[November 8, 1965] You Must Be Mythtaken (Doctor Who: The Myth Makers)


By Jessica Holmes

Yes, I am quite proud of myself for that title. This month, we’re taking a trip back to a time where the line between myth, legend and fact becomes blurred. Doctor Who has a new producer in John Wiles, who has some big boots to fill, and a new writer for this serial, one Donald Cotton. Let’s dive in and see how they got on.

TEMPLE OF SECRETS

Let’s establish one thing immediately: this serial makes a number of breaks from the popular accounts of the siege of Troy. To establish a second thing, I don’t mind this. It’s a legend. There might be a kernel of truth in there somewhere, but most of it was probably made up so that it would make a good story. Well, except for the bit about fighting the river god. That definitely really happened.

The real problem here is the music. Who in the world signed off on this?! It sounds as if they fitted a below-average marching band with shock collars, gave them sheet music that had been half-eaten by a dog, then made them perform drunk with no rehearsal, and giving them an electric jolt every few seconds.

It’s just noise! I have heard more pleasant primary school music recitals.

It would perhaps be more bearable if I had something to watch, but my picture quality is very poor once again. I think it must be the weather where I live.

Inside the TARDIS, the Doctor and his companions watch the unfolding fight between Achilles and Hector on the monitor, and the Doctor makes the spiffing decision to go and ask these nice chaps where and when they’ve landed.

It’s at that point that Hector practically dares the Fates to toy with him, as he mockingly challenges Zeus himself to come down and save Achilles, who is at his mercy. So when there’s a bright light and an old man pops out of a magically appearing box, he’s more than a little taken aback, and that gives Achilles the opportunity to run him through.

Achilles mistakenly believes the Doctor to be Zeus, having appeared to him in the guise of an old beggar (which made me chortle), and the Doctor doesn’t bother to correct him.

Having learnt where he is, the Doctor attempts to return to his TARDIS, but Achilles begs him to stay, showing him the camp of Agamemnon, where the Greeks have spent the last ten years sitting outside the walls of a rather well-executed miniature model of Troy.

The Doctor and Achilles meet Odysseus (yes, THAT Odysseus), who is just a total jerk, as my American friends would put it. The Doctor has a quiet giggle to himself as Odysseus sarcastically comments that Achilles probably just chased Hector around the city until he got tired rather than facing him in honest combat.

Odysseus isn’t at all convinced that the Doctor is Zeus, and after examining his tiny ‘temple’, insists that he accompany them back to the camp. After they all leave, a Trojan patrol comes out of hiding, recovering Hector’s helmet and discovering the ‘temple’ for themselves.

Steven gets tired of waiting inside the TARDIS and goes to find the Doctor, leaving Vicki behind to rest her injured ankle, which I had forgotten all about.

In the Greek camp, Meneleus, husband of Helen (the face that launched a thousand ships, but doesn’t appear in this story) is frankly bored of this whole siege. If Paris wants Helen, he can keep her.

…I see why she left him.

Agammemnon, however, is not ready to give up, and he threatens to issue a challenge to Hector on Meneleus’ behalf.

Luckily for Meneleus, that’s when Achilles gets back and informs them that Hector’s crossed the Styx.

Odysseus arrives shortly after with the Doctor in tow. The Doctor tries to prove his divinity by revealing hidden truths, such as the fact that Agamemnon’s wife is unfaithful, but it seems just about everyone knew that except the kings, who refuse to believe it without proof.

Agamemnon finds himself in a difficult position, and decides to imprison the Doctor, unwilling to risk killing him and incurring the wrath of the gods, or releasing him and having him spill all their secrets to the Trojans.

Desc: Odysseus and Cyclops

Odysseus eavesdrops outside the tent, where he’s met by a mute spy, Cyclops. Probably no relation. Cyclops tells Odysseus, through hand gestures, that he spotted a stranger coming to the camp. Investigating, Odysseus finds Steven and takes him captive, accusing him of being a spy.

Attempting to maintain his cover, the Doctor prevents the Greeks from killing Steven on the spot, telling them that if they take him to his temple tomorrow, he’ll perform a miracle and smite the spy.

Well, they’ll be quite happy to take him to the plain, but he’d better hope for bad weather… because the TARDIS is gone.

Again.

He really does have a habit for misplacing it, doesn’t he?

Desc: an empty plain, with a disc with the image of a horse on it lying on the ground.

SMALL PROPHET, QUICK RETURN

I can’t decide whether I like this pun or whether I want to steal all of the writer’s pencils.

When the time comes for ‘Zeus’ to do some smiting, the Doctor finally caves and admits that he’s not Zeus, leading to him and Steven being captured and interrogated.

Meanwhile, the TARDIS has found its way behind the walls of Troy. Paris, Hector’s brother, is feeling rather pleased with himself for having captured a Greek shrine of some sort.

His sister Cassandra tells him to get rid of it. Naturally, he ignores her. She points out that it was unguarded, and it’s about the right size for somebody to hide inside. Has he perhaps considered it’s a trap? Doesn’t this all sound rather familiar?

Their father, King Priam, soon joins the party and attempts to prise the door open, as inside Vicki frantically searches for something to wear. For heaven’s sake, just put on a bedsheet and you’ll fit right in.

After listening to the Doctor and Steven’s true accounting of who they are and how they came to be here, Odysseus figures that they wouldn’t dare tell him such a blatantly absurd story unless they were actually telling the truth, which is questionable logic but then again none of the great thinkers have been born yet (and boy, does it show!), so perhaps we shouldn’t be too harsh. He agrees to release them on the condition that they help him take the city. Oh, and they only have two days to do it.

In Troy, Cassandra is about to burn the TARDIS as an offering to the gods when Vicki finally emerges, introducing herself as a traveller from the future. All that time in there and you couldn’t come up with any cover story at all?

Cassandra accuses her first of being a pagan goddess of the Greeks (which is confusing, as at least in The Iliad’s version of events, which is what this serial is mostly based on, the Trojans worshipped the same gods), and then of being a false prophet, though Paris points out that Cassandra doesn’t have a monopoly on reading entrails and having weird dreams.

Vicki explains that she’s not prophesying, she’s just recalling her knowledge of history, which is different. Cassandra still insists that they should kill her, while Paris argues the opposite. In the end, Priam kindly assures Vicki that she shall die when HE says so, and not a moment earlier. How very…comforting.

Oh, and the name will have to go if she’s staying. Vicki sounds far too weird for their liking, so the king re-names her Cressida. How rude.

But that name does ring a bell…

Meanwhile , the Doctor and Steven are trying to come up with ideas for breaching the city, and Steven brings up the wooden horse. The Doctor shoots the idea down, as nobody would actually be stupid enough to fall for that.

A messenger arrives to inform Odysseus that he’s been volunteered on Achilles’ behalf to go and answer a challenge from Paris, but Odysseus isn’t about to fight heel-boy’s battles. Steven volunteers to go instead, and allow Paris to take him as his prisoner so that he can search for Vicki. Odysseus thinks it’s suicide, but acknowledges that it is at least very brave.

With him gone, the Doctor keeps coming up with ideas. Tunnelling’s been tried already, but how about flight?

Steven surprises Paris as he very quietly and hesitantly calls out for Achilles, necessitating a change of loincloth on Paris’ part. He astutely observes that Steven isn’t Achilles. Lowering his voice, he admits to thinking that really this whole thing seems to have got a bit out of hand, and he doesn’t really fancy killing anyone who isn’t Achilles anyway.

Desc: A man in Greek armour fights a man in Trojan armour.

Well maybe you should have thought about that before running off with a married woman, hmm?

That said, he has a point.

He reluctantly starts fighting, and Steven has to pretend to lose, because let’s face it, Steven could eat Paris for breakfast if he were actually trying.

It’s very funny when a baffled Paris asks ‘I beg your pardon?’ and then Steven has to actually talk him into accepting his surrender, buttering him up by pretending that the Greeks tell all sorts of extraordinary tales about Paris. He sure would like to tell some of those tales within earshot of the Trojans, and gosh, wouldn’t they all be very impressed with Paris for capturing this great Greek warrior? Cough, cough. Hint, hint.

Nonplussed but a little flattered, Paris agrees to take Steven back to the city, and the pair leave, watched by Cyclops as they go.

In the city, Priam treats Vicki to a slap-up meal courtesy of his cousin Aeneas’ smuggling operation, and regales her with tales of just how much the Trojans like horses. They really, really like horses. There’s such a thing as liking horses too much, you know.

Vicki recalls a legend she once heard regarding Troy and horses, and Priam tries to press her about it. She changes the subject by asking about Troilus, the king’s youngest son. He’s rather good looking, isn’t he?

There’s a bit of a random, out-of-nowhere line on not putting too much stock into good looks, as that will only get you into trouble. Just take Paris and Helen. Paris is a nice looking bloke, popular with the ladies, and also a total cowardy-cowardy-custard. He got all taken with Helen’s beauty, and before you know it there’s a decade-long war.

‘Shame he didn’t meet a nice sensible girl like you,’ he tells Vicki. ‘It’s character that counts, not good looks.’

Ouch! Talk about a back-handed compliment.

Priam hastily apologises, insisting he didn’t mean it like that, and is about to press Vicki on what she knows of the war again when Paris marches Steven into the room, pleased as punch.

Shocked to see each other, Vicki and Steven blurt out one another’s names, and Cassandra realises at once that they must know each other.

If ‘Cressida’ knows this Greek, what more proof do they need that she’s a spy? There’s only one thing to be done with spies. They must be put to death.

Desc: A soldier in ancient Trojan armour brandishes his sword.

DEATH OF A SPY

I was quite disappointed that this episode didn’t start with a punny title. Some might consider that a good thing, though.

Tired of Cassandra’s zealotry, Paris intervenes to stop the guards dispatching Vicki and Steven. Priam is willing to believe Vicki when she says she’s not a spy, but she’ll have to prove herself. She will have to use her divine powers to aid Troy against the Greeks. If not, she’ll be burnt. In the meantime she will have to stay in the dungeons, but Priam assures her that it’s actually rather nice down there.

At least he’s affable, but I think all the men in this story have one brain cell between them and they’re playing pass-the-parcel with it.

Don't look so unimpressed, Odysseus. It's not as if you've got any better ideas.

The Doctor continues to pursue his idea for a very anachronistic flying machine. I think if you left him to his own devices for long enough he’d end up inventing the aircraft carrier several millenia early.

However, he’s not too keen on the idea of testing his invention, something Odysseus would very much like to see him do.

In the dungeons of Troy, Vicki and Steven are visited by Cyclops, who Steven tells to warn the Greeks not to attack until the day after tomorrow, so that they can buy Vicki some time. It’s then that the king’s youngest son, Troilus, visits ‘Cressida’ in her cell.

He brings her some food, and she coaxes him into sitting and talking with her.

Meanwhile, the Doctor abandons his idea of using flying machines, claiming to have made a mistake in his calculations. If you ask me, I think he was just scared of trying out his contraption.

With no better options available he finally suggests the idea of building a wooden horse. He explains the legendary plan, and Odysseus actually seems quite taken with it. So is Meneleus, once the Doctor explains to him that they’re building the horse, not looking for an actual fifty-foot-tall equine.

Maybe there is someone stupid enough to fall for it, after all.

In Vicki’s cell, she’s getting rather cosy with Troilus, and poor Steven no doubt feels very awkward as the chatting turns to outright flirting. Troilus even asks at one point whether Steven is really just Vicki’s friend or if he’s something more. Someone’s a little jealous!

When he finally leaves, Steven mocks Vicki for being so unsubtle. She retorts that she was only doing what she could to get them both out of prison. But was that really all there was to it?

Unfortunately for the pair of them, it looks like their message to delay the attack won’t reach the Greeks. Cyclops gets caught as he leaves the city, and is swiftly killed by a Trojan soldier.

The Greeks finish building their horse in an astonishingly short amount of time. Wait, where did they get the wood? There don’t seem to be any trees nearby. They’d have to travel and cut the lumber and transport it back and assemble it…and they did all that in a few hours? Yes, I’m nitpicking a fictional retelling of a pseudo-historical event that almost certainly did not happen, but it’s my job.

Desc: The head of the Trojan horse

The Doctor waits with Odysseus and his soldiers inside the horse, but the Doctor isn’t at all happy about it. In one memorable line that I am very, very surprised made it past the censors, Odysseus snaps that the Doctor is making him “…as nervous as a Bacchante at her first orgy.”

I beg your pardon?

I think you’ll find that a Bacchante is a female ROMAN follower of the ROMAN god, Bacchus. The Greek equivalent would be a Maenad, a female follower of the Greek equivalent, Dionysus.

The nonsense they’ll allow in children’s television these days!

Soon Troilus comes to Vicki in her cell and tells her that the Greeks have all left. The king thinks that she’s been a good luck charm after all, and has ordered her release. Unfortunately Steven isn’t as lucky.

The Trojans start bringing the horse into the city, much to Cassandra’s dismay. As annoying as she can be, she's the only person in the city with half a brain.

The Trojans think they’ve won… but it’s only a matter of time.

Desc:: The Trojan horse stands on a hill.

HORSE OF DESTRUCTION

The title of this episode sounds like it lost its nerve halfway to being a pun. That, or it’s just a stupid title. I know that Doctor Who likes ‘Noun of Adjective’-style titles, but ‘Horse of Destruction’ just sounds silly.

Cassandra says that the horse is a trick, an obvious trick, and the arrival of the ‘temple’ has brought nothing but bad luck, just as she said. Well, a stopped clock is right twice a day.

They notice ‘Cressida’ seems to have vanished, and Troilus goes to look for her while Cassandra sends her maidservant, Katarina.

Desc: Paris, Priam and Cassandra all look out the window.

Vicki releases Steven from the dungeon, telling him about the horse problem, and Steven wonders if his message got through. Well, chum, take a look at the great big horse standing in the town square and tell me what you think.

Perhaps it’s something in the water?

Troilus finds that his ‘Cressida’ has gone missing, and Cassandra starts screaming, yet again, about finding her and burning her. Cassandra, I like the mythical version of you, but all that screeching is giving me a headache.

Vicki returns to the palace, and they grill her on where she’s been. She manages to placate them, and the king goes with his children to investigate the horse, leaving Vicki alone with Katarina.

The Doctor grows thoroughly sick of Odysseus’ company, and finally snaps. He thoroughly tells him off, but the 'hero' pays him no mind.

Is there a Doctor in the horse?

Troilus returns for Vicki, who warns him to leave the city and find Steven (or as Troilus knows him, Diomedes) out on the plain. He takes her advice and takes his leave. Moments later, the Greeks emerge from the horse and begin dispatching the Trojan sentries. The Doctor looks on helplessly, dismayed at all the bloodshed.

Troilus doesn’t find ‘Diomedes’ out on the plane, but he does find Achilles. He doesn’t have long to wonder if ‘Cressida’ played him false before Achilles attacks. It’s a tough fight, but Achilles catches his heel on a bush and stumbles, enabling Troilus to deliver him a mortal blow. However, the dying Achilles summons the last of his strength and thrusts his sword at Troilus, gravely wounding him. So much for sending him out of harm’s way.

Desc: Achilles lies mortally wounded.At least it's more dignified than dying of an arrow to the heel.

The Greeks open the gates of Troy, letting the rest of the army inside the city. The royal family barely have time to realise what’s happening before Odysseus bursts into the palace, and they realise that all is lost.

Vicki and the Doctor find each other in the chaos, and Vicki sends Katarina to find Steven before taking the Doctor into the TARDIS to talk to him.

However, wearing the guise of a Greek soldier doesn’t do Steven any favours. He gets a nasty wound in the shoulder before Katarina finds him and brings him safely back to the Doctor.

Vicki emerges from the TARDIS. In a curious gesture she hugs the ship before turning and walking back into the city. The Doctor watches in concern as she goes, but makes no attempt to stop her.

Odysseus attempts to prevent the Doctor from leaving, but the Doctor doesn’t have to put up with his nonsense any more. As the TARDIS vanishes, Odysseus wonders if he really was a god after all.

But where’s Vicki?

Desc: Vicki and Troilus arm-in-arm.

Out on the plains, Troilus is wailing over ‘Cressida’s betrayal quite hilariously, thoroughly chewing the scenery. He settles down once she turns up and explains herself. She couldn’t just leave him and allow him to think she’d betrayed him. Besides, she belongs here now.

Excuse me? You flirt for five minutes with this guy and you decide to go and live in the Bronze Age? Vicki, that’s the teenage hormones talking. What was the Doctor thinking letting her go?

Aeneas conveniently shows up, and Troilus and Cressida go to join him in building a new Troy. I can think of a lovely spot on the Italian peninsula which should do quite nicely.

And then they kiss. How romantic.

No, I don’t buy it. I’m sorry, but I just don’t. That’s twice now that Doctor Who has written off a teen-aged companion by making her fall in love with a bloke she’s just met, This time it feels less believable than it did with Susan, for whom it made sense as an ending to her arc, but Vicki showed no signs of being ready to stop travelling. In addition, Susan and David had been through more together, whereas Vicki apparently falls in love with Troilus after one chat in a prison cell.

The Doctor is a terrible guardian. Who in any universe would think it’s a good idea to leave a teen-aged girl in a warzone? Absolutely nothing good could come of that.

However, he’s more worried about Steven right now, who has taken a turn for the worse and badly needs drugs. I suppose whatever the Doctor is a Doctor of, it’s not medicine.

Katarina, who looks to be well on her way to being Vicki's replacement in the TARDIS crew, think she’s died and that the Doctor is a god. Who does that make him, I wonder? Hades?

Desc: Katarina and the Doctor

Final Thoughts

The Myth Makers is a very enjoyable serial with many funny moments. I found myself laughing aloud in parts, having fun all the way. Donald Cotton does appear to have the knack for comic writing. With a number of cast members already established as comic actors, it’s no surprise that it turned out to be as funny as it did. Conversely, I think the serial is at its weakest when it’s trying to be more serious.

Vicki’s sendoff doesn’t make much sense to me, as it feels like too abrupt an ending for her story. I cannot speak to what may be going on behind the scenes at the BBC, but I suspect that Maureen O’Brien might have been a casualty of whatever shake-ups the new producer has in store. Only time will tell, but this has been the weakest companion departure so far. That's a real pity, as I liked Vicki a lot. She was witty, intelligent, kind, inquisitive, and just a delight to have around. O’Brien and Hartnell had excellent chemistry together. I feel quite sorry for our leading man now that all of his old long-term castmates have left.

Perhaps Katarina will be able to fill the hole Vicki left. It would be quite interesting to see how a girl from ancient Troy would react to all the weird, wonderful and horrible things out there in the Doctor’s universe.

I wonder what she’d make of a Dalek?

Text reads: Next Episode, THE NIGHTMARE BEGINS

3.5 out of 5 stars




[November 6, 1965] Turns, Turns, Turns (Avalon Hill's Midway and Battle of the Bulge)


by Gideon Marcus

For the Byrds

"To everything (turn, turn, turn) there is a season (turn, turn, turn)" says the newest hit record by The Byrds.  It appears that America's premiere wargaming company, Avalon Hill, has taken this phrase to heart, releasing not one but two World War 2 themed games in the past year, one taking place in the sultry days just before summer, the other in the bleak frigidity of mid-December.

Midway and Battle of the Bulge both are significant departures from the games that preceded them (e.g. Afrika Korps, D-Day, Tactics II, Waterloo, Stalingrad, etc.) and both push the state of the art in armchair wargaming forward quite a bit.

Of course, as charter members of the Galactic Journey Wargaming Society, Janice, Lorelei, John, and I spent many hours giving these games a spin.  And you, luck readers, now get to see the fruits of our "labor"!

Midway

For seven months after Pearl Harbor, the Japanese raged almost unopposed across the Pacific.  Their juggernaut rolled over Indonesia, the Phillipines, Burma, Hong Kong, Singapore, New Guinea, and the American outpost of Wake Island.  Yet their primary goal, the elimination of the American navy, eluded them.  The Japanese doctrine was centered around a decisive fleet battle victory that would force the Americans to the negotiation table.

On June 4, 1942, the Japanese got their chance.  Six Japanese carriers and an invasion force steamed for the American island of Midway.  Three U.S. carriers were dispatched to prevent the island's capture.  Thanks to some expert code-breaking and a little luck, the Battle of Midway ended in a Japanese defeat, marking the high-water mark of their expansion.

But could it have gone differently?

Battleship for grownups

If you've ever played the Milton Bradley game Battleship, you already have an idea how Midway works.  Sort of.  Midway is actually two games in one.  The first takes place on a strategic board depicting the ocean around Midway island.  The Japanese fleet enters from the west in several groups while the American navy is arrayed in the east.  Each turn, both sides call out sections of the board to search with their scout aircraft.  If enemy ships are spotted, carriers (and the airfield on Midway) can launch aircraft to attack them. 

Only a limited number of sections can be searched per turn, depending on the nationality and disposition of ships, so there's a lot of cat and mouse to this portion of the game.  Whoever gets the first strike has an advantage, though a straight slugfest will tend to favor the Japanese as they have more planes.

Hornet's nest

The second portion of the game involves the actual plane to ship combat.  The defending player arranges their ships to maximize antiaircraft screening while the attacker arrays a combination of torpedo bombers, dive bombers, and escorting fighters to most effectively sink vessels.  No attacks can be made risk free, though it is always better to lose one or two planes in an assault if the yield is the loss of an enemy carrier deck.

Points are scored for vessels lost and the speed at which the Japanese take Midway.  Indeed, the Japanese can win their battles pretty handily, but just a turn or two delay or the loss of a key ship can cause them to lose the game on points.

That's what happened when John and I played — as the admiral of the Kidou Butai, I left the American navy at the bottom of the sea and took Midway, but the delay in my timeline caused me to come shy of my victory conditions by just a few points.

Scorecard

I appreciated the novelty of Midway.  It was quite different from the other wargames I had played to date, although, to be fair, I have not played Bismark, which I understand also has a search and evade dynamic.

Nevertheless, there just wasn't enough to the game to merit a lot of replay.  As much as I like ships and am an ardent Nipponophile, Midway failed to grab me.  John felt similarly.

Three stars.

Battle of the Bulge

Where Midway was the faltering step of a military at the height of its power, the Battle of the Bulge was the twilight of a fallen giant.  In December 1944, the Allied forces had steamrollered their way across France and the Low Countries, pushing the Nazi Reich back to its traditional Rhine border.  While it was clear that the war wouldn't be won by Christmas, it also seemed that the Germans, hard pressed in both the east and west, could no longer take any role other than the defensive.

This conclusion was wrong.

On December 16, 1944, an onslaught of panzers and troops smashed against a thinly defended point in the Ardennes forest — the same area the Germans had attacked on their way to Paris in May 1940.  Aided by a cloak of overcast, the Wehrmacht lanced into Belgium with the aim of dividing the British and American armies, seizing the port of Antwerp, and forcing the West to sue for a separate peace.  Within a few days, German troops had laid siege to the stubborn redoubt of Bastogne, and Tigers and Panthers were probing the banks of the Meuse river, an important allied defensive line.  By then, Hitler's last gasp had formed the shape on the ground for which this episode of the war was named.

Of course, we know how things ended.  The rugged defenders of Bastogne answered "Nuts" to calls for their surrender.  Allied reinforcements blunted and then repelled the Nazi advance.  The skies cleared up after Christmas allowing the overwhelming British and American air superiority to savage the German lines.  By early January 1945, the battle of the bulge was over, and Germany's ability to wage offensive war decisively destroyed.

What if?

Avalon Hill's newest game recreates this exciting (if preordained) battle in close detail.  Turns last just twelve hours, and units are represented down to the regiment/brigade level.  As with the game, Waterloo, the Germans start out with numerical superiority and have to work their way from one side of the map to the other against increasingly reinforced Allied lines.  Indeed, both Waterloo and Battle of the Bulge fight over practically the same real estate.  Poor little Belgium.  Victory is won by the German player if a sufficient number of troops is pushed across the Meuse and supported for 48 hours.  Alternatively, that number can be smaller if the Wehrmacht takes and holds the key towns of Clervaux, St. Vith, and Spa.

While many of the mechanics of the game look familiar at first blush, Battle of the Bulge represents a great departure from its predecessors.  For one thing, it has a completely different Combat Results Table.  Virtually all of the Avalon Hill games since Tactics II had used the same chart to determine the effects of combat.  This time, instead of just offering "eliminate", "retreat", and "exchange" (equal destruction of both forces) options, there are now also the results of "engaged" (which locks up units until the battle be decisively resolved) and "contact" (neither side inflicts any damage).

Roads and the holding thereof are critical.  Off the roads, troops and vehicles are slowed to a crawl.  On the roads, advances can slice deep into enemy territory.  However, such advances can only be made nilly-willy in the Basic Game; in the Advanced Game, there are supply considerations, which largely only affect the Germans.  If a Wehrmacht unit cannot trace a logistical path along roads back to the east side of the map without it being blocked by allied units or their surrounding "zones of control", it immediately loses much of its mobility.  After six turns of being cut off, surrounded units of either side cease to exist.

Treads hit the Road

In the first game, I played the Germans against John using the Basic Rules.  It was a handy victory, my panzers rushing with gay abandon behind the Allied lines and reaching the Meuse well before Christmas.  But without supply restrictions, the game felt little like a simulation of any real-world situation.

As it turned out, my next opponents were Janice and Lorelei, hot on the heels of an excellent and hard-fought game of Waterloo.  They enjoyed working together as a team (which made sense in both games as they played coalitions rather than single nations) and I appreciated the added challenge that came from matching wits with a double-brained foe.

Given the apparent German advantage in Battle of the Bulge, they needed every neuron they could get.  The Wehrmacht simply overwhelms the first few turns, and so long as the dice are reasonable, advance is swift.  The German assembles a ridiculous number of panzers to assault one spot, while assembling the rest into suite of two to one attacks, making sure to surround their prey.  Since no attacker deaths can result from either of these types of fights, the Huns can sweep through their resistance while taking very few casualties.

In the game we played, I don't feel the Allies made any specific mistakes and yet I reached the Meuse at around the same time as I had in my game with John, and I only lost a single unit in the process.  Needless to say, we'll have to play again (likely switching sides) to see if the issue is the game or just beginner's bad luck.  The current plan is to play a game starting December 16, 1965 and play through in "real-time". 

I'll be glad to play the good guys.  Putting on Wehrmacht gray makes me very uncomfortable.

Scorecard

As for rating, pending further study, I'd give Battle of the Bulge four stars.  It's definitely got replay value, and it's the most dynamic Avalon Hill game I've played to date with the possible exception of Afrika Korps.

Previews of Coming Attractions

It looks like Avalon Hill has managed to squeeze out one more title this year.  An advertisement for Blitzkrieg came with my latest catalog; it looks like it will be some kind of generic, division-level strategic game. Looks fun and customizable — needless to say, I've ordered my copy!

Join the Fun!

If all this talk of playing general stirs something your bones (and hey, it's a lot more fun and less harmful than actual fighting), you are warmly invited to join our Galactic Journey Wargaming Society.  We have been facilitating several play-by-mail games so that even players remote from each other can enjoy a contest: over the summer, we had a smashing good time killing each other in a friendly game of Diplomacy.

And you get a spiffy newsletter!  What are you waiting for?






[November 4, 1965] The Best Bad Science Fiction Wrestling Can Offer (A Review of Two Films of El Santo)


Ginevra Gafaro

There is nothing that hits the spot like a good bad science fiction film. For the best bad science fiction, there is nothing quite so satisfying as the genre of masked wrestler movies.

These films are required to balance plot, science fiction, and actual wrestling all while operating on a tight budget and being filmed in a short number of weeks. The ingenuity required of the cast and crew is nothing short of extraordinary. There are no stunt doubles and little room for error.

Two of the best examples of the new genre, Invasion of the Zombies and Samson Versus the Vampire Women, are now showing in a double feature at the Fort Lauderdale Thunderbird Drive In Theater — dubbed in English, but I've seen the originals, and I had to see them again in any format possible, they're that good.

Why These Films are Good

The plots of both films follow a simple premise: science fiction shenanigans occur and the best person to help resolve it is the masked wrestler Samson. It is easy to extrapolate how it ends from there. The beauty of these films is in the fast pace that keeps viewers at the edge of their seat and frankly, that they offer some of the most impressive wrestling matches ever seen on the screen.

El Santo
The masked wrestler himself, El Santo.

Both of these films star actual masked wrestler Rodolfo “El Santo” Guzman Huerta essentially playing himself on the big screen. Both films are produced by Alberto Lopez with cinematography by Jose Ortiz Ramos. Starring opposite El Santo is Jaime Fernandez who technically plays a character named Detective Rodriguez in one film and a character named Inspector Carlos in the other, but it is easy to imagine them as the same character.

Invasion of the Zombies

Title shot of Invasion of the Zombies in Spanish
Title shot from the original film, Santo Contra Los Zombies. This was later released in English under the name Invasion of the Zombies.

Invasion of the Zombies opens exactly as you might expect: on a ring match between Samson and another wrestler. The bout is a combination of choppy greco wrestling and some impressive lucha libre moves. One lovely highlight is when Samson jumps, grabs his opponent around the neck with his ankles and throws him flat on his back over on the other side of the ring. Incredible.

Ankles
Gorgeous.

The match goes on for about ten minutes before the actual plot begins (which is just fine). A young woman, Gloria, reaches out to local police after her father disappears. He had just finished his book on zombies. Three detectives agree to take the case, and they head over to her house to investigate. They find no leads but they do meet her uncle and his dedicated caretaker, who are distraught about the missing relative.

The film cuts to three men breaking into a jewelry store while moving in unison. They use what appears to be a laser wand to burn through a jewelry vault. A man walks in and shoots one of the three men. The bullets don’t affect him in the slightest, not even when one is shot directly in his head! The shooter is knocked unconscious by what is clearly a zombie and the three robbers leave. As they approach their getaway car, the police attempt to stop them. Again, bullets have no effect on these men, who are all obviously zombies, and the police are easily defeated.

Three men dressed in grecco style clothing while emptying out the safe deposit boxes.
Three robbers, who may or may not be zombies, empty out safe deposit boxes.

And Now For Samson

The officers explain the events to the police chief back at their station. No one uses the word zombie but it’s pretty clear this was not the typical robbery. The police chief calls local masked wrestler Sampson for help on his audio/visual communications system. Clearly the strange circumstances can only be resolved with his assistance.

Police Chief and Santo communicate through communication devices.
Samson talks with the Police Chief regarding his request for assistance.

Meanwhile the private investigators looking for the missing professor come to the same conclusions as the police chief: they decide to ask Samson for his help in their investigation. No explanation is given, but really, at this point does anyone need to provide one?

Samson somehow manages to use his communications system to spy on the black hooded villain controlling robbers. He sees the villain order the three robbers to steal children from the local orphanage. Samson rushes over to stop them. When he arrives, the zombies have children under each arm and the orphanage is on fire.

Zombies steal children from an orphanage. Typical zombie nonsense. Zombies steal children from the orphanage and light it on fire. Because they're evil.

Luring them outside to fight in the grass, a three-on-one battle ensues, Samson keeping them busy until the police appear. The good guys then all band together to stop the three robbers and yet the robbers still manage to defeat them. Not all is lost; the zombies escape without stealing any children.

The officers manage to identify the robbers and are shocked to discover they are all dead men. It is at this point that someone proposes that these people are zombies. The police chief cannot believe it.

To The Shock of No One, Things Escalate

The black hooded villain decides something must be done about Samson. He abducts Samson’s next wrestling opponent and injects him with an unknown substance.

In the ring match against Samson, the opponent shows superhuman strength and skill, nearly choking Samson to death. Samson notices something strange under his opponent's tights and pulls open the hem of his pants. The tug causes smoke to pour out from the pants and the opponent falls over in the ring. His body disappears right in front of everyone, leaving behind a strange belt on fire.

The villain then decides to try to kidnap the Mayor and Gloria. Like you do.

The villain sends three zombies out to do his bidding.
The villain gives his orders to his three favorite zombies.

Samson and the team of detectives trace the villain down to his lair, Samson battling the villain while the police fight the zombie horde. He manages to slay him and break the zombie controlling machine. The identity of the villain is revealed and the zombies disappear in a mesmerizing special effect.


Zombie Horde.

Here the story ends with a beautiful comment from Samson: “When men violate the rules of God, they become victims of their own misdeeds.” It is a more thoughtful ending than one would expect for a movie about a masked wrestler fighting zombies.

Samson Versus the Vampire Women

Title shot of Samson Versus the Vampire Women
Original title shot of Santo vs. Las Mujeres Vampiro, later released in English under the title Samson vs. the Vampire Women

Samson Versus the Vampire Women starts strong with haunting music and beautiful close ups. A vampire woman, Tundra, slips from her coffin to awaken three male vampires from their slumber. The men have been chained to granite slabs while the women rest comfortably in underground coffins.

The aesthetics of their home are stunning, a fine line between Gothic and Grecian. The special effects on the audio render the opening monologue nearly unintelligible but the beauty of the film makes it irrelevant.

The film cuts to a young woman, Diana, playing Moonlight Sonata on the piano for her brother and father. She stops playing and claims she felt summoned by the face of a beautiful woman.

The beautiful woman that Diana claims is watching her.
This is the beautiful woman Diana believes is watching her. She's right.

Diana and her brother retire for the evening, leaving their father to pull out some papers covered in large hieroglyphics. He starts to translate the document, stating that in 200 years a descendant of the woman named Rebecca will be called when she turns 21 to be put through the rituals of the vampire women.

This appears to be a universe where 200 years prior, people recorded information by using rudimentary hieroglyphics as a cipher to prevent the information from falling into the wrong hands. This is the only explanation one can surmise for the use of hieroglyphics spelling out gibberish and being read in the wrong order.

The professor calls Samson for assistance on his audio/visual communications device. Samson enters his office through the balcony, and the professor explains that Samson is the masculine equivalent of Rebecca with the condensed force of masculine strength. The actor's ability to deliver that bit of dialogue is impressive. The professor asks Samson for his assistance in keeping his daughter Diana safe. It is believed that she is the descendant of Rebecca. It’s either that, or she’s the descendant of Sappho.


The professor speaks with his friend Samson. I wonder how they became friends.

It is very important for you to know that Samson spends this entire film wearing tights, his mask, and an optional cape. It’s a good look.

Samson looking very handsome and shirtless.
Samson looking very handsome in his shirt optional attire.

We Now Interrupt Your Plot for Wrestling

Here the film cuts to Samson at a wrestling match. The match goes on for quite a while, but it’s composed of excellent fight choreography. And if you didn't come here for the wrestling, why did you come here?

Afterwards, the film moves back and forth between some quick scenes:

The vampire woman from the beginning of the movie bites Diana’s neck and drinks her blood before running off. The Carmilla similarities are off the charts.

Vampire woman leans down to drink Diana's blood.
The vampire leans down to drink Diana's blood.

A group of vampire women corner a man and drain him of blood in their lair.

The vampires discuss how they will take Diana on her 21st birthday. It is just as absurd as you can imagine, a cross between a high school girls sleepover and a cult militia. I am torn at this point in the movie. On one hand, clearly Diana would be happy with these young women considering that this is being presented as some sort of destiny plot. On the other hand, she can do better.

Vampire woman gather to discuss stealing Diana.
The vampires gather to discuss the abduction of Diana. My enemy, rubber bat on a string, makes an appearance.

In the evening, the professor throws a birthday party for Diana. The front door is guarded by two men who are charged with making sure no one enters without an invitation. A male and female vampire put him into a trance and slip in among the party guests. Not proficient at mingling, the vampires are discovered and Samson shows up to fight them. He manages to drive them off. A man is found dead from vampire bites. The group gathers to discuss next steps.

Two vampires walk into a party.
Two vampires walk into a party. They talked their way into an invitation.

Plot Relevant Wrestling Commences

Samson is forced to leave in order to fight in his next wrestling match. His opponent wears a black mask and fights with inhuman strength. Things are touch and go but Samson unmasks his opponent only to reveal a hideous vampire face. The spectators and officials riot. In the confusion, the vampire escapes and is next seen abducting Diana in a taxi.

Officers and wrestling fans alike riot.
Nearby officers try to stop the vampire while wrestling fans riot.

Her father consults his books and thus determines the location of the vampire lair. Samson immediately heads over… and walks into a trap. The vampires chain him down on one of the granite coffins but the foxy Samson manages to escape. He keeps the vampires busy but they pin him down, reaching for his mask. Just as they are about to reveal him, the sun comes in from the windows and sets the vampires on fire. A few manage to escape to the underground lair, but Samson is determined to stop them. He grabs a flaming torch and sets all of their coffins to blaze.


Samson sets fire to the vampire coffins.

Triumphant, Samson carries Diana out of the lair. He hands her back to her family and drives off into the distance.

It Sounds Terrible. Why Bother Watching?

So is it worth watching a pair of import SF films about a wrestler fighting the evil forces of the supernatural? In a word, yes. Invasion of the Zombies offers some stunning visuals and a clever version of zombies not seen before on the silver screen. Using a belt and computers to control zombies? Brilliant. Similarly, the soundscaping in Samson Versus the Vampire Women really cannot be overpraised — creepy, haunting, and beautiful in equal measures. And El Santo is always a joy to watch, one of the greatest athletes to appear on the silver screen.

True, there is also some awful film making. Invasion of the Zombies doesn’t even bother to attempt to explain why a masked wrestler is the ideal person to fight zombies or search for a man in a missing persons case. For every jaw dropping action sequence in both films, there was at least one very stupid on screen event. The ancient Egyptian bit was particularly enraging.

But the gravest sin of all, dear readers, is the use of a cheap rubber bat on a visible string in multiple shots of Samson Versus the Vampire Women. The bats weren’t even necessary for the film’s progression.

Still, for all the faults, at the heart of both films is a sincerity. Their creators clearly tried to make a product greater than the sum of its parts. That the films end up a joy to watch despite their admitted flaws is evidence that the creators have succeeded.

These two movies are truly some of the best bad science fiction that wrestling has to offer.

Samson waves goodbye from his car.
Samson waves goodbye.






[November 2, 1965] Revolution! (December 1965 IF)


by David Levinson

Americans have an odd relationship with revolution. They’re quite proud of their own, but extremely leery of anyone else’s. But revolution seems to be the natural order of things in the 20th century. Not all of them have been violent, nor have all of them been political. And no doubt we will see many more – political, scientific, economic, social and even sexual – before the decade, let alone the century is out.

Revolution turned upside-down

Since the end of the War, the major colonial powers of the 19th century have been gradually handing over control of their colonies to the native people. It hasn’t always been voluntary, nor has it always been smooth. But the British seem to be doing better than the others at handing over power. Most transitions have gone smoothly, though not perfectly. Until now.

Negotiations have been ongoing with Rhodesia since last year. The sticking point has been an improvement in the status of Black Rhodesians and an end to racial discrimination, insisted on by the United Kingdom. The white Rhodesian government led by Prime Minister Ian Smith is vigorously opposed the idea of equality for Blacks.

Talks broke down on October 8th over the issue of majority rule. With rumors circulating that Rhodesia will declare independence, the U. N. General Assembly voted 107-2 to call on the United Kingdom to use military force to prevent such an event. Ten days later, the Organization of African Unity passed a similar declaration. British Prime Minister Harold Wilson has gone to Rhodesia to continue negotiations, apparently without success. On the 30th, Wilson gave a press conference before returning home in which he stated that a unilateral declaration of independence would be treason, but that the United Kingdom would rely on trade sanctions and ruled out the use of military force against “kith and kin”. A peaceful resolution does not seem to be at hand.


Harold Wilson (l.) and Ian Smith (r.)

Revolutions start to finish

Americans may not like the idea of revolution in the real world, but as part of their national mythology it turns up frequently in fiction. This month’s IF is filled with revolution, both political and otherwise.


There’s no clue what this odd revolutionary slogan means. Fred Pohl promises an answer next month. Art by Morrow

The Moon is a Harsh Mistress (Part 1 of 5), by Robert A. Heinlein

In 2075, the Moon has been a penal colony for nearly a century. A prison without walls or guards, because there’s nowhere to run, and after just a few months, permanent physiological changes caused by the low gravity mean no one can go back to Earth. That means that many people living there are free men and women descended from former prisoners, but still subject to the Lunar Authority.

One such is Manuel Garcia O’Kelly-Davis. Mannie, who lost his left arm in a mining accident and has several interesting prosthetics, is a computer repairman. One of his jobs is maintaining the Lunar Authority’s central computer, a High-Optional, Logical, Multi-Evaluation Supervisor, Mark IV – a HOLMES FOUR. Somewhere along the way, so many different modules were added to the computer it gained consciousness. Only Mannie has noticed and dubbed this new “person” Mycroft, Mike for short, after Sherlock Holmes’s smarter brother. Mike is quite the joker, with a fondness for practical jokes and puns, but he’s lonely, since everyone else is too stupid to have figured out that he’s alive.

At Mike’s request, Mannie attends a political meeting where he is introduced to Wyoming Knott, a rabble-rouser from Hong Kong Luna, and runs into his old teacher, Professor Bernardo de la Paz. After Wyoh (as she prefers to be called) gives a stirring speech encouraging revolution against the Authority and the Prof agrees with her goals but pokes holes in her methods, the meeting is broken up by the Warden’s goons and turns deadly.

Mannie helps Wyoh escape and, while they’re hiding out, introduces her to Mike, who eventually creates a feminine personality called Michelle to talk to Wyoh. The next day, they meet with the Prof and have a discussion about revolution. Mannie and Wyoh exchange a knowing look when the Prof points out the importance of communications; that’s one of Mike’s bailiwicks. After the Prof expounds on the idea of revolutionary cells, Mannie suggests a few improvements and suddenly finds himself nominated to head the revolution. To be continued.


Mannie wearing his Number Three arm. Art by Morrow

All but the most rabid Heinlein fans will agree that his last few novels have been uneven at best. But this is Heinlein at his best. We have the standard Heinlein characters here: Mannie, the competent man who mostly goes along to get along until pushed to do more by circumstance; Wyoh, the strong, beautiful, brilliant woman who does the pushing (though not a love interest so far); and the Prof, the older man who loves teaching and the sound of his own voice. Mike is a bit different. He obviously has a role to play, but we need to see more.

Not much really happens in these 50 pages, but Heinlein keeps you reading, even through long discussions of Lunar marriage customs and revolutionary organization. And once again, Heinlein has slipped a minority protagonist into his work. Mannie is not only Latin as his name suggests, but he probably counts as Black, with a grandfather deported from South Africa. When he first sees her, Mannie notes that pale, blonde Wyoh is clearly first generation since the genes tend to get all mixed up pretty quickly, so most of the people we meet are probably of mixed race.

Four stars and I’m eager to see more.

Security Syndrome, by Gerald Pearce

Professor James Brown has arrived at the regional headquarters of the Society to report someone as politically unreliable: himself. Despite his double-A rating, he feels that his sensitive position and his exposure to older texts full of “unescoism” have rendered him unfit. To say more would give the whole story away.

The United States has clearly undergone a revolution prior to the time of this story. The unnamed Society merely advises the government on the political reliability of citizens, and we hear of a second Bill of Rights, which includes a guarantee of “freedom from seditious, false and heretical doctrines”. It also seems that Brown’s actions are going to trigger another revolution.

This is a good story, though not without problems. I had some difficulty keeping the various Society members straight, and the story sagged in places. Still, a solid three stars.

Toys for Debbie, by David A. Kyle

Six-year-old Debbie Curtis likes to play with toys for both girls and boys, but she does have a tendency to break them. Insurance salesman Mr. Black has offered her father some excellent terms and occasionally drops by with a present for Debbie. What could be the harm?

I often complain that an author has attempted a “Twilight Zone ending”, an ironic twist that hasn’t really been set up. Long-time fan David Kyle (who most recently appeared in these pages as an artist) has written what would be an excellent episode of The Twilight Zone. It’s easy to imagine Rod Serling popping up at the end to offer a terse epilogue. Every moment is earned, and it ends not with a twist, but a shudder. Three stars.

St. George and the Dragonmotive, by Robert F. Young

Lieutenant George St. George of the International Pastpolice has gone to sixth century England to investigate an anachronism. There he meets a few knights, including one from Camelot, hunting for a dragon which has devoured a fair maiden and several peasants, who miraculously remain “on live”. The dragon proves to be a train, resembling the Stourbridge Lion, driven by a young woman he dubs Cassiana Jones. Train-lover George must work his way into her favor to track down the source of this industrial revolution.


An unusual comic style for Gray Morrow, but the best thing about this story. Art by Morrow

Typically for Young, the protagonist is an addlepated twerp. Worse, though he falls in love with the engineer, it’s clear he’s more in love with the idea of driving a train. Worse than that, she doesn’t get a name in her own right until the very end. It’s also far too long for such a thin story. Two stars.

The Girls on USSF 193, by Stephen Goldin

Astronauts are coming back from their tours of duty in space with weakened hearts, because they won’t do the cardiac exercises prescribed by the National Space Agency. Director Jess Hawkins came up with a plan that is dubious to say the least, morally questionable and probably illegal.

You sometimes hear the phrase “sexual revolution” about changing attitudes towards sex. In the past it’s sometimes meant being open about what people are doing anyway, and sometimes it’s about real changes in sexual attitudes. This story dabbles in the latter, but is highly implausible. It hinges on a career bureaucrat making a move that puts his job on the line, a job he knows others are gunning for.

Goldin is this month’s first time author. The writing here is decent, despite the implausible plot, but the attitudes towards women are deeply questionable. Two stars.

LONCON II or Through a Monocle? Darkly, by Robert Bloch

Bloch’s report on this year’s Worldcon was allegedly written on a hotel typewriter between the end of the con and his departure for home. I believe it. This rambling nonsense reads like it was written by a man short of sleep with his brain in a different time zone. You’ll learn much more about the con from our colleague Kris Vyas-Myall’s report. One star.

Mercury, by J. M. McFadden

Mercury is an alien predator with an unusual hunting style. She is captured by an expedition and brought to an Earth zoo. There will be consequences.

The story is quite obvious and depends on some rather stupid behavior, but it’s short and not a bad read despite all that. This is McFadden’s second sale, and I’m not averse to seeing more from him. Three stars.

Retief’s War (Part 3 of 3), by Keith Laumer

Retief continues his search for Fifi. Unable to find his army, he joins forces with the remaining Terries and prepares for a last stand against the Voion hordes. Rescue arrives at the last minute in the form of the Federated Quoppina army led by Fifi, who is none other than Retief’s cousin Princess Fianna Glorian Deliciosa Hermione Arianne de Retief et du Lille. A typical Retief plan is put together to save the rest of the CDT mission, knock Ikk and his Voions out of power, quash Groaci schemes and get Retief mostly out of trouble.


Tief-Tief rides to the rescue. Art by Gaughan

What a disappointing ending. A number of things happen that make little or no sense, but happen to move plot forward. Back in the first part, I noted that there was more room for things to develop, but Laumer seems to have run out of room anyway and it all rushes to a slam-bang ending. Two stars for this part and a very low three for the novel as a whole.

Summing up

There’s lots of revolution in these pages, political, industrial and sexual. But there’s nothing revolutionary. IF is by no means mired in the past like Analog and the outward forms often acknowledge the changes happening to the genre, but the bones are still those of a decade ago or more. IF is still worth reading, and Fred Pohl has never struck me as averse to change, but he really needs to pick one of his three magazines to at least experiment with bringing them into the 1960s and beyond.


Nothing here looks terribly new either.






[October 31, 1965] Finished and Unfinished Business (November 1965 Analog)


by Gideon Marcus

Spooks and SF

All Hallow's Eve is upon us, that annual moment when the barrier between the worlds of the living and the dead is at its weakest. The departed spirits of those with unfinished business return to fulfil their goals. And puckish souls, alive and passed, spread mischief.

And amidst all this, there is candy.

In this light, the November 1965 issue of Analog is the perfect companion for Halloween. There are familiar faces, a significant departed face, delicious trifles, and sad tricks.

Tricks and Treats


John Schoenherr

Down Styphon!, by H. Beam Piper

If you read H. Beam Piper's Gunpowder God this time last year, you're familiar with Calvin Morrison, a Pennsylvania cop who got whisked to an alternate world where Aryan tribes settled the Americas and the precursors to our Amerinds stayed in Asia.  Calvin encountered a feudal patchwork where the United States had been, and he quickly took advantage of his military prowess and knowledge to help break the gunpowder monopoly of the House of Styphon, becoming Lord Kalvan of the principality of Hostigo in the process.

If you haven't read Gunpowder God, you'll be rather lost reading Down Styphon!, which is a direct sequel.  After winning its first battle against its neighbors, Hostigo now finds itself about to be attacked by neighboring Nostor and a host of Styphon-funded mercenaries.  Only by developing a mobile force and the science of military cartography can Kalvan and Hostigo hope to repel the vastly superior forces of the invaders.

Down Styphon! is little more than a campaign log, chronicling the ebb and flow of the fight from the initial preparations, to the attempted Nostorian breakthrough, to their ultimate rout. It's clearly a middle third to a novel of Kalvan's story, started in Gunpowder God.  Indeed, the tale ends on a cliffhanger: it is clear that Styphon has one more trick up their sleeve and will not go down without a fight.

The problem, of course, is that readers of Analog may never get a conclusion to this tale.  Sadly, Mr. Piper took his own life last November, and Down Styphon! is touted as the author's last published story.

On the other hand, a novel of Lord Kalvan (Lord Kalvan of Otherwhen) came out recently, and it may well have the resolution to the story.  It's also possible that editor John Campbell will license the last part of the book to finish the saga in Analog.

One hopes so.  While Down Styphon! is clearly incomplete and focused primarily on a single battle, it is yet one of the best and most riveting recountings of a military campaign I've read.  There is such rich detail that I could easily see Avalon Hill making a wargame out of it.

So I give this tale four stars for what it accomplishes and in appreciation for what it could have been (and perhaps might be — fingers crossed).

Even Chance, by John Brunner


John Schoenherr

A young Kalang tribesman in the remote mountains of Java rushes to meet a party of foreign anthropologists.  He bears a shard of a crashed vehicle, one he's certain will convince the expedition to regale him with gifts, as had happened during the War when a pilot had set down his crate and had to be nursed back to health.

But the fragment is highly radioactive, and the craft it comes from is not of Earthly construction.

That's a great setup for a story, but in (the oddly titled) Even Chance, the setup is the whole story.  You know its outcome from the beginning, and the thing reads like something from the 1940s.

A high two — it's not offensive, but it could use finishing.

A Long Way to Go, by Robert Conquest


Kelly Freas

A Mr. Randall from modern day is transported 500 years into the future.  Unlike other contemporaries who had made the trip, Randall is allowed to keep his memories of the 20th Century even if it means he'll have trouble adjusting to the 26th, the better for anthropologists to study him.

At the end, however, it is decided that it is better for Randall to be acclimatized after all.  The time traveler takes the news philosophically, noting that the future seems to have solved all of today's problems. But, his future host sadly informs him, they have unique problems of their own.

Once more, we have a fine setup to a story that fails to go anywhere. Indeed, I'm not quite sure what the point of the tale was.

Another high two.

Some Preliminary Notes on FASEG, by Laurence M. Janifer and Frederick W. Kantor

Here's a cute quasi-scientific piece on the generation of fairy godmothers, done in the style of a short journal article.

Three stars.

Onward and Upward with Space Power, by J. Frank Coneybear

On the other hand, Coneybear's longwinded piece on steam power in space keenly suffers for want of an introduction, a conclusion, and subheadings.  I suppose it's better than pseudoscience, but Analog really needs a dedicated science writer like F&SF's Asimov and Galaxy's Ley.

Space Pioneer (Part 3 of 3), by Mack Reynolds


Kelly Freas

At last we come to something that does finish: Reynolds' latest serial.  When last we left Ender Castriota (who had assumed the identity of Rog Bock to join the roster of the colony ship Titov on its way to complete a blood feud against the last of the Peshkopi clan, rumored to be on the vessel), the colony of New Arizona had been attacked by natives.  As the first intelligent aliens encountered by humanity, their presence on the planet not only poses an existential threat to the new settlement, it also invalidates the colonial charter.

A war ensues, egged on by the Captain of the Titov, who, not wanting to see his lucrative opportunity fade away, insists the aliens are simple animals.  That these "animals" wield crossbows and religious totems makes no difference to him.

Curiously, the "kogs" (as the indigenes are derogatorily called) are extremely humanoid in appearance.  Stranger still, they appear to be confined to the island on which the Titov landed.  I'm sure you can guess, as I did, the true origin of the "aliens."

Space Pioneer's third part is, like Down Styphon!, primarily a chronicle of battle and, like the Piper story, a deftly executed one.  Reynolds is good at that kind of thing.  The Peshkopi feud issue is resolved, and not as I expected it to be, and there is some good development of the relationship between Castriota and Zorilla, the one member of the colonial board who seems to be a decent man.  I was disappointed that Cathy Bergman, advocate for the non-charter member colonists had a minimal role in the third segment, however.

All told, I'd give Part Three four stars, and the book as a whole three and a half.  Good stuff, but it likely won't make the nomination for this year's Galactic Stars.

Assorted Sweets

With all of its ups and downs, Analog clocks in at exactly three stars.  However, as with any Halloween grab bag, you can always skip the candy you don't like and concentrate on what you like.  There's certainly much to enjoy in this month's first and last thirds.

Analog is surpassed this month by Fantasy and Science Fiction (3.7), Science Fantasy (3.2), and New Worlds (3.1).

Campbell's magazine is better than this month's largely reprint Fantastic (2.8) and the perennially lackluster IF (2.6).

Only one story out of the 30 new pieces was written by a woman, which makes Science Fantasy the winner of this month's SF equal opportunity award without trying very hard. 

Sad as that statistic may be, there was far more worthy reading this month than usual.  One could easily fill two big magazines with nothing but 4-star stuff.

So grab yourself this month's digests, stuff them in your trick or treat bag, and have a swell spooky holiday of haunting.  I know I will!






[October 29, 1965] Oater, West German style (The movie, Winnetou Part 3)

Cora 'faxed this piece from West Germany along with yesterday's comics article. It was such a delightful snapshot into the state of Westerns in Europe that we're giving it an off-schedule publication. Enjoy!


by Cora Buhlert

Not a dry eye in the house:

Winnetou Part 3

West German cinemas are currently dominated by the heroic Apache chief Winnetou and his white blood brother Old Shatterhand from the adventure novels of Karl May.

Karl May (1842 to 1912) was a small time criminal turned writer of pulpy adventure stories and continues to be one of Germany's most popular authors more than fifty years after his death. Generations of German youths have devoured the glorious adventures of May's heroes in the Middle East, Mexico and the Old West, adventures the author assures us are autobiographical, even though May never left Germany. The most popular are the novels and stories May wrote about the adventures of Old Shatterhand, a Saxonian engineer and thinly veiled May stand-in, and his friend and blood brother Winnetou. When I was twelve, I was going to marry Old Shatterhand and my best friend Dagmar was going to marry Winnetou.

In 1962, Horst Wendlandt, producer of the popular Edgar Wallace films, began adapting May's novel for the big screen. Two weeks ago, the long-awaited Winnetou Part 3 hit West German cinemas, starring Hollywood star Lex Barker as Old Shatterhand and French actor Pierre Brice as Winnetou. In spite of the numbering, this is already the seventh movie about the adventures of the heroic Apache chief – the number three only refers to the fact that this movie is the adaptation of the third volume of May's Winnetou trilogy.

Now everybody who has read the novels (and is there anybody in Germany who hasn't?) already knows that Winnetou heroically gives his life to save his friend and blood brother Old Shatterhand at the end of the story. Nonetheless, there was not a dry eye in the theatre when Winnetou tragically expires in the arms of his best friend to the soaring theme music by Martin Böttcher.

Winnetou and Old Shatterhand
Friendship beyond death: Winnetou (Pierre Brice) and Old Shatterhand (Lex Barker)

Producer Horst Wendlandt and actor Rik Battaglia, who played the man who shot Winnetou, reportedly received threats. However, fans need not fear, for the Winnetou movies are still a cash cow for Wendlandt and so the heroic Apache chief will be back in German theatres in only two months in the prequel Old Surehand, Part 1.

Will you be buying a ticket?






[October 28, 1965] Knights, Adventurers and Anthropomorphic Animals: Comics in East and West Germany


by Cora Buhlert

Clever Little Foxes: Fix and Foxi

Here at the Journey, we occasionally visit the wonderful world of comic books, mostly from the US but also from the UK. However, comics have long been a global phenomenon and so I'm presenting you the comics of East and West Germany.

Superheroes may rule in the US, but in West Germany, you will have a hard time finding American superhero comics, unless you have befriended an American GI who can hook you up with the latest US comics.

Erika Fuchs
Erika Fuchs, the brilliant Germany translator of the Donald Duck comics

Instead, the most popular US comics in West Germany are none than the Disney comics featuring Donald Duck, Mickey Mouse and friends. A large part of the reason why the Disney comics are so popular in West Germany is the brilliant work of translator Erika Fuchs, who introduced inventive wordplay and allusions to classic literature into the comics and thus gained a large adult fanbase. The various linguistic "donaldisms" created by Erika Fuchs have even entered the regular German language by now.

Till Eulenspiegel No. 2

Fix und Foxi

Inspired by the success of the Disney comics, in 1953 West German artist Rolf Kauka created his own comic magazine called Till Eulenspiegel, named after a popular trickster character from German legend. However, a pair of clever foxes named Fix and Foxi quickly became the most popular characters and in 1955, the magazine was retitled as Fix und Foxi. The two foxes quickly adopted a whole menagerie of animal friends such as the wolf Lupo and his cousin Lupinchen, the mole Pauli and the sister Paulinchen, the raven Knox, the hare Hops, the hedgehog Stops and the mouse Mausi. Other characters to appear in the magazine are "Tom and Klein Biberherz" (Little Beaverheart), a cowboy character and his indigenous friend, and "Mischa im Weltraum" (Mischa in Outer Space), a humorous science fiction comic. Those who have read the Archie comics will find that Mischa looks very familiar.

Fix and Foxi
Fix and Foxi and friends
Fix and Foxi Mischa
"Mischa in Space" on the cover of Fix and Foxi. Mischa looks very reminiscent of US character Archie.

Mecki: The Amazing Adventures of a Little Hedgehog

Fix and Foxi are not the only anthropomorphic animals in West German comics. There is also Mecki the hedgehog, whose tangled history predates the two foxes. Mecki first appeared in 1938 – still nameless and not in comic format at all, but in an animated puppet film adaptation of the Grimm fairy tale "The Race between Hare and Hedgehog". The film spawned a series of picture postcards featuring the clever little hedgehog.

Mecki debuts on the cover of Hör Zu! No. 43 in October 1949

In 1949, one of those picture postcards landed on the desk of Eduard Rhein, Renaissance man (in now 65 years, Rhein has been a Zeppelin engineer, inventor, technical writer, violinist and novelist) and editor-in-chief of the radio listings magazine Hör Zu! (Listen!). Rhein was looking for a mascot for the magazine, a character who would offers snarky commentary on the program listings. He promptly adopted the hedgehog and named him Mecki. The character debuted on the cover of issue 43 of Hör Zu!, still as a puppet character in a pre-war picture postcard. When Rhein ran out of picture postcards to reprint, he recruited cartoonist Reinhold Escher to draw new adventures of the brave little hedgehog.

Mecki wedding
Mecki and Micki get married with all their friends in attendance
Mecki strip
A Mecki comic page from 1951

From 1951 on, one page Mecki strips appeared in Hör Zu!, initially as standalone stories and later as serialised adventures. Mecki also quickly acquired friends and family, including his wife Micki and the two children Mucki and Macki, the penguin Charly, the Schrat, a permanently sleepy gnome, the seven Syrian hamsters, the seaman Captain Petersen, the cat Murr and the duck Watsch. Together, these characters travelled the world, ventured into various fantasylands and even conquered the Moon and Mars as early as 1953.

Mecki auf dem Mond
Mecki and friends visit the moon in glorious colour
Mecki auf dem Mond
Mecki and friends visit a lunar inn

Beginning in 1952, Mecki's adventures also appeared in full colour picture books. The first book, Mecki im Schlaraffenland (Mecki in Cockaigne) was written by Eduard Rhein and illustrated by Reinhold Escher, but from book two on, Wilhelm Petersen illustrated the Mecki books and later also shared artist duties with Reinhold Escher on the comic strip. Reinhold Escher's style is more cartoony, while Petersen's is more naturalistic, but both of them are highly talented artists. As a result the Mecki strips and particularly the picture books look gorgeous.

Mecki and his extended family eventually returned to the medium that birthed him for a series of eighteen short puppet movies. The toy manufacturer Steiff also produces dolls of Mecki and his family. I got the complete set of Mecki, Micki, Macki and Mucki as a birthday gift some time ago and treasure them.

Mecki Family
The Mecki family toys as produced by Steiff

In spite of Mecki's popularity, his future is uncertain, for his creator Eduard Rhein left Hör Zu! last year – not voluntarily, it is rumoured. And Rhein's replacement shows little interest in Mecki. The comic strips continue to appear in Hör Zu!, but the annual picture book has been cancelled. Nonetheless, I hope that the friendly little hedgehog and his friends will continue to delight readers for a long time to come.

In the News: Nick Knatterton and Bild Lilli

Daily comic strips can be found in many West German newspapers. However, most of these are reprints of American comic strips such as The Phantom, Blondie or The Heart of Juliet Jones. Homegrown German comic strips are rare.

One exception is the square-jawed private detective Nick Knatterton, whose adventures appeared between 1950 and 1959 in the magazine Quick.

Nick Knatterton
Box art for the Nick Knatterton boardgame

Nick Knatterton's real name is Nikolaus Kuno Baron von Knatter. His mother Baroness von Knatter was an eager reader of murder mysteries. Inspired by her, Nick Knatterton decided to become a private detective and changed his name, so as not to embarrass his aristocratic family. Knatterton was a confirmed bachelor for many years, until he met and eventually married the heiress Linda Knips.

Nick Knatterton comic

Nick Knatterton was created by Manfred Schmidt, a cartoonist who hails from my hometown of Bremen. Shortly after World War II, Schmidt came across a Superman comic. Inspired by this new to him medium, he created Nick Knatterton. Other inspirations for the character were Sherlock Holmes as portrayed by Hans Albers in the 1937 movie Der Mann der Sherlock Holmes war (The Man Who Was Sherlock Holmes) as well as the American dime novel hero Nat Pinkerton, whose adventures a young Manfred Schmidt had devoured in the 1920s.

Der Mann der Sherlock Holmes War
Hans Albers as not Holmes and Heinz Rühmann as not Watson in "The Man Who Was Sherlock Holmes" (1937). Note the resemblance to Nick Knatterton.

What makes the Knatterton comics so amusing are not just Schmidt's crisp drawings, but also the political satire that Schmidt, who considers himself a Communist, inserts into the strip.

Whereas Nick Knatterton is very political, Bild Lilli, another homegrown West German comic strip character, is not overly political at all. Created by cartoonist Reinhard Beuthien for the tabloid Bild, the attractive Lilli is a ditzy young woman who works as a secretary, but dreams of catching a wealthy husband. The mildly risqué Lilli strip was popular enough to spawn a Lilli fashion doll and a line of matching outfits. But sexist humour fell out of favour and so the strip was cancelled in 1961.

Bild Lilli

This could have been the end of Lilli, but instead she continued her career under a different name. For in 1958, an American tourist named Ruth Handler purchased a Bild Lilli doll and was so impressed by the idea of a fashion doll that she created her own version. Named Barbie after Mrs. Handler's daughter, this doll became a huge worldwide hit.

Bild Lilli and Barbie
Separated at birth: Bild Lilli on the left and Barbie on the right

Heroes to Carry in Your Pocket: Sigurd, Falk, Tibor, Jörg and Nick

One of West Germany's foremost comic publishers is the Walter Lehning Verlag, which started publishing comics in 1953, beginning with reprints of Italian series such as the jungle hero Akim and the western hero El Bravo. Those had been originally published in the so-called piccolo format, small and wide booklets in horizontal format that look like individual newspaper strips stapled together, so the German editions used the same format.

Sigurd
Sigurd the noble knight

The advantage of the piccolo format was that at twenty pfennig apiece, the comics were cheaper than those published in regular magazine format. As a result, the reprints of Italian action comics were so popular that Lehning commissioned Swiss German artist and writer Hansrudi Wäscher to create several new series in the same format.

Sigurd
Sigurd fights monsters

Wäscher's first creation for Lehning was Sigurd, a medieval knight who had more than three hundred adventures between 1953 and 1960. Sigurd was a big success and was quickly followed by Falk, another knightly hero, Tibor, a jungle hero in the mould of Tarzan who was created as a replacement for the Italian Akim character, Jörg, a young nobleman who experiences adventures during the thirty-years-war, and Nick, der Weltraumfahrer (Nick the Spaceman), a science fiction comic.

Falk
Falk, yet another noble knight
Tibor
Tibor, son of the jungle
Nick
The science fictional adventures of Nick the Spaceman
Jörg
Jörg experiences the horrors of the Thirty-Years War

However, the prolific Hansrudi Wäscher also worked for other comic publishers. He created Nizar, yet another jungle hero, for the publisher Kölling Verlag as well as Titanus, a science fiction comic, for the Gerstmayer Verlag. The Titanus comics had a special gimmick, because they came with 3D goggles.

Titanus
Terry Starr, the blond and square-jawed hero of Titanus.

Adventures Behind the Iron Curtain: Mosaik

Western comic books also found their way across the iron curtain, to the delight of East German youths and the despair of the Communist authorities. And so in 1955, the East German publisher Verlag Neues Leben created their own comics magazine called Mosaik. Initially, the magazine appeared quarterly and switched to a monthly schedule in 1957. Due to the vagaries of Socialist paper production, Mosaik issues are not easy to find on the newsstands of East Germany and always sell out quickly, unless you know someone who will reserve a copy for you.

Mosaik No. 28
The Digedags travel into space

The stars of Mosaik are three cobolds named Dig, Dag and Digedag. The Digedags, as they are collectively known, have amazing adventures in time and space. So far, they have fought pirates, founded a circus, travelled to ancient Rome and into outer space and meet various important historical figures. Their latest adventure has taken them to the Middle Ages, where they picked up a new travelling companion in the clumsy knight Ritter Runkel.

Mosaik 1965
The Digedags fight pirates.

So how Socialist are the Digedags? The answer is, "It's complicated." During their epic space adventure, the Digedags were dragged into a conflict between the Republican Union, a Socialist utopia, and their sworn enemies, the Großneonian Reich, an expansionist capitalist hell state ruled by people dressed in what looks like SS uniforms. But while the space saga wore its Socialist heart on its sleeve, the following inventor cycle was the opposite. For the inspirational inventors from history the Digedags encountered include not just East German hero Otto von Guericke, 17th century scientist and mayor of Magdeburg, but also capitalists such as James Watt and even Werner von Siemens, aristocrat and capitalist, whom the Digedags meet as a young lieutenant in the Prussian army.

Commander of the Großneonian space station
The uniform worn by the villainous commander of the Großneonian space station does look strangely familiar.

However, the main objective of Mosaik is apolitical fun, which is also why the magazine is so much more popular than other publications from the same company such as Die Trommel (The Drum), the official magazine of the Ernst Thälmann Young Pioneers, which includes such thrilling comic strips as "The Girl from the Soviet War Monument" or "The Red Climbers".

The Girl from the Soviet War Monument
"Das Mädchen vom Ehrenmal" (The Girl from the Soviet War Monument), an inspirational comic strip from "Die Trommel" (The Drum), the official magazine of the Ernst Thälmann Young Pioneers.

The Digedags were the creation of cartoonist Hannes Hegen, but in true Socialist fashion the comic is created by a collective of writers and artists. The current head writer is Lothar Dräger. The main artist is Lona Rietschel, one of the few women to work in German comics.

And that's it for the comics of East and West Germany. Next month, I will introduce you to the comics of Belgium, France and the Netherlands.






[October 26, 1965] Mythology and Multiple Earths Science Fantasy and New Worlds, November 1965


by Mark Yon

Scenes from England

Hello again!

It is getting to be a routine now, but the issue that arrived first in the post this month was Science Fantasy..

The covers by Keith Roberts are still an acquired taste, but his art is starting to grow on me. Compared with some of his other efforts, I quite liked this one! It clearly illustrates Brian Aldiss’s lead story this month.

This month’s Editorial is for the second month by someone other than Kyril – where is Kyril, I wonder? Surely not still star-gazing? Nevertheless, it is another interesting one. Brian Stableford is an up and coming fan who has his first story published in this issue. As a fairly new “neo-fan”, it is his turn to try and define science fiction in the Editorial in the form of an open letter. It’s a good attempt, thoughtful and seemingly well-read. I expect to read more from this young man, who I believe is only about 18 years old.

To the actual stories.

The Day of the Doomed King, by Brian W. Aldiss

Serbian King Vukasan is wounded and in retreat after being defeated by the Turks. With his General he sets out for the Turkish capital city, but sees what he regards as an ominous omen – a magpie with a lizard in his mouth, which then dies. Troubled by this Vukasan detours to a monastery to seek understanding. There Vukasan gets two opposing visions. One is of a Serbian Empire, greater than ever, the other where the Turkish army triumph and effectively erase the memory of his monarchy. There is then a twist in the story, which you may find either intriguing or annoying, but for me the story ended satisfactorily.

Brian has been a continuous presence in the magazines this year, as a writer, commentator – and Dr Peristyle! One of the things I have noticed is the range of material showcased. Some his works are clearly science fiction and others much less so, some horror, some psychological study and even some comedy.

This one emphasises the Fantasy aspect of Brian’s work, and makes an interesting counterpoint to Robert Burnett Swann’s The Weirwoods, also in this issue. Like Burnett Swann’s tale, this is knowingly literate, written in a style clearly determined to evoke a sense of earlier times. Although Aldiss’s world is traditional Middle Ages fantasy (the back cover calls it a “tale of ancient Yugoslavia”), rather than something older, I was impressed by how much the tone of the story is set through its lyrical language, like Burnett Swann’s so often is.

For me King was one of Aldiss’s better efforts of late and shows the reader how good he can be. Whilst I suspect your enjoyment of the story will depend on how convinced you are by the ending, I enjoyed it very much. A strong start to the issue. 4 out of 5.

The Saga of Sid, by Ernest Hill

Ernest’s latest is one of his efforts to write lighter humorous tales. It is initially about a vicar who, whilst watching a baptism finds that the baby, about to be called Sid, speaks to him. Understandably chaos ensues, and a bell-ringer, who is also a local reporter and who also heard the baby talk, tries to kidnap him and sell him to a circus owner. Sid, realising a scam in action, acts like a typical baby until the men have gone. Having survived all of this, it becomes clear as Sid grows up that he is unusual. He talks of Asgard and other non-worldly things in such a way that his mother, believing him to be possessed, attempts to instigate an exorcism. The consequence of this is that during the exorcism a flying saucer appears to Sid, and Norse gods Odin and Frigg take back from Sid the soul of Baldur. This leaves him as a ‘normal’ child in the end.

This one is as silly as it sounds, but long-winded to boot. For those who find the thought of a child named Sid funny. Not for me. 2 out of 5.

Beyond Time’s Aegis, by Brian Craig

Although the story is published here as by “Brian Craig”, it is really written by two writers, Craig A. Mackintosh and Brian Stableford (who I mentioned before.) Having enjoyed the Editorial by Stableford, I was expecting great things from this novella. But, oh, this one starts badly, so much so that initially I thought that the first paragraph was meant to be a parody of epic space opera. No, its pompousness and pretentiousness is genuine.

To be fair, once past this ominous beginning, the tale settles down a little, although throughout I kept feeling that at any moment the story could disappear into a pool of its own portentousness.

The story begins in the style of a medieval-esque fantasy, yet we soon realise that this is some sort of post-apocalyptic world where travel between worlds is possible and there are mentions of technology beyond the imagination of most of the people there. It is about someone who calls himself “The Firefly”, who I at first thought was a satire of Asimov’s character “The Mule”, who is on a quest to find the “Man Who Walked Through Time” who The Firefly believes can transport him back in history to a time where this world was not in decline.

On his journey The Firefly meets a diverse variety of odd characters, who all seem to spout strange homilies and portents.

It has an almost Elric-esque tone to it, but is weighed down by the ominously weighty words of great meaning the characters seem to give at every opportunity. Each character is an allegory of something else, which becomes a little wearying. It also doesn’t help that towards the end one of the characters strangles a dialect so well that he could give Keith Roberts’ Granny Thompson a run for her money.

Far too long, and rather too derivative of Jack Vance’s Dying Earth stories for me, it is better by the end, but clearly a debut work, and an overworked one at that. 3 out of 5.

The Wall, by Josephine Saxton

A newcomer, but again nice to see a woman author in this male-dominated bastion of genre. And this was interesting, if odd. One of those allegory-stories about a city at the bottom of a saucer-shaped valley with a wall running through the middle bisecting the circle.

Two lovers, whose only contact initially is by touching hands through the wall, decide to escape the valley together, only to come to a sticky end. Weird yet vividly written, if bleak. 3 out of 5.

Yesterdays’ Gardens, by Johnny Byrne

Either I am starting to get more acclimatised to Johnny Byrne’s odd stories, or he is just getting better at writing them. This is another I quite liked. Uncle Ernie is told by a young girl of the man who lives in a silver cup in the garden. As the story progresses, all is not what it seems as we discover some sort of post-nuclear holocaust has happened. 3 out of 5.

The Weirwoods (Part 2 of 2), by Thomas Burnett Swann

We ended the first part on a bit of a cliff-hanger where the mythical creatures of the Weir were about to attack the human city of Sutrium to free Vel the Water Sprite and take some sort of revenge on the humans there.

This story begins with Tanaquil watched over by cats. She is freed by witch-queen Vegoia, who explains that a spell by Vel meant to use the city cats to disable the guards has actually led to a massacre in Sutrium. She takes Tanaquil to Arnth and encourages them to escape the city. Tanaquil, after finding her father dead, agrees. The slaves, now freed, have revolted and the journey is difficult. Vegoia finds a secret way through the forest for them to safety. At the lake they meet Vel again. Vegoia seduces Arinth, much to Tanaquil’s jealousy.

Vegoia then sends Arith to make love to Tanaquil, but is rejected by her, not wanting to be one of Vegoia’s cast-offs. Vel appears and attacks Tanaquil, but is killed. Tanaquil grieves. We discover that Vegoia is ill and she eventually dies. In the end, Vegoia and Arith, now a couple, leave for Rome to start a new life.

The second part of this serial is shorter than the first, and not quite as enjoyable, although there is much in this part to like. Burnett Swann’s descriptions of the Weir Ones' way of life are as poetic as ever, but I found the ending somewhat sad. Whilst the humans are happy, the death of Vel and Vegoia leave a sadness as their lives have been changed by dealing with humans. Whilst Vegoia has shared love with Arith, Vel in particular is an innocent who would have continued a happy and contented life had it not been for the interference of humans.

Nevertheless, though the second half did not quite match the set-up of the first part, it is undeniable that Burnett Swann’s story still has a lyrical magic that many others seem to lack – although Aldiss has a good stab at emulating it with his story this month. For that reason, still 4 out of 5.

Summing up Science Fantasy

A mixture of odd tales this month. I enjoyed the Aldiss story the most, although I suspect the twist at the end will make some readers groan. Whilst Thomas Burnett Swann’s serial was good, I did feel that it did not quite hold the potential that the first part suggested it would. The rest of the issue is, like last month, not really bad, but often not for me.

Onto this month’s New Worlds.

The Second Issue At Hand

This month’s editorial from Mike Moorcock starts by praising an author I’ve never heard of before in his attempt to broaden our literary knowledge. Alfred Jarry is “the father of the literary surrealist movement” and given Moorcock’s enthusiasm for such stories he is therefore effusive in his review of a recent collection. He then goes on to point out that, like issue 152, the emphasis this month is on new, young writers.

To the stories!


Illustration by James Cawthorn

The Wrecks of Time (Part 1 of 3)), by James Colvin

In his Editorial Mike Moorcock states that James Colvin’s (who is also Mike Moorcock, don’t forget) serial is “pretty straightforward stuff”, and it is, but I liked it. It’s not particularly new but I like the premise that there are fifteen alternate Earths, all in slightly different stages of development. Our hero, Professor Faustaff (clearly influenced by Shakespeare’s Falstaff) travels his way through them all with a group of varied assistants. He is in constant conflict with his nemesis Herr Steifflomeis and the nefarious D-Squad, who for reasons initially unknown seem determined to attack Faustaff’s teams and cause chaos, destroying alternate Earths by creating Unstable Matter Situations (UMSs).

This one is straight out of Doctor Who with a bit of The Avengers or even your Man from UNCLE thrown in, the sort of free-wheeling caper not too adrift from the old pulp fiction of yesteryear, but given a modern sensibility. It also helps that I liked Faustaff, who appears to me as a much more likeable version of Heinlein’s Jubal Harshaw. (I have a sneaking suspicion that this is Moorcock’s version of a Heinlein novel.) Not to be taken seriously at all, and great fun. But why write it as Colvin instead of Moorcock? I can see this one working in the same way that Moorcock’s Jeremiah Cornelius does. I’m pleased to read that it continues next month. 4 out of 5.

The Music Makers, by Langdon Jones

Time for Moorcock’s second-in-command to do some writing instead of editing. Set on a colonised Mars with ancient Martian cities straight out of Ray Bradbury’s Martian Chronicles, the story is based around a musician who after performing the Berg Violin Concerto tries to come to terms with the importance of music. This is an ambitious tale, if limited by the fact that it is trying to describe the emotions generated by music in prose. The ending is a little overdone. 3 out of 5.

Until We Meet, by Colin Hume

A story of people who have lived for thousands of years, with an ending straight out of Brian Aldiss’s story in Science Fantasy. There are some nicely written parts, but that conclusion is grim. 2 out of 5.

Time’s Fool, by Richard Gordon

The latest story by Richard Gordon (last seen in July’s New Worlds with A Light in the Sky) is one that, like Good Night, Sweet Prince by Philip Wordley in last month’s Science Fantasy, revisits history by using a famous person. Last month it was Shakespeare; this month it is a person more infamous – the Marquis de Sade. A person perhaps best known for his perverse sexual predilections, this story gives de Sade chance to answer his accusers as he is put on trial in order to address the rather grotesque impression people have of him being one of the most evil men who has ever lived.

I liked the general idea, but felt that its purpose was more to shock than to debate de Sade’s ideas, which it does. De Sade actually comes out well from the experience. It reminded me of Moorcock’s recent story The Pleasure Garden of Felipe Sagittarius which used Hitler and Eva Braun in a similar way, as characters in the story. (Hitler even gets mentioned in this one.) This time around, prepare for “New Worlds Magazine writes positively about old pervert!” type headlines. Provocative and readable. 3 out of 5.

Night Dweller, by Terry Pratchett

A new author to me. I gather that Terry is very young – Moorcock mentions that he is sixteen in the Editorial – and if this is so, then this is an impressive story for someone his age. It is the tale of a suicide run, three men on their way to destroy an all-encompassing world eater passing through the Solar System, knowing that it will cost them their lives. Quite effective. 3 out of 5.

50% Me, At Least, by Graham Harris

After an accident, Bob Forton is restored to health to find that half of his body has been restored by artificial replacements. His outpouring of emotion at surviving is regarded as an anomaly by the doctors and nurses looking after him. An interesting one this, in that it deals with the issue of disability and makes the reader question how much of a person’s personality is based on their physical attributes rather than their other characteristics. It’s a shame I guessed the ending before-hand – the title rather gives it away. 3 out of 5.

Cultural Invasion, by Charles Platt

After his evisceration of Heinlein’s A Stranger in a Strange Land last month, Charles is back with some writing of his own this month. His last story, Lone Zone, was generally well-received, a gritty story of post-apocalyptic gangs. This time around, it’s a ‘humorous’ story of the consequences of a Russian spaceship, with cosmonauts aboard, landing by accident in Willy-in-the-Mud, a village in rural Hertfordshire. For a story so frenetic in action it is surprisingly mundane, with a weak twist in the tale. 3 out of 5.

Book Reviews, Articles and Letters

After a few issues of few book reviews, Moorcock promised in his Editorial that there would be more this month. And so there is – there are reviews of Fifth Planet by Fred Hoyle, (“better”, but not to James Colvin’s tastes), Cat’s Cradle by Kurt Vonnegut, which I thought would be more typical of Colvin’s interests, but is given grudging praise here.

Frederik Pohl and C.M. Kornbluth’s collaboration The Space Merchants is recommended for light-reading. Theodore Sturgeon’s More Than Human is given a tremendous thumbs-up as “his best work yet.” Jules Verne’s Journey to the Centre of the Earth is reissued in its best translated version so far, Eric Frank Russell’s Men, Martians and Machines story collection is all “readable, well-polished jobs”, if too American in style for Colvin’s tastes.

Surprisingly, John Carnell’s collection of horror stories, Weird Shadows from Beyond was found to be better than expected – “not the usual old rubbish at all”. How much of this positivity is based on Moorcock’s appreciation of Carnell I was less certain about. Martin Caidin’s Marooned was “a bore” to read, Prodigal Sun by Philip High has little of merit other than to have a good cover. The Demons by Kenneth Bulmer is “Bulmer at his best.” Lastly, Colvin can’t resist reviewing himself as he reviews Blades of Mars by “E.P. Bradbury”, although his criticism as “harmless and unpretentious enough” is quite refreshing.

Hilary Bailey reviews the “lively, varied collection” New Writings in SF 5 edited by the aforementioned John Carnell. Continuing the standard set by Charles Platt last month it may be unsurprising to regular readers to find that Farnham’s Freehold by Robert Heinlein is ”not.. a very good book.”

But no Dr. Peristyle this month.

Alan Dodd reviews a Russian science-fiction film, Cosmonauts On Venus, which is better than it sounds, even if the best actor is a robot.

Summing up New Worlds

I said last month that I hoped this issue would be a fresh start. And so it is. Moorcock admits at the beginning of this issue that this is an issue full of promising new potential rather than well-known authors, and he has kept to his word. There were surprises in this issue for me. The Pratchett was a surprise, as too the de Sade story, even if they tread familiar territory.

Nevertheless, whilst I agree that new talent should be nurtured, my overall impression this that this is an issue that smoulders rather than sparkles. There’s a lot I liked, but none that I really loved.

 

Summing up overall

As much as I liked the Colvin serial (so much more than Harrison’s recent effort!) the two big stories of Science Fantasy from Aldiss and Burnett Swann make Science Fantasy an easy winner this month for me.

As I type this it is nearly Halloween, one of my favourite times of the year. I hope that your celebrations are glorious and everything that they can be.


Whilst the Beatles collect their MBE's, WHO's playing at the Cavern this Halloween?

Until the next…



[October 24, 1965] "What time is it?" (October Galactoscope)


By Jason Sacks

Well, so far this has been a great month. Last week saw the end of a dynamite World Series, in which Sandy Koufax, the greatest pitcher of his generation, showed himself to be one of the greatest Jews of his generation as well. It was tremendously meaningful to my family that Sandy refused to start Game 1 for the Dodgers against the Minnesota Twins since the day coincided with our holy day of Yom Kippur.

As Sandy said, "I've taken Yom Kippur off every year for the last 10 years. It was just something I've always done out of respect."

As if that wasn't good enough, Koufax dominated games 5 and 7 of the series, with his electric fastball mowing down batters in a pair of crucial shutout victories. The Twins played well, and  were outstanding American League champs – Tony Oliva is a monster – but it seems the Koufax gave the Dodgers the edge, and turned the '65 Series into a classic.

At the movie theatre, my wife and I caught The Bedford Incident last week at our favorite theatre here in north Seattle. If you haven't had a chance to see it yet, the film is well worth a night out — if, that is, you can handle an intense and sometimes bleak drama.


Richard Widmark turns in a powerful performance as a zealous battleship captain on the search for an elusive Soviet nuclear submarine. Also featuring Sidney Poitier and Martin Balsam, this black and white drama treads similar ground to last year's thrilling Fail Safe and ends in a similarly dramatic way.

The Hunter Out of Time, by Gardner F. Fox

If it seems like I'm dragging my feet a bit before talking about my entry for this month's Galactoscope, well, you're right. Gardner Fox's new novel is the epitome of mediocrity, a book that will give you 40¢ worth of excitement but not a whole lot more. The fantastic Mr. Fox is a prolific author who churns out more books and comic book stories than nearly anyone else living. Sometimes that causes him to create some delightful work. Other times it seems like he is just delivering words just to deliver him a paycheck. There's nothing necessarily wrong with that – I'm sure the man has a mortgage to pay – but it also represents a lost opportunity.

See, this book starts out with one of the most striking first lines I can remember.

I saw myself dying on the other side of the street.

The first page builds on that momentum, with the protagonist describing his body as "blood oozed over my fingers where I held that awesome wound."

I mean, seriously, how can you read a first page like that without feeling like you have to read more? Mr. Fox is an old pro and he clearly knows some classic tricks. As I read that book, I leaned back, took a deep breath, and readied myself for a page-turning thrill ride.


Cover by Gray Morrow

But, dear reader, I'm sorry to inform you that all the best writing in The Hunter Out of Time happens on the first couple of pages. It soon turns out that the man who falls to Earth is a time traveler from the far, far future who traveled back through a supposedly impregnable barrier to steal the man's identity. The time traveler is named Chan Dahl and soon other time-displaced men come to our time, confuse our guy, Kevin Cord for Dahl, and that unleashes the most obvious and cliched adventure you can imagine.

There's little in The Hunter Out of Time you haven't seen before. Fox gives us fantastic devices, headspinning time travel with seemingly arbitrary rules, and the obligatory beautiful, weak babe from the future.  Of course Cord uses his native 20th century skills to overcome his opposition, of course Cord and the woman fall in love, and of course Fox leaves room for a sequel if somehow people want to read more of this frightfully ordinary pap.

I could go on and on about this book, but hey, it costs 40¢, it'll take you a couple hours to read, and it's got a pretty nice cover by artist Gray Morrow. I'd rather spend my time watching young Warren Beatty in Mickey One in the theatres, but you won't hate this book and it's pleasing enough entertainment for a rainy Seattle Sunday.

2 stars.


Solid Fuel


by John Boston

The rising star John Brunner has produced ambitious work such as The Whole Man and the upcoming The Squares of the City, both from Ballantine in the US, and a raft (or flotilla) of unpretentious upscale-pulp adventures for Ace Books. Some of the best of the latter were mined from the UK magazines edited by John Carnell.


by Jacks

But there’s a lot more. Brunner has been one of the mainstays of the UK magazines for a decade, but much of his best magazine work has not been reprinted because it’s too short for separate book publication and too long to fit in the usual anthologies or collections. The UK publisher Mayflower-Dell, previously distinguished by its unsuccessful attempt to bring Fanny Hill: Memoirs of a Woman of Pleasure to the British public, remedies a bit of this omission with Now Then, a collection of three novellas, two from the Carnell magazines and the other, his first professional sale, from Astounding in 1953.

Some Lapse of Time

The book opens with the energetically clever and creepy Some Lapse of Time, from Science Fantasy #57 (February 1963). Dr. Max Harrow is having a bad dream of a group of starving people living in ruins, one of whom is holding a human finger bone in his hand. He wakes and there is someone at his door: the police, because a tramp has collapsed in his garage. The tramp proves to be suffering a rare disease (heterochylia, an inability to metabolize fats, which become lethal) that Harrow is uniquely qualified to recognize, his infant son having died of it only recently, and which should have made it impossible for the tramp to survive to adulthood. The tramp also has clamped in his hand a human finger bone—the same bone, the end of the left middle finger, as in Harrow’s dream.

Unintelligible to the hospital staff, the tramp proves when examined by a philologist to speak a badly distorted version of English, like one might expect a primitive and isolated group to use. Meanwhile, Harrow’s marriage is blowing up under the emotional stress caused by his son’s death and his own preoccupation. When his wife slams the car door in his face, she catches his hand in the door and severs the end of his left middle finger, which falls down a gutter. Meanwhile, the tramp is sent for a head x-ray, but he turns out to be so radioactive that not only do the films turn out unusable but he has to be put in strict isolation.

Brunner brings all these elements to a thoroughly grotesque resolution—it doesn’t entirely work, but is a grimly ingenious nice try. Others apparently think so too; it is rumored that a dramatization will be broadcast later this year in the BBC’s Out of the Unknown TV series. Four stars.

Imprint of Chaos

Next up is Imprint of Chaos, also from Science Fantasy (#42, August 1960), one of a number of outright fantasies Brunner contributed to that underrated magazine. This one introduces us to a character mainly called “the traveler,” who we are repeatedly told has “many names but one nature,” unlike the rest of us who I suppose contain multitudes.

The traveler has been appointed (by whom, or Whom, or What is not explained) as a sort of metaphysical supervisor over part of the universe, charged with ensuring the primacy of order over chaos. He is on his way to Ryovora, a formerly sensible town where they have now decided they need a god.

So the traveler nips out to our Earth and snatches the unsuspecting Bernard Brown from a hike in the wood, tells him he’s unlikely to find his way home, but gives him directions to Ryovora. There, to his discomfiture, Brown is welcomed as a god, and when the next city over hears about it and sends over their god, Brown sends it packing in terror. Then the Ryovorans say they could have done it themselves (though they didn’t), and excuse Mr. Brown, after a final scene where he and the traveler bruit the futility and undesirability of magic.

A fantasy writer bad-mouthing magic may seem incongruous, but this rationalist in spite of himself really hates it, and comes not to praise magic but to bury it, though only after enough colorful magical episodes to entertain the rubes. Here the tension is more extreme than usual. His earlier fantasies mostly featured incursions of magic into the world of ordinary salt-of-the-earth types. Here, the entire setting is exotically magical, and the story is told in the fey and pompous cadences of high fantasy.

For example, from a conclave of the necromantic elite of Ryovora: “The Margrave nodded and made a comforting gesture in the air. He said, ‘But this cannot be the whole story. I move that we—here, now, in full council—ask Him Who Must Know.’” Brunner walks the edge of parody at times (“Tyllwin [a particularly powerful magician] chuckled, a scratching noise, and the flowers on the whole of one tree turned to fruit and rotted where they hung.”). But the story is clever and entertaining and merits its three stars, towards the high end.

Thou Good and Faithful

Thou Good and Faithful is older; as mentioned, it is the first story Brunner sold to an SF magazine—and it was featured on the cover of the top-of-the-market Astounding (March 1953 issue). Moreover, the readers voted it best in the issue, and it was quickly picked up by Andre Norton for her pretty respectable YA anthology Space Pioneers. Not a bad start for an 18-year-old! Though Brunner has had some second thoughts about showing us his juvenilia; the acknowledgements note it appeared in the magazine “in a somewhat different form.” I haven’t compared the two texts, though there’s clearly some updating; in this version Brunner refers to something as “maser-tight,” and masers were barely invented when this story was first published.

The story is for most of its length a bog-standard though well-turned rendition of a basic plot: find a planet, there’s a mystery, what’s going on, are we scared? The mystery is an idyllic Earth-type planet inhabited only by robots, who presumably didn’t make themselves; what happened to the makers? The final revelation is partly in the direction of, say, Clarke’s Childhood’s End, and partly in the one suggested by the story’s title, so in the end it’s much more high-minded than the puzzle story it starts out as. This is all older news nowadays than it was in 1953, but it too merits a high three stars.

Summing Up

Now Then is a solid representation of the mid-length work of this very readable and thoughtful writer, and there’s enough in the Carnell back files for several more worthwhile volumes of Brunner novellas.


Two by Two


by Gideon Marcus

The Journey has made a commitment to review every piece of science fiction released in a year (or die trying). In pursuit of this goal, I've generally tried to finish every book I've started, and if unable to, I simply don't write about it.

It occurs to me, however, that the inability to finish a book is worth reporting on, too. And so, here are reports on two of this summer's lesser lights:

Arm of the Starfish, by Madeleine L'Engle

The latest from Madeline L'Engle, author of the sublime A Wrinkle in Time, starts promisingly. Adam Eddington is a freshman biology minor tapped to work with a Dr. O'Keefe on the Atlantic island of Gaia off the coast of Portugal. O'Keefe (a grown up Calvin, from Wrinkle) is working with starfish, zeroing in on an immortality treatment. Just prior to Adam's departure from Kennedy Airport, he runs across the beautiful young daughter of an industrialist, Kali, who warns Adam to stay away from the sinister-looking Canon Tallis, who is chaperoning the O'Keefes' precocious daughter, Poly.

Adam finds himself embroiled in international intrigue, not knowing who to trust. This is exciting at first, but a drag as things go on. Gone is the quietly lyrical prose of Wrinkle, replaced by a deliberately juvenile style leached of color. Events happen, one after another, but they are both difficult to keep track of and largely uninteresting. By the time Adam made it to Gaia, about halfway through the book, I found myself struggling to complete a page.

Life's too short. I gave up.

Quest Crosstime, by Andre Norton


Cover by Yukio Tashiro

Andre Norton has come out with the long-awaited sequel to her parallel universe adventure, The Crossroads of Time, starring Blake Walker. The universe Walker lives in is a bit like that of Laumer's Imperium series and Piper's Paratime stories: there's one Earth that has mastered the art of crossing timelines, and it has built an empire across these alternate Earths.

On Vroom, the imperial timetrack, there had been a devastating war that killed most of the female population, making them particularly precious. Also, mutation has made psionic ability the rule rather than the exception. The timeline is ruled by an oligarchy of 100 meritocrats.

At the start of Crosstime, Walker is dispatched to assist Marfy, whose twin sister, Marva, has been lost amongst the timeless — and all signs point to a kidnapping. Of course, the allure of all parallel universe books is the exploration of what-if, and so Walker and Marfy's trek spans a dead Earth where life never arose, a strange saurian Earth where sentient turtles and lizardmen rule, and ultimately, an interesting timeline in which Richard III won the battle of Bosworth Field while Cortez lost the battle of Tenochtitlan. By the Mid-20th Century, there is a Cold War between Britain and the Aztec Empire along a militarized Mississippi river. It is to this world that Marfy and her abductors are tracked, and it turns out that the kidnapping is part of a plot to topple Vroom's Ancien Regime.

True to form as of late, Norton sets up some genuinely interesting background, but the characters are as flat as the pages they appear on. This time, I made it through two thirds of the book, partly on momentum from the first book in the series, which I rather enjoyed. In the end, however, disinterest won out.

Call it two stars for both books.



Don't miss the next exciting musical guest episode of The Journey Show, October 24 at 1PM Pacific!




[October 22, 1965] Yesterday, Today, and Tomorrow (November 1965 Fantastic)


by Victoria Silverwolf

Days of Our Lives

I'm stealing the name of a new soap opera, due to premiere on NBC next month, because it sums up the way that past, present, and future came together in the news this month.

Yale University put an item known as the Vinland Map on public display on October 12. This is a map of the world, said to date back to the Fifteenth Century, which seems to indicate that Norsemen visited the Americas long before Christopher Columbus. In case you're wondering about the date, it was Columbus Day, in a nice bit of irony.


A detail of the Vinland Map. That's Greenland to the right, and a chunk of North America to the left.

As you might expect, there's controversy over whether this is the real thing or a forgery. Today, nobody knows for sure if this visitor from yesterday is genuine, but maybe we'll find out tomorrow.

If authentic, the Vinland Map is a voice from the past. In a similar way, folks in the present are trying to send a message to the future.

On October 16, the penultimate day of the New York World's Fair, a time capsule was lowered into the ground. (A similar object was buried nearby, during the 1939 World's Fair.) It is scheduled to be opened in the year 6939. (I'm a little skeptical as to whether such a thing can really survive and be found nearly five thousand years from now, but I like the idea.) The contents include . . . well, see for yourself.


People in that distant era will also know that we weren't very careful about spelling.

The Beatles seem destined to represent the artistic achievements of our time, if somebody actually finds the time capsule, opens it, and figures out how to play a record. They are once again at the top of the American popular music charts this month, and show no signs of leaving that position any time soon.

The latest smash from the Liverpool lads is, appropriately, called Yesterday. Unlike their other hits, it's a slow, melancholy song about lost love. Paul McCartney plays acoustic guitar and sings, backed by a string quartet. The other Beatles do not perform on the record, so it's really a McCartney solo performance.


By the way, Act Naturally is a remake of a Number One song by Buck Owens. The Beatles go Country-Western!

Flipping Through the Calendar

Given the peculiarities of the publishing business, it's no surprise that I'm reading the November issue of Fantastic in October. With their policy of filling about half the magazine with reprints, it's also not a shock to discover that we go back in time to fill up the pages. First up, however, is a new story set in a strange world that mixes up the past and the present.


Cover art by Julian S. Krupa. It's actually taken from the back cover of the July 1939 issue of Amazing Stories.


Look familiar? We'll hear more about the Space Devastator later.

Axe and Dragon (Part One of Three), by Keith Laumer


Illustrations by Gray Morrow.

Our hero is one Lafayette O'Leary, an ordinary working stiff, living in a crummy boarding house. He has a lot of intellectual curiosity, performing experiments in his tiny room and reading obscure books. He happens to find a Nineteenth Century volume on hypnotism, and learns about a technique whereby he can experience a dreaming state, while remaining aware that he is dreaming, and exercising some control over it.

(This isn't so crazy a premise as it might seem. More than fifty years ago, the Dutch psychiatrist Frederik Willem van Eeden coined the term lucid dream for such states of mind.)

Of course, he gives it a try. He winds up in a world that seems to be a bit medieval, a touch Eighteenth Century, a tad modern, and partly straight out of a fairy tale. The limitations on his ability to alter this dream world — if that's what it is — show up when he tries to give himself a set of fancy modern clothes, and winds up dressed like somebody in a swashbuckling movie.


Lafayette, ready for action.

At first, he enjoys the situation, happily replacing the lousy wine in a tavern with fine Champagne. Thought to be a wizard, he gets mixed up with the local equivalent of the cops. Still thinking this is just a dream, he tries to disappear, with only partial success.


Our hero tries to vanish, but can't quite do it.

Lafayette winds up in the palace of the King, where he is thought to be a prophesized hero, destined to save the realm from an ogre and a dragon. He also meets the King's magician, who seems to know more about what's going on than he admits. For one thing, he's responsible for the steam-powered coaches and electric lights in this otherwise nontechnological world.


The magician looks on as Lafayette admires himself.

Eventually, our hero meets the King's beautiful daughter, as well as the master swordsman who is her current boyfriend. Jealousy rears its head, and a challenge to a duel arises.

Lafayette assumes that his opponent, like everybody else in this world, is just a product of his imagination. Therefore, he reasons, the foe can't really be any better with a sword than he is. It looks like he might be in for an unpleasant surprise.


Tune in again for the next exciting chapter!

So far, at least, the tone of this novel is very light. Laumer almost seems to be parodying his own tales of the Imperium, with the protagonist finding himself in alternate realities. Unlike those serious stories, this one is a comedy. The people inhabiting the dream world speak in a mixture of archaic language and modern slang. The police are about as effective as the Keystone Kops. It's entertaining enough to keep me reading, but hardly profound.

Three stars.

Tomorrow and Tomorrow, by Ray Bradbury

The rest of the magazine consists of stuff from the old days, both the prose and the art. First we have a piece with a title that is fitting for my chosen theme. It comes from the May 1947 issue of Fantastic Adventures.


Cover art by Robert Gibson Jones, for what looks like a very odd story.

The protagonist is a would-be writer, reduced to pawning his typewriter due to his failure to find his way into print. (Surely based on the author's own early years, I assume.) He comes home to find a strange device. It sends him messages from the far future.


Illustration by Virgil Finlay.

Tomorrow's world is a dreary place, under the rule of a brutal dictator. A woman sent the machine back in time, insisting that the writer kill the remote ancestors of the tyrant. If he doesn't, the woman will be executed. If he does, the future will change, and she won't remember him at all. Since he's fallen in love with her, he will lose her either way. Besides this dilemma, he faces the moral crisis of murdering two innocent people.

This early work shows Bradbury developing his style, although it is not yet fully formed. You may think that's a good thing or a bad thing. Either way, it's got some emotional appeal, some passages of poetic writing, some implausibilities, and some lapses in logic. The ethical problem at the heart of the story — would you kill Hitler's ancestors? — is an important one, but here it's mostly used as a plot point.

Three stars.

I'm Looking for "Jeff", by Fritz Leiber

From the Fall 1952 issue of Fantastic comes this horror story, created by a master of the macabre (and other things.)


Cover art by Leo Summers. The Capote story is his very early work Miriam, which is a fine, eerie tale.

A bartender claims that a mysterious woman shows up regularly, although the owner of the joint can't see her. The reader is aware right from the start that she's a ghost.


Illustration by Emsh.

She uses her feminine wiles to pick up a customer, offering her affection in return for a promise to do something particularly violent to somebody named Jeff. The fellow, entrapped by her seductive charms — even the scar that runs across her face doesn't mar her beauty — agrees. He encounters Jeff, and makes a terrifying discovery.

There are no surprises in this variation on the classic theme of vengeance from beyond the grave. What elevates it above the usual ghost story is truly fine writing. The woman's first appearance, when she is a barely detectable wisp, is particularly fascinating.

Four stars.

Wild Talents, Inc., by Robert Sheckley

The September/October 1953 issue of Fantastic supplies this comic yarn.


Cover art also by Leo Summers, what little you can see of it.

As you'd expect, the company named in the title deals with people who have psychic powers. It's pretty much an employment agency for such folks. Their latest client presents a problem.


Illustration by Emsh

It seems the fellow can observe anyone, at any location. Unfortunately, he's very much an oddball. His only interest is in recording their sexual activities in excruciating detail. The guy in charge of the company has to figure out a way to protect the public from this Peeping Tom, while making use of his peculiar ability in an acceptable way.

The whole thing is pretty much a mildly dirty, mildly clever, mildly amusing joke. You might see it as a spoof of the kind of psi-power stories that appear in Analog far too often. A minor effort from an author who is capable of much sharper satire.

Two stars.

Tooth or Consequences, by Robert Bloch

Another comedy, this time from the May 1950 issue of Amazing Stories.


Cover art by Arnold Kohn

It starts off like a joke. A vampire walks into a dentist's office . . .. It seems even the undead need to have their cavities filled. The vampire also swipes blood from the supply kept refrigerated in the same medical building. When the red stuff is then secured under lock and key, to prevent further thefts, the vampire tells the dentist he better get some of it for him, or else. There's a twist at the end you may see coming.

I suppose there's a certain Charles Addams appeal to the image of a fanged monster sitting in a dentist's chair. Otherwise, there's not much to this bagatelle.

Two stars.

The Eye of Tandyla, by L. Sprague de Camp

We go back to the May 1951 issue of Fantastic Adventures for this sword-and-sorcery yarn, one of a handful of stories in the author's Pusadian series. (The best-known one is probably the novel The Tritonian Ring, also from 1951.)


Cover art by Robert Gibson Jones

The setting is far back in time, long before recorded history. (The story goes that de Camp wanted to create a background similar to the one appearing in Robert E. Howard's tales of Conan, but in a more realistic fashion.) A wizard and a warrior must steal a magical gem from the statue of a goddess for their King, or be executed. Their plan involves disguising themselves with sorcery and sneaking into the place.


Illustration by Virgil Finlay.

To their amazement, it proves to be really easy to grab the jewel. So simple, in fact, that they smell a rat. They cook up a scheme to put the gem back in its place, steal a similar one from another place, and present that one to the King instead. Complications ensue.

You can tell that this isn't the most serious story in the world. The plot resembles a farce, with its multiple confusions and running back and forth. It's got the wit often found in Fritz Leiber's work of this kind, but not quite the same elegance. I'd say it's above the level of John Jakes, or even — dare I say it? — Howard himself, if not quite up to the very high standard of Leiber.

Three stars.

Close Behind Him, by John Wyndham

The January/February issue of Fantastic is the source of this chiller.


Cover art by Robert Frankenberg. The so-called new story by Poe is actually Robert Bloch's completion of a fragment.

Two crooks rob the house of a very strange fellow. The guy catches one of them in the act, so the hoodlum kills him.


Illustration by Paul Lundy.

The pair make their getaway, but are followed by blood-red footprints wherever they go. You can bet things won't go well for them.

This is a pretty decent horror story, nicely written, although — once again! — not up to the level of Fritz Leiber, particularly since we've got an example of his excellent work in the field of tales of terror in this very issue.

Three stars.

Space Devastator, by Anonymous

I'm not sure if I should even mention this tiny article, excerpted from the pages of the July 1939 issue of Amazing Stories.


Cover art by Robert Fuqua.

Anyway, it's less than a page long, and speculates about a huge station in orbit, equipped with a bunch of big mirrors.


Illustration by Julian S. Krupa

The notion is that such a thing could destroy entire populations from space by focusing the sun's rays and burning up cities. Casual mention is made of the fact that it could supply solar energy as well. I suppose it's imaginative for 1939, but it's so short — the original version was probably somewhat longer — that you can't get much out of it.

Two stars.

What Day is Good for You?

Today comes out a big winner over Yesterday and Tomorrow in this month's Fantastic. Leiber's contemporary ghost story is clearly superior to tales set in the future or in the legendary past. Otherwise, this isn't that great an issue, ranging from OK to below average.

You might well get more entertainment out of an award-winning film, such as this Italian comedy, which got the Oscar for Best Foreign Language Film last year. Sophia Loren plays three different women, and Marcello Mastroianni three men, in a trio of lighthearted tales of love.


For some reason, every poster I've seen for this movie features Loren in her underwear. I wonder why that might be.

And you'll definitely enjoy the next exciting musical guest episode of The Journey Show, October 24 at 1PM Pacific!






55 years ago: Science Fact and Fiction