Breaking the Vibrational Barrier: a temporary round-up


So far, I’ve reviewed twenty of the twenty-three annual team-ups between the Justice League and the Justice Society, published between 1963 and 1985. However, until DC get around to publishing Crisis on Multiple Earths Volume 7, I’m unable to continue as I do not have access to any of the three remaining stories.
Two of these I read contemporaneously, whilst the final team-up passed me by, being published during and against the background of Crisis on Infinite Earths and, given that it featured the new and much reduced incarnation of the JLA teaming up with Infinity Inc. as much as if not more than the JSA, it was not valid as a team-up in my eyes.
As for those stories I did read, whilst I remember a few things about them, it’s far from enough to allow me to write about them as I’ve been doing this past few months.
The 1983 team-up was actually primarily written by Roy Thomas, and drawn by Chuck Patton. Gerry Conway and Thomas share writing credit on the first part (of two), though Thomas appears as the sole writer of the second part. Being Thomas, the story was full of nostalgic elements and, unsurprisingly, led to a major continuity implant, or retcon as they had by then become to be known.
Thomas reintroduced the evil Earth-1 Johnny Thunder from the 1965 team-up, and the Crime Champions of the 1963 story. Thunder – dressed not in a purple sports jacket but instead in a superhero costume of green and yellow lightning stripes, which was horrifyingly ugly – had once again taken control of the Thunderbolt. He was being attacked by the Crime Champions, who were simultaneously attacking each other, but this was not the focus of the story.
Instead, Thomas addressed himself to the anomalous position of Black Canary, who had transferred from the Justice Society to the Justice League in 1969.
At that time, the JSA were still heroes who had been active in the Forties and who had come out of a dozen years retirement in 1963. A year later, Denny O’Neill introduced the twenty year discrepancy theory, but in 1976, Paul Levitz firmly and permanently anchored the JSA to the Forties. Black Canary was the last JSA member, first appearing in 1948, but even the most generous interpretation of her age would make her about 53 in 1983: a clearly untenable situation when set against her Peter Pan colleagues in the League, and especially her boyfriend, Green Arrow.
Thomas’ solution was to reveal that, instead of being transported to Earth-1 by Superman in 1969, the Canary had barely left her home planet when she started experiencing racking pains, showing that Aquarius’ radiation had doomed her, only slightly more slowly than Larry Lance. He then revealed that, in the early Fifties, Dinah and Larry had had a baby girl, who had had to be put into limbo when she was cursed by the Wizard with the sonic screech the Canary had revealed the moment she set foot on Earth-1.
A power that the adult Canary couldn’t initially control was far beyond the capability of a babe in arms. For everyone’s protection, especially her own, Dinah junior was spirited into limbo by the Thunderbolt, to exist in suspended animation. All memories of her were wiped, but when Dinah senior faced death, she was allowed one last sight of her daughter, who had turned into her spitting image. In order that her daughter could have a life, the Canary had her personality magically transferred into her daughter’s body and stayed there to die, whilst Dinah junior, unaware of her own true nature, went on to Earth-1.
The rest of it, Thunder and the Crime Champions, was just flim-flam, a background against which Thomas could make the retcon, which was the only thing he was really interested in. And, being Roy Thomas, the retcon has to be fantastically convoluted and impossible to take seriously when explaining it to anyone not a total superhero fanatic.
In fact, in his All-Star Companion Volume 3, Thomas actually credits the mother-daughter idea to Marv Wolfman, then the Teen Titans writer. But comparing the respective bodies of work of the two men, my interpretation is that Wolfman may well have come up with the concept, but that the trappings of it are typically Thomas.
With Crisis on Infinite Earths in development, the specifics would not last long. The mother-daughter would be retained once Dinah and Dinah represented different generations rather than different worlds, but in a much more rational and natural fashion.
As for Thunder and the Crime Champions, what little I can recall of the story involves every single element of the 1963 and 1965 team-ups being tossed in the trashcan in favour of blood, violence, darkness and despite to all, to the extent that, eighteen years on, the ‘Bolt’s tabu against killing was overridden. Beastly stuff.
But the tradition reached its absolute nadir the following year, in 1984. In saying so, I mean no disrespect to the work of Kurt Busiek (then still an aspiring writer) and artist Alan Kupperberg, who produced an entertaining, lightweight and strangely charming two-part adventure, a cut above the Conway/Thomas/Patton work of the previous year.
However, that does not excuse or alter the fact that they were asked to do the team-up story as a fill-in. A fill-in. Whilst the regular series writer and artist not only got on with more important things but actually denied their pinch-hitters access to all but a tiny handful of characters.
At the time, Conway was writing the League through a long, ongoing continuity. He was already chafing at the fact that his Justice League stories were continually being affected by the continuity of the members’ own series – such as the suspension of The Flash from JLA duties whilst facing his murder trial – was either not prepared or, to be fair to him, not able to interrupt his overarching story by somehow blending in the JSA.
So Busiek was asked to write the story without anyone involved in Conway’s continuity, relegating the team-up tale to the status of an irrelevant sideshow. He was allowed Superman and Wonder Woman, but to produce a quorum of four, he had to bring in the suspended Flash, plus Supergirl as a guest star. Which meant no more than four JSAers and, without a ‘third force’, the smallest number of participants of the whole series.
As I said, it was a decent, even charming in its way, story, but had it been a masterpiece, the annual tradition had sunk from being a occasion of anticipation to an irritant. It could not continue.
By this time, preparations for Crisis on Infinite Earths were not just well in hand, but issue 1 would appear the month following the end of this team-up. The end of the Multiverse was in sight, and there would be no basis for these stories once the Multiverse died.
The last story was another joint effort between Conway and Thomas. It began in Thomas’ Infinity Inc. (an Earth-2 set series featuring the sons and daughters of the JSA as a sort of Earth-2 Teen Titans) and ended in Conway’s Justice League of America.
Conway had got his way and the Justice League with which we had been so familiar this past quarter century was dead, disbanded and replaced by a dedicated team of full-time members, some veterans, some decidedly unimpressive newbies: the infamous Justice League Detroit. They held up the Justice League end of this three-way, demonstrating beyond all doubt that the team-up was dead.
Even without Crisis, it could not have returned.
Thomas wrote the Infinity, Inc. end, with ‘consultation from Conway and editor Alan Gold’, Conway the League finale, with ‘consultation’ from Thomas. Art on Infinity Inc. was by the young and even blunter Todd MacFarlane.
I never read this and can’t comment, save to say that I’d bought the first year of Infinity, Inc., ten issues of which had been devoted to an origin story involving a clash with the JSA, which had in turn been preceded by a three-part mystery guest stint in a six-part All-Star Squadron story, so yes, this was Thomas at his convoluted worst and I bailed.
When Crisis on Multiple Earths Volume 7 is published, I will return to this series and dissect these last three stories in full, but until then, this is your lot. I have one further essay for, surveying the varying popularities of the Justice Society members, but I think we already know who will top that particular poll, don’t we?

Breaking the Vibrational Barrier: 1982


Justice League of America 207, “Crisis Times Three!”/All-Star Squadron 14, “The Mystery Men of October”/Justice League of America 208, “The Bomb-Blast Heard ‘Round the World!”/All-Star Squadron 15, “Master of Worlds and Time!”/Justice League of America 209, “Let Old Acquaintances be Forgot…” Written by Gerry Conway (Justice League of America) and Roy Thomas (All-Star Squadron), art by Don Heck (pencils Justice League of America, inks 209), Adrian Gonzalez (pencils All-Star Squadron), Romeo Tanghal (inks JLA 207), Sal Trapani (inks JLA 208), Jerry Ordway (inks All-Star Squadron) edited by Len Wein.

Another year has come round and the Justice Society prepare to transport to Earth-1. Doctor Fate, Green Lantern, Starman, Power Girl and Huntress arrive first and go on ahead of their team-mates. But on the Justice League satellite, it is the Earth-3 Crime Syndicate who appear and attack Superman, Hawkman, Aquaman, Firestorm and Zatanna.
The battle is brief and the victorious Syndicate steal a rocket to descend to Earth-1. They discuss evening the score with Per Degaton, an Earth-2 foe of the JSA.
Who, meanwhile, have found themselves in the interdimensional limbo prison the Syndicate have occupied since 1964. The bubble was designed to defeat equivalents of Green Lantern and Superman, but not of Starman or Doctor Fate, whose powers eventually free the JSA. But instead of landing on Earth-1, they find themselves on Earth-Prime, in a New York devastated years ago by some kind of holocaust. Green Lantern’s ring detects the emanations of Degaton.
Back on the satellite, the JLA come to, rescue each other and repair the satellite. Rather than pursue the Syndicate, they transport to Earth-2, to discover what’s happened to the JSA. But their headquarters are in ruins, neglected for years: forty years to be precise. Outside, Earth-2 is ruled by the fascist hand of Degaton: the appearance of the League causes the frightened population to scream for Degaton’s police.
After a brief battle, the victorious JLA decide they must go back to 1942 to find out how this has happened. They arrive at a pristine JSA HQ just as five costumed characters open the door: they are complete strangers to the League but we know them as five members of the war-time All-Star Squadron.
End of Part One


On Earth-2 in 1947, Per Degaton dreams of being an Emperor, ruling a coliseum in which, at his order, the superheroes of the Golden Age battle each other, until his employer, Professor Zee, stumbles into the stadium, shouting to the heroes that Degaton is their enemy: they turn upon him and he wakes up, sweating.
But the dreams has unlocked Degaton’s memories of his previous battles against the JSA, battles lost in time-loops that left them as never-happening. Determined not to fail a third time, Degaton arrives at Zee’s laboratory, where his Time Machine is (again) ready for its maiden journey. Shooting, and this time killing, the Professor, Degaton prepares carefully for conquest.
He travels forward to 1982, via a slight sideways lurch caused by a timestorm, which takes him to Earth-Prime, where superheroes are only comic book characters. Returning to the timestream, Degaton discovers the timestorm pulling him into limbo, to the Crime Syndicate’s prison.
Anticipating an attack, Degaton protects himself then offers the Syndicate a deal: do his tasks and he will release them. The Syndicate agree, and Degaton transports everyone to Earth-2 in October 1962 – the time of the Cuban Missile Crisis.
By having the Syndicate steal the Russian missiles from Cuba, Kruschev cannot remove them in accordance with President Kennedy’s ultimatum, nor does the young statesman believe the Russian Premier’s implausible tale of flying strangers in colourful costumes taking the missiles away.
Degaton tows the missiles away with the Time Machine, intent on threatening Earth-2 with them. The Syndicate try to attack him but he is once again prepared, and returns them to their limbo prison.
Meanwhile, on Earth-2 in 1942, three members of the All-Star Squadron, Johnny Quick, Liberty Belle and the new Firebrand, get back to New York from San Francisco just in time to tackle Nuclear the Magnetic Marauder. With the aid of fellow members Robotman and Commander Steel,  Nuclear is overcome.
The quintet decide to hold an informal meeting. With the JSA enlisted in the Services as civilians, Hawkman has authorised them to use JSA HQ, but as Belle unlocks the door, they find five costumed strangers inside.
End of Part Two


Naturally, the two sides believe each other are interlopers/enemies and fight, until Superman silences everyone with a shout. Calmed down, explanations are exchanged.
Once everyone is up to date, a phone call summons the Squadron to meet President Roosevelt at the White House. The League accompany them, and FDR takes the idea of them being from a parallel Earth in his stride: there are more important things to worry about. Using future technology, Degaton issues a video ultimatum to all the world leaders, warning them that he has the already-sought nuclear weapons and will demonstrate one the following day.
History is supposed to be unchangeable, and the League know Degaton didn’t win in 1942 on Earth-2. But given the presence of the timestorm, maybe he could…
Meanwhile, the JSA are touring the devastation of Earth-Prime New York, dealing with its deformed and animalistic inhabitants, until they find one old enough to tell them what happened in October 1962, and how the fearful Kennedy finally pushed the button, leading to nuclear destruction. Doctor Fate correctly deduces that somehow Degaton was behind the missing missiles.
Back on Earth-2 in 1942, the heroes convene at Degaton’s observation point, above the Atlantic Ocean. A nuclear missile is detonated and the 1942 heroes are astounded at its unprecedented force. Suddenly, a bubble appears in the middle of the blast zone, containing the JSAers en route from Earth-Prime 1982. The heroes rescue them, the Squadroneers seeing some familiar, if aged faces.
Degaton, in his bunker, is content if not pleased. The bomb did not destroy the heroes but it has demonstrated his power to the World Governments, who will have to surrender to him. Then he will crush the hated Squadron.
End of Part Three


Fifteen heroes from two worlds and different times gather and trade explanations, then return to the White House in time for Degaton’s second broadcast, in which he demands that all the world’s governments cede complete authority to him. Given the destruction Degaton can rain on America, Roosevelt decides that, unless the heroes can prove to him that all the missiles are gone, he will resign the Presidency to Degaton.
The heroes split up (at last). Superman, Doctor Fate and Robotman track down Degaton’s space satellite only to find Ultraman defending it, the Syndicate having apparently agreed to assist him again. Despite Ultraman using Kryptonite (which enhances his powers) the trio render him unconscious and out of the fight.
In the Pacific, near Japan, Aquaman, Starman and Liberty Belle destroy three missiles in a hidden base of Degaton’s, despite opposition from Superwoman.
In the midwest, Hawkman, the Huntress and Johnny Quick find three more disguised as grain solos and dismantle these whilst battling Power Ring.
Degaton fulminates against his three failed minions, but he still has the most impregnable base of all, and if he can’t conquer Earth-2, he will destroy all of them.
End of Part Four.


Nine successful heroes return to the White House to remind each other of the stakes in play, not only here but on Eath-Prime. Two teams are still out there.
In Geneva, Firestorm, Power Girl and Commander Steel enter neutral territory to neutralise Degaton’s next little missile nest, succeeding despite the efforts of the Syndicate’s Johnny Quick.
With all twenty-seven rockets now accounted for, everything turns on Degaton’s next move. His headquarters has been identified, in a daring location very near Washington, but the final team is currently working on saving Earth-Prime, and the risk of new paradoxes is very high…
What Zatanna, Green Lantern and Firebrand have done is to go to the JSA’s scientist friends, Professors Everson and Zee, who are working on trying to build the Time Machine. Zee is astonished to hear about the bumbling, ineffectual Degaton (who has not reported for work today).  Between them, Green Lantern and Zatanna complete the machine and use it to travel ahead to 1962, and cross to Cuba on Earth-Prime. They are there to see the sky tear open and the Syndicate emerge.
But back on Earth-2 in 1942, the remaining heroes converge on Degaton’s secret base, on the banks of the Potomac, underneath the construction work going into building the future Pentagon. They not only take out the would-be dictator, whose men surrender abjectly, but the Huntress prevents Owlman from escaping too.
Then, on Earth-Prime, the last trio battle the Syndicate and defeat them. Degaton tries to run, to get back to 1947 in the Time Machine but Zatanna halts him. Whilst the others send the Syndicate back to their limbo, the smashing of Degaton’s plans has the same effect it always does. History reverts, everyone returns to their rightful place in time and space, all memory of the incident fading as it is, once more, contained within a timeloop.
The All-Star Squadron return to New York. Degaton goes back to work in Zee’s lab with the same words as always, the Syndicate in their timeless limbo, and the JSA turn up on the satellite for the annual get-together. Only Power Girl seems disturbed by anything, enough to let Firestorm get his arms round her at last.
* * * * *
Surprisingly, for the longest team-up story ever, involving five issues, two series, two creative teams, three super-hero teams, three time-eras, three parallel Earths, a reference to an earlier team-up and enough real and counterfactual history to stuff a chicken with, this story is actually surprisingly sensible and straightforward. It is, of course, another Degaton story, to add to the one from All-Star Comics 35, and the one Thomas had already written for All-Star Squadron 1-3, which means that any literate comics reader knew how it would end from the moment Degaton’s name was mentioned by the Crime Syndicate.
I’m not going to pick this effort apart to the extent I have been doing in respect of recent stories, because there is less to complain about. Despite the fact that neither Gerry Conway nor Roy Thomas, for different reasons, impress me as writers, and despite the fact that, without ragging on him in the unmerciful way so many did, I don’t like Don Heck’s art. Despite the fact that, after complaining about the growing elephantiasis of the recent three-parters, this is actually a five part story. Because, for once, the writers have given themselves an adventure of genuinely epic proportions, and even though the latter part is just a series of missions intended to keep all the fifteen heroes visible, this time the space is a necessary element of the story’s breadth.
What I will say is that, yet again, the Justice Society play the minor role in all of this. When these team-ups began, this was due to the fact that, as guests, the JSA were not allowed to outshine the stars, but once the team-up was opened to a ‘third force’, gradually the Society slid into becoming the junior members of any such threeway. They became staid, old hat, the emphasis now shifting to the newbies.
This is further emphasised in 1982 by the fact that the ‘third force’ not only has its own series, but that the story involves that series in a crossover. The tone is struck by the story having twin opening episodes, one in each series, showing how the League and the Squadron come to their first meeting from both directions.
The Society, who lack a series base of their own, are second banana in both introductions, a point emphasised subsequently by having the majority of the story based in 1942 on Earth-2, the Squadron’s home turf. The JSA start off by being diverted into imprisonment, from where they go on to discover the devastation that’s affected Earth-Prime, but their adventures are not merely a sideshow, a parallel track, but a wholly uninteresting and uninvolving one: they fight deformed humans and killer vegetation but it has no ultimate purpose other than to spin wheels until they can be integrated into the main story, which is not until three issues of five have gone by.
Another of the key instances affecting the later team-ups  is the limited number of slots available for the JSA, and the consequent rigidity of roles. Involving a ‘third force’ led to the situation where numbers had to be rationed (especially as the changing mores of the superhero comic demanded more emphasis on character rather than plot, a development welcomed by the inrush of fans-turned-writers and -artists, who had no concept of the strict professionalism of their forerunners.)
What was worse was the continuing insistence on exact matches, so that there had to be the same number of Leaguers and Squadroneers as there were JSAers, an artificial, rigid structure that added to the sense of formularisation.
This reaches a kind of nadir here when the heroes break up into teams. Five from each team dictates five missions, each with an exact spread of teams, further compounded by there being exactly five Crime Syndicate members, spawning one villain per mission. The natural fluidity of life is dispensed with,and it’s impossible not to envision the authors ticking boxes.
And again, how do you choose teams? What, for instance, was the rationale for putting both magic-wielders together and pairing them with the incongruous Firebrand? Is there an internal logic to this or is it all done by the equivalent of dealing out Happy Families cards?
Having raised that, I have nothing else to say than to applaud Conway and Thomas on a decent story, done decently, though I can’t pretend that I warm to this adventure as I do to those of Fox and Wein, which fill my criteria for the kind of League/Society team-up I want to read. I have problems with the writings of each, but Conway’s laziness in construction is barely in evidence, whilst Thomas’s frequently sterile obsession with past continuity is, for once, put almost wholly to the service of the story instead of being allowed to accumulate in lumps, tripping up everyone all over the place.
In terms of post-Crisis viability, the main story could be almost wholly retained as a purely time-travel adventure, although the Earth-Prime element would have to either be deleted or else in some way absorbed into the single timestream. And if it were not, where would the Justice Society fit in?

Breaking the Vibrational Barrier: 1981


Justice League of America 195, “Targets on Two Worlds”/Justice League of America 196, “Countdown to Crisis!”/Justice League of America 197, “Crisis in Limbo!” Written by Gerry Conway, art by George Perez (pencils 195-196), Keith Pollard and George Perez (pencils 197), John Beatty (inks 195) and Romeo Tanghal (inks 196-197), edited by Len Wein.


On Earth-2, Hawkman’s former foe, Jonathan Cheval, formerly the supervillain The Monocle, has become very wealthy using his command of laser technology for commercial ends, but misses the excitement of his former life. A mysterious figure offers him the chance to change that.
On Earth-1, Batman’s old enemy the Signalman is assisted to escape from prison hospital by Killer Frost, an enemy of Firestorm.
On Earth-2, the Psycho-Pirate is aided in escaping prison by the Monocle.
On Earth-1, a group of wharf rats intent on rape are ripped apart by the Cheetah, Wonder Woman’s foe. Killer Frost and Signalman take her away to safety.
On Earth-2, the Flash’s old foe, Rag Doll, is trapped during a bank robbery but gets free with the aid of Monocle and the Psycho-Pirate.
Back on Earth-1, Killer Frost’s group persuades Jason Woodrue, the Floronic Man, an Atom villain, to come out of retirement.
Meanwhile on Earth-2 again, Starman’s old foe the Mist (who now turns intangible instead of merely invisible), kills two former henchmen before being recruited by a mysterious figure.
We return to Earth-1 where Killer Frost leads her group to a secret lab to meet her recruiter, The Brain Wave of Earth-2 (again using the obligatory big-muscled illusory body introduced in All-Star 58). He in turn uses a dimensional transporter to take them to a Nepal hideout, the Sinister Citadel, where they meet their Earth-2 equivalents.
There they meet their leader, the Ultra-Humanite, an old Superman enemy. The Humanite is a brilliant scientist whose MO was to transplant his brain from body to body. Having tired of bodies inferior to his brain, the Humanite has now transplanted himself into the body of a massive, specially mutated albino gorilla.
He has gathered his group to execute a subtle plan. There is a Cosmic Balance across the Multiverse (possibly the first in-comic use of the term) which is, in theory, upset by super-heroes. Only by a careful juggling of heroes is the balance maintained. The Ultra-Humanite has determined that if ten specific heroes from Earths 1 and 2 are removed from the Multiverse, then the Cosmic Balance will compensate by removing every hero from either Earth-1 or Earth-2.
His chosen ten each has a ‘counterpart’ in either the Justice League or Society: hence their selection. Many of these ‘counterparts’ are not selected by any equivalency but rather long-standing enmity, such as those mentioned above (though the Mist is paired with Black Canary, on the strength of one meeting in Brave & Bold 61, in 1966). In addition, the villains must target Hourman and Johnny Thunder (?!).
Meanwhile, on the Justice League satellite, this year’s meeting with the Justice Society has passed off without a hitch for the first time. Everyone has gone home, leaving Black Canary on Monitor Duty. Last to leave is Green Arrow, no longer a Leaguer, requiring a temporary clearance code. Distracted by her memories, Black Canary overlooks clearing it, allowing the Mist to access the satellite and quickly beat her.
Back to Earth-2 where Hawkman, flying home, is ambushed by the Monocole, whilst on Earth-1, Wonder Woman is taken out by the Cheetah.
Reports of these first three successes are relayed back to the Sinister Citadel on Earth-2, where the Ultra-Humanite reveals that it is not a question of pot luck as to which Earth has it’s heroes eliminated, but that he knows very well where it will happen: information he must conceal from his colleagues.
End of Part 1.

After a brief recap, in which the Ultra-Humanite reveals that it is Earth-2 where the heroes will be eliminated, the action continues.
On Earth-2, the Psycho-Pirate takes out Hourman, whilst on Earth-1, the Signalman’s reappearance does for Batman. Rag Doll, on Earth-2, surprises its Flash, whilst the Floronic Man does for the Atom in Earth-1’s Ivy Town. Brain Wave captures both Johnny Thunder and his Thunderbolt during a shopping expedition set up by the latter in the hope of getting the former to change his clothes, Killer Frost drops a ceiling on Firestorm and lastly on Earth-2, the Ultra-Humanite confronts the officially-retired original Superman and overcomes him with the use of Green Kryptonite.
All ten heroes are brought to the Sinister Citadel, where they are placed into chambers in the Humanite’s Cosmic-Fuge. Cheetah wants to kill them all, but the Cosmic Equation requires that they be alive when they arrive in limbo. The machine is set in motion, gathers speed and disappears, leaving the villains victorious.
End of Part 2.


Nothing happens. The villains turn on the Ultra-Humanite in frustration, but probability is apparently like a sea, cresting in waves: the next wavecrest sees all reality wobble before settling into place, with Earth-2 changed.
The Earth-1 quartet, immediately suspicious of their colleagues’ jubilation, realise that they have been duped into helping without any prospect of success. They set out to attack, but are teleported back to Earth-1, and stranded.
Determined on revenge, the four villains find and set upon Green Lantern. They capture him and use him to teleport up to the Justice League satellite. After knocking out Elongated Man, who has turned up to replace Black Canary on Monitor duty, they use the Transmatter Cube to further their aims.
Meanwhile, on Earth-2, the other six villains are enjoying themselves robbing, plundering and looting without hindrance, and in the case of the Brain Wave, seizing a beautiful red-headed actress and impliedly raping her serially. The Ultra-Humanite has his sights fixed higher, in coercing the United Nations into ceding ultimate power to him.
But the Earth-1 villains have not returned to Earth-2. Instead, they’ve adjusted the Transmatter Cube to send them into Limbo, to the Cosmic-Fuge. Though it resists their efforts, eventually Cheetah’s fury succeeds in cracking it open. Of course, the moment the heroes are free, they hammer the villains, who obviously hadn’t thought that far ahead.
Back on Earth-2, the villains break off their robbing, and Brain Wave temporarily puts his pants back on, to meet again at the Sinister Citadel. No-one’s happy at the summons, everybody suspects everyone else of some dire plan to wipe out all their rivals (it would appear that the cleansing of Earth-2 has also extended to every other villain apart from the successful six). However, it’s the heroes who have set this up, and they steam-roller the bad guys this time.
One by one, each is forced into the energy vortex that leads into limbo, and once they’re all gone, Superman breaks the connection, trapping all the bad guys there, with all sorts of recriminations. As for Earth-2, reality reasserts itself much more smoothly than before: the villains are not missed in anything like the same way as the heroes!
* * * * *
The biggest distinction held by the latest Justice League/Justice Society team-up is that it’s not really a story about either superhero team, but rather a story told almost entirely from the point of view of the supervillains, several of whom are real oldies, revived for the first time in years. Nor is the story about any kind of team-up, except that of the villains, who do not even have a name for their combination: this years team-up actually takes place offstage and is completely uneventful.
On the one hand, Conway deserves credit for a new technical angle, a different angle of approach. On the other, there’s the perennial question of whether this is apt for this particular event, which is the annual guest slot of the Justice Society of America.
Let’s look at the structure of the story. We have a long introduction (seventeen out of twenty-five pages) gathering the villains and setting up the plot, followed by eight pages to beat the first three heroes. After two pages of recap, the rest of part two is spent knocking over the remaining seven heroes, with less than a page devoted to thrusting them into limbo. The final part is slightly more complicated: six pages for the plot to work, two for the Earth-1 villains to swear vengeance and three for them to take down GL and Elongated Man (current score, after sixty-three of seventy-nine pages overall, Heroes 0 Villains 12). There follows two-and-a-half pages of the Earth-2 villains on Earth-2, five-and-a-half in limbo with everyone else, and seven pages of the JLA/JSA wiping the floor on Earth-2 (including one panel of reversing the effects of the scheme). Oh, and a one page epilogue.
It’s all linear, no cutting from scene to scene, just a procession of, firstly, recruiting ten villains, then taking down ten heroes, one after another. It takes two-thirds of this tale just to get to the point of it, and then it’s actually the disgruntled villains who save the day, not the heroes.
In what way therefore is this story about its featured guests, the Justice Society of America? Obviously, it’s not. The best that can be said about the presence of five JSAers is that it’s a justification for Conway to revive out of the Golden Age such figures as the Ultra-Humanite, the Monocle and Rag Doll (and on the Earth-1 side, for good measure, the long forgotten Signalman).
And the Justice Society, as such, was still in comic book limbo. Roy Thomas, a transplantee from Marvel, had conceived All Star Squadron, an Earth-2 based series set at the beginning of America’s involvement in World War 2, using Golden Age characters, including the JSA in their youth, but his self-set ground rules excluded the actual Justice Society from appearing for a very long time.
Things were very different from how they had been, almost two decades before. The Golden Age revival was a thrill, an avenue into a strange kind of nostalgia: nostalgia not for something we remembered but rather for what the vast majority of us had never known. The Justice Society were strange characters, vivid and fully-formed, yet wholly unknown, with more of them appearing every year. They came with histories attached, careers of which we knew nothing, yet which had built them.
By 1981, those mysteries were long gone. This was the eighteenth time the JSA had teamed up with the JLA, and we’d seen them all, and knew them all and were no longer in search of any bright glimpse which might show us something unsuspected. The team-ups were getting longer, with a form of elephantiasis born of the slowly deteriorating ability of scripters to write a concise, well-plotted story. Whatever was ‘special’ about a team-up had now to be imported by the reader. It could no longer be relied upon to be created by writer and artist.
Whilst there’s nothing to suggest it was the story that brought this about, look at the credits. McLaughlin has gone as inker, and the pages look cleaner and less dark, but there are two changes to the credits in this three-parter alone: inker John Beatty (who would ink Marvel’s Secret Wars) replaced by Perez’s Teen Titans partner Romeo Tanghal after the first issue, and Perez being joined as co-artist by Keith Pollard for the last issue.
The story itself falls short in many respects, little shoddinesses, lazy logic that undercut the parameters Conway has chosen. Like other three-parters before it, the length is dictated only by the tedious business of dragging everyone in one-by-one, whilst its basic notion – of the Cosmic Balance and how it can be manipulated – is unsustainable nonsense, to be glossed over rapidly given that a moment’s stop and a single “but…” will cause it to collapse.
To play Devil’s Advocate for a moment, it must be remembered what kind of comics industry these stories were created in. There were no royalties, far from it, and artists were king. Scripters got a flat, not altogether generous page rate, and needed to be writing three series a month to live in New York City. Conway was no worse than many of his contemporaries, though to my eye certainly not better than them, but where I’ve picked out flaws in his plots, holes in his stories, tendencies to  gloss over ideas rather than think them through, perhaps this was out of necessity at least as much as carelessness: only a certain amount of time was possible for each script if the rent were to be paid.
I’m particularly disappointed by the notion herein that the villains are chosen as ‘counterparts’ to the nominated heroes, an idea that is so preposterous that even the Ultra-Humanite backtracks on it the moment he says it (so why say it at all? Why not use an appropriate word instead?)
What he means is that the villains are long term foes of the heroes, but even then Conway can’t be consistent. In most cases, it’s a proper assessment, but Conway can’t keep it up. The second Psycho-Pirate is matched up to Hourman on the strength of having first appeared fighting the Man of the Hour (and good old Doctor Fate), but the Brain Wave only ever fought the Justice Society en masse, so in what sense is he a ‘counterpart’ of Johnny Thunder?
But the worst example has to be that of the Mist, who is a genuine long-term villain for Starman, but who is paired up with Black Canary on the strength of a single fight against her and Starman in an issue of Brave & Bold fifteen years earlier.
You’ll have noticed in the synopsis a somewhat heavy-handed reference to the Brain Wave’s use of his unopposed time. Though it’s never actually stated as such, no effort is made to conceal that the ugly little runt, hiding behind his mentally projected big hunky illusion, spends all his time raping his terrified red-headed actress.
Raping. I’ll say it again, bluntly, because DC sure as hell won’t (not that the Comics Code Authority would have let them if they’d had an ounce of honesty). But they throw it in your face. Bizarrely, this was a historical phenomenon: suddenly you couldn’t move in mainstream comics without unsubtle, barely veiled incidences of rape: fucking hell, they even sneaked into one of Marvel’s one page Hostess Twinkies ads.
I mean, we know that it takes a pretty screwed up mind to spend all your time writing these power-trip fantasies, and if we’re being honest it speaks a lot about those of us who read them (like many such, I lost my father at an early age, which accentuates the appeal of powerful, in control, male figures). But suddenly the adolescent minds were discovering sex in the most juvenile manner.
It wasn’t entirely new: at Marvel, Red Sonja fairly screamed Rape Fantasy (none shall possess me save that he has defeated me in battle. That can’t come from a healthy mind), but suddenly, at the turn of the Eighties, it was busting out all over the mainstream, and the fanboys weren’t raising any objections at all.
It leaves a nasty taste in the mouth (boy, could that sentence be misinterpreted!). Fortunately, the fad never returned to the annual team-up.
Pretty clearly, this story depends upon having two different Earths and is thus unfeasible in the post-Crisis Universe.

Breaking the Vibrational Barrier: 1979


Justice League of America 171, “The Murderer Among Us: Crisis Above Earth-One!”/Justice League of America 172, “I Accuse…” Written by Gerry Conway, art by Dick Dillin (pencils), and Frank McLaughlin (inks), edited by Ross Andru.


This year’s team-up takes place aboard the Justice League satellite headquarters. Once again the heroes mingle. Zatanna is delighted to be praised by the Justice Society’s Hawkman. Mr Terrific explains that he has come out of retirement (last seen in 1972) after an encounter with old enemy Roger Romaine, the Spirit King, who has stolen an unidentified device from Gateway University. But Jay-Flash suggests he needn’t have done so, he could have left it to Jay. This angers Terrific: it’s saying he’s too old to deal with his own enemy.
But in just a few days he’s already tracked him down, and that’s why he’s here. But Terrific refuses to say more, except that when he does speak, one of them will be branded a traitor.
Meanwhile, Batman and the Huntress have stepped aside. Only six months earlier, her father, the Earth-2 Batman, died in battle. To think of his counterpart being dead causes Bruce Wayne pause for thought, whilst Helena is in tears at the sight of ‘Uncle’ Bruce.
The conversation continues. Superman looks for Power Girl but she is missing. So too are two other figures, one of whom worries Superman. But before he can act, an explosion blasts a hole in the satellite. The heroes combine to undertake quick repairs, but Superman has already seen, in the vacuum of space, the body of Mr Terrific.
Whilst the diagnostic computer examines Terry Sloane’s body, Barry-Flash produces a piece of metal that has something to do with the unusual explosion, but when Zatanna tries to ‘read’ it’s immediate past by magic, she encounters resistance that puts her in a coma.
The Flashes search the satellite at super-speed to confirm no-one else is there. Nor has anyone left by Transporter Tube or Transmatter Cube in the last hour. The computer has finished its diagnostic, confirming that Mr Terrific was actually strangled. Somebody on the satellite is a murderer.
End of Part 1.


At Superman’s instructions, the Green Lanterns and Doctor Fate seal the satellite against anyone leaving. Batman and the Huntress are placed in charge of the investigation.
The Flashes relate their last conversation about Terrific and his remark about a traitor. The Huntress queries whether, in view of his age, Terrific might not have been going senile, but Alan-GL defends him as a professional.
The Detectives investigate the scene of the crime, and pore over a section of destroyed satellite wall. The Huntress connects to the JSA computer on Earth-2 whilst Batman questions Barry-Flash in greater detail about the conversation. He seems to glean something from it.
The Huntress is then incapacitated by the computer exploding but manages to whisper a confirmation to Uncle Bruce. Their suspect did battle the Spirit King the last time he was in Gateway City, and the stolen device was a portable seismograph.
That is enough for Batman to denounce the murderer as being Jay Garrick, the Flash of Earth-2, or rather the Spirit King, who is possessing his body.
The ranting Romaine admits he killed Terrific, but materialised from the Flash’s body to do the murder himself. Using Jay’s super-speed, he evades capture and leaps into the Transmatter Cube – which no-one has thought to seal off – and escapes into Earth-2.
Though everybody thinks they’ve lost, Superman calls this a victory. They conducted a fair examination, didn’t stop with the evidence pointing to Garrick and prevented the Spirit King turning them against each other.
The Justice Society take Terry Sloane’s body back to Earth-2 with them, where they will pursue the Spirit King.
* * * * *
An upfront confession: I loathe this story for its casual and demeaning killing off of Mr Terrific. Terry Sloane’s death came about because Gerry Conway wanted to write a locked room murder mystery set on the Justice League satellite. A mystery required a body. Since it sure as hell wasn’t going to be one of the Justice League, it would have to be somebody from the Society. Who was sufficiently disposable? Mr Terrific.
Objectively, I understand and cannot argue with the underlying logic. I may have been a fan of the character, but very few others were. Terrific had no superpowers, had not actually been a Golden Age member, and, most telling, under Julius Schwartz, who based so many of his editorial decisions upon what the readers wanted, he had appeared only three times in sixteen years: one of these in Len Wein’s 1972, cram-damn-near-every-one-of-them-in extravanganza.
On the other hand, I do not believe that this story would have appeared – or at least not in this form – if Schwartz had still been the editor of Justice League of America. I believe he would not have sanctioned killing off a Justice Society member, and certainly not in so casual and careless a manner.
But Schwartz had gone, and new editor Ross Andru, who had had no dealings with the JLA or JSA prior to this, was susceptible to the idea of shaking things up. Schwartz, I suspect, would have only agreed to a locked-room murder if the victim had been an outsider.
You’ll have noticed that the synopsis above was considerably shorter than any other, excluding the 1974 one-issue tale. That is partly because, in the wake of the Implosion, Justice League of America was again running at only 17 pages per issue, but it’s mainly because Conway’s story lacks anything resembling subtlety, sophistication, drama or mystery.
That Mr Terrific is to be murdered is obvious from the outset. For those also reading the JSA in Adventure (where their series had only one, albeit excellent issue to run), a pretty perfunctory story had had Doctor Fate disengaged trying by his magics to save a man’s life: at the last, he is dragged away, unsuccessful, and, guess what, the very next panel, out of the blue, having had no involvement with the Justice Society at all throughout their revival, up pops Mr. Terrific, to go to the JLA meeting. You might as well have painted a bulls eye on his forehead.
And if you weren’t reading Adventure, here was Terrific for the first time since 1972, the only non-active JSA member in the comic.
The story fails from the beginning of Conway’s complete disinterest in Mr. Terrific as a character. He might not have been important in himself, but he was a member of the Justice Society, the first ever superhero team. And whilst the JSA had only recently experienced their first death, that of Batman, a second loss so soon was still, of itself, a major incident.
But Conway doesn’t know anything about Terrific or Terry Sloane, nor can he be bothered to learn. Sloane, a rich polymath with a business empire, has become a lecturer in English Literature at a University. He faces an old enemy, created specially for the occasion (perish the thought that Conway might do some research to identify someone plausible) and comes out of retirement to tackle his villain.
Having within a few short days correctly determined that the Spirit King has possessed Jay-Flash and is using his body to get to the JLA satellite, Terrific – a mental and physical genius – blurts out in front of Jay-Flash that he’s tracked the Spirit King there, but refuses to say more. Why does he refuse to say more when he has already got all the information he needs, and why does he a) tell his enemy that he knows everything and, as we shall shortly see, b) go off alone with him?
We’re not exactly proceeding apace here: it takes Conway to page 9 (of only 17) to get the action cranked up to the explosion, and a further four pages to seal the satellite. The story needs substantial padding-out just to reach the halfway point.
But to go back to page 9 for a moment, Conway there focusses on Superman. The Man of Steel is looking for his Earth-2 cousin Power Girl, who is missing (she will be presented as a red herring in the ‘library scene’ and discarded as such in the space of two panels) as well as two others, one of them obviously Mr Terrific.
When the investigation takes place, does Superman relate this to the detectives? Does he identify who else was missing? It is surely central to the investigation, but no, he is neither asked, nor does he volunteer, not on-panel at any rate. Given the ending, surely the other missing hero had to be Jay-Flash, so why didn’t he say so? Does this have anything to do with the fact that Dillin draws Jay-Flash as being there, in the middle of the party? Rather like the encrypted Spectre being drawn at JSA HQ in 1970.
Next, Barry-Flash produces his piece of piping which is supposedly unusual in his experience as a forensic scientist, though not in any way he is capable of explaining. Zatanna tries to read its past but is knocked out: so much for the lead piping, except that it’s spun out enough pages to a) remove Zatanna’s magic from the investigation, b) leave the readers wondering why Doctor Fate can’t just do a magical investigation himself and c), allow us to be told that Terrific wasn’t killed in an explosion but was actually strangled.
One of them is a murderer.
Let’s pause there. I’ve accused Conway of treating Mr. Terrific with contempt, and I think my point is amply demonstrated here. We have grown blasé towards superhero deaths in the Twenty-First Century: they happen far too often and far too frequently for us to ever really care. But this story was published in 1979, a completely different era. Superhero deaths were rare and they were events. Mr. Terrific was, as I have said, a member of the very first superhero team, who had only ever lost one member, and one whose memory was fresh and raw.
And his death takes place offscreen, unseen. And he is murdered by being strangled: physically overcome by a single opponent using non-superhuman strength, demeaningly. Without hope, without glory, without resistance. Out of sight, as I said.
And nobody cares. Not even those Justice Society members who have known Terry Sloane for the best part of forty years show any feelings about the death of such an old friend and comrade. Because Conway doesn’t care: all Terrific was to him was a convenient body and once he’s been converted into a dead body, the only thing Conway or any of the others are concerned about is finding which one of these fine, upstanding heroes has – with complete lack of concern for their fundamental collective and individual natures – suddenly killed someone in cold blood.
That’s the other point on which the contrivance this story represents is hinged. It’s completely without motive. Not one of the heroes is remotely plausible as a killer, under any circumstances, and not one of them has anything remotely approximating to a motive.
The explanation is so glaringly obvious that no detection is needed, and if you look at the investigation conducted by the two greatest detectives of two worlds, no detection is carried out. The first six pages – that’s  over one-third the length of the entire issue – are frittered away in deciding to hold an investigation and sealing the satellite (with recap thrown in).
The Flashes repeat what Terrific told them about the Spirit King and a ‘traitor’, then Batman takes Barry-Flash aside to have it repeat it all over again, this time word for word (no doubt this saved Conway considerable writing time). Meanwhile, Huntress gets the JSA computer to confirm that Jay-Flash was also a foe of the Spirit King, which Jay has already told us twice so far.
So, take a wild guess, who do you think the villain is going to be? Bearing in mind that our suspects consist of about a dozen heroes, each with no motive whatsoever, and one villain who can disappear into thin air and who hates the victim and who – as Conway has cunningly concealed from us so far – can possess other people?
(Actually, it’s less concealed than pulled as a rabbit out of a hat to do the obvious thing everybody’s been waiting for all along.)
So Jay Garrick killed Mr. Terrific. No, wait, he didn’t: the Spirit King materialised himself to do that himself, since we can’t actually have a hero doing that (even though it’s been the premise for the entire story). But Conway’s still rigidly determined not to show us anything to do with Terrific’s demise, so we only have the Spirit King’s word for it, and he’s a villain, so he wouldn’t lie.
And, as I’ve said before, if the Spirit King materialised himself out of Jay-Flash’s body to do the dirty deed himself, what was the Flash doing during that time he was unpossessed? He’s the fastest man on Earth-2, did he just stand and watch?
But at any rate, Terrific has been avenged, his murderer caught and brought to justice. No, wait, he hasn’t. He gets away, back to Earth-2 because the Satellite was so imperviously sealed against exit but the Transmatter Cube was overlooked.
So, a hero is killed and his killer gets away scot free (for the next twenty years) and Superman demands everyone regard this as a triumph. A triumph? In what possible perverted set of values could this incompetent and disastrous farrago ever be considered a triumph? Because the Spirit King failed to get them to turn against each other.
Given that at no time did the Spirit King ever intimate that that was his intention, not for one second, not for one instant did a single one of the heroes show the slightest sign of any suspicion that they actually thought any of their comrades might be a killer. There wasn’t a smidgeon of doubt, or reservation, or failure of absolute co-operation. This wasn’t Marvel, where such a thing would have been plausible, evident, even automatic.
On every single possible level that it is possible to fail, this story failed. Through inadequacy, through lack of imagination, through laziness, through contempt, through the casual attempt to use a form of story without any respect for its constituent parts, on every level this story is a bodge.
It could not have been told earlier than this year. Julius Schwartz would never have allowed it. Conway would have been required to re-write it so much, it would have been unrecognisable as this flimsy and dim tale.
It’s not just that it was Mr. Terrific was the victim of this, though that added a personal edge to my dislike, it’s that any death should be treated so callously and thoughtlessly as is the one in this story. It is bad writing and bad plotting, without excuse or explanation.
And of course the story has complete post-Crisis credibility. The fact that so many of the really crap ones do is another indication of how far these stories were missing the original point of the team-ups.

Breaking the Vibrational Barrier: 1978


Justice League of America 159, “Crisis From Yesterday!”/Justice League of America 160, “Crisis From Tomorrow!” Written by Gerry Conway, art by Dick Dillin (pencils), and Frank McLaughlin (inks), edited by Julius Schwartz.


For their annual meeting this year, the Justice League and the Justice Society attend a private meal at Gotham City’s exclusive “22” Club. For once, the heroes can simply socialise. Earth-1’s Batman tries to come to terms with meeting the Huntress, his counterpart’s daughter. The Star-Spangled Kid hates being called Sylvester. Those politically and socially polar opposites, Green Arrow and Hawkman, having got pissed together one night, are now bosom buddies. All is well, until the wall of the restaurant is blown in.
We cut to a timeless dimension bordering on 3786AD. The League’s old foe, the Lord of Time, is worried. The infallible computer he has built confirms that five historical figures have been sent to July 15, 1978. The Lord of Time, to ensure Earth’s survival, needs these figures to utterly defeat the League and Society.
This is because the computer, which he built to stop Time whilst he looted everywhen, has worked too well. It will stop Time, but Time cannot then be restarted. And he has built it too well for it to be destroyed.
Back on July 15, 1978, the attackers of the Club stand revealed. They are all characters from long ago DC adventure series set in the past: in chronological order, Jon, the Viking Prince, The Black Pirate, plunderer of Spain’s tyranny, Miss Liberty, heroine of the Revolutionary War, scarred bounty hunter, Jonah Hex, and Hans von Hammer, World War 1 fighter pilot for Germany. All have been enhanced with superpowers, and a second volley from von Hammer’s triplane brings the building down on the heroes.
Mystified as to how they have got there, how they can understand each other, and why they have attacked these strangers, the historical heroes retreat, at Miss Liberty’s suggestion, to a place where they can think.
After they leave, the heroes start to dig themselves out of the rubble. A handful of heroes are functioning – Leaguers Superman, the Flash, Hawkman and Elongated Man, JSAers Wonder Woman, Dr. Mid-nite, the Huntress and Star-Spangled Kid. The rest are comatose, in a state of shock, feverish. They are rushed to hospital by the survivors, who then seek out their attackers driven by an impassioned Hawkman, whose wife, Hawkgirl, is amongst those in a coma.
Superman’s X-ray vision detects a trail of chronal energy that leads the heroes to their assailants’ temporary base at Valley Forge. But, despite the massive imbalance in powers, they are easily, and comprehensively beaten by the historical quintet.
In an epilogue, the Lord of Time extracts his pawns and brings them to his Palace. They have done what he required: completely beaten the heroes. But the beaten come back stronger than ever. The League and Society awaken with renewed determination. Just as he planned.
End of Part 1.


Once again, the historical heroes have left a Chronal Energy trail that Superman can read. The superheroes follow it into the Lord of Time’s future side-dimension to resume the battle.
Meanwhile, the enraged historics mount an attack on the Palace itself, but the Computer responds by drawing in menaces from all over Time, a Tyrannosaurus Rex and mutated reptilian apes, which overcome this rebellion. They are sent back to their own times.
Back on Earth, fresh from Monitor Duty, Aquaman arrives at Gotham Hospital, concerned for the fallen. He recaps the Earth-1 & -2 set-up for new readers, gets inappropriately excited on hearing that there were survivors who have gone into the future and only then arranges to bring the League’s advanced medical diagnostic equipment down to deal with the strange radiation permeating everybody’s body.
The League and Society pursuers are nearing the Lord of Time’s Palace. The Elongated Man feels out of place in comparison to everyone else: they all have awesome powers and he can only stretch his body: what is he doing there?
The heroes run into the first of a series of barriers created by the Computer. They break through each in turn, but at the cost of losing another hero to each obstacle. Four get into the Palace itself, but The Huntress, the Star-Spangled Kid and Dr Mid-nite are taken out by a multi-armed robot, leaving only the Elongated Man to complete the mission. And, despite his doubts, he does so, blowing up the Computer by short-circuiting it with his own body. With seconds only to spare, Time is saved.
Back on Earth, the heroes are all restored by the simple expedient of using Green Lantern’s power ring to clear out the radiation from their bodies: all except Elongated Man, and he’s ok because his rubbery bones and organs kept him from being badly hurt in the explosion. He’s back to being boastful to his wife.
* * * * *
Despite what I’m going to say below, this is a distinct improvement on the last three years of the traditional JLA/JSA teamup. After Engelhart brought his run to a thunderous conclusion with Justice League of America 150, he was replaced by Gerry Conway who, with a few exceptions, would remain writer on the series until it was cancelled and rebooted in the wake of Crisis on Infinite Earths.
Whatever I may think of Conway as a writer, and that needs to take into account my loathing of what he was to do in the following  year’s team-up, he brought a much needed sense of security and consistency to the Justice League, which was after all supposed to be one of DC’s flagship titles.
No mention of 1978 will be wholly accurate if it does not take into account the DC Explosion/Implosion, which seriously threatened the future of the company and which caused many very knowledgeable and intelligent people to predict that within five years, there would not be a comic book industry.
The Explosion was the brainchild of new DC Publisher, Jeanette Kahn, who had replaced the dismissed Carmine Infantino in 1977. Kahn, successful in publishing magazines for young people, was a complete Industry outsider, an unusual but ultimately successful choice. Looking at comics’ recent history of price increases, reduced content, reduced printing quality and DC’s by now traditional position as second to Marvel, Kahn’s solution was to get ahead of the price curve and offer more to the reader. Prices would jump to 50c, but story content would leap from 17 to 25 pages, with editors free to choose whether to extend the titular character’s stories, or re-introduce back-ups, to give different, unused or new characters a chance.
In one way, it was just another version of DC’s continually unsuccessful attempts to sell thicker comics for more, but whereas other such moves had smacked of a certain desperation, the Explosion was based on more positive attitudes, The line would be expanded, new creators taken on, experimentation encouraged, new ground seized. The publicity created enormous expectations.
Then, in the very month of the Explosion beginning, Warner Brothers looked at DC’s figures, panicked, and pulled the plug. Thirty-one titles, including five new series scheduled to start the following month, were cancelled in one go. The 44 page 50c 25 pages of content comic was cancelled and the line reverted to 32 pages with 17 of content, now for 40c. Credibility and confidence vanished like a mirage.
Ironically, Justice League of America was one of the few comics to have been losing pages in the Explosion. It had maintained its Giant size until issue 157, before dropping to the new format. As one of the titles surviving the Implosion, and with the issues already written and drawn, it was allowed to remain at Explosion size for three months, enabling this story to go out unchanged.
The following issue, it too dropped back to 17 pages for 40c.
The Justice Society of America was not so blessed. All-Star‘s first issue (#74) in the new size was the last of its revival, as the title was amongst those cancelled. The team did not vanish: its series was transferred into the new 100-page Dollar format in the struggling Adventure Comics and the already-prepared All-Star 75 was split over two issues of that.
So this team-up took place against a background of tremendous uncertainty. It would also be the last team-up to be edited by Julius Schwartz, who was reducing his workload and concentrating upon his work on the Superman titles. He had been the Justice League’s only editor in the nearly twenty years since their creation. At least he got to leave this tradition on a relative high.
Conway’s story reflected his interest in time-travel stories and his enthusiasm for having the JLA/JSA meet a group of DC’s historical characters. Jonah Hex, the extremely dark-edged bounty hunter was still in publication at the time, but the other four were vanished figures, characters from the Fifties and early-Sixties who had been pushed into obscurity by the Silver Age of superheroes.
Together, they fulfilled the ‘need’ for a third force without being as much of a contrivance as the Fawcett heroes had been.
To bring them into the story, Conway chose the early-League villain, the Lord of Time. The underlying idea is ingenious: the villain has set in motion a destructive scheme that he regrets but cannot stop: unknown to them, the heroes are his means of preventing the self-created disaster.
That much said though, there are an awful number of flaws to what is basically a decent story. Conway handles his five historic heroes well, especially in the scene where they compare notes about how they have come together and how they have been controlled – von Hammer, the ‘Enemy Ace’, is handled particularly well.
But the underlying issue Conway has to justify is how this quintet of ordinary people can overcome so many superheroes with so many diverse powers. All he can think of is some nebulous, unexplained energy that they disperse via their respective guns or swords or, in the Viking Prince’s case by, er, nothing.
It’s indicative of a poverty of imagination that has afflicted the superhero industry ever since the fans took over the writing. Nobody seems capable of thinking up powers that don’t just fire energy blasts all over the place, and this in Conway’s solution to ‘equalising’ the non-existent balance between the two sides.
The Lord of Time’s premise is that he needs to inflict the superheroes’ first ever defeat in order for them to come back stronger, strong enough to defeat his super-Computer. It’s another new angle, yet, assuming it is a viable notion at all, it depends entirely on its execution. The JLA/JSA must be beaten, and in a way that is different from any of those other times when they have been defeated – by the Crime Syndicate in 1964, the Black Spheres in 1967 and T.O.Morrow in 1968, just to pick out three off the top of my head.
Conway, via the Lord of Time, categorises these as ‘setbacks’, yet even within part 1, the ‘defeated’ heroes get up ready to fight again in a manner no different to such previous occasions.
As for the historics, once they have served their purpose, they are an unwanted and unnecessary presence in the story. Surely the Lord of Time would restore them to their rightful place in history, forgetful of their adventure? It is, after all, what he does after their rebellion against him in nearly 3786AD, a perfunctory ending for them. It reads like sloppiness on Conway’s part, as it’s patently obvious that this is the device to enable the JLA/JSA to track down the super-Computer.
However, given that the Lord of Time has done all this to get the heroes in fighting shape, I am forced to concede that this may actually be a deliberate manoeuvre: up to that point, the heroes have no idea who’s behind all this.
The historics’ last stand suffices to bulk out the second part, as does the embarrassing interlude in the hospital with Aquaman. This latter was, of course, chosen to host yet another of the increasingly tedious and long-winded explanations for the audience about the League and the Society, Earth-1 and Earth-2, etc., but it’s turned into something of a pantomime by the King of Atlantis, dealing out hugs to the female Doctor as soon as she mentions that the heroes not propped up in this surprisingly spacious ward aren’t dead (married man cops feel) and only then offering the use of the League’s advanced diagnostic equipment to, you know, sort of, help.
It’s supposed to be to determine why certain heroes were affected by this mysterious radiation, and others weren’t, but don’t worry, Conway has forgotten that part of the story by the end. As, incidentally, is the fact that the Lord of Time’s computer has sent the historics home on page 7, only for the Aquaman-led cavalry to mentioned that they sent the warriors back on page 25. That is sloppy, and something Schwartz should have caught.
But these diversions are only that: they’re present only to keep the issue from being the straightforward war of attrition as the heroes advance, sacrificing themselves one at a time with almost manic determination, to allow their fellows to proceed, until the last one left is the one least-suited for the task.
We know the Elongated Man is least-suited to defeat a super-Computer with incredible self-defence capability, because Ralph Dibny’s been telling us so from the start, thus telegraphing that he will be the only survivor left. Which is where Conway’s potentially interesting story hits its last hurdle. This complicated, some might say convoluted plot has been devised because the Computer is so strong, not even the full Justice League and Society, in their collective might can destroy it.
But an india-rubber man can stick his fingers in the futuristic equivalent of what looks like a plug-socket and, by short-circuiting it, cause it to blow up. Why didn’t the Lord of Time just pull out the plug, if it was so bloody easy?
Nice idea, inadequately executed (in some respects painfully so). Yet I still rate this as an improvement over the past three years? Perhaps that gives you an idea of how bad I think the last three stories have been. This effort is at least clear and logical and, whilst failing at its central premise due to lack of thought, doesn’t lose itself in ineffectually established, unnecessary and confusing circles.
Conway does bring in a greater underlying emotion than most previous adventures have done. We never really have seen the League and Society socialising, or simply responding as friends, and it’s a treat to do so. I do have certain reservations in this area: Batman’s musings about the Huntress, who is attending her first team-up, are wistful, but should perhaps not have been superimposed upon Helena Wayne clearly posing her curvaceous body, which lends a distinctively perverse undercurrent.
And I am far from impressed by Conway’s sudden decision, after years of hostility between the socially liberal Oliver Queen and the uptight, authoritarian Carter Hall, to turn them into bosom buddies, all polarities overlooked or forgiven, on the strength of one night going out (offstage) and getting tanked up. It doesn’t work, and what was so wrong with their entirely natural antipathy for each other’s views that Conway felt he had to destroy it?
I’m also very underwhelmed by the needlessly artificial way Conway tries to inject emotion into the aftermath of the historics’ attack that downs so many heroes. It’s not that there is anything at all artificial at Hawkman’s grief over Hawkgirl being injured, far from it. I’m just not convinced by the weight put on this incident, as if without it neither we nor any of the other survivors will understand that what has happened is a Very Bad Thing (it made Hawkman cry both under and through his hawk-helm, it must be serious).
At the time of this story, I read only the first part, the Implosion having buggered up the perennially dodgy distribution to British newsstands and the early comics shops. I was living in Nottingham at this time, when a visit to Ben’s Comics, between the cricket ground and Forest’s ground, was a long walk, affordable only once a month, and best completed by 12.30pm if Forest – the League Champions – were at home.
Finally, this is another story requiring only the most minor of tweaks to make eminently feasible in the post-Crisis Universe. Unfortunately so was the next.

Breaking the Vibrational Barrier – 1977


Justice League of America 147, “Crisis in the 30th Century!”/Justice League of America 148, “Crisis in Triplicate!” Written by Paul Levitz and Martin Pasko (147), Martin Pasko (with an assist by Paul Levtiz (148), art by Dick Dillin (pencils), and Frank McLaughlin (inks), edited by Julius Schwarz.


Having captured the Psycho-Pirate on Earth-1 in All-Star 68, the Justice Society enjoy a breather on the Justice League’s satellite, a get together extended when Green Arrow’s boxing glove arrow switches off the transmatter cube, much to the annoyance of Wildcat. Power Girl seems very taken with a much younger Superman who isn’t actually her cousin and the Star-Spangled Kid is snottily jealous over it.
This scene is interrupted when a gigantic hand penetrates the satellite. It grabs ten heroes, five from each team – Leaguers Superman, Batman, Green Lantern, Green Arrow and Black Canary, JSAers Doctor Fate, Hawkman, The Flash, Green Lantern and Power Girl – and drags them 1,000 years through time, to 2977, the time of the Legion of Superheroes. The hand belongs to their sorcerous foe, Baron Mordru.
Mordru, present in his spirit form, is disappointed. He did not want more heroes, he wanted to seize those three mystic talismans, the Green Bell, the Silver Wheel and the Red Jar, which govern the imprisonment of the League’s old foes, the Three Demons, Abnegazar, Rath and Ghast.
In order to regain his place as master of the planet Xerox, Mordru plans to release the Three Demons. But the whereabouts of the three artefacts have not been known since the Justice League satellite exploded some time in the past millennium. Mordru has located them and imprisoned five Legionnaires as hostages to force the rest of the Legion to retrieve the artefacts. When they failed to return, he tried to snatch them from 1977 but failed.
The historical heroes attack him but are easily overcome and Mordru threatens to kill them, though he is surreptitiously persuaded by a spell from Doctor Fate to send eight of the heroes after the Legionnaires, keeping Green Arrow and Black Canary in a mystical hourglass round his neck, to drown in sand if the heroes don’t move fast enough.
Hawkman, Superman and Doctor Fate rescue Sun Boy and Wildfire from a planet of shape-changing aliens that worship the Silver Wheel. When Doctor Fate mocks up stars to cover the snatching of the wheel, the aliens switch to worshipping stars instead.
Batman and the two Lanterns succeed where Brainiac 5 and Princess Projectra have failed to persuade a planet to give up the Green Bell, whose ringing drives off the space Dragons that menace the planet: the Lanterns sculpt the shape of the Dragon’s natural enemy into the planet, creating a space Scarecrow.
And Power Girl and the Flash enter another dimension where the Red Jar, in its vault, is guarded by one of a number of strange frog-like aliens, who are actually all mothers sitting on eggs, and the one they have to deal with has actually mistaken the vault for her real egg, and hops off as soon as her actually baby is produced.
By now, we’ve learned that Mordru has no intention of keeping his word about releasing the prisoners, but the Flash and Power Girl refuse to hand over the Red Jar until this happens. As Mordru turns to the three artefacts, the heroes attack him, but they’ve forgotten all about Green Arrow and Black Canary, who are still in the hourglass and have to back off.
So Mordru releases Abnegazar, Rath and Ghast, but when he orders them to destroy the Thirtieth Century they refuse to acknowledge him as their master and turn on him. The Twentieth Century heroes are disappeared, except for the Arrow and the Canary, whilst the Three Demons plan to destroy the artefacts so that they can never be imprisoned again.
End of Part One.


A bunch of Legionnaires attack the Three Demons fruitlessly: the artefacts are destroyed. Under the Demon’s spell, the Legionnaires take Mordru’s spirit form to unite it with his physical body. What this might do to Green Arrow and Black Canary concerns them, but in the short run the hourglass is upturned, saving them.
The Demons turn to taking over the Thirtieth Century, but for the first time ever, their plans diverge.  Abnegazar wants to make peace, to join in with the harmony of the planet, Rath wants to take it over, exploit its power and Ghast to restore Earth to its original form, when only they existed.
The Demons are split, but they are too equally matched in power to destroy each other, so Abnegazar takes five Legionnaires as his proxies, to fight for him. Rath and Ghast reverse the dismissal of the JLA/JSA back to their own time and drag them back to 2977, the JSA serving Rath and the JLA under the dominion of Ghast.
The three teams start a three-cornered battle. Meanwhile, at Mordru’s tomb, Green Arrow and Black Canary are about to be buried when Green Lantern 1 turns up to rescue them, and turn them into puppets of Ghast as well. Another battle with the Legion rages.
But it’s noticeable that Power Girl alone among the JSA has some mental resistance to Rath, like the JLA have to Ghast. That is attributed to her (and their) greater youth and stamina, though it doesn’t appear to do anything for the Legion.
At first, the JLA and Power Girl use their freer will to let the Legion beat them, but a more permanent solution is needed. The League theorise that just because Rath controlled the JSA, Ghast assumed he needed only the same amount of magic to control the League. So they plan to get themselves knocked out, and let the JSA and the Legion fight each other to a standstill, so that the Demons have to face each other directly again.
The plan succeeds. Abnegazar and Rath turn on each other, the latter forced to relinquish his hold on the JSA. Doctor Fate, first to recover, leads an attack that is thwarted when the two Demons destroy each other, leaving only Ghast. His body energized by the release of magic, Fate summonses the fragments of the JLA satellite from all across the Universe,, forming these around Ghast. Infused as they are with the magical residue of the three artefacts, the satellite imprisons Ghast again.
With the menace defeated, the JLA and JSA can return to their own time.
* * * * *
At the back of Crisis on Multiple Earths Volume 4, collecting this and the two previous team-ups, there’s an amusing piece about the changes that DC was going through in the years represented by these stories: about how DC’s comics, in their slow-moving, monolithic manner, were turning towards extended stories, told over a series of issues.
What this means, without mentioning once the cause of such a development, was that DC, over a dozen years later, was finally trying to emulate Marvel and pretend to a continuity.
It didn’t last long: in the following year, the much-ballyhooed DC Explosion/Implosion would reset the base form back to single issue stories that could still be read in more or less any order you chose without making any difference to their sense.
This essay is amusing in that it has almost no bearing on any of the three stories from this period. Indeed, the article makes much of the fact that these Justice League stories are completely uninfluenced by anything else happening to the heroes at the time.
The closest we come to any such concern is in the 1977 team-up. By the time this story saw print, the Justice Society had been active in their own series, in the revived All-Star, for eighteen months, at first under Gerry Conway, then for the past half-year by a young Paul Levitz. Thus we can commence the team-up in the most unusual fashion possible, without any semblance of a Crisis, on any Earth you care to mention.
It’s the beginning of a new phase for the JLA and JSA. From here, their joint adventures will almost invariably start as social events, as the two teams gather for the fun of it, and not at the behest of conveniently spaced menaces.
But the idea that the team-up now had to involve a third force was cemented in place, and in the absence of any other teams from the past, Julius Schwarz opted to go for a team from the future, in the ever-popular Legion of Super-Heroes. It was surely inevitable at some point.
Although Justice League of America now had a permanent writer in Steve Engelhart, spending a year at DC doing his balls-out best as a ‘Fuck You’ to a Marvel Comics that he believed had shafted him, Engelhart was not to write this team-up. Whether this was because he had no interest in doing so, or was not trusted, I don’t know. But with the young Levitz also writing the Legion, it made perfect sense for him to play a major part in the story, along with Pasko.
As for the discrepancy in the credits for the two issues, Levitz has admitted that due to over-committing himself as a young and eager writer, he was not able to do more than kibbitz on the second part. So at least we know who to blame.
The story is interesting in its first part, despite some early sloppiness. Dillin’s pencilling is appalling on the first page: for those unfamiliar with the character, the Psycho-Pirate is neither ten feet tall nor as immobile as a cigar store Indian, but that’s how he’s drawn. Wildcat’s punch-drunk slurring was part of a Levitz plot, but Power Girl’s strident feminism has gone out of the window at the sight of Superman’s muscles and the Star-Spangled Kid’s adolescent whininess over the fact she doesn’t fancy him in the slightest was tedious then and soul-destroying now.
Thank God therefore for Mordru’s millennium-crossing hand, though we might want to gloss over the miraculous manner in which all such devices infallibly bring back a perfectly balanced mix of heroes from each team.
These minor issues aside, the first half of the story sets things up well, until its conclusion. We can overlook the League being effortlessly superior to the hapless Legion – they’re only children, after all – and we can perhaps ignore the patronising way in which two planets are tricked into surrendering their artefacts. Well, maybe we can ignore the planet of shape-shifters and their primitive worship, but I for one find it less easy to accept a race of other-dimensional frog-types that are so amazingly dumb that they can mistake a metal vault for an egg: you know, their baby.
And there’s yet another demonstration of the failure of superheroes to remember anything, ambushing Mordru whilst he’s still got his hostages under complete control. Whilst it’s plausible perhaps in the Legion and, to a lesser degree, the Justice Society, how the hell can the Justice League forget Green Arrow and Black Canary?
But this is as nothing to the second part. Rich Buckler’s cover for it is sadly indicative: a shapeless, ill-conceived ring of heroes fighting each other. Because whilst the idea of the Three Demons, after all eternity, ceasing to think alike is interesting, the decision to conduct their fight by proxies, one team per Demon, leads into a dull fight-by-numbers stodge, with no clear line of development, and a very convoluted attempt to elevate the League above its guests, at the expense of the Justice Society.
I’ve mentioned before the tendency to slight the JSA in these team-ups, making them out to be inferior to the League. At the beginning of this series, that was at least explicable, given the unconscious imperative that the star should star, but the longer things went on, the more the Society were treated as equals.
But there’s no trace of that in the issue to which their scripter barely contributed. On the contrary, the JSA are under Rath’s complete domination, no leeway – except for Power Girl, because she’s young and has more mental strength. And why does the League have so much freedom of mind? Because Ghast foolishly assumed he could take them over with the same amount of magic as Rath had used, and this was foolish because the JLA were so much younger and inherently mentally able to resist.
That this is arrant bullshit that should never have been considered for an instant is further emphasised by having it come from Black Canary, who, let us remind ourselves, was actually a member of the Justice Society and is therefore considerably older than anyone around her in the Justice League, oh yes, and Power Girl, but has all the mental acuity of the superior beings of the League…
Astute followers of this series will, I hope, have already started muttering about the twenty-year rule, that Denny O’Neill conception that made the Society almost exact contemporaries of the League. Though this notion was never officially abandoned, it should henceforth be disregarded. In the pages of All-Statr, the Justice Society have gone back to being veterans – implicitly so under Conway, explicitly under Levitz, who had approached taking the series over by working out exact ages and biographies for each participant.
It’s a peculiarity of this year’s event that, although it occupies one issue fewer than its predecessor,  it is almost a third again as long as the Earth-S story. That had appeared in the year when the mainstream American comic book had reached probably its lowest ebb as a physical entity. Rising prices throughout the Seventies had been ever more frequent, but would have been far more common if the industry hadn’t conspired to do the comic worse and worse to cut expenses.
Thus, by 1976, the standard DC comic consisted of only 17 pages of art, as opposed to the 22 of the Sixties, and a three-issue team-up only added up to 51 pages of story, including splash pages and recaps.
To counter this, DC had decided to jump some of its titles, Justice League of America included, to a Giant-size. It wasn’t the 100-page Spectaculars of 1974, but then again it did not include reprints. With 32 pages of story in #147, and 34 in #14, this story topped out at 64 pages overall. And whilst the additional space suited the three-team format, we can perhaps be a little more generous to Pasko and Levitz, if we bear in mind that neither had great experience at plotting their stories out to this length.
Engelhart would return for an explosive two-part finale in the next two issues of Justice League of America before getting out of comics ‘for good’, after which Gerry Conway would take the series over until its end, writing, in the process, more issues than even Gardner Fox. The Justice Society would go back to All-Star Comics 69, and an explosive end to their current plot-line.
Future team-ups would not be as dire as these last three (actually one of them would be even worse, but I am prejudiced about that story and if I am to be objective about it, even my virulent loathing of it allows me to accept that it was less of a mess). Though the Justice Society’s future publication history was not to be stable, they would not find themselves wholly reliant upon two issues of Justice League of America for their sole exposure.
Ironically, in inducting Hawkgirl into the League as a formal member at last, Steve Engelhart had used the phrase ‘traditions arise as a matter of inertia’. Fifteen years on, the fans still loved the annual JLA/JSA team-up, and looked forward to it every year, and Julius Schwarz gave the fans what they asked for.
But it was patently obvious that the writers, whose nostalgia for the comics of their youth extended only to the early adventures of the League, had so much less interest in coming up with unusual, entertaining and exciting adventures for a wide-ranging group whose line-up changed dramatically ever year and for whom they were not prepared to go through the work of animating as people.
The ‘third team’ notion had been conceived as a Special Event, but it had become a mandatory factor, a substitute for real thinking about how to write a story about teams of heroes representing different generations.
Inertia had taken its toll, but inertia was the most powerful force now sustaining the series. It had happened every year for years, and therefore it would continue to happen every year, in the same manner that The Mousetrap‘s longevity on the English stage secures its infinite future: by being the longest-running play in History, it continues running.
Though I am sure that nostalgia affects my judgement, I don’t think that I am wrong in saying that once the Justice Society came back, in their own right, their team-ups with the Justice League should have been retired, gracefully. The heart had gone out of them, and with the heart had gone the life. The best had been done. But there were still years to pass through.
On the subject of post-Crisis viability, naturally this story could have happened, with only the tiniest of adjustments.

Breaking the Vibrational Barrier – 1976


Justice League of America 135, “Crisis in Eternity!”/Justice League of America 136, “Crisis on Earth-S!”/Justice League of America 137, “Crisis in Tomorrow!” Written by E. Nelson Bridwell (Plot/Continuity) and Martin Pasko (Words), art by Dick Dillin (pencils), and Frank McLaughlin (inks), edited by Julius Schwarz.


From an unknown place beneath the surface of an unknown Earth, an advanced spaceship rises into space, vanishes, and reappears at the Rock of Eternity. It is piloted by the primitive-seeming King Kull, last of the Beast-Men, former ruler of Earth before humanity appeared and wiped out all his people. Now Kull plans revenge: he uses his ‘torpor-ray’ to slow down the Gods, save for Mercury, who speeds free, driven by the thoughts of Shazam, to gather a force of heroes.
Kull’s torpor-ray has even froze the Gods who power the Marvel Family, preventing Captain Marvel, Mary Marvel and Captain Marvel Jr. from intervening.
Whilst Kull plans genocide against humanity, on all planets but starting with Earths-1, -2 and -S, Mercury gathers various heroes from Earths-1 and -2, including the Earth-2 Batman, who has come out of retirement to attend a ceremony honouring Robin. Six Justice Leaguers, counting non-member Hawkgirl, and six JSAers are taken to the old inter-dimensional limbo base of the Crime Champions (see the 1963 team-up), where they are introduced to five heroes from Earth-S, all characters formerly owned by Fawcett Comics. These are the magician Ibis, Spy Smasher, Bulletman and Bulletgirl, and Mr. Scarlet and Pinky, the Whiz Kid.
Teams are chosen, excluding Johnny Thunder, who is sent on a special mission. Superman 1, Wonder Woman 2, Green Arrow and Spy Smasher travel to Earth-2, where Kull’s plan involves Atlantis, which rose from the waves several years ago (see the 1968 team-up). Superman and Wonder Woman defeat Queen Clea and the Blockbuster, whilst Green Arrow and Spy Smasher overcome Ibac and the Penguin, but not before Kull’s plan goes into operation.
A pink cloud is formed that starts sinking islands by subjecting them to gravitational waves. But Superman uses his super-cold breath to condense and solidify the cloud before throwing it into space where it is destroyed, colliding with a meteor.
Ironically, Earth-2’s Atlantis undergoes an earthquake and returns to beneath the waves again.
Fuming at his defeat, Kull promises dire things for Earths-1 and -S.
End of Part One.


On Earth-S, Batman & Robin, Hawkman and Hawkgirl, Bulletman and Bulletgirl and Mr. Scarlet and Pinky face strange menaces that, in different parts of the globe, turn humans into rock, or ice, or steel, or diamond, or two-dimensional art, or water. A number of the heroes are partly transformed as well.
Meanwhile, boy newsreader Billy Batson reports on these events but no matter how often he says ‘Shazam’, he cannot transform into Captain Marvel. In addition, half of Earth-S is in complete darkness, half in unblinkered sunshine.
Batman and Robin, Mr. Scarlet and Pinky take on the Earth-2 Joker and the Weeper, who are robbing jewellery stores. With Dr Light and the Shade identified, the Hawks and the Bullets split up into male and female duos to defeat these villains, only to find that neither villain can switch the effects off.
It takes Robin to work out that Earth-S can only be saved by moving the two light and dark satellites together and crashing them into one another. This done, all ill-effects are reversed and Kull is left frustrated and swearing vengeance on Earth-1.
And Johnny Thunder arrives at the TV station, to meet Billy Batson, Mary Batson and Freddy Freeman, whose secret identities he knows.
End of Part Two.


On Earth-1, Kull plans to destroy the futuristic city, Tomorrow, using the gigantic robot, Mr Atom, and Brainiac. The Flashes, plus Mercury, run rescue operations on threatened bystanders whilst the Green Lanterns and Ibis (whose Ibistick is the equivalent of a Power Ring) try to penetrate the black radiation protecting the robot.
When people start flying off into space, they discover Brainiac’s ship, which they attack and destroy. This removes Mr Atom’s protective aura, but it is only when he seizes the Ibistick and tries to teleport Ibis into space that he is defeated: the Ibistick turns the order against anyone using it who is not Ibis.
Kull’s plan, to speed up Earth-1’s rotation and have everyone fly off into space, has been defeated.
The heroes regroup to attack Kull at the Rock of Eternity. But Kull uses some Red Kryptonite to turn Superman into a raging destructive force.
Back on Earth-S, Johnny T explains that Shazam has sent him to help the Marvel Family, though he doesn’t know how. He summons his Thunderbolt, only to discover that the Bolt’s magical appearance triggers the Marvels transformation into Cap and the rest, just like the magic lightning that Shazam has been unable to trigger.
They take off for the Rock of Eternity, free the Gods and capture King Kull.
This still leaves the enraged Superman to face. Captain Marvel faces him head-on, in the first ever fight between the Man of Steel and the World’s Mightiest Mortal. Except that The Big Red Cheese says his magic word, ‘Shazam’ just before they clash, and the shock restores Superman’s mind in time for him to save Billy Batson.
With Kull bound up in magic chains, the heroes depart to their separate Earths.
* * * * *
About the time this second three-part team-up began, DC’s distribution in Britain became as spotty as it had been in the mid-Sixties, when the only place to find comics was in newsagents, whose stocks would vary widely. I was able to get hold of the first part of this story, but no others: indeed, I did not read the rest of it until acquiring Crisis on Multiple Earths Volume 4, whereupon I found that I hadn’t missed much of anything.
Indeed, despite featuring the first ever appearance of Superman and Captain Marvel in the same comic, to be frank this adventure is the least memorable of all those published in this series.
With Justice League of America still in its scripting by committee phase (which would end two months after the final part with Steve Englehart taking over writing for the following year), this time round it fell to Martin Pasko to deal with the annual team-up. However, the oddly stilted credits – ‘Plot/Continuity’ and ‘Words’ – make it plain that the former ‘Pesky’ Pasko does no more than dialogue this mish-mash, and that the story itself comes from the late E. Nelson Bridwell, making his only contribution to Justice League history.
Bridwell, the formally very much put-upon assistant to the ogreous Mort Weisinger, was a very sweet-natured person by all accounts, and a solid if mostly uninspired presence both at editorial level and in his infrequent scripting. What he was though was a walking encyclopaedia of comics – especially DC. Bridwell was, effectively, the company’s reference system, able to tell you, in a blink, when even the most obscure of characters last appeared.
The fourteenth team-up automatically recalls Len Wein’s 1972 story by being only the second such event to run over three issues. It also echoes Wein’s subsequent effort by incorporating a third team, an ad-hoc collection of obscure characters previously published by a long-defunct company.
But where Wein’s three-parter was a story of great scope, using an anniversary as a springboard, and was an innovative idea in itself, Bridwell’s plot lacks such a binding plot. It lacks any sense of the epic as conjured by Wein, and it lacks the underlying logic, not only of the 1972 team-up, but the 1973 affair.
In both cases, Wein gives the story a simple, central force. In the first, Earth-2 is threatened: the League come to the Society’s assistance to rescue the long-lost Seven Soldiers – who, being from the Golden Age, are Earth-2 denizens themselves. The second story is of Earth-X: it’s peculiar status, it’s rescue: the JLA/JSA members arrive from beyond in a simple, logical manner, and the obscure Quality Comics sextet appear as an existing team, with a history, drawn together logically by their Earth’s circumstances.
In contrast, this story lacks any of those attributes. It begins in visual confusion: a scientifically advanced spaceship, piloted by a primitive barbarian using advanced sciences to capture Gods. Only two pages in and the story is whiplashing around genres.
The barbarian turns out to be King Kull, last of the Beastmen, a former Captain Marvel foe who wants revenge by wiping out humanity all across the Multiverse (though the term is at least a half decade away from being coined). He’s a creature of Earth-S (for Shazam). (He’s also a Robert E. Howard character name, the original of whom is being featured at Marvel, which is still undergoing the first flush of their success with Conan the Barbarian).
But, just as Bridwell offers no explanation of where Kull’s been since he last appeared, what he’s been doing, how he escaped etc., he offers no explanation of how Kull knows there’s a Multiverse at all, let alone why he’s chosen to wreak his vengeance initially on Earths-1, -2 and -S. The absence of a logic to the tale fatally undermines it.
The rationale of this story is to do what Wein did and find another set of past heroes who have a world of their own. Though Earth-S is the former Fawcett world, and Fawcett’s most famous – indeed virtually only famous – character is Captain Marvel, the story avoids using him until the perfunctory end. Why this is so is difficult to comprehend, though I suspect it had a lot to do with the infamous plagiarism case that DC brought against Fawcett over Cap, which ultimately resulted in his being forced off the market.
Instead, we get a half dozen seriously obscure third bananas whose sum total of actual powers consists of Ibis’s Ibistick and Bulletman and -girl’s flying helmets. Though I may offend some, I can only say that these characters are universally dull. And whilst suspension of disbelief is a necessary precondition of opening a superhero comic, that requirement is put under great pressure by the notion that someone in their right mind would choose to fight crime whilst call themselves Pinky. Narf.
Nor are these characters a team. They’re billed on the cover of #135 as “Shazam’s Squadron of Justice” but inside they’re lined up as “The Legendary Heroes of Earth-S” and after that, no-one even tries to pretend they’re anything more that just a collection of nobodies.
The story itself, after that, is just routine hero vs villain, a series of encounters that slowly fill up the pages. Naturally, the heroes split up into teams selected to provide a mixture of homeworlds, and go off to guard each of the three target worlds. Heroes always split up into mixed teams, it’s a cliché, but on this occasion I find myself irritated by it.
They none of them know what to face, so how are the teams selected? How logical is it to send heroes who are strangers to a certain Earth to deal with it’s local conditions? Why is Ibis wasted by being sent to Earth-1 with the Green Lanterns, whose powers not only duplicate each others but also his? The same thing with the two Flashes and Mercury. When you’ve got heroes with duplicate powers, why do they go together instead of providing maximum diversion of power in unknown circumstances?
Why do the two adult/teen combinations work together? Why do the two married flying couples go together? Why, when they separate, is it in gender roles as opposed to marriages? Why is Hawkgirl here at all, since she’s not a member of anything except her marriage? Does Bulletgirl have, incredible as it may seem, even less personality than all the other Fawcetts?
The problem with this year’s team-up is that it is an unfocused and amateurish effort, a throwback in style by more than a mere decade, to when the whole point of superhero comics was costumes and powers. It lacks any foundation in plausibility, it’s poorly executed and as a consequence, it offers nothing to establish itself in the reader’s memory. The one with the Fawcett characters: oh yes: what actually happened in that one?
The two things that could have made the story at least a little memorable are both fudged. The appearance in action, at long last, of the Earth-2 Batman, is a non-event, his age, his experience, his breadth of knowledge, these things might as well not exist.
But the biggie is that long-awaited meeting between Superman and Captain Marvel, the inevitable capper to the story, the climax that keeps the reader eager to reach the climax, the clash that is paraded on #137’s cover. Superman, under the influence of some left-over piece of Red Kryptonite, being whipped back into existence for the first time in half a decade, is on the rampage, Captain Marvel flies to confront him and…
Nothing. Seriously, nothing. Cap says “Shazam”, turns back into Billy and the shock clears Superman’s head. It screams cop-out, it screams manipulation and bad intentions. It suggests that Julius Schwarz, having tried to attract readers with the prospect of Captain Marvel, bottling out of offending their sympathies by having the Big Red Cheese defeated – because, come on, this is 1976, the Bicentennial, and Superman is not going to be beaten here. Not by a character who did beat him where it counted, in sales, and who was only brought down by an immoral court action that prevailed through DC’s greater financial resources.
Bish, bash, bosh, Superman’s ok, Kull’s chained up, everyone goes home, nothing to see here, please move along. This is a second successive story that ends abruptly, with no proper conclusion, just the need to shuffle everyone off the page in badly-paced rapidity.
But Bridwell’s not the only creator involved in this. To him, as plotter, much of the blame must be assigned, but Pasko does nothing to alleviate the drabness of this affair. Though a perceptive and frequently critical letterhack, and despite his long career in comics, he really isn’t that good a writer. Maybe he felt less commitment to this tale, not having created it, but his scripting is the equivalent of an actor phoning it in.
It’s unbearably lazy too: at the start of #137, Pasko decides to have the Green Lanterns read out the synopsis to one another instead of, you know, thinking of something plausible. But, of course, there’s the wink, the nod to the fans, for Ibis comments that they are talking exposition, so the reader can be let in on the joke. Except that they are talking exposition and no amount of ironic self-commentary disguises how cheap the device is.
With McLaughlin swathing everything in sheets of black ink, Dillin’s art begins to seriously deteriorate. The thick outlines convert everything into cartoonish shapes, and start to exaggerate Dillin’s repetitive poses. Nobody is able to fall naturally. Arms, and legs, are flung out stiffly, people land on their arse with one leg in the air every time they fall.
We are a long way now from the grace of Sid Greene or the crisp detail of Dick Giordano.
At least Pasko remembers to refer to the Justice Society’s own series, in the revived All-Star, though except in Batman’s off-handed reference to the ‘Super Squad’ element of that series, there is no other point of contact. And three of the JSAers in action aren’t even in action with the team in its revived form. Continuity is not, as yet, a DC speciality.
Once again, it’s immediately obvious that this story is impossible to justify in a post-Crisis setting. It’s barely possible to justify it pre-Crisis.

Breaking the Vibrational Barrier: 1975


Justice League of America 123, “Where on Earth am I?”/Justice League of America 124, “Avenging Ghosts of the Justice Society!” Written by Cary Bates and Elliott S! Maggin, art by Dick Dillin (pencils), and Frank McLaughlin (inks), edited by Julius Schwarz.

On Earth-Prime (an Earth where the JLA and JSA are characters appearing in comic books published by National Comics), editor Julius Schwarz is arguing with his young writers  Cary Bates and Elliott S! Maggin about their failure to come up with a Justice League plot for him.
When Schwarz leaves to get a bowl of chilli, the pair dig out the Flash’s Cosmic Treadmill, from a Bates story in which Barry Allen had turned up on Earth-Prime. Unfortunately, it still has a residue of superspeed energy in it, and Bates disappears.
He arrives on Earth-2 (not 1), where Robin and Johnny Thunder are tackling a couple of crooks. Bates discovers that he has a ‘plotting power’, that he can make things happen with his mind. Eager to become a supervillain, he helps the crooks escape.
Back at National, Maggin confesses to Schwarz what has happened. Whilst Schwarz holds the fort, Maggin uses the Treadmill to follow Bates, only to arrive on Earth-1 (not 2), in mid-air, over the harbour. He has to be rescued by Aquaman, who teleports him to the Justice League satellite to tell his tale to a very sceptical Justice League, including Green Arrow. Maggin writes Ollie Queen the way he talks himself.
On Earth-2, Bates has equipped himself with a ludicrous costume and set a trap for the Justice Society at the Botanical Gardens. Hourman, Wildcat, Dr Mid-Nite and Wonder Woman join Robin and Johnny Thunder to fight off an array of killer plants, only to fall into Bates’ trap and be overcome by a sleeping gas.
Back in the Satellite, the JLA, using Maggin’s Earth-Prime ‘aura’ as a guide, has scanned Earth-1 but can’t find Bates. They deduce he is on Earth-2 and set off there. But on Earth-2, we discover the Injustice Society celebrating their own cleverness: it is a spell by the Wizard that has turned Bates evil.
When the JLA arrive, on an aircraft carrier, Maggin reminds them that Earth-2 is about twenty years behind them. The Injustice Society attack, but the Leaguers take them down with suspicious ease. Too much ease: the villains have all died. But they are in disguise: behind their masks are the six JSAers, all dead at the hands of the Justice League.
End of part 1


The Justice League respond by carrying out a hidden burial of their fallen comrades. Meanwhile, supervillain Bates robs Eaarth-2 unopposed, bringing his loot back to the Injustice Society. A whisp of green, observing this, vows not to let this profanity continue.
Meanwhile, without letting on to anyone what they’ve done, the JLA fill in for the missing JSA. The Injustice Society, fearing Maggin may become a threat to them, send Bates to capture him, using him to draw the JLA into a trap where the Injustice Society can ambush them.
The whisp of green resolves itself into the Spectre, last seen on Earth-2 in the 1970 team-up. After announcing that the rest of the JSA are on a space mission, and it is all up to him, the Spectre soars into the heavens, seeking powers to undo what has happened. He speaks to the Voice that restored him to life, seeking the power to restore the fallen sextet.
Meanwhile, the Injustice Society have the unexpected upper hand, until Maggin realises that they are plagued by their consciences, and the memory of striking at Injustice Society members who turned into dead friends. Indeed, Bates is augmenting the guilt by projecting ghost heroes to the JLA.
Maggin starts to taunt Bates, and ultimately succeeds in breaking his concentration. The ghosts fade, for a moment, before returning, looking even more real. That’s because they are real: they’re the restored JSA. Once Maggin manages to knock Bates out against a rock, the heroes easily capture the villains and Bates is freed from the Wizard’s spell. The Spectre looks on, invisibly: nobody will know the true drama. The Thunderbolt sends Bates and Maggin back to Earth-Prime to write up the story – though Schwarz is not impressed by the ending!
* * * * *
There’s not that much to say about this story after pointing out that it was the proverbial Not A Good Idea.
Actually, the 1975 team-up was pretty much representative of its era. After Len Wein had gone over to Marvel, DC were either not able or not willing to replace him with a permanent writer, and for the next two years, rotated scripting duties among a pool of young fans-turned-writers: Bates, Maggin and Martin Pasko.
At almost the same time, the experiment with the reprint-heavy, 100 page Giants was terminated and, with issue 117, for the first time in its history, Justice League of America was promoted to monthly status.
There’s no immediate suggestion of the scale of the disaster to come when the story starts on Earth-Prime with Schwarz and his writers struggling over a new JLA/JSA team-up idea. Introducing real people into a superhero comic is never a wise idea from the point of view of the art: any penciller good enough to draw a realistic version of their features immediately sets up a tension in the art between them and the rest of the characters who are drawn as idealisations or abstracts of humans.
But that’s before we find that this is not merely a cutesy introduction, and that writers Bates (who plotted the story) and Maggin (who dialogued it) are going to be guests in the story: not just as observers, but as actual participants. And Cary Bates is actually going to be come a super-powered villain.
At that point, there’s no going back: every page is going to have to be gritted out.
It might not have been so bad if the story had at least featured some consistent plotting. Bates is the first to step onto the Flash’s left-over Cosmic Treadmill, from the 1968 story that introduced Earth-Prime to begin with, but though this was constructed by the Earth-1 Flash to get him back to Earth-1, it’s residual speed energy actually takes Bates to Earth-2. However, when Maggin uses it, literally a few minutes later, he is dumped on Earth-1.
The most egregious inconsistency – which was commented on by readers at the time and ‘explained’ by pointing out who plotted the story – is that Bates has ‘plotting power’, to make things happen on Earth-2, but all Maggin can do is talk. It may be symbolic of their roles as writers, but it drives a thermonuclear missile through the middle of the story.
That’s without looking at the story as a JLA/JSA team-up. Credit Bates and Maggin for coming up with another structural twist on the team-ups, for this is another when the two teams do not actually team-up, but it’s a reversion to the very early days of the series when the tendency was to demean the JSA by showing them as unable to deal with matters without JLA assistance.
This is very much so here: a half dozen JSA members (without Doctor Fate for an unprecedented second successive occasion), tackle Super-villain Cary Bates and his quasi-Injustice Society cohorts and are beaten. They are then hypnotised? brainwashed? magically controlled? to pose as the villains against the Justice League, who not merely defeat them easily but kill them all in the process.
Let’s pause on that moment. The Justice League have killed six Justice Society members. This is undoubtedly a stressful moment, a trauma of major proportions, something to give the culprit Leaguers pause. How do they react? There are many possible, and even many plausible responses to such a tragedy, but the one the League choose is to hastily, and secretly, bury the dead JSAers, hush the whole thing up and go out trying to fill their places.
Leaving aside the question of justice and law, what the hell do they think they’re doing? These people had family and friends, loved ones who are not only suffering the most extreme loss possible, but are not even allowed to know their loved ones are dead, let alone been given the chance to attend their funeral, mourn at their graves, come to terms with their appalling losses. Not to mention the fact that these were only six JSAers, out of a team with at least fifteen members (the rest of whom are, conveniently, absent on a space mission, or so we are told).
The League don’t think about this. All they’re concerned about is Earth-2’s public, and how they’re going to explain killing their heroes. This is far from impressive.
So the League continue blindly rushing around, being Earth-2’s protectors, only to discover, when they are called on to face the villains again, that they collectively freeze up, subjecting themselves to illusions of the dead heroes. Until the JSA reappear and defeat the villains, story over, and Bates and Maggin can go home and write this up for Justice League of America 123 & 124.
Now, just wait a cotton-picking minute. The JSA reappear: do we mean that the rest of the team return from their space mission to save the day and force the JLA to confront the reality of what they’ve done, enabling them to deal with their overwhelming trauma. No, stupid, I mean the six dead JSAers come back to life.
Some team-up this is.
As to how this is achieved, it is down to the Spectre going to talk to God and asking him, nicely, to return the six dead heroes to life. Which he does, because he is a just, wise, merciful, benevolent and utterly bewildering God. This is what you call a deus ex machina, only without the machina.
Those reading this series who are not themselves familiar with these stories will be asking about the Spectre’s presence, given that he ‘died’ in the 1970 team-up. In the context of the period, the Spectre’s presence here, as an intangible, invisible, inaudible (except to God) ghost is even more of an anomaly than it seems.
There was no, and never has been any, explanation for the Spectre’s survival after his 1970 destruction. He had, however, returned very visibly, in 1974 in Adventure Comics.
Adventure, which had for years been the home of Supergirl, had been left in need of a lead feature when the Maid of Steel was finally given her own mag (which lasted only 13 issues, ironically). After having been the victim of a street-mugging, editor Joe Orlando was open to a suggested revival of the Spectre in his original form, as an avenging ghost, a proposal made by Michael Fleisher. With some splendid, if misguided art from Jim Aparo, the Spectre had blazed across issue 431 – 440 of Adventure before being cancelled at the earliest opportunity.
Fleisher’s portrayal of the Spectre was and still is controversial, though he continues to maintain that he did nothing that the Spectre had not done at the beginning of his existence, in More Fun Comics in the early Forties. I doubt, however, that Bernard Bailey had ever drawn the Spectre chopping his girlfriend into seven separate pieces in a single panel, even before the Comics Code Authority.
This version of the Spectre was a radical departure from the benevolent supernatural being restored in the mid-Sixties, and there was much argument among fans about it. As to such issues as the Crypt, Orlando was having none of it: that was up to Denny O’Neil: this was the previously unseen Earth-1 Spectre (a claim rendered somewhat tendentious by a throwaway reference to Clark Kent leading a rookie policeman to ask if the reporter is Superman).
Fleisher’s version was still turning villains into wood and feeding them into woodchippers when this portrayal appeared, causing complete confusion that was never resolved before Crisis on Infinite Earths swept all this history away.
The worst of this, for me, is that whilst this is supposedly a Justice League/Justice Society team-up, in the days when the JSA only appeared once a year, their presence in this supposed event is purely perfunctory. Bates and Maggin have not the slightest interest in them, except as a plot function that allows them to interplay their great in-joke with the Justice League. I’m surprised at Schwarz for allowing it to go ahead in such a badly-written state. Indeed, with the Justice Society near to making their own return to their own series, in a revived All-Star, this effort makes a good case for discontinuing the tradition. There would, however, be another decade to stories to follow.
As well as the change in writers, there’s another change of inker, with Frank McLaughlin succeeding Dick Giordano. This was something of a retrograde step. Giordano was one of the best inkers in the business, crisp, precise, using sharply-defined lines that brought out the clarity of an image and gave it a lightness that enhanced the reality of the image. In contrast, McLaughlin was a heavy inker, swathing everything in black outlines that had the effect of simplifying images, adding a cartoon dimension that did not suit Dillin’s art.
I’ve recently read online that Dillin’s pencils were extremely good: that he worked ceaselessly to produce a fully-detailed job, complete with word balloons and letters sketched in. It seems a shame to hand what was apparently quite delicate work over to a McLaughlin, who sometimes gives the impression of slapping the ink on with a paintroller.
Sadly, the introduction of McLaughlin seemed to coincide – or did it in some way influence? – with the increasing use by Dillin of stock figures and postures. Gradually, Justice League of America became a venue for the recycling of a limited number of images.
As for post-Crisis plausibility, thankfully this effort has none.

Breaking the Vibrational Barrier: 1974


Justice League of America 113, “The Creature in the Velvet Cage!” Written by Len Wein, art by Dick Dillin (pencils), and Dick Giordano (inks), edited by Julius Schwartz.

On Earth-2, the Justice Society and their guests, the Justice League, are stopping a bank robbery by the Horned Owl gang. But as they leave, a strange alarm comes from the Sandcar, putting Sandman into a panic. Something has happened that shouldn’t have: he jumps into his car and races away.
The heroes follow him to Wes Dodds’ mansion, where Hourman shows them how to access Sandman’s hidden laboratory, by moving a giant hourglass. In the lab, Sandman, gas mask removed, is bleakly surveying a scene of devastation, where someone, or something, has escaped from a glass cage.
Reluctantly, he explains a burden that he has carried alone for many years. His captive was Sandy Hawkins, formerly his sidekick, Sandy the Golden Boy.
The Justice Society are shocked. As far as they were aware, Sandy Hawkins left York City years ago, but this was just Sandman’s cover story. What really happened was that, shortly after the War, Sandman tried to construct a new anti-crime weapon, the Silicoid Gun. But when this was tested, it exploded. Sandman was dazed, but Sandy was transformed into a massive creature, made of silicon, with blazing eyes. Sandy threatened to go on a rampage, take over the world, until Sandman put him to sleep with his gas gun.
Since then, he has kept Sandy a secret and a prisoner, in these luxurious surroundings, permanently sedated to prevent him from rampaging again, whilst Sandman sought a cure for him.
His pride, and his shame kept him from telling the rest of the JSA, and seeking their help. In the meantime, he was so disgusted with himself, he tore up his yellow and purple costume and reverted to his former business suit and gas mask.
Now he needs the combined assistance of the assembled JLA/JSA to stop Sandy and recapture him.
The heroes divide into three groups, following Sandy’s trail. Superman 1, the Elongated Man and Hourman prevent Sandy from doing more than delay a high society wedding (complete with overbearing and undoubtedly Jewish Mother of the Bride), only for Sandy to turn to sand and ooze away.
Batman, The Flash 2 and Wonder Woman 2 catch up with Sandy on a backyard baseball field, but when the Flash tries to deprive him of air, Sandy simply lets himself go with the whirlwind.
Sandman and Green Lantern 1 catch up with the monster Sandy at Machismo Beach, where they confront him. Sandman attempts to gas Sandy into unconsciousness, but in the open air his sleep-gas disperses. Sandy raises his hand as if to strike, but doesn’t. Sandy is then zapped from behind by the rest of the heroes, who have seen an opportunity to strike whilst the monster was distracted.
Suddenly, the beach is subjected to an earthquake. Superman, borrowing Wonder Woman’s indestructible lasso of truth, tunnels underground to sew up the fissure and fuse it shut. He then traces its path, to deal with any damage it has caused, but there is none. And its path goes through the sites where the heroes have fought the monster Sandy.
The heroes are debating why this should be so when, with rusty vocal chords, Sandy starts to speak. He explains that the first signs of the earthquake released him from his cage and that, aware of its course, he followed its path, absorbing the vibrations with his silicon body, to prevent damage.
He also explains that he is not a menace, that the megalomania was just a short-lived phase. For all the years of his captivity, he has been harmless, but too sedated to be able to tell his old friend.
Sandman is horrified at what he has done. He begs forgiveness, but it is not Sandy’s forgiveness that he truly needs, but his own.
* * * * *
After a three-part story and a two-part story, Len Wein became the only writer to pen a one-part team-up, which was almost his swan song on Justice League of America: his last script was the following issue, thus preventing a minor synchronicity.
The rationale behind this one-off was down to Justice League of America‘s sales. Like the majority of DC’s most popular series, it had for most of its history been published on an eight-times-a-year basis. This was DC’s standard practice with a title being drawn by a single artist. Characters like Superman and Batman, who were being drawn by multiple artists, could be issued monthly, but to avoid deadline pressures, series like The Flash and Green Lantern, dependant upon Carmine Infantino and Gil Kane respectively, only appeared eight-times-a year.
Basically, the title would skip every third month throughout the year. Justice League of America was actually sufficiently popular to be elevated to the very unusual nine-times-a-year, starting in 1965 (skipping every fourth month), but the additional issue (which would directly follow the annual JLA/JSA team-up) was an 80 Page Giant, featuring nothing but reprints from the early years of the title.
By 1974, DC’s Age of Relevancy was firmly dead, but it had left its mark on sales across the line. Justice League of America‘s sales had dipped so far that the series had been cut back to bi-monthly in 1973. DC had tried to make the best of the series by expanding it to the 100 Page Giant format, with issue 110, showcasing the usual 20 page new story but supporting it with 80 pages of reprint, including old Justice Society and Seven Soldiers reprints.
Whichever way it was presented, the fact remained that the Justice League now only appeared six times a year, and it did not make commercial sense to devote a third of the year’s output to the Justice society.
The limited space required a limited scope: it would be hard to successfully menace the planet and having it sorted by two teams in only ten pages, which is why Wein chose to tell a purely personal tale, and one of the earliest continuity patches to be applied to the careers of the Justice Society.
You’ll remember that I commented, in 1966, that the Sandman had been returned in his original garb, of business suit and gas mask, rather than the yellow and purple look associated with the Simon/Kirby years on the feature. (He’d also returned with the Sand-gun, but the less said about that, the better). That was his only substantive appearance since the Forties, having otherwise had nothing more than a couple of cameos.
On the other hand, the Sandman was obviously something of a favourite with Wein, who had used him in both his team-ups to date, and in the original manner, with his gas-gun. Wein’s story filled in a necessary hole, bridging the gap between the yellow-and-purple, Sandy the Golden Boy era and the restored original costume.
As for the story itself, it’s an entertaining, well-constructed piece, but its major flaw was the same that affected the Red Tornado: the Sandman was an Earth-2 character, who appeared at best once a year, in a crowd of others. The story ended on a cliffhanger of sorts: could Sandy’s silicon form be transformed back into a human body? Could Wes Dodds’ self-belief ever be repaired? With the exception of one, very-belated and completely overlooked back-up story in 1982, this issue would not be addressed until long after Zero Hour, let alone Crisis on Infinite Earths.
Needless to say, the story would have functioned equally well in the DC Universe as it did in the Multiverse, leaving it perfectly valid post-Crisis.
One last thing to note: Doctor Fate is absent from proceedings for only the third time in twelve outings. Now that’s popularity.

Breaking the Vibrational Barrier: 1972


Justice League of America 100, “The Unknown Soldier of Victory!”/Justice League of America 101, “The Hand that Shook the World”/Justice League of America 102, “And One of Us Must Die!” Written by Len Wein, art by Dick Dillin (pencils), Joe Giella (inks, issues 100, 101 and part 102) and Dick Giordano (inks Part 102), edited by Julius Schwarz.


The Justice League’s Satellite headquarters is empty and quiet. It is the League’s one hundredth meeting, and in honour of the occasion, everyone who is or was a Justice League member, together with associates Metamorpho, the Elongated Man and Zatanna, have gathered to celebrate at the League’s original cave sanctuary, outside Happy Harbor in Rhode Island.
With Batman shanghaing former Wonder Woman, Diana Prince, into attending, the only ones missing are the Martian Manhunter, deep in space on New Mars but still thinking of the occasion, and former mascot ‘Snapper’ Carr who, despite being sent an invitation, is still too ashamed at his betrayal of the League to face his former friends.
But as the girls lift the cake cutter, everybody fades out, an experience familiar to most of those present, because it means they are being transported into Earth-2 again.
The augmented League arrives at the headquarters of a very sombre Justice Society, most of whose members are present. Doctor Fate explains that Earth-2 is under threat of destruction from a giant, nebular hand, threatening to crush the Earth, unless its master, the Iron Hand, is given world domination within 24 hours. Twice the JSA have gone against the nebular hand, and twice they have failed. Now they seek the JLA’s assistance.
By the use of his magic, Doctor Fate has found an unidentified grave, high in the Himalayas. He proposes that Zatanna and the Thunderbolt should join theirs magic to his to summon the being known as Oracle to seek his assistance. Oracle responds, at first belligerently, but agrees to advise due to the respect he believes is due to Doctor Fate. He explains that the Nebular hand can only be defeated is with the help of the Seven Soldiers of Victory: which is all very well, but nobody can remember who they are.
Oracle explains that they were a team of seven heroes who were first drawn together to combat the evil plans of the villain, the Hand. The Vigilante, Green Arrow and Speedy, the Crimson Avenger, the Shining Knight and the Star-Spangled Kid and Stripesy each fought personal villains who were in the pay of the Hand: Having defeated their foes, the septet arrived at the Hand’s base to foil his plans, with the Vigilante causing the Hand’s machine to fall on him, seemingly crushing him.
Taking the name Seven Soldiers, the heroes stayed together as a team, until they had to face the Nebula Man. Working together, the Seven Soldiers built a Nebula Rod, whose energies destroyed the Nebula, but killed the soldier who used it: his is the mysterious grave. The other Soldiers were blasted randomly through time, causing the modern world to forget them.
Quickly dividing themselves into seven teams of three, with Oracle’s mystic assistance, the heroes are sent into the timestream to locate and return with the individual Soldiers. Only Diana Prince remains, to coordinate with any latecomers.
In the land of the Aztecs, Doctor Fate, The Atom1 and Elongated Man save the Crimson Avenger from committing human sacrifice under the influence of a radioactive stone. They are summoned back by Oracle.
Meanwhile, in a hidden HQ on Earth-2, the villain gloats. He names himself the Iron Hand, and his right hand is made of metal.
End of part 1.


Diana Prince updates latecomers Green Lantern2, Mr Terrific and Robin on the current situation.
In Ghenghis Khan’s day, Metamorpho, Superman and Sandman not only rescue the Shining Knight from his hypnotised servitude, but prevent the Mongol warlord destroying a village.
Green Lantern2 cannot stand sitting around waiting. He takes his two colleagues on a trip to the Himalayas, to find out which fallen Soldier occupies the mysterious grave. En route, they stop to save some children from falling into a crevasse caused by an Earthquake.
In Medieval England, Dr Mid-Nite, Hawkman1 and Wonder Woman2 rescue Green Arrow from Nottingham Castle, where he has taken the placed of a wounded Robin Hood.
Elsewhere, in the present, the Iron Hand identifies himself as the Law’s Legionnaires’ old foe, the Hand. He was not destroyed in their battle, though his hand was crushed, and he has replaced it with this destructive mechanical device.
In Ancient Egypt, Batman, Starman and Hourman escape capture and imprisonment in a pyramid to rescue Stripesy from slavehood, dragging stones.
At JSA headquarters, Diana Prince waits and worries, unaware of the Iron Hand creeping up behind her.
End of part 2.

Following a recap by Oracle, who continues to summon back the successful heroes and their Soldier after each adventure, in the Wild West, Black Canary, Green Arrow and Johnny Thunder rescue the Vigilante from a Red Indian tribe, despite the two heroes each trying to lay some pretty chauvinistic claims over the affronted Canary.
In prehistoric times, Wildcat, Green Lantern 1 and Aquaman prevent havoc being caused to the human race by a neanderthal tribe coming into contact with a flu-ridden Star Spangled Kid.
Finally, in mythical times on Crete, The Flash1, Zatanna and the Red Tornado escape being turned into hybrid human/animals in order to defeat Circe and release Speedy from his magical centaur form.
The heroes and the Soldiers are back. Almost simultaneously, Green Lantern2 and co return from the Himalayas, having found the grave, but the Crimson Avenger intervenes to confirm that is was his friend and associate Wing, the unofficial ‘Eighth Soldier’ who died, and who is buried with full nobility there.
There is no time for celebration, for the group of heroes is suddenly interrupted by The Iron Hand, clutching Diana Prince as a hostage. With his attention focussed on over thirty heroes ready to pounce, the Iron Hand is not ready for Ms Prince pretending to feint before throwing him in a judo toss and karate chopping his iron hand off. Unfortunately, that was how he was controlling the Nebular hand, which is now out of control.
Rapidly, the Seven Soldiers rebuild their Nebula Rod, which is taken into space and charged at the Sun. There then follows at argument: whoever delivers the Rod will die, like Wing, and the heroes compete over who might have the best chance of surviving,
In the discussion, no-one notices Red Tornado leave with the Nebula Rod, leaving behind a note in which he suggests that his android body might survive, and that if it does not, only a machine has been lost. By this time, it is too late: Earth-2 is shook as the Hand detonates and is dissipated. Red Tornado does not return.
Chastened at the loss of their android comrade, the heroes remember both him and Wing.
* * * * *
Crisis on Multiple Earths Volume 3 contains the team-ups from 1971 – 74. It has a very interesting introduction from Len Wein, writer of three of the reprinted stories, detailing his thought processes in each of them, together with information on the background of each story.
Wein was asked to take over Justice League of America from Mike Friedrich without being told he was going to start with not only the landmark issue 100, but also the tenth annual Justice Society team-up. It was a mammoth task, but Wein approached it with vigour and determination to write a story worthy of the event, and succeeded splendidly.
It’s very much in the grand Gardner Fox tradition, or as much of it as was possible a decade on. Though 1972 is itself a long time ago, enough time had already passed that it would never be possible to write pure Fox again: plot-intense with the characters mere functionaries of what was necessary to direct the story. Wein could base his script upon the characteristics of Fox, but it would be leavened with the kind of character interplay, personality-driven moments that would have been an utter redundancy a decade before.
It’s a strange irony that an event that relied so heavily in its appeal on the nostalgia of seeing the heroes of a bygone age should in only ten years generate nostalgia for itself.
As far as the story is concerned, it is a very simple tale, more simple in its telling than anything Fox himself had ever produced: menace threatens Earth-2: the only people who can save Earth-2 are lost in time: the heroes rescue them: they save the day. What makes it three issues is the sheer volume of characters involved, what makes it work is Wein’s whole-hearted commitment, and the joy in what he’s doing which is very noticeable after O’Neil and Friedrich, who noticeably aren’t happy with what they have to do.
That this anniversary special became the first JLA/JSA team-up to go past the traditional two-issue length was Schwarz’s decision but Wein’s suggestion. In trying to develop a sufficiently spectacular story, Wein hit on the idea of returning to the roots of the first team-up by bringing back another team from DC’s Golden Age. The Seven Soldiers of Victory, who occasionally operated under the rubric of the Law’s Legionnaires, were National’s only other superhero team in the Forties: indeed, they were in a way National’s answer to All-American’s Justice Society. They were never remotely as successful, lasting fourteen issues of Leading Comics (not the two that Wein, in his introduction, misremembers).
As a one-off, a special adventure, it was a great idea, and that was Wein’s intention. Unfortunately, in conceiving the story, he had changed the annual JLA/JSA team-up forever as, with a handful of exceptions, it was no longer sufficient for the two teams to cross the vibrational barrier and meet. Instead, there must always be guests, some other team, no matter how contrived, to add spice to the mix.
On the art side, Joe Giella was reaching the end of his tenure on Justice League of America. Dick Giordano, one of the finest inkers of the period, with a crisp, clean line that gave Dillin’s pencils a sharper edge from which it clearly benefited, inked two of the chapters in the last issue of the story, and would take over full-time with the following issue.
As far as the cast goes, this is obviously the biggest number of heroes to date, no less than 32 costumed characters (counting Johnny Thunder’s inevitable sports jacket and bow-tie) and that’s without the non-powered Diana Prince! Of course, for the 100th issue, Wein had to use, or at least reference, all the past and present JLAers, and he adds to the Earth-1 cast by featuring Metamorpho (who memorably turned down JLA membership), Zatanna (whose quest to find her long-lost father, Zatara, ended in Justice League of America) and the Elongated Man (who had no previous contact with the JLA that I am aware apart from being one of The Flash’s best mates, but who would be inducted by Wein three issues after this story).
On the Justice Society side, Wein included as many of its members as he could, notably putting Doctor Fate in the forefront as usual: Fate’s popularity in these stories can be demonstrated by the fact that he had appeared in eight of the first ten, whilst for Wildcat this was only his second appearance. Basically, all those JSA members with direct counterparts in the League – excepting latecomer Green Lantern – are left out, along with the Spectre, who is dead-dead.
There’s really very little to say about the story itself, except to note that this is the only time the Earth-1 and Earth-2 Green Arrows appear in the same tale, and it’s interesting that they show not the slightest bit of enthusiasm for getting together with each other. Our familiar, bearded liberal crusader even responds with a great, fat “So what?” when he’s told he has a counterpart on Earth-2, and whilst he wouldn’t necessarily have been assigned to rescue his doppelganger, it’s abundantly clear that they have nothing to say to each other, even in the group scenes at the end.
I suspect that our own Ollie held the unreconstructed version that represented his past in a fair amount of contempt, and I wouldn’t mind betting that the clean-shaven Oliver had much the same opinions of his hot-headed, anarchic, alternate.
Fun though these three issues are, there are just a couple of points that must be mentioned, where things fall below the overall standard. The first of these was commented on in a subsequent letter-column: that the menace that had taken two-and-a-half issues to combat was knocked into a cocked hat by the non-superpowered Wonder Woman with a judo toss and a karate chop (which is as near as I can get to an exact quote, though I no longer remember the fan’s name). The other is its ending.
Just as in O’Neil’s second effort in 1970, the story ends in tragedy, and sacrifice. That time it was the Spectre who gave his pseudo-life to save the two planets, this time it is the Red Tornado, with a typically self-loathing reference to himself as a handful of cogs and circuits, who proves his innate humanity by giving up all claim to it and carrying the Nebula Rod to explode the Nebular Hand.
It ought to be a time of regret, of reflection, and Wein makes the appropriate noises, but the sad truth is that that is all they are: noises. The Red Tornado was created in 1968 and this team-up was only his fourth-ever appearance, each time as one of a team. When he appeared I described him as a character full of potential, none of which had been remotely approached since then, as indeed it never could be, as long as he was a member of the Justice Society. His ‘death’ was meaningless.
It was also somewhat ludicrous, as it took place against a background of superhero willy-waving, with people queuing up to claim a place on the suicide mission, whilst the rest of the team easily shot their pretensions towards invulnerability down. And whilst everyone is taken up with this, twenty-odd stone of metal has it away on its tippy-toes with the Nebula Rod, without anyone – not even Superman’s super-hearing – catching the slightest chink. It spoiled the mood.
As to post-Crisis status, I see no reason why it couldn’t be adapted with very little change.