Showing posts with label Gold Key. Show all posts
Showing posts with label Gold Key. Show all posts

Wednesday, March 4, 2026

Longbox Junk Retro Review - Doctor Solar, Man of the Atom #12 (1965)

Welcome to Longbox Junk. . .the blog stuffed absolutely FULL of comic reviews you never asked for!

I've been spending a lot of time in the 80s/90s comics recently.  How about this time out we jump into the Longbox Junk time machine and head back a little further?  How about a little trip back to the 1960s and the Silver Age of comics?  That's right, folks! Buckle in because it's time for another Longbox Junk Retro Review!

Let's GOOOOOOOO!


Marvel Comics defined the Silver Age with classics like Spider-Man, Thor, Fantastic Four, X-Men, and Avengers.  DC Comics held their own, but with more traditional and long-running titles such as Wonder Woman, Detective Comics, Action Comics, Justice League and The Brave and The Bold.

But Marvel and DC weren't the ONLY ones in the four color superhero game.  There was Charlton with Captain Atom, The Question, and Blue Beetle.  There was Archie Comics with The Fly, The Jaguar and The Shield.  Tower Comics had T.H.U.N.D.E.R. Agents.  And Gold Key had Doctor Solar, Man of the Atom.

Gold Key was known more for their titles based on licensed properties.  Doctor Solar was actually their first original character. . .and when the title first came out, it hit BIG.  At one point, Doctor Solar was actually outselling Superman two to one!

Unfortunately, the popularity of the original series didn't last and only went to 27 issues. The hero was quietly forgotten until 1991 when Valiant Comics gained the license to Doctor Solar and he had a bit of a resurgence lasting through the early 90s.

After Valiant, Doctor Solar skipped around publishers a bit.  Most recently landing at Dynamite Comics.  The character remains popular, but has never managed to reach the heights of popularity he hit in the 1960s.

What we have here is an issue from right in the middle of Doctor Solar's highest popularity and success, 1965.  So grab your paisley Nehru jacket because we're going back to the swingin' 60s for a look at Gold Key's Atomic Age superhero!

Ready? Let's do it!

DOCTOR SOLAR, MAN OF THE ATOM #12
Gold Key (1965)


COVER: George Wilson

THE COVER:

Now THAT'S a mighty fine comic book cover!  

I've said it before, and I'll say it again. . .issue for issue, Gold Key had some of the hands-down BEST comic covers that have ever hit the stand, and I'll defend that hill.  Most of them were courtesy of the great George Wilson, and this is one of them.

Just LOOK at it! Such bold and bright colors just exploding off the page!  This one is a real eye-catcher, no doubt about it.  This is the kind of comic cover that just grabs the attention and makes you want to see what's inside.  I would go so far as to say that (At least from what I've seen, and in MY humble opinion) this is one of Wilson's best.

Let's get inside!

THE STORIES:

We get one main story broken up into two parts, a short four page intermission story, and several one page bits and pieces.  Not bad for twelve lousy cents!  Let's take a look at them each in their own turn, shall we?  WE SHALL!

THE MYSTERY OF THE VANISHING SILVER (Part 1)

SCRIPT: Dick Wood
PENCILS: Frank Bolle
INKS: Frank Bolle

THE STORY:

Hey! Remember when they used to make U.S. coins out of silver?  That's what this whole story is based on.  It's 1965 and silver is actually more valuable than gold at this point.  We begin our tale at the U.S. Mint in Washington D.C.

Doctor Solar has been asked to help the Treasury Department try to solve a mystery. . .the silver supply is dwindling for some unknown reason.  He is there to start the investigation by checking out the machinery and process at the mint.


Doctor Solar doesn't find anything wrong at the mint, and regroups with his friends (Dr. Clarkson and Gail) to ponder the situation.  In the meantime, a mysterious millionaire begins buying up as much of the silver in the hands of U.S. citizens as he can, sending the nation into a silver-selling frenzy!

We, the reader, learn that "mankind's most evil genius", Nuro, is the money behind the frenzy and it's just the beginning of his nefarious secret plan!


Switching scenes to Arizona, we see Nuro's men attack a silver mine, showing that he is going beyond America's processed silver and grabbing unrefined ore as well!  We also see more of Nuro's henchmen smelting down silver coins, jewelry, and other items into liquid and being poured into some sort of mold.  IS THERE NO END TO THE MADNESS?


Switching scenes again, this time to an unnamed island in the South Pacific, we see the natives gathering molten silver from a volcano and pouring it over a mysterious idol.  

We return to the U.S., where six luxury yachts dock at six different locations along the California coast.  AH! YES! IT ALL BEGINS TO COME TOGETHER NOW!  Well. . .not really.


As the six yachts leave their ports for an unknown destination, one of them collides with a tugboat.  The tugboat captain reports the accident and a piece of wreckage is found with silver splinters in it, which attracts the attention of the government, who summon Doctor Solar to Santa Barbara.

Solar once again joins in on the investigation after being told about the mounting silver crisis threatening to damage the U.S. economy.  They've managed to link the ship from Santa Barbara to five more yachts from California.  Doctor Solar ponders how he's supposed to be in six different places at once. . .


To solve the problem of being able to investigate 6 different ships at once, Doctor Solar flies into outer space, and with a mighty atomic explosion, splits himself into six smaller versions of himself!


As the separate smaller versions of Doctor Solar use their atomic powers to infiltrate the mysterious yachts, we follow one of them onto the yacht from Santa Barbara that raised the government's suspicions. 

Below deck, Solar discovers strange machinery and scrapes the hull, discovering the yacht's secret. . .it's made entirely of silver!  This is how the silver has been getting outside the U.S. without anyone knowing!

As Solar ponders his discovery, the strange machinery comes to life.  The bow of the yacht plunges into the ocean and Doctor Solar realizes that the yacht is actually a submarine!  

DUN-DUN-DUN!




INTERMISSION TIME!

THE REVIEW:

The story gets off to a sort of slow start, with all sorts of seemingly-unrelated elements coming together to form a mystery.  I guess with a whole double-sized comic to tell the tale, the writer can afford a bit more development.   It's not a bad story so far, it's engaging in a way that a lot of other Silver Age superhero comics aren't.  Compared to a 1960s Superman story, this ain't bad at all.

On the visual side, the art has a really nice style to it.  Grounded and realistic in places (see the panels in the shipyard, above) and then getting a bit strange (in a cool way) in others (like where Solar splits himself, above).  I like the mix of realism and light 60s psychedelia here.

Anyway, here's the intermission story.

FISH PEOPLE OF TOMORROW

SCRIPT: Dick Wood
PENCILS: Mel Crawford
INKS: Mel Crawford

THE STORY:

In this short four page intermission, one "Professor Harbinger" demonstrates the new technology of artificial oxygen-permeable membranes and describes how they might one day make it possible for mankind to live under the sea.



Unfortunately, mankind can't have nice things without making them awful.

Professor Harbinger predicts that, although things would start off great, being able to live under the sea would split humanity along "Land Dweller" and "Sea Dweller" lines, leading to war. . .because EVERYTHING humans do ends up in violence somehow. 

In the end, Harbinger decides maybe being able to live under the sea might not be such a great idea.


END OF INTERMISSION!

THE REVIEW:

Hmmm. . .interesting.  A story about how great new technology is, but at the same time saying it's bad.  I mean, I guess this little four page piece is right about humans being really good at ruining everything they touch, but it just seems a little strange in execution.  Oh well. . .back to the main story!

THE MYSTERY OF THE VANISHING SILVER (Part 2)

SCRIPT: Dick Wood
PENCILS: Frank Bolle
INKS: Frank Bolle

THE STORY:

Continuing directly on from before the intermission, we return to the mysterious island, where one of the nefarious Nuro's henchmen, Aral Uzbek, is observing a government scientific expedition investigating the strange flow of silver from the volcano.  

Infuriated that his secret lair has been discovered, Nuro orders the operation to be shut down after the 6 ships still due to arrive have been processed. 



Shortly afterward, the ships begin to arrive at the island.  They ride a hidden conveyor belt inland, where Doctor Solar is amazed to see they are riding through a cavern toward a giant door with flames beyond. . .a volcano is being used as a huge smelter!  

Nuro is melting down the entire ships, which are completely made out of silver!  It all makes sense now!  Well. . .sort of, anyway. In a Silver Age comic book sorta way.



As their ships fall into the smelter, the tiny separate versions of Doctor Solar begin to gather.  Once they are all together, they can reform and ignite the volcano, ending Nuro's nefarious scheme!  BUT THERE'S SOMETHING WRONG!

One of the six Doctor Solar duplicates is missing!  One of the boats hasn't arrived!



Solar realizes that, without the sixth part of himself, he can't reform!  Panic begins to set in!  

Meanwhile, miles away from the island, aboard the missing yacht, the part of Solar on board discovers that his atomic radiation has affected the ship's instruments.  They are off course and behind schedule.  Solar quickly fixes his mistake and the missing ship finally arrives at the island.

Now able to completely reform, Doctor Solar's parts rejoin and the hero, whole once again, begins to agitate the volcano. . .sending Nuro's henchmen and the natives running for safety when they realize the volcano is about to erupt!




A blast of atomic power causes the volcano to erupt with a cataclysmic explosion!  Doctor Solar flies through the fiery debris skyward, unharmed.  His work is done!



But there's still the matter of the government's silver shortage.  

Doctor Solar spots a full cauldron of molten silver tumbling through the air, tossed out by the volcano's eruption.  Quickly grabbing it before it spills, Solar uses his powers to put a heat shield around the cauldron so the silver won't solidify.

His work done at the island, Solar flies the cauldron of Silver to Washington D.C.  It's not ALL the missing silver, but he reckons that anything is better than nothing.




When Solar arrives at the Washington mint with the cauldron of silver, the treasury agents are grateful, but there's a lot of questions.  Solar recovered five million dollar's worth of silver, but where's the rest?  What was the scheme?  Who is behind it all? 

Doctor Solar is forced to admit that the villain remains unknown and uncaptured, and that he hasn't completely pieced together the whole puzzle. . .BUT. . .Solar promises that the government will have his full cooperation and he WILL get to the bottom of things!


The End. 

THE REVIEW:

There it is.  Let's break it on down!

Let's be truthful here.  A lot of Silver Age comics are silly.  The Comics Code swatted the comic book industry HARD in the late 50s and they still had a heavy hand on the business in the 1960s.  The result was that a lot of comic books at the time were just inoffensive, fluffy superhero fun.  Kid stuff, mostly.  And that's not entirely a bad thing. There's a lot of nostalgia for Silver Age superheroes for exactly that reason.  They were just FUN. Nothing wrong with fun.

Doctor Solar seems to be one of the exceptions to the rule.  It looks like it was aimed at a slightly older audience.  Don't get me wrong, this isn't "adult" material by any means, but compared to a Superman comic of 1965, this was definitely quite a bit less fluffy than one would expect. 

It's written with respect for more advanced readers and the story is a bit more complicated than "Why is Superman wearing this stupid hat?  READ ON!"  It's not some sort of literary masterpiece, but there seems to have been just a bit more effort put into the writing than I would usually expect for a Silver Age superhero comic.

It's not ALL good.  The ending is extremely rushed and does fall into the usual Silver Age superhero silliness as it comes to a close (Solar flying a vat of molten silver to Washington D.C.), but other than that, this was a MUCH more tolerable read than a lot of other superhero comics I have from the same era.

I think the thing I liked best about this story is that, unlike other 60s superhero comics, the hero actually did NOT prevail.  He didn't discover who the villain was, what their plan was, or where they were at.  He rescues some of the silver, but not all of it.  At the end of the story, Doctor Solar is sort of empty-handed.  It's still a one and done self-contained story (like almost every 1960s superhero story), but the ending leaves room for future conflict with the unknown villain instead of wrapping everything up on the last page.

So the story was surprisingly good for a 1960s superhero comic.  Let's talk about the art.

Like I said before the "intermission" above, the art in this comic is ALSO surprisingly good.  Dell/Gold Key comics are a bit notorious for having the most outstanding covers, with stiff and aggressively average art underneath the comic rack eye candy.  In my experience, Dell/Gold Key comic covers are sort of like pre-internet clickbait.  Awesomeness promised, but average once you've bought in.

Once again, Doctor Solar seems to be an exception.  The art in this comic has a very nice style.  It's grounded and realistic, yet in places displaying a bit of signature 60s psychodelia.  You can see this in the pages I've scanned above.  I especially liked the fire effects.  I'm not sure why I didn't post more of them, so here's a page I didn't post for a fine example of what I'm talking about. . .


In places (like the page above) the art in this comic has a really cool, stylized look to it that I enjoyed a lot.  I found it to be an interesting contrast to the more realistic art in many other panels.  The mix of realistic and stylized art makes this comic stand out among the more workmanlike art one would normally expect in a Dell/Gold Key comic.
 

CONCLUSION

If I had to sum this comic book up in ONE word, that word would be: Surprising.

I came in expecting typical Silver Age superhero silliness and got a story that, even though it's not a literary masterpiece, seems to have had a bit more effort put into it toward respecting older readers.

I expected the usual Dell/Gold Key awesome cover with uninspired art inside.  What I got was an awesome cover and some extremely solid art with an interesting style contrasting realism and light psychedelia. 

I can see WHY Doctor Solar was a hit when it first came out.  It's different, plain and simple.  It stands out.  Readers used to silly Superman stories. . .and I'm not trying to pick on Superman, just the best example I can think of when it comes to typical Silver Age silliness. . .got something a little different with Doctor Solar.  

I can certainly recommend Doctor Solar for comic fans who want something a little divergent from the stereotypical silly Silver Age superhero comics.  The good news is that, even though this is a Silver Age superhero comic, it's not a DC or Marvel superhero comic, so you can find Doctor Solar at extremely nice prices, compared to a 1960s Batman or Spider-Man comic.  

You're not going to find these in the bargain bin, but also not too far off.  I got this issue for five bucks at an antique shop.   I've never seen an issue of this series for more than ten bucks.  And they're not that hard to find at all.  I see these all the time. Dell/Gold Key comics are a GREAT way to get some Silver Age stuff in your collection on a Longbox Junkin' budget! 

That's it for this bit of Longbox Junk.  Thanks for coming in and spending a few minutes of your time in my little corner of the internet.  I hope you had a good time and you'll like to come back for more.  And so until next time, remember that comics are worth more than money!

Thursday, October 19, 2023

Longbox Junk Halloween Horror 2023 Part 11 - Grimm's Ghost Stories #37 (1977)

Welcome to Longbox Junk, the place to find comic reviews you never even knew you wanted!

It's PART ELEVEN of our annual Longbox Junk Halloween Horror Marathon, folks!
We are just rolling along here. . .filling your little plastic pumpkin bucket FULL of tasty retro horror comic reviews!  I'm actually a little surprised that I've been able to keep up the pace like this.

So let's keep this party going with some more GHOSTS!  

GRIMM'S GHOST STORIES #37
Gold Key (1977)


COVER:  (?) Probably George Wilson

THE COVER:

Now THERE'S a Bronze Age beauty if I've ever seen one!  The painting isn't credited, but I've seen enough of his fine work to make a good guess that the great George Wilson did this cover.  I'll throw his name out in ANY discussion of great comic book covers.  But whether this is Wilson's work or not (and I'm pretty sure it is), this is just an AWESOME, sort of offbeat Halloween cover!  Let's get inside.

THE STORIES:

FOUR stories for THREE dimes? Now that's what I call value!  I see some great talent among the creative credits, so I have high hopes for this one.  Let's give each story a turn, shall we?  WE SHALL!

MY FATHER IS WATCHING

SCRIPT: George Kashdan
PENCILS:  Nestor Olivera
INKS: Nestor Olivera

THE STORY:

In sixteenth century England, a young man named Edmond is orphaned by the unfortunate passing of both mother and father.  He goes into the care of his uncle Osric, where he is treated as little more than a servant.  

As the days go by, Edmond begins to have strange accidents.  Unknown to him, his uncle is trying to kill him, so that he may control Edmond's family fortune.  But as strange as the accidents are, Edmond's explanation for remaining unharmed is even stranger. . .he claims the spirit of his dead father is protecting him!


As the days go by, we see Osric try several times to kill his nephew.  Each time, he is frustrated by Edmond's survival. . .which the young man swears is thanks to the intervention of his father's spirit. . .



Finally, Osric decides that "accidents" aren't enough and he sneaks into Edmond's bedroom to kill him while he's sleeping and make it look like a suicide.  But Osric learns the truth of Edmond's belief in his father's spirit protecting him as an unseen force turns the knife onto Osric!

The next day, Osric is found dead, seemingly by suicide despite Edmond's protests that his father's spirit protected him from being murdered by his uncle.  Nobody believes the young man. . .that is, until they find the gold signet ring worn by Edmond's father laying beside Osric's body.  A ring he was buried with. DUN-DUN-DUNNNN!


The End.


THE REVIEW:

Okay.  Not bad.  Nothing earth-shaking, but a decent little story.  A bit predictable, but not so much that it's ruined.  The art is pretty good for a Gold Key comic.  Like the story, nothing earth-shaking, but I DID like the artist's use of big, chunky "sound effects".  You can see a couple in the first two pages I scanned.

Overall, a pretty good start.  A little predictable and not remotely scary, but still a decent enough read.

NEXT!

THE LAST TRUMP

SCRIPT: Freff (Connor Freff Cochran)
PENCILS: Jack Sparling
INKS: Jack Sparling

THE STORY:

And so, we have the strange tale of two men, Roger and Don. . .one-time best friends until they went into business running a motel together, which drove a wedge between them.  One night, during their weekly card game, Roger suffers a heart attack!  


Not long after that, Don discovered that Roger's ghost was trapped in the motel. . .trapped by the game of cards he never finished.  And so, to spite his former friend, Don forces Roger's ghost to play cards with him every week, with the game remaining unfinished so that Don can continue to torment the pitiful spirit. . .


Until one stormy night, when Roger challenges Don to read the cards and see his future.  Don draws the Ace of Spades, foretelling death!  Don scoffs at the prediction, believing Roger has cheated in order to try to scare him into freeing the spirit.  



But then a gust of wind blows the cards out of the room!  Don chases after them, not wanting to lose his hold over Roger's ghost. . .but in his rush, he falls over the edge of the cliff the motel sits on.

The next day, police checking for damage after the storm discover Don's body. . .still clutching the Ace of Spades.  Roger's ghost played his last trump and finally won the game.  DUN-DUN-DUNNNN!


The End.

THE REVIEW:

Okay. okay.  Not bad.  A pretty good little story that follows the well-worn path of "You brought this on yourself".  It's backed up with some nice art from Bronze Age great Jack Sparling.  A name I'm ALWAYS happy to see on creator credits! This isn't his BEST art, but it does elevate the story a bit.

NEXT!

THE GENERAL'S MESSENGER

SCRIPT: Freff (Connor Freff Cochran)
PENCILS: Al McWilliams
INKS: Al McWilliams

THE STORY:

Near the site of the famous battle of Waterloo, a Belgian businessman sees a ghost.  But instead of being frightened, he decides to capitalize on the spirit's regular appearances after learning its story. . .a British Messenger who was killed by the French before delivering his final message. . . and build a restaurant.


Months later, the businessman has built "The General's Messenger".  A restaurant created to bring in guests curious about the ghost.  Opening night is a huge success, with the restaurant crowded with customers.  As promised, the ghost appears before the astounded people!

The owner speaks to the ghost, asking what its message was.  The spirit answers!


It tells the restaurant owner that it must tell a Colonel Greenan about Wellington's victorious advance.  By coincidence, that very night there is a General Greenan dining at the restaurant.  On a lark, the owner delivers the message after discovering that General Greenan is indeed a distant relative of a Greenan who had fought at Waterloo.

But after delivering the message to Greenan's ancestor, the restaurant owner is shocked to hear the ghost thank him and then disappear after promising not to haunt any longer. . .leaving the restaurant owner without his great attraction.



THE REVIEW:

Another cool little bite-sized ghost story.  Like the two that come before, it follows a well-worn story path. . .this time it's "You just couldn't stop while you were ahead, could you?".  A tried and true comeuppance tale.  It's always fun to see greedy characters get what's coming to them.  Also like the other two stories, the artwork is better than I would normally expect in a random issue of a Gold Key anthology title.  I have to say that the art in this issue has really been a pleasant surprise!

AND FINALLY. . .

HER OWN VICTIM

SCRIPT: Paul S. Newman
PENCILS: Oscar Novelle
INKS: Oscar Novelle

THE STORY:

Ellen is unhappy in her arranged marriage to the uncouth Baron Alfred, and finds herself attracted to a handsome young Count named Andre.  As she is a woman married to a powerful Baron, Andre turns her advances away.  Ellen decides to do something about the situation. . .


That night, Ellen attempts to poison her husband with a glass of wine.  He refuses and forces her to drink it instead, not knowing it is poisoned.  When Ellen falls dead, Alfred realizes he has escaped Ellen's plot, but also realizes that nobody will believe him.  And so the Baron flees!


Several days later, the Baron is captured by the men of Ellen's brother, a powerful Earl.  Brought before the Earl, Alfred protests that he is innocent and Ellen was the one who tried to poison HIM.  As predicted, nobody believes him.

BUT THEN. . .

A ghostly apparition of Ellen appears before the astounded group!  She offers Alfred a glass of wine.  The Earl sees the ghost of Ellen trying to complete her last act and immediately frees the Baron. . .with his sister proving her own guilt. . .from beyond the grave! DUN-DUN-DUNNN!


The End.

THE REVIEW:

Not bad.  Not great.  Just another pretty good little ghost story backed up with some surprisingly decent art for a Gold Key anthology comic.  Like the rest of the stories, it's riding down a well-traveled story path, but that doesn't stop it from being a good read.  

CONCLUSION

This issue is four for four in delivering some pretty good little bite-size ghost stories.  None of them are great ghost stories, but in a 1970's Gold Key anthology comic, four for four decent stories without a bad one to be found is actually pretty darn surprising!  Usually there's at least ONE clunker.  Not this time.  Very nice!

Don't get me wrong.  These aren't the kind of stories that will stick with you.  They aren't going to make any "Best Of" lists.  But they're all solid and enjoyable. 

The art lends a big helping hand to my enjoyment of this comic. The art in this comic is really a step outside the box I would expect in a Gold Key comic.  Normally, the art is the weak point when it comes to Gold Key comics.  When I pick one up, no matter HOW great the cover is. . .and I WILL defend the hill that Gold Key/Dell has some of the greatest comic covers out there. . .I ALWAYS expect the interiors to be bland and workmanlike. 

 The art in this issue isn't going to win any awards, but it IS surprisingly good for the time and the company it's coming from.  Major points on the good side of the scale for that.

Overall, this comic has some pretty good little ghost stories backed up with some nice art, and all under one damn fine cover, so I can give this one a hearty recommendation to any fan of Bronze Age horror comics.  

Grimm's Ghost Stories has never been collected or reprinted in English, but the good news is that I spot these all the time in back issue bins, yard/estate sales, antique/junk stores and flea markets.  Issues of this series aren't hard to find at all for a diligent Longbox Junker.

UP NEXT. . .

When it comes to Halloween comic book covers, it's hard to top THIS one!
But what's inside? Let's find out!  It's DC's Secrets of Haunted House #5!

Be there or be square.



Thursday, October 12, 2023

Longbox Junk Halloween Horror Part 8 - Boris Karloff Tales of Mystery #59 (1975)

Welcome to Longbox Junk, where I just keep on writing comic reviews nobody asked for!

IT'S OCTOBER!  The change of season is in the air.  Snow on the mountains here in Utah.  The crisp fall breezes.  People driving like they've never seen rain. Christmas music in the grocery store. Pumpkin Spice-flavored cole slaw at the Chuck-A-Rama. But best of all. . .The Longbox Junk Halloween Horror Marathon!

We're up to part EIGHT!  There's been real treats in the pumpkin bucket so far this year. . .but also some candy corn.  Nobody wants candy corn in the bucket.  So let's knock on another door and see what we get next!

BORIS KARLOFF TALES OF MYSTERY #59
Gold Key (1975)


COVER: George Wilson

THE COVER:

Hmmm. . .interesting.  I like the white (ish) background, but the rest of it is just sort of underwhelming.  George Wilson is a great, unsung Bronze Age artist responsible for some of the best painted covers to EVER grace a comic book, but this one. . .this one isn't his best work.  It's just okay.  Let's get inside!

THE STORIES:

Four. . .count 'em. . .FOUR full-length stories in this issue. If we still got four stories in a comic today, maybe I wouldn't mind paying five bucks an issue so much.  But enough of that. Let's take a look at these stories!

THE MASTER AND THE FOOL

SCRIPT: ?
PENCILS: Adolfo Buylla
INKS: ?

THE STORY:

After the nobleman, Count Kalman, rescues a mentally-handicapped young man named Josip from a village mob, Kalman takes him on for an assistant during his experiments into the animal nature of humankind.


After drinking a mixture concocted of wolf brains, combined with an ancient Egyptian formula he discovered, Count Kalman begins to notice his body changing.  Soon, he has transformed into a man-wolf. . .running rampant through the village and brutally killing three men!


As the distraught Kalman frantically tries to formulate an antidote to what he's done to himself, the villagers arrive at his castle in a mob, demanding he hand over Josip. . .believing the mentally-unstable young man is behind the killings.  

Fearful to be seen in his condition, Kalman lets the mob take Josip, even though he knows the young man is innocent.  As the villagers drag Josip away, he manages to escape!



Later, Count Kalman is relieved to see the change reversing and he becomes fully-human once again.  He hears pounding upon the door.  Thinking the mob has returned, he goes to see what they want.  To Kalman's surprised terror, there is no mob, but Josip. . .transformed into a wolf-man!

He had also drunk the mixture, and now he has his revenge on his former master, brutally killing him for handing him over to the mob.



THE REVIEW:

Okay. . .not bad.  Another werewolf story for the Longbox Junk Halloween party.  Nothing wrong with that!  It's got a lot of Frankenstein-style science gone wrong flavor.  I liked this one quite a bit.  The ending was a bit abrupt, but still a pretty good Halloween story.  The art is what I would call serviceable.  It's not bad, but it doesn't do much more than just tell the story.  

Overall, not a bad start at all.  NEXT!

THE BEAST OF BRETONNE

SCRIPT: ?
PENCILS: Jose Delbo
INKS: Jose Delbo (?)

THE STORY:

In the deep woods of France, near a small village, a brutish, hairy beast has terrorized the villagers for years.  Children are frightened with tales of "The Beast of Bretonne", which is known to steal livestock, but not attack unless provoked, so the villagers have learned to stay away from the beast's cave.


But then, one night a travelling circus passes by the village and is caught in a storm.  The circus-folk have heard the legends of the Beast of Bretonne and are fearful of being caught near its cave.


But when they actually DO encounter the beast in its lair, the circus-folk are surprised to find the ferocious beast is nothing more than a deformed man, much like themselves, and living in misery due to the hate and fear of everyone who has ever seen him.


The circus owner takes in the beast and makes him part of the show.  He becomes their most popular attraction and becomes a beloved member of the circus family. . .proving that beauty IS in the eye of the beholder.



THE REVIEW:

It's a tale as old as time. . .Beauty and the Beast.  I found this story to be surprisingly engaging.  Sweet without being sappy.  Not much of a horror story, but still a nice read.  Once again, the art is just sort of there to tell the story and not much else.  Overall, I liked this one, even though it's not really what I'm looking for as part of a Halloween Horror party.

NEXT!

THE VASE OF CIRCE

SCRIPT: Freff  (Connor Freff Cochran)
PENCILS: John Celardo
INKS: John Celardo

THE STORY:

On the small Greek island of Aideus, Professor Kurland and his assistant, Fred, discover a beautiful vase.  Upon examination, the Professor is excited to see that it is the culmination of a forty year career of searching.  They have finally discovered the Vase of Circe!


As Fred becomes concerned with the Professor's obsession with their discovery, we learn that Circe was an ancient Greek witch, who used her powers to ensnare the hearts of men to do her evil bidding. 

 As Fred studies through that night, he is startles by a strange sound.  Rushing to investigate, he finds the Professor before the vase, with a strange mist coming out of it.  He tries to warn the Professor, but it's too late. . .before Fred's terrified eyes, Professor Kurland is transformed into a goat-like monster!


The transformed Professor Kurland attacks Fred!  As they struggle in the woods, Fred manages to escape.  Realizing that destroying the vase is probably the best chance of saving Kurland, Fred rushes back to camp, pursued by the goat-like creature Kurland has become!


Fred grabs a hammer and destroys the vase before the goat-creature can stop him.  It explodes in a blast of smoke.  When the smoke clears, Kurland is himself again. . .but has no recollection of his transformation.  They decide not to try and restore the vase, so that Circe's magic won't trap anyone else.



THE REVIEW:

Meh.  Not a very good story.  Magic vase is found.  Magic vase turns a man into a monster.  Magic vase is destroyed.  All is well.  There's not much to like about this threadbare plot.  It's not scary, funny, strange, or interesting at all.  

It's just sort of. . .there. Let's move along.

AND FINALLY. . .

INCIDENT AT ELMONT

SCRIPT: ?
PENCILS: Frank Bolle
INKS: Frank Bolle

THE STORY:

The day after a mysterious light is seen in the sky near the town of Elmont, a young boy named Glen finds what he thinks is some sort of strange rubber doll in the woods.  He brings it home and his father takes notice of his son's new toy.


Glen's father realizes that the "doll" isn't made of rubber.  It's some sort of dead creature!  Glen takes his father into the woods, and near where he found the strange creature they are astounded to find a crashed and wrecked spaceship of some kind, surrounded by more dead bodies.  ALIENS! 



As Glen and his father investigate the crashed ship, one remaining alien survivor stumbles from the wreck!  Terrified, Glen's father tries to shoot the alien thing, but his rifle has no effect. . .and the alien begins to grow!  The two of them rush for town with the still-growing alien in pursuit close behind.


Glen and his father make it into town and try to warn the local Sheriff, but before they can tell the story, the alien, now huge, makes its appearance!  But before the terrified townfolk can do anything, the creature falls down. . .dead.

As Glen's father investigates the body of the alien, he finds a book in its hand, stretched out as if it was trying to give the book to the humans.  As the alien body is taken away, Glen's father realizes that they may never be able to translate the alien language in the book.  

What secrets does it hold?  Mankind may never know.



THE REVIEW:

Another dud to finish off this issue.  Not good.  This story just doesn't make much of an impression at all.  Yeah, I get that they were going for a "Twilight Zone Twist" ending, but it falls flat.  The art on this story is better than the previous three, thanks to comic veteran Frank Bolle. . .whose work I'm a bit more familiar with from Doctor Solar, Man of the Atom.  But even THAT doesn't save this story from being bland and forgettable.

CONCLUSION

Two pretty good stories.  Two pretty bad stories.  Half and half.  I'm not sure I can recommend this one based on two pretty good (not great) stories.  That's the problem with a lot of Gold Key comics. . .they're usually only halfway good.  Every issue I've ever read of any of their anthology titles has been the same. . .a couple pretty good stories.  A couple pretty bad stories.

Of the two pretty good stories in this particular issue, only one of them (the first werewolf story) can really even be looked at as a Halloween kind of story.  So I guess as part of the Longbox Junk Halloween Horror Party, I can't really recommend this issue.

I've said it before. . .I'll say it again.  They can't ALL be winners.  This one's barely even in the game.

UP NEXT. . .

The Longbox Junk Halloween party continues!

How about some more of that Mighty Marvel-style horror?

WEREWOLF BY NIGHT #27!

Be there or be square.