Ross Andru even drew the fifteen-page story!  Too bad it's never seen the light of day, hopefully someday it will!

Here is a link to the "Answer Man" Bob Rozakis discussing it in his old Silver Bullet Comics column (Archived): 
https://web.archive.org/web/20020618214714/http://www.silverbulletcomicbooks.com/bobro/101287898026946.htm

Below, I've included the Mangels piece from Back Issue! for your reading pleasure:



And that's that... all of the "Insert Prevue" freebies covered!  Tomorrow, we'll jump into the post-Crisis, and take a look at the actual "Bonus Book" era... starting with one from the brief team-up era of Action Comics!

Zeet, zeet, zeet...

Wednesday, May 29, 2019

ACW #617 - Phantom Stranger


Action Comics Weekly #617 (Phantom Stranger)
"Channel Switching"
Writer - Paul Kupperberg
Art - Joe Orlando
Inks & Letters - Fred Carrillo
Colors - Petra Scotese
Editor - Renee Witterstaetter

It's time for that guy who pops in whenever he darn well pleases... boy, I'm glad I'm not dreading Phantom Stranger chapters anymore!

--



We open with the story of Ky'lhorr (wonder if that's "killer" phonetically), an Atlantean Warrior King... from before the place went underwater.  This is a story being told by a woman named Sylvia Blaine before a crowded room full of folks looking to... I dunno, take back control of their lives or something... a room also including the Phantom Stranger!



The Stranger wonders if this woman is just a fraud or charlatan, taking advantage of folks looking for answers.  This is revealed not to be the case as she continues speaking... suddenly in tongues.  She begins to seize up, and from her emerges... why, Ky'lhorr of course!



Ky'lhorr isn't sure quite what's going on, and approaches the Stranger, revealing that he had been cursed/possessed long ago.  The Stranger attempts to reason with the Warrior, but it's no use.



Believing the Phantom Stranger to be a sorcerer... or a demon, Ky'lhorr flees into the busy streets.  Our man gives chase, still trying to reason with the Atlantean.  Ky'lhorr begs to have the curse removed... or be sent back to limbo where he can do no harm to others.  Ya see, his blade hungers (more on that in a bit).



A horse-mounted Officer sees the hub-bub and attempts to disarm the Warrior... he winds up dismounted, and horse-jacked for his troubles.  The Stranger steps into the charging horses path... and ensnares Ky'lhorr in his magical sphere.



Here we learn of the Curse of Ky'lhorr... doomed to be obsessed with death and bloodlust, he became an indiscriminate killing machine.  And so, the Phantom Stranger frees the Warrior of his curse... which causes him to vacate Sylvia Blaine's body, and returning to... wherever.



We wrap up with Sylvia giving a statement to the press, which only proves she did not learn her lesson of tinkering with dangerous and unknown forces.



--

Taken on its own, this is kind of a "blah" outing for the Phantom Stranger.  As many of you know, this character isn't one of my favorites, as I find him just too powerful to really get invested in.  Take this chapter for example... it's a very brief chase scene, ending with Ky'lhorr getting locked in a deus ex magic bubble for the instant-cure.  On the face of it, that's kind of weak.

But... that's not what this story is about.  The thing I really appreciate about the Phantom Stranger stories here are that they're more based on examining the "evils that men do", or more specifically, the "evils that men unknowingly do"... and either learning from those mistakes, or (like in the case of Ms. Blaine) do not.

When we look at this as just another Phantom Stranger chapter in the part of a greater "whole" in Action Comics Weekly, it remains thematically similar, and adds to the idea that, while the Stranger is stupidly powerful, even he cannot get through to everyone.  It is ultimately up to the individual to decide to change their ways... and, in that regard (and especially when compared with earlier outings), this chapter was a success!

I'd be remiss not to mention that the legendary Joe Orlando provides art this week... and, to me, it really looks like a more polished later work of Carmine Infantino (think Trial of the Flash era).  Good, not great.

Tomorrow: Nightwing vs. Cheshire, Round 2... or is it 3?

Sunday, June 10, 2018

American Honda Presents DC Comics' Supergirl #2 (1986)


American Honda Presents DC Comics' Supergirl #2 (1986)
"Supergirl"
Story - Joe Orlando, Andrew Helfer & Barry Marx
Script - Andrew Helfer & Barry Marx
Layouts - Jose Delbo
Character Pencils - Joe Orlando
Background Pencils - Dave Hunt
Inker - Bob Oksner
Letterer - Gaspar
Colors - Joe & Karin Orlando
Editor - Barry Marx
Consultants - Toni Harrington & Rick Smith

With so few (attainable) "white whales" left in the wild... it's always a treat to stumble across one.

During a late night bin-dive (we have a shop out my way that's open until the wee hours), I managed to grab what might just be the last piece of the puzzle when it comes to DC Comics "Reagan era PSAs".  You might be saying to yourself, "Chris, didn't we already discuss Supergirl and seatbelts?"  I'd reply with a "Yeah"... and then totally blow your mind (or maybe not) by telling you there was a second Supergirl Seatbelt Spectacular!

... and it might just make those New Teen Titans PSAs we discussed awhile ago look like Watchmen.

Let's get right to it.

--


We open with Linda Danvers driving down the road.  In the backseat sit a boy, a girl, and a dog... and Linda is imposing upon them the importance of bucklin' up.  Her lecture is so interesting that they all fall asleep.  Though, to be fair... at least one of the kids looks to have been drinking.  I mean, look at Sally's face... you can't tell me she didn't just tie one on.  The kids then "wake up" in the far flung land of Motorville... where Walk/Don't Walk signs change without a moments notice... or something.  The kids are nearly run over by an impatient motorist when Supergirl swoops in and delivers them to safety.


Next we know, the kids, dog, and Supergirl are on a crowded sidewalk... surrounded by, as far as I can tell, a whole lot of extras from Angel Love.  A nearby advertisement catches the kids' eyes... there's going to be and Amazing Dummy Show today at 3!  We might think of them as the Incredible Crash Test Dummies... and I don't know why they're not being called that here.  We'll soon learn that they are supposed to be the same fellas (Vince and Larry) from the commercials a half-decade later.


Anyhoo, Supergirl decides taking in a show would be a capital idea... and so, she hails a cab to take them to the arena.  The taxi pulls up, and it's being driven by Fred Dumpty... brother of Humpty... pronounced with an Umpty, and he's kind of an ass.  He refuses to buckle his seat belt!  I'd say that his failing to notice a woman with a baby stroller wandering in front of his cab might be a higher priority than his refusal to buckle up... but, what do I know?


Dumpty jams on the brakes at the last possible moment, and... since he didn't buckle up, he smashes his dome against the windshield, cracking it but good.  Of course, this leads to all of (Lieutenant) King's horses and all of his men arriving to put him back together again.  Is this the real life?  Well, no... I suppose it's the drunken dream of a toddler, but whattayagonnado?


Left without a ride, Supergirl and the kids start pounding the pavement to look for another.  Gotta wonder if there'll be a third part that focuses on the danger of hitchhiking?  Anyhoo, they wind up before a shoe-shaped house that's just bustlin' with kids.  They rush to their stretch station wagon, and our heroes get caught up in the stampede.  The "little old lady", who is of course just full of that mid-80's "pep" (or COCAINE???) hops in, and we get a show of each and every passenger buckling their seat belts.


Once on the expressway, the entire car belts out a rousing chorus of "The Wheels on the Car Go.... blah blah blah", not realizing that that song only works on the school bus.  Anyhoo, they are then approached by a tailgating big bad (B.B.) wolf.  Ya know, this might be more interesting if we look at it as though it were a Supergirl/Fables crossover.


Bigby Wolf runs the Old Lady off the road, causing one of her tires to pop.  In retaliation, Supergirl... get this... uses her heat vision on one of the wolf's tires.  Oh, by the way... he's driving an eighteen wheeler.  You ever see one'a them blow out a tire?  Again, seat belts might just be the least of our concern here!  Supergirl then pulls the Wolf outta the wreck... by tearing it open... and he is summarily arrested by a police officer and a park ranger?  Talk about overkill.  What, did he run an old lady off the road and steal a pic-a-nic basket?


After fixing the Old Lady's tire, Supergirl and the kids part ways with the crazy shoe family.  As luck would have it, Three Little Pigs pull up in their convertible and offer 'em a lift.  One of the pigs is... tanning, and I'd bet it's starting to smell like bacon.  Anyhoo, they load in to the car of iniquity... and learn that these pigs absolutely hate seat belts.


Which really sucks for them, because Bigby's already made bail... and he's back on the road in a different colored big rig!  Okay, okay... this is a different Big Bad Wolf.  Now our Fables crossover doesn't make sense at all!  Oh the horror of the thing.  This new Wolf just plows into the rear-end of the pig-vertible, causing the porkers to go flying!  Luckily Supergirl is able to catch them before they're turned into a pair of sausage patties.


She then nyoinks this new Wolf out of his rig... and he introduces himself as "C.C. Wolf", brother of B.B.  He's then also arrested.  Wow, the Motorville Police Force is really on the ball... if only they had stricter seat belt laws!


Without a ride again... Supergirl and the kids have to go back to hitchhiking (it's not like Supergirl can fly or anything).  They are soon picked up by... Vince and Larry, the Incredible Amazing Crash Test Dummies!


They're swept away to the event... where they watch as Vince and Larry drive straight into a wall.  Wow, whatta show!  Hope there was free admission.


The crowd is then lectured on seat belt safety for a bit... and we wrap up with Supergirl being offered the Dummies' "back up car" in order to get home.


At this point, the kids wake up from their Benadryl-bender and tell Linda all about their dream.  Wonk wonk wonkkkkk.


--

I gotta tell ya... this was dumb in all the right ways!  Sometimes you just need a book like this to remind you why you love comic books.  I mean, we could run this up the flagpole and really tear into it... but, why?  It's just a silly fun book... and sometimes that's all you really need.  

Or maybe I'm just projecting.

It was weird looking at this... and checking the date in the indicia.  This issue came out in 1986... two years after the last one!  I mean, you almost have to wonder "what's the point?", right?  My only guess is that a contract was signed... and it had to be fulfilled.  This feels very much like a "fulfillment of a contract" and nothing more.

I felt similarly when we looked at the final New Teen Titans Anti-Drug PSA.  It felt as though nobody's hearts were really in it anymore.  I know all of the PSAs get a bit of flack from the more enlightened of us online, but that first New Teen Titans issue (The Keebler one)... it actually felt like (Protector notwithstanding) it could've been just another issue from the Marv and George run.

Dropping Supergirl and the kids into the nursery rhyme land of Motorville... is, of course, silly.  I am tickled at the fact that Supergirl herself seems to be the most dangerous thing around.  I mean, just look at the damage she could've done... even just popping B.B. Wolf's tire!

That could've caused one hell of an accident!  People, Pigs and Eggs all burning up in their cars... all held captive in their vehicles by the very safety belts we're trying to learn about here!  I think we'd call that "dramatic irony"... or maybe not.

It was interesting to see the "Amazing Dummies" here.  I wonder why they weren't referred to as the "Incredible Crash Test Dummies"... but I'm sure the reasons behind that are probably as uninteresting as they come.  Maybe the name wasn't coined until a few years later, when the National Highway Traffic Safety Association (NHTSA) decided to "brand" them for cartoons, toys, video games, and the like.  Who knows?

The art here is fun... I think this is the first book we've covered here that lists both "character" and "background" pencillers... not that you would tell by looking at the work.  Orlando, Delbo, and Hunt work really well together... and it all "fits" without feeling jarring.

Overall... I know this is silly, you know this is silly... the people who put it together very likely know this is silly.  That said... if you stumble across this (for a buck or two), I think you could have a lot of fun with it... and just think of the novelty-value you'd be adding to your collection.

--

Et-Cetera:



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