Tag Archives: fantasy

[October 24, 1964] Nothing Lasts Forever (November 1964 Fantastic)


by Victoria Silverwolf

This Too Shall Pass

There is an ancient fable of Persian origin, retold many times over the centuries, about a monarch who asked the wisest sages in the realm for a statement that could apply to all possible situations. The answer, of course, is the title of this piece.

It is impossible to deny the ephemeral nature of all Earthly things, even if we speculate that the universe may be eternal. (The truth of that is still a matter of scientific debate, as to whether the cosmos will expand forever, or eventually collapse into itself.)

Evidence for the temporary nature of politics, for example, came with the unexpected fall of Nikita Khrushchev from power in the Soviet Union, as discussed by our host in detail.


Americans were caught by surprise, it seems.

Obviously, the most common evidence for the fragility of humanity is the universality of death. To mention just one recent example, Herbert Hoover passed away this month, at a more advanced age than any other former President of the United States.


Let him be remembered for his extraordinary work providing supplies of food to millions of starving Europeans during and after World War One, rather than his failure to deal with the Great Depression.

In a less sober way, the 1964 Summer Olympics, the first to be held in Asia, came to an end as well, with a memorable closing ceremony in the Tokyo setting.


Why summer games in October? To avoid the heat and typhoon season.

Few things are as short-lived as popular music, as shown by the fact that two songs reached the Number One position on the American charts this month. First came Oh, Pretty Woman, a tribute to feminine beauty by singer and guitarist Roy Orbison.


I'm used to seeing him with dark glasses.

This was quickly replaced by the nonsensically titled Do Wah Diddy Diddy by the British group Manfred Mann.


Confusingly, the name of the band is the same as the name of the keyboard player.

In Search of Eternal Life

Fittingly, the two lead stories in the latest issue of Fantastic deal with futile attempts to escape the ravages of time.


Cover art by George Schelling

The Knocking in the Castle, by Henry Slesar


Interior illustrations also by Schelling

We begin with a chilling tale set in modern Italy. A widow attends a party, during which the host suggests an excursion to a nearby castle, said to be haunted. The woman reluctantly goes along, only to scream in fear when a knocking emerges from within the dungeon. A flashback reveals the reason for her horror at the sound.

In the United States, she married a man whose ancestors built the castle. Once a year he goes back to the family estate, where his sister lives year-round, rarely emerging from seclusion. We soon discover that the man is well over two hundred years old, despite his youthful appearance. He returns to the castle for an annual dose of the liquid which keeps the siblings from aging.


The magical elixir, a few drops of which drives back the Grim Reaper.

A violent quarrel breaks out between brother and sister when the man wishes to share the potion with his bride. Driven to extreme measures, the sister hides the key to the chamber holding the supply of liquid in a particularly macabre way.


Extreme measures, indeed.

What follows is a grim account of the man's desperate attempt to find the key before time runs out. It all leads up to the frightening conclusion, explaining the woman's terrified scream.

I found myself imagining this story as one of those Italian Gothic horror movies that make their way to the USA in badly dubbed and edited form. That's one reason I enjoyed it, to be honest. I pictured Barbara Steele, veteran of such films, in the role of the mysterious sister. I could see the gloomy interior of the castle in glorious black-and-white, and hear the spooky violin music on the soundtrack.

From a fan of Shock Theater and Famous Monsters of Filmland, a very subjective four stars.

Elixir for the Emperor, by John Brunner


Illustrated by Virgil Finlay

Our second account of a quest for eternal life also takes place in Italy, but goes back thousands of years to the days of the Roman Empire. A general and a senator plot against the life of a popular emperor. Their subtle plan involves offering a large reward for an effective elixir of immortality, convincing the emperor that it really works, thanks to the deceptive aid of the ruler's trusted slave, and substituting poison.

Complicating matters is an old man, saved from death in the arena by the emperor's mercy. In gratitude, he manages to create a genuine potion granting endless life, but is too late to prevent the emperor from being murdered. He hatches his own plot against those who slew his savior.

This is mostly a story of palace intrigue and vengeance, with just a touch of fantasy. The ancient setting is convincing, and there's a bit of philosophical musing at the end. It's very readable, if not particularly memorable, and not quite up to the author's usual high standard.

A middle-of-the-road three stars.

The Man Who Found Proteus, by Robert Rohrer

The gods of mythology, with some exceptions, enjoy the freedom from death sought by the protagonists of the first two stories. This comic romp features the god Proteus, famous for being able to change into any shape.

A grizzled prospector encounters the deity, first as a moving rock, then in the form of a talking mule, and later as a series of letters appearing on the ground, allowing the god to announce his desires in writing. His wants are simple enough; he's eternally hungry, ready to devour anything the prospector can provide. As you might imagine, things don't work out well for the old sourdough.

For the most part, this is a silly comedy, more notable for a certain amount of imagination than for belly laughs.

A slightly amused two stars.

Seed of Eloraspon (Part 2 of 2), by Manly Banister


Illustrations by Schelling again

The hero of this thud-and-blunder yarn may not be immortal, but it sure seems that way some times. As you may recall from last month, he set out to find the ancient city of the long-vanished, technologically advanced inhabitants of an alien world, accompanied by a warrior princess, an enemy turned friend, and a fellow Earthling. After many battles with the wicked Tharn, and a strange encounter with their mysterious rulers, the Bronze Men, they were about to be killed by huge flying monsters.

The author cheats as badly as any old movie serial, by setting up a cliffhanger from which there seems no escape, and then offering a disappointing way out. It seems that the hero, because he's got the advanced mental powers of what the story calls a magnanthropus, is able to communicate with the creatures. It seems that they're on his side, and want him to fulfill his quest. (There's a weird explanation that the flying beasts, along with other beings on this world, are the incarnation of emotions. That seemed really goofy to me.)


A typical battle. I like the use of the circle.

After getting out of that scrape without any effort, our quartet of adventurers fight the Tharn, get captured, escape, and so on. Eventually the hero discovers the secret of the Bronze Men, which will come as no surprise to anybody who has ever read any science fiction, and triumphs over all challenges. This pretty much just involves pulling a lever, which is pretty anticlimactic.


A defeated Bronze Man, although it sure looks more like a stone statue to me.

I got the feeling that the author really rushed through this half of the story. Things move at a breakneck pace, but without much purpose or meaning. The whole thing just sort of fizzles out at the end, leaving the reader exhausted and unsatisfied.

A disappointed one star.

Hell, by Robert Rohrer

(The Table of Contents credits the story to somebody named Howard Lyon. As best as I can figure out, this is a pseudonym meant to disguise the fact that the author has two pieces in the same issue. Rohrer and Lyon, get it? The Table of Contents also lists the author of The Man Who Found Proteus as Robert H. Rohrer instead of plain Robert Rohrer, so I guess there was some confusion around the editorial offices.)

A man finds himself, as the simple title implies, in the infernal regions. He passes some damned souls lying immobile on a beach under a cloudy sky, then takes a ride across the water with a demonic boatman assumed to be Charon. The fellow has no fear of eternal punishment, because he feels ready to face any psychological torment Hell might provide. As you expect, his attitude turns out to be badly mistaken. In a way, he faces the worst kind of immortality, if only in a spiritual sense.

The ending of this brief tale is not surprising. I never did figure out what the point of the motionless bodies on the beach was supposed to be. The story is decently written, but there's not much to it.

A confused two stars.

The Mermaid and the Archer, by Barry P. Miller


Illustration by Robert Adragna

The title characters in this romantic fantasy are two department store manikins, unable to move but conscious and able to communicate through a kind of telepathy. They were crafted by a master puppet-maker, whose affection for his creations gave them life. A violent storm threatens their physical existence, but a painter is able to preserve their love in his art.

This gentle, bittersweet fable suggests a kind of immortality in the works of gifted artists. Written in a introspective, poetic style, it is sure to touch the reader's emotions.

A sentimental four stars.

Daughter of the Clan, by Wilton G. Beggs

A teenage girl, who was adopted as an infant, experiences a gnawing, unsatisfied hunger. An attempted rape leads to the discovery of her true nature, and she meets others of her kind. A particular kind of immortality is implied.

Despite a certain moody intensity in the author's style, this is a simple, predictable tale, which ends just when it starts to get more interesting. Like the lead story, it attempts to produce old-fashioned chills, but not as effectively.

An unsatisfied two stars.

From Here to Eternity

Although none of the stories in this issue are likely to win undying fame, a couple of them should remain in the reader's memory for quite some time, if not forever. It makes me wonder how long copies of the magazine are likely to exist; if not in paper form, maybe on microfilm or some other medium. Whether anybody will be reading this issue in the distant future is an unanswerable question. Let's just be grateful we can enjoy the best of it here and now.


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[September 24, 1964] Looking Backward (October 1964 Fantastic)


by Victoria Silverwolf

The Past is Prologue

The closing of two amusement parks in recent days caused many to look back nostalgically on the innocent fun of yesteryear.

Freedomland U.S.A., only four years old, shut its doors for good this month. Located in the Bronx, this Disneyland-with-a-New-York-accent featured several theme areas, including fun-filled, if not very accurate, recreations of the past and the future.


The world's largest, but not the most successful.

Only a few days later, the Coney Island attraction Steeplechase Park, which opened way back in 1897, received its last visitors as well.


Were you there six decades ago?

Popular music also turned to the past, as a new version of the folk song The House of the Rising Sun by the British rockers The Animals reached the top of the American charts early this month. It is still Number One as I type these words.


That's really lousy cover art for such a great song.

It's not unusual for a remake of an old number to become a hit, but this is an extreme example. Musicologists tell us the song's origins may go back as far as Sixteenth Century England, although this is a matter of debate. In any case, I was stunned, in a pleasant way, when I first heard this version. Eric Burdon's powerful vocals and Alan Price's compelling electronic organ solo make this a new classic, if you'll pardon the oxymoron.

In a similar way, the two longest stories in the latest issue of Fantastic seem to have come out of the yellowing pages of an old pulp magazine.

Gimme That Old-Time Sci-Fi, It's Good Enough For Me


Cover art by George Schelling

Beyond the Ebon Wall, by C. C. MacApp


Illustrations by Michael Arndt

This yarn starts off with the hero making a routine survey of a distant solar system. He finds a bizarre planet, half of which is missing, cut away from the other half by a black wall. Don't expect a hard SF story in the tradition of Hal Clement, with a scientific explanation for the weird phenomenon. Once the guy lands on the planet, the story becomes pure fantasy, of the sword-and-sorcery kind.

He meets four men, one of whom is an elderly fellow with a scarred face. There is also a pair of naked men fighting near the black wall. These two vanish into the wall, and the hero rather foolishly follows them. He finds himself trapped in another world, where he encounters another scarred old man, who seems to be the twin of the first one. We also get our first strong clue that we're not in Kansas anymore, Toto, when a magpie recites a prophetic poem to him.

What follows is an adventure story, full of action, and yet somehow leisurely. The hero is captured, and becomes the slave of a seafaring merchant who treats him decently. He becomes good buddies with a huge guy, who serves as our source of exposition. The two of them act as bait during the hunt for a dangerous animal. Surprisingly, the creature becomes as loyal to him as a friendly dog.


Does this look like a good house pet to you?

Stir in a pirate captain, a sorcerer, battles, escapes, and chase scenes. The hero eventually winds up where he started, and the story ends with a confusing time travel paradox.

The space exploration opening adds nothing to the plot, and even the time travel theme could have been the result of black magic. Other than the awkward blending of genres, this is an old-fashioned swashbuckler right out of Weird Tales. The hero and his giant pal are likable enough, but their adventures don't lead to very much.

Two stars.

The Grooves, by Jack Sharkey


Illustration by George Schelling

A foolhardy young man tells his grandmother that he's going to go into the underground lair of a troll and steal its gold. The old lady warns him that he must never kill a troll. We also find out that trolls have inverted souls, so they walk on the ceilings of their caverns. (No, that didn't make much sense to me, either.)

At this point, I thought that the trolls were going to turn out to be aliens, or maybe people in spacesuits. Nothing of the kind happens. The story is pure fantasy, and the plot is as simple as can be. The stupid protagonist discovers why he shouldn't kill a troll, and learns the meaning of a couple of marks on the wall of the cave, the secret of which is neither surprising nor interesting.

Two stars.

Seed of Eloraspon (Part One of Two), by Manly Banister


Illustration by George Schelling

Allow me to indulge in a little reminiscing of my own. My very first article for Galactic Journey, almost exactly three years ago, was about the October 1961 issue of Fantastic. Included in the magazine was the second half of the short novel Magnanthropus by Manly Banister. For reasons I cannot explain, this work was very popular with readers. Here comes the sequel.

In the first novel, the main character crossed over from a future Earth to the planet Eloraspon when the two worlds somehow collided with each other across dimensions. As far as he knew, Earth was destroyed. He also found out that he was a Magnanthropus, which is a kind of superman with special mental powers.

The sequel begins with the hero traveling from the northern continent of Eloraspon to the southern one, in search of the city of Surandanish, the ancient capital of an advanced civilization, now vanished. (His Magnanthropus powers direct him to seek out the place, for reasons not yet clear.) Along the way he meets the fairy-like beings we saw in the first story, although they don't have anything to do with the plot, so far.


The charming but irrelevant butterfly people.

He rescues a beautiful warrior princess from a monster and they fall in love so fast it'll make your head spin. Interfering with their romance are the Tharn, a bunch of nasty, ugly folks who live only to kill and enslave. The hero battles one Tharn who used to be a regular fellow, but who lost his good looks when he consumed some of the addictive substance that makes the Tharn so hideous and mean. (Take a look at the cover art for a portrait of a Tharn. The real thing isn't anywhere near that big, however, only a little larger than a non-Tharn.)

Defeated in battle, the Tharn-who-wasn't-always-a-Tharn becomes the hero's loyal companion. Together they set out after the princess, who was captured while they were fighting. They get thrown in a dungeon, but the hero uses his convenient Magnanthropus abilities to travel through walls and attack their captors.


Take that, Tharn scum!

He also acquires another ally, a fellow Earthman who tells him that the world wasn't really destroyed, although it was badly shook up. They meet the mysterious Bronze Men, who are supposed to be immortal, although the hero apparently kills one of them pretty quickly. Our trio of Good Guys wind up captured again, and this half of the novel ends as they are about to be slain by a flying monster, while the princess is held captive by the leader of the Tharn.

Like the lead novelette by MacApp, this is an old-fashioned fantasy adventure with some science fiction trappings. I suspect that fans of Edgar Rice Burroughs made up a good portion of those who praised the first novel, with a comment like they don't write 'em like that anymore. Frankly, I'm glad they don't.

Two stars.

Home to Zero, by David R. Bunch

Nobody will ever accuse this author of rehashing old-time stories. His latest offering is a typically opaque and depressing bit of prose, written in his usual eccentric style. As far as I can tell, it has something to do with a being who used to be a man, but is now all machine. He, or it, or possibly humanity in general, sent probes out to the ends of the cosmos. Now it, or he, seeks only nothingness. Maybe. Your guess is as good as mine. At least it's weird enough, and short enough, to avoid boredom.

Two stars.

Encounter, by Piers Anthony


Illustration by Robert Adragna

The protagonist lives in an ultra-urbanized future, where most people never leave their homes. He travels an incredibly long road through a deserted area, inhabited by packs of feral dogs and hordes of rats. Although the setting is the Atlantic coast of North America, he also encounters savage peccaries, and, most amazingly, a tiger. The man and the cat become wary allies in their mutual battle against the wild pigs.

It was a relief to read a story that was neither corny nor incomprehensible. It's a reasonably enjoyable little tale, which achieves its modest goals in an efficient, if unspectacular, way.

Three stars.

Midnight in the Mirror World, by Fritz Leiber


Illustration by Virgil Finlay

One of the easiest ways to look back at things is to gaze into a mirror. It's not a coincidence, I believe, that the word reflection can refer to an image seen in a shiny surface, or to the act of musing over one's experiences. Such were my thoughts, anyway, when I read the newest creation by a master of imaginative fiction.

The protagonist is a man in late middle age, divorced and living alone, who sleeps during the day and enjoys his three hobbies of astronomy, correspondence chess, and playing classical music on his piano at night. (Sounds like a pretty nice lifestyle to me, to tell the truth.)

As part of his nightly routine, each midnight he passes between two parallel mirrors on his way to the piano. As many of us have experienced, this creates the illusion of an infinite number of selves within the glass. One night, he sees a dark figure touching one of his reflections, which seems terrified. Each night the figure comes closer, until he recognizes it. Inevitably, the figure emerges, leading to a final encounter.

The synopsis I've provided makes this sound like a supernatural horror story, and that's certainly an accurate description. Will you believe me if I tell you that it's also a love story, and that the frightening ending can also be seen as a happy one?

Beautifully written, with the author's elegant style and gift for striking images on full display, this quietly chilling tale draws the reader into its world of darkness and light. The conclusion may not be completely unexpected, but it's a fine story nonetheless.

Four stars.

Nostalgia Ain't What It Used To Be

So how was this literary trip down memory lane? Disappointing, for the most part. I suppose it's only natural to yearn for the things one enjoyed at a much younger age, but science fiction and fantasy have progressed, I think, over the past several decades. It's no longer enough to have mighty heroes combating fiendish villains in an exotic setting.

The avant-garde writings of Bunch warn us, however, that's it's possible to go too far the other way, and throw out the baby of clarity with the bathwater of familiarity. Leiber, and to a lesser extent, Anthony, understand this, and manage to provide readers with something new, while paying the proper amount of tribute to literary traditions.

I wonder if, sometime in the Twenty-First Century, SF fans will look back at the stories of the Sixties with a wistful sigh, and crack open the brittle pages of an old magazine in an attempt to bring back the sensations that felt so new at the time.


An old science fiction classic worth revisiting.

[August 25, 1964] Combat Zones (September 1964 Fantastic)


by Victoria Silverwolf

Wars Near and Far

The involvement of the United States in the conflict in Vietnam reached a turning point this month, with the signing of a joint resolution of Congress by President Lyndon Baines Johnson on August 10.


Doesn't look like much, for a piece of paper sending the nation into an undeclared war.

In response to the Gulf of Tonkin incident of August 2, when three North Vietnamese torpedo boats attacked the United States destroyer Maddox, the resolution grants broad powers to the President to use military force in the region. All members of Congress except Senator Wayne Morse of Oregon, Senator Ernest Gruening of Alaska, and Representative Adam Clayton Powell, Jr., of New York voted for the resolution. (Morse and Gruening voted against it, while Powell only voted present during roll call. Perhaps that was a wise move on his part.)

The name of the Navy vessel involved in the battle reminds me of the tragic domestic conflict in the USA over racial segregation. That's because restaurant owner and unsuccessful political candidate Lester Maddox shut down his Pickrick diner rather than obey a judicial order to integrate it. Let's hope this is the last we ever hear from this fellow.


This is a recently released recording of a news conference he gave in July defending his refusal to serve black customers. Please don't buy it.

The Battle of the Bands

With all that going on, it's a relief to turn to less violent forms of combat. After withdrawing from the top of the American popular music charts for a couple of months, the Beatles launched an all-out assault with the release of their first feature film, an amusing romp called A Hard Day's Night.


Wilfrid Brambell is very funny in the role of Paul's grandfather.

Of course, the title song shot up to Number One.


I should have known better than to think we'd seen the last of these guys.

Not to be outdone, crooner Dean Martin, no fan of rock 'n' roll, drove back the British invaders with a new version of the 1947 ballad Everybody Loves Somebody, proving that teenagers aren't the only ones buying records these days by replacing the Fab Four at the top.


The Hit Version; as opposed to the forgotten version he sang on the radio in 1948.

His victory was short-lived, however, as a three-woman army entered the fray. Just a few days ago, The Supremes replaced him with their Motown hit Where Did Our Love Go?


I assume he does not refer to Dean Martin.

Order of Battle

The stories in the latest issue of Fantastic feature all kinds of warfare, both literal and metaphoric.


Cover art by Robert Adragna

Planet of Change, by J. T. McIntosh


Interior illustrations also by Adragna

We begin our military theme with a courtroom drama, in the tradition of The Caine Mutiny. This time, of course, the court-martial involves the star-faring members of an all-male Space Navy rather than sailors.

Before the story begins, the crew of a starship refused to land on a particular planet, despite the direct orders of the captain. This seems reasonable, as previous expeditions to the mysterious world disappeared. The mutineers obeyed their commander in all other ways.

During the trial of the second-in-command, who subtly persuaded the others to rebel, the prosecuting attorney investigates the defendant's background. It turns out that records about his past life and service record were conveniently destroyed. Under questioning, the strange truth about the planet comes out.

At this point, I thought the officer was going to be exposed as a shape-shifting alien in human form. I have to give McIntosh credit for coming up with something more original. The secret of the planet is a very strange one. Without giving too much away, let's just say that previous voyages to the place didn't really vanish.

Because the story takes place almost entirely at the trial, much of it is taken up by a long flashback narrated by the defendant. This has a distancing effect, which makes the imaginative plot a little less effective. The motive of the second-in-command, and others like him, may seem peculiar, even distasteful. As if the author knew this, he has the prosecutor react in the same way. Overall, it's worth reading once, but I doubt it will ever be regarded as a classic.

Three stars.

Beyond the Line, by William F. Temple


Illustrated by Virgil Finlay

A war can take place inside one's self also. The main character in this sentimental tale is a woman who is well aware that her asymmetrical face and body are unattractive. After a childhood spent escaping into fairy tales, and later writing her own, she decides to face the harsh truth of reality. Just as she does so, however, a rose appears out of nowhere in her lonely bedroom. It is asymmetrical also, and fades more quickly than a normal flower.

So far this reads like a romantic fantasy, but the explanation for the rose involves concepts from science fiction. Some readers may find it too much of a tearjerker, but I enjoyed it. It reminded me, in some ways, of Robert F. Young and his reworking of old stories, mixed with his emotional love stories. It's very well written, and is likely to pull a few heartstrings.

Four stars.

Fire Sale, by Laurence M. Janifer

Back to the world of armies and soldiers in this variation on one of the oldest themes in fantasy literature. The Devil appears to an important American officer. His Soviet counterpart is willing to sacrifice a large number of his own people to Satan, in exchange for killing the American. The Devil asks the officer if he can come up with a better offer. The solution to the dilemma is a grim one, which could only happen in this modern age.

This mordant little fable gets right to the point, without excess verbiage. You may be a little tired of this kind of story, but it accomplishes what it sets out to do.

Three stars.

When the Idols Walked (Part 2 of 2), by John Jakes


Illustrated by Emsh

It would be tedious to repeat the previous adventures of the mighty barbarian Brak, as related in last issue. The magazine has to take up four pages in its synopsis of Part One. Suffice to say that he faces the wrath of an evil sorceress and the invading army following her. The story eventually builds up to a full scale war between the Bad Guys and the Good Guys, but first our hero has to survive other deadly challenges.

In our last episode, as the narrator of an old-time serial might say, Brak wound up in an underground crematorium, from which nobody has ever returned. In a manner that involves a great deal of good luck, he finds a way out, leading to a rushing river. Next comes an encounter that could be edited out without changing the plot. Brak fights a three-headed avian monster, whose heads grow back as soon as they are chopped off. As you can see, this is stolen directly from Greek myth, and the author even calls the creature a bird-hydra.

Once he escapes from the beast, he finds the city of the Good Guys under attack from without, by the war machines of the Bad Guys, as well as from within, by the giant walking statue controlled by the sorceress. A heck of a lot of fighting and bloodshed follow, until Brak gets to the mechanical controls operating another giant statue, as foreshadowed in Part One.

Jake can certainly write vividly, and the action never stops for a second. The story is really just one damned thing after another, and certain things that showed up in the first part never come back. What happened to the strangling ghost? Whatever became of the magician who fought the sorceress? This short novel is never boring, but derivative and loosely plotted.

Two stars.

A Vision of the King, by David R. Bunch

Like many stories from a unique writer, this grim tale is difficult to describe. In brief, the narrator watches a figure approach with three dark boats. They talk, and the narrator refuses to go with him. As far as I can tell, it's about death, one of the author's favorite themes. It's not a pleasant thing to read, but I can't deny that the style has a certain power.

Two stars.

Hear and Obey, by Jack Sharkey


Illustrated by George Schelling

War can be waged with words instead of weapons, of course. In this version of the familiar tale of a genie granting wishes, a man purchases Aladdin's lamp from one of those weird little shops that show up in fantasy fiction so often. The genie takes everything the fellow says literally. (It reminds me of the old Lenny Bruce joke about the guy who says to the genie "Make me a malted.")

After a lot of frustrated conversation, the man finally gets a million dollars in cash. Since we have to have a twist ending, the fellow says something that the genie takes literally, with bad results. The tone of the story changes suddenly from light comedy to gruesome horror, which is disconcerting.

Two stars.

2064, or Thereabouts, by Darryl R. Groupe

Let me put on my deerstalker hat and do a little detective work here. Take a look at the author's name. Remind you of anything? Well, there's a first name starting with D, the middle initial R, and a last name that is almost like group, which means a collection of objects, just like the word bunch.

Even before reading the story, we can guess that this is David R. Bunch again, under a different name to weakly disguise his second appearance. Once we get started on it, the style and theme are unmistakable.

The setting is a dystopian future full of people whose bodies have been almost entirely replaced by machines. An artist visits, eager to do a portrait of the most extreme example of the new form of humanity, with only the absolute minimum of flesh left. Their encounter leads to a grim ending.

The plot is less coherent than I've made it sound. Like the other story by Bunch in this issue, it holds a certain eerie fascination for the reader, even as it confuses and disturbs.

Two stars.

Mopping Up the Battlefield

With the exception of a single good story, this was yet another issue full of mediocrity and disappointment. Maybe I'm just in a bad mood because of the looming threat of global warfare abroad, and a new civil war at home. I should probably relax and watch a little television to get my mind off it, even if I have to put up with those lousy commercials.

[April 16, 1964] Of Houses and World Building (Jack Vance's The Houses of Iszm/ Son of the Tree and Andre Norton's Web of the Witch World)


by Rosemary Benton

March and April have been very satisfying months in terms of science fiction literature that really revels in the art of creating alien worlds and cultures. Between Andre Norton's next installment in the Witch World series, Web of the Witch World, and the Ace Double release of Jack Vance's novellas The Houses of Iszm and Son of the Tree, science fiction readers had their pick of genre crossing science fiction. Andre Norton's book was, like much of her works, a solid science fiction and fantasy blend with technology and supernatural elements working side by side to create a world of complicated politics and alliances. Jack Vance, on the other hand, displays an ability to write classic science fiction with a hint of sinister terror lurking at the heart of his stories.

Ace Double F-265: The Houses of Iszm / Son of the Tree, by Jack Vance


The book can be viewed here and purchased here

The Houses of Iszm (originally published in a shorter form in “Startling Stories” magazine, 1954) and Son of the Tree (“Thrilling Wonder Stories” magazine, 1951) are both older stories of Jack Vance's, but ones which have yet to show their age. In keeping with each other, the plot twist of both stories centers around strange societies with strange practices designed to keep an intellectual stranglehold on valuable information and technology. Vance likewise reuses similar settings and pacing in both stories, making them feel as if they could be long lost relatives of each other both existing in the same universe but not aware that they were related.

The Houses of Iszm follows the unassuming adventure of Earthling botanist Aile Farr's visit to the planet Iszm. While there he hopes to observe the unique and highly coveted native flora that the native peoples have shaped in wondrous ways. Through thousands of years of selective breeding the people of Iszm have evolved a form of plant that serves both as their domicile, their plumbing system, and their source of food and hydration. Only recently has Earth set up one sided trade relations through the house growing classes of the Iszic. The man who holds a monopoly on this off world house trade is the human industrialist K. Penche.

Unwilling to part with their trade secrets, the Iszic are the only ones in the universe who have access to the coveted techniques for the rearing of plant domiciles. Despite innumerable attempts to smuggle female seeds, cuttings or saplings off planet there has never been a successful attempt, although that doesn't stop the greedy and the blindly altruistic from trying – for the sake of personal riches or for the sake of the universe's homeless who would benefit from a self growing and repairing shelter. Aile Farr is one of the latter, and through a mix of professional curiosity in plants, bad timing, and naiveté he finds himself caught in the middle of one such ambitious attempt to get a Iszic house seed off world.


The book can be viewed here and purchased here

On the flip side of this Ace Double is Son of the Tree. This Jack Vance story unfolds around the revenge driven, and unassumingly named, Joe Smith of Earth. Traveling across the universe on whatever money he can gather, Joe is in pursuit of a man named Harry Creag who had an affair with Joe's wife, Margaret. Along his pursuit of the elusive adulterer, Joe comes to a feudal world whose ruling class is unified around a religion that worships a massive tree called The Tree of Life. Just trying to make enough money in order to continue his pursuit of the man who stole the heart of his wife, Joe becomes entangled in the dangerous back stabbing of opposing regimes vying for control of the minds of the planet's laity, as well as the natural resources of the newly industrializing neighboring planet Ballenkarch. He soon finds himself as an unwilling pawn in the mechanizations of many dangerous missionaries, spies and military personnel who see him as a means to their end. Joe struggles just to survive, but he is inexorably drawn into the intrigue as an active player. 

While The Houses of Iszm is less plot heavy than Son of the Tree, it shows a more sinister world. In Son of the Tree there is no misunderstanding that literally billions of lives are at stake in the political power play between the Druids, the Mangs, and the Ballenkarts. But by the end of Son of the Tree the evil of the people-consuming Tree of Life and its offshoot is revealed and measures are being taken to stop its slaughter of the Druid laity. Granted, Harry Creath admits that it will be a blood soaked venture, but he suggests that it will give back purpose and self determination to the peasants on the Druid's world. There is a sense of justice by the end of the book, even if it is a bitter justice. The Druid laity will be free in time, Ballenkart has avoided disaster by killing the sprout of the Tree of Life that was planted in its soil, and the Mangs have not conquered the planet.

There is no such justice to be found in The Houses of Iszm. There isn't even any societal change, positive or negative, brought about through the suffering and sacrifice of the people caught in the heist of the Iszic house seed. After the initial field raid that Farr witnesses on Iszm, Farr is tested and questioned to see if he had any hand in the plot to steal the house cultivation secrets of the planet. Part of this interrogation involves him being shown the newest experiments the Iszic are testing – the merger of animal and plant to create new potential structures. The animal part of this experimentation is a living, sentient being that was captured during the raid and lobotomized. He was then “planted” before scientists coaxed vegetation to grow from his body.

It's a nightmarish concept, and one for which the Iszic face no consequences. Granted, the experiment is a failure, but the reader is not shown that the experiments will halt, or even that there is any remorse felt by the Iszic for what they are doing to the poor being. Indeed, it's safe to say that there will be other people who will be tortured in the same manner. After Farr leaves the planet and begins his journey to Earth, there is no sign that things will be anything but business as usual in the labs of Iszm. The plot continues on without a backwards glance.

This sense of “take what you can and run” is pervasive throughout The Houses of Iszm. Justice seems to be only that which you bargain for as in Farr's sale of the smuggled seed to K. Penche, or the quick cover up of the death of the Iszic after the final confrontation at K. Penche's house. More than anything, it seems as if the creed of Jack Vance's worlds is "he who can afford to buy the power (female house seeds, knowledge of the true nature of the Tree of Life, etc.) makes the rules." 

It would be interesting to see these two stories merged to tie up some of the loose story elements in both books. For instance, what if the tree Aile Farr sold to K. Penche became the horrendous Tree of Life on Kyril? It being a male sprout Penche purchased from Farr, combined with the fact that Iszic house growing secrets would never be given up willingly, then Penche would be required to spend his resources learning to reverse engineer the Iszic growing techniques for the sake of mass producing tree homes. Zhde Patasz of Iszm made it very clear to Farr during his visit that trees are semi-sentient and directly interact with their occupants in a symbiotic way. But there is such a thing as a mad tree. An organic man-made monstrosity created in a lab for the purpose of mass marketing at an affordable price would be an very interesting origin story for the Druid's sacred tree.

Although at times wavering unsteadily between fun action adventures and pessimistic commentary on the balance of power, Jack Vance's works have definitely fired my imagination. I look forward to reading more of his work in the very near future. 

Web of the Witch World by Andre Norton

Picking up shortly after the conclusion of Witch World, Web continues with the trials of the citizens of Estcarp and their allies as they fight to save Loyse of Verlaine from kidnappers and contain another attempt by the Kolder to return to the home dimension of the former witch Jaelithe, the Earth man Simon Tregarth, Loyse, Koris of Gorm. As in its predecessor Witch World, Norton's focus on the balance of power (both technological and supernatural) alongside the geo-political intrigue remains crucial to the advancement of the plot. But also just like Witch World there is little development in the characters' personalities.


The book can be viewed here and purchased here

It's not hard to empathize with Norton's characters, but it's difficult to rationalize why we should be invested in them. Other than the hardships endured by their physical characteristics (plain faced Loyse or oddly shaped Koris), or the duties of their positions (Falconer, Witch, Border Warder, etc.), what can be said about any of these people who inhabit the the lands of Witch World? To say that any one of them is persistent, brave or intelligent is too generic a statement since these descriptors apply to all of them. Koris could be said to be the more brash of the primary protagonists, but even that is tempered by a seemingly universal understanding amongst the characters that the greater good of Estcarp and the protection of Loyse could be jeopardized with too much bravado.

In both Witch World and Web of the Witch World there are precious few characters who will act outside of the universally held objectives of their respective groups – all Kolder (native Kolder as well as their agents) work for the goal of cross-dimensional conquest, and all Estcarp allies work for the wills of the Guardians. Putting the two stories side by side the only characters who felt as if they evolved somewhat into distinguishable people were Aldis and Simon Tregarth.

As mistress to Yvian, Aldis is in a precarious position of power that could easily be lost should Yvian tire of her company or if he should recapture his runaway bride Loyse and cement a union between his territory and Verlaine. We see her exhibit cunning, duplicity, manipulation and forethought in Witch World, as well as a hardened self-serving determination to survive in a society where women are secondary accessories to the lives of the men who rule them. Sadly, only a little of this characterization survives into the plot of Web of Witch World before it is overridden by the mind control of the Kolder. Once an unpredictable and capricious character who added an edge to the chapters she appeared in, the Kolder force her to take wooden actions with nearly none of her classic cunning. 

Simon Tregarth, the man from another Earth, is one who I desperately wanted to see evolve from his flat personality in Witch World. Thankfully, in Web of Witch World he does mature somewhat as a character. Between the time when the first book ended and the second one begins Simon and Jaelithe have married. It feels like a massive waste not to have been privy to the turmoil that must have been present within Jaelithe during that time as she officially sacrifices her Witch power, her position amongst the leadership of Estcarp, and sole possession of her physical body for her love of Simon. Apparently she must have come to terms with the trade, because things seem to be peaceful between them until one morning when both she and Simon feel a call of the power. Elatedly she declares that she feels whole again and goes off on her path in the plot, leaving the reader with some of the first real insight we have had into Simon – and that insight is that he is wildly insecure about this return of Jaelithe's power.

In only a handful of instances does the writing dive back into Simon's head to analyze this development in their relationship and how it affects Simon, but through it we are treated to a small character arc in which a character is motivated to action by more than a call to a greater good or service. Simon goes through an initial bout of self doubt that he wasn't enough to make Jaelithe feel whole since the loss of her power. Now that she has it back he's worried that she will begin to prioritize her role as a magic user over her relationship to him. He worries that her career as a Witch will pull them apart from each other physically as well as emotionally. He even begins to resent her as “defecting” from him until he starts to realize that that kind of thinking is playing into the hands of the Kolder who intend to drive a wedge between all those who oppose them. Ultimately Simon realizes that Jaelithe's reestablished connection with magic is not a threat to their marriage. He comes to see her as an equal and a powerful ally in the fight against the Kolder.

Andre Norton's Witch World is shaping up to be a series that will be most appreciated by fans of fast action political epics. It's not a series for those who are looking for a character study, or for a story that develops due to interplay between unique and interesting people. Again, as I said about Witch World, Norton has laid the foundations of a world with many interesting facets. The inter-dimensional travel, technology so advanced people have reverted to calling it magic, and deeply divided cultures are fun, but this world building takes far more precedence in the plot than the people within it. 

[December 25, 1963] Animating an Epic (Don Chaffey's Jason and the Argonauts)


by Rosemary Benton

[Time is running out to get your Worldcon membership!  Register here to be able to vote for the Hugos.]

Merry Christmas, everyone!

With the United States still reeling from recent events, I feel that now more than even would be the appropriate time to reflect on the past months and be grateful for the artistic talents and accomplishments that have helped bring us joy even in dark times. To that end I would like to say thank you to authors Andre Norton, J. G. Ballard and Daniel F. Galouye for their respective works of high fantasy, speculative fiction and intense science fiction/horror over the year. In film, actors Vincent Price and Julie Harris, as well as director Ishirō Honda, brought audiences horror tales both comical and macabre.

In the spirit of appreciation for the hard working men and women who bring the world its entertainment there is also one film which has been sadly overlooked this past June which I will now heap well deserved praise upon. I am speaking, of course, of Jason and the Argonauts.

Directed by Walt Disney Productions veteran Don Chaffey, and starring the wonderful acting talent of Honor Blackman and Nancy Kovack, Jason and the Argonauts is a fairly faithful adaptation of the Greek hero Jason's quest to acquire the mythical Golden Fleece and rightfully ascend to the throne of Thessaly. Through the artistic majesty of stop-motion animation and the craftiness of experienced low-budget filmmaking, Jason's eye-popping adventures through the ancient Greek world of monsters, prophecy, magic and gods come to life like they never have before. 

On the eve of the sacking of Thessaly, the antagonist Pelias (played by Douglas Wilmer) asks a prophet if Zeus has willed his victory against King Aristo. The prophet confirms that he will indeed be victorious, but as Pelias is about to lay down his sword to show faith in the prediction and his dedication to Zeus, the prophet informs him that King Aristo is not without heirs to the throne. Pelias snatches back his sword and declares that he will kill all of the royal family. In doing so not only does he falter in his faith to the gods, but goes too far when he hunts down and murders Aristo's daughter Briseis as she is praying for protection from the goddess, Hera (played by Honor Blackman). Due to his overzealousness, Pelias is told by Hera, disguised as the temple's priestess, that the infant Jason has been taken into hiding and will one day return to kill him.

The scene then cuts to Olympus where Zeus (played by Niial MacGinnis) is watching the battle through a fountain. Hera returns to bargain with Zeus for her right to seek restitutions against Pelias for the defamation of her temple. Zeus acquiesces, but only permits Hera to directly aid Jason five times for the five times that Briseis called out to Hera by name. Thus the stage is set for the inevitable reunion 20 years later between King Pelias of Thessaly and the vengeful, adult Jason (played by Todd Armstrong).

Through perseverance in daring battles against a giant living statue, harpies, a hydra and undead soldiers, along with luck granted by his heavenly protector, Jason and his crew aboard the ship Argo ultimately claim ownership of a legendary and powerful artifact: the Golden Fleece. With this in hand, he intends to return home and show that it is his divine right to rule Thessaly.

That, however, is a story for another time. The movie ends before Jason is able to retake the kingship from Pelias. After defeating seven skeleton warriors sown by King Aeëtes of Colchis (played by Jack Gwillim) using the teeth of the defeated hydra, the remaining Argonauts and the sorceress Medea set out to sea once more. The film concludes with Zeus and Hera determining that their meddling in the mortal lives of their champions is not yet over and that they may yet have further plans for Jason. 

Despite an ending that just begs for a sequel in order to finish off Jason's initial quest to kill Pelias, the film as a whole is very, very well executed. Jason and the Argonauts is a masterpiece in special effects, atmospheric musical scoring, and well paced storytelling (in spite of the choice to not conclude the film back in Thessaly). A review from Variety magazine rightfully expresses awe at the resourcefulness of Don Chaffey, making note of the fact that not only did the film showcase the pinnacle of stop-motion animator Ray Harryhausen's craft, but managed to stretch its meager 3 million dollar budget to include a life size replica of the Argo!

Not only is Jason and the Argonauts a prized piece of art from Morningside Productions and Columbia Pictures, but it also stands as a proud member of a newly emerging genre within science-fiction and fantasy stories. More accurately, it is a tour de force within the hotly debated and evolving subgenre of "sword and sorcery" (as defined within the magazine Amra by Fritz Leiber and Michael Moorcock). What seems to be paramount to this subgenre includes the following:

World building elements of medieval and/or ancient technology enhanced with paranormal and borderline science-fiction elements.

Jason and the Argonauts has those aplenty from talking statues, gods who can teleport or grow at will, and golden ram's wool that can revive the dead. The power behind such miracles is only loosely defined as "the will of the gods", but there is a quasi-scientific ritual or pattern that brings these miracles to pass. IE to speak with Hera and receive her advice Jason must talk to the figurehead of the Argo, or to revive someone with the Golden Fleece the pelt must first be placed on the subject and then prayed over. 

and,

Developed substantial characters whose vendettas move the plot forward one personal battle at a time.

Consider the plight of Jason, rightful heir to the throne of Thessaly, and even the minor character King Phineus who was once blessed by the gods but is now cursed due to hubris. Rather than focusing on merely the politics of governance and other widespread or far reaching changes to the world, the story of Jason and the Argonauts is wrapped up entirely in the mission of only a few people. It is epic, but surprisingly small and human in a way. The entire human race isn't learning the same lessons as Jason by partaking in the quest for the Fleece with him, but we do learn as an audience when listen to the retelling of his story.

When held up against other "sword and sorcery" titled such as Robert E. Howard's Conan the Barbarian series, C. L. Moore's Black God's Kiss and to an extent Andre Norton's Witch World, Jason and the Argonauts seems right at home. It will be interesting to see how the addition of this highly entertaining and memorable movie evolves the genre to which it belongs. In terms of the creative team behind the film, I find it hard to think of how the special effects techniques will continue to improve after reaching such perfection, but I have faith in Ray Harryhausen and hope that he can continue to find funding and future feature length partnerships in the film industry.

[Oct. 30, 1963] Jim Knopf and Lukas the Train Engine Driver by Michael Ende: A Classic in the Making


by Cora Buhlert

Today, I'm going to talk about a children's fantasy series that may well be a future classic. But first, I want to talk about politics. For since October 16, 1963, West Germany has a new chancellor.

Now West Germany does have a president, currently Heinrich Lübke, but he is a figurehead with little political power. The real power rests with the chancellor. And since 1949, there has only been one chancellor, Konrad Adenauer. However, his final term was beset by scandals and so Mr. Adenauer finally resigned at the ripe old age of 87.

I have to admit that I'm not a big fan of Konrad Adenauer. He did a good job rebuilding the country after WWII and his place in history is assured. But after fourteen years, it is time to let someone else have a go. The new chancellor, Ludwig Ehrhard, was secretary of economics in Adenauer's cabinet and is largely responsible for West Germany's so-called economic miracle. Therefore, I don't expect many changes, but maybe a somewhat younger government.

But now let's leave politics behind, because today I want to introduce you to a wonderful fantasy duology by up and coming author Michael Ende. Though marketed as children's books, these are books all ages can enjoy.

A most unusual visitor

 

Michael Ende, who will turn 34 in two weeks, burst onto the scene three years ago with his novel Jim Knopf und Lukas der Lokomotivführer (Jim Knopf and Lukas the Train Engine Driver) followed last year by the sequel Jim Knopf und die Wilde 13 (Jim Knopf and the Wild 13). The first book has just come out in English as Jim Button and Luke the Train Engine Driver. I hope the sequel will follow soon.

The book opens in Lummerland (Morrowland in English), a small island kingdom with two mountains in the middle of the ocean. Lummerland is ruled by King Alfons, the Quarter-to-Twelfth, and has only three inhabitants, Herr Ärmel (Mr. Sleeve), a bowler-hatted gentleman whose profession is being a loyal subject, Frau Waas (Mrs. Whaat) who runs the general store, and Lukas who drives the steam locomotive Emma around Lummerland.

This balance is upset when the mail boat delivers a parcel with a barely legible address and the number 13 as the sender. The inhabitants of Lummerland decide to open the parcel, hoping to find a clue about the recipient inside. Instead, they find a black baby boy. The new arrival, christened Jim Knopf (Jim Button) is quickly accepted. Frau Waas adopts Jim, Herr Ärmel becomes his teacher and Lukas makes him his apprentice, train engine driver being a dream job for many German children.

Lummerland may seem absurd to adult readers, but it recalls the vanished world of pre-WWI Germany with its micro-states, complete with pompous rulers, where every small town had its own post office and train station. Lummerland also seems to owe more than a little to the 1958 painting Die Angst der Berge (The Fear of the Mountains) by Michael Ende's father, surrealist painter Edgar Ende. And indeed, Ende has confirmed that the painting was one of the inspirations for the story.

The fact that Jim Knopf is black may surprise many readers. There have always been black Germans, even during the Third Reich. And after World War II, their number grew as romance blossomed between black American GIs and German women and resulted in mixed race children. About five thousand so-called "occupation babies" were born in West Germany since 1945. They were subject to discrimination, both from the US Army, which discourages fraternisation, and from West German society, where the racism of the Nazi regime still festers. Some mixed race couples married and went to the US. But in many cases, the fathers were sent off to fight in Korea, Vietnam or elsewhere, leaving the mothers alone with their children. Many women were pressured to give their children up for adoption. Some of the children were adopted by black American families, others were sent to Denmark, Sweden and the Netherlands.

The plight of mixed race children has been tackled before, e.g. in the 1952 movie Toxi about an abandoned little girl who is reunited with her American father. Nonetheless, Michael Ende's choice to make Jim Knopf black is remarkable, because his situation mirrors that of many mixed race German children. His biological parents are nowhere in sight; Jim is an orphan found in a box. However, unlike his real life counterparts, Jim is accepted by the people of Lummerland and his race is never an issue. He is one of them from the moment he arrives.

Trouble is brewing in Lummerland, however, because the small island is becoming overcrowded. King Alfons decrees that one of Lummerland's inhabitants has to leave. The unlucky inhabitant chosen is – no, not Jim – but Emma, Lukas' beloved locomotive. With Emma banished, Lukas decides to leave as well. Jim tags along, because he doesn't want to leave either Lukas or Emma. Lukas and Jim set out to sea aboard Emma, who is surprisingly seagoing for a locomotive.

Eventually, Jim, Lukas and Emma reach China, where they befriend Ping Pong, grandson of the Emperor's personal chef. Ping Pong tells Jim and Lukas that the Emperor is grieving because his daughter Princess Li Si has been kidnapped and is held prisoner in the dragon city of Kummerland (Sorrowland). Of course, Jim and Lukas immediately offer to rescue the princess.

But in order to see the Emperor, they first have to brave the labyrinthine Imperial bureaucracy, which is a parody of bureaucracies everywhere. Jim and Lukas also incur the wrath of prime minister Pi Pa Po, who is about to have them executed. Luckily, Ping Pong fetches the Emperor who saves Jim and Lukas, fires the villainous Pi Pa Po and makes Ping Pong prime minister instead.

Ende's China feels as fallen out of time as Lummerland. It's a land of bonzes and emperors, pigtail braids and rijstafeln (actually a Dutch Indonesian dish) that has more in common with Franz Lehar's operetta The Land of Smiles than with Chairman Mao's People's Republic of China. However, while Lummerland feels nostalgic, the orientalist clichés of Ende's China are problematic. A fictional country would have been a better choice.

Jim and Lukas learn that Princess Li Si called for help via a message in a bottle, which includes the address where she is being held prisoner, Old Street 133 in Kummerland. Jim recognises the address, because the same address was written on the parcel which brought him to Lummerland. Maybe rescuing the princess can also shed some light on Jim's origin.

Our heroes travel through fantastic landscapes, brave untold dangers and eventually, reach the Land of the Thousand Volcanoes. Here, they make another friend, half-dragon Nepomuk, who knows the way to Kummerland but cannot travel there himself because only pure-blooded dragons are allowed to enter Kummerland. Nepomuk, however, is half dragon and half hippopotamus. Adult readers will see parallels between the dragons' obsession with racial purity and Nazi race theory. And indeed, the Ende family was at odds with the Nazi regime, which branded the paintings of Michael's father Edgar Ende as degenerate art.

Jim and Lukas enter Kummerland by disguising Emma as a dragon. They locate Old Street 133 and find a school, where several children, including Li Si, are chained to desks, with the dragon Frau Mahlzahn (Mrs. Grindtooth), whose idea of pedagogics is barking orders at her pupils, as their teacher. Author Michael Ende is a supporter of Waldorf education and has said that Frau Mahlzahn's school was inspired by his experiences with the Nazi education system.

Our heroes overpower Frau Mahlzahn and free the children. Li Si explains that the children have been kidnapped by a pirate gang called the Wild 13 and sold to Frau Mahlzahn. The same fate was intended for Jim, only that he was mailed to Lummerland instead.

Jim, Lukas, Emma and Li Si return to China with a reformed Frau Mahlzahn in tow. The Emperor promises Li Si's hand to Jim, though both of them are a little young to get married. Frau Mahlzahn announces that she will hibernate to become a golden dragon of wisdom. Frau Mahlzahn also comes up with a solution to Lummerland's space problems, for she knows the location of a floating island that would make a good extension for Lummerland.

The novel ends with Lukas, Jim. Li Si and Emma returning home, the floating island in tow, which is dubbed Neu-Lummerland. And not a moment too soon, for Lukas reveals that Emma is pregnant. I don't even want to imagine the mechanics of this, but luckily the young target audience is more accepting. Emma gives birth to a baby locomotive named Molly and Jim now has a locomotive of his own.

Jim Knopf's adventures continue!

 

The adventures of Jim, Lukas and their friends continue in Jim Knopf und die Wilde 13 (Jim Knopf and the Wild 13). As the title indicates, the second book focuses on Frau Mahlzahn's partners in crime, the pirate gang known as the Wild 13, who remain unseen in the first book. Though Wild 13 is a misnomer, for there are only twelve pirates, all identical brothers, but they counted the leader twice. What is more, each pirate can only write a single letter of the alphabet, which explains their spelling problems and why their mailings keep ending up at the wrong address.

When the Wild 13 kidnap Molly, Jim, Lukas, Emma and stowaway Li Si go after them. Everybody except Jim is taken prisoner. Jim uses the fact that the pirates aren't particularly bright against them and gets them to accept him as their leader. One thing I like about the Jim Knopf books is that the villains are reformed rather than vanquished. This solution might seem a little too neat for adults, but learning that enemies can become friends is an important lesson for kids.

Jim also learns the truth about his origin. He is Prince Myrrhen of the sunken land of Jamballa who was kidnapped and sold to Frau Mahlzahn, but ended up in Lummerland instead. And because a prince needs a kingdom, Frau Mahlzahn and the Wild 13 help Jim raise Jamballa from the ocean (after sinking it in the first place). Jim takes the throne, marries Li Si and everybody lives happily ever after.

The parallels between Jamballa and Atlantis are obvious. Ende subverts the Nazi take on the Atlantis myth here, according to which Atlantis is the original homeland of the Aryan race. One example is the 1930s Heftroman series Sun Koh – Heir of Atlantis by Paul Alfred Müller a.k.a. Freder van Holk, which has several parallels to Jim Knopf's story. Like Sun Koh, Jim is the prince of a sunken kingdom, which he raises from the ocean. Only that in Ende's version, the original inhabitants of Atlantis – ahem, Jamballa – were not Über-Aryans, but descendants of the Biblical Wise Man Caspar and therefore black.

Michael Ende does his best to create a diverse and inclusive world, where yesterday's enemies can become today's friends and little black boys can become both kings and train engine drivers and marry the princess, too. Li Si is not just a damsel in distress, but a smart and resourceful person in her own right. Future generations may find issues with the books, but for now Michael Ende has created a remarkably progressive fantasy series.
 

A hard but certain sell

 
The reaction to the books was mixed. It took Michael Ende three years to find a publisher. Furthermore, contemporary German literature is focussed on realism and fantasy novels are dismissed as escapism. This is unfair, for the Jim Knopf novels are so much more. The jury of the Deutscher Jugendbuchpreis agreed and named Jim Knopf and Lukas the Train Engine Driver the best children's book of 1960. The popularity of the Jim Knopf books inspired the Augsburger Puppenkiste marionette theatre to adapt them into puppet plays, which were also filmed for television. And children everywhere love the adventures of Jim, Lukas and friends.

Jim's story came to a neat ending in Jim Knopf and the Wild 13, but will adventurers like Jim and Lukas really retire or does Michael Ende have yet more stories up his sleeve? But whether Ende revisits Lummerland or not, he is a great emerging voice of German fantasy and I for one can't wait to see what he will do next.

A lovely story about a boy, his friends and his locomotive. Four and a half stars.




[October 22, 1963] A Whole New Fantasy (Andre Norton's Witch World)


by Rosemary Benton

Andre Norton (a common name for me now) released her new book into the wild of the science-fiction section of local book stores earlier this month! Being October and therefore the prime time to read anything horror or fantasy related, I didn't spend much time dithering about adding Witch World to my pile of literature by the bookstore register.

For this adventure, veteran story teller Andre Norton starts by introducing her audience to disgraced U.S. Army Lieutenant Colonel Simon Tregarth as he flees on his last leg from some unsavory business associates. After a chance meeting with a renowned people smuggler, he bargains for passage from our reality to one which he is promised to be “attuned" with. Skeptical, but figuring that his only other option is death at the hands of thugs, he agrees to what is supposedly a one way passage off of Earth. After successfully traveling through the supposed Siege Perilous, he jumps to the aid of a ragged woman pursued by hounds and soldiers. He quickly learns that the person he has saved is a witch (also referred to as one of the Women of Power) of the besieged land of Estcarp. Jump forward a time and Simon has almost seamlessly integrated himself into this strange new world of sword, guns and fickle sorcery.

Over the course of the story he travels over the known world, coming face to face with oddly advanced machinery within what is otherwise a medieval society. Ultimately he learns of forces and enemies which he and the native people within the realms barely grasp. The book wraps up with Simon and his allies winning the day against their mutual enemy, the Koltar. However, in doing so the extent of his adopted world's vulnerability from other realities begins to become clear, and with that realization the story ends with an uneasy sense of dread.

The plot of of Witch World is passable, but unfortunately the enjoyment of the novel is not to be found in any thrilling exploits of its characters. Overall their personalities do not come with anything particularly remarkable, and unfortunately that translates into character arcs that are alright, but not unexpected. The real reason to read Witch World is the vivid plethora of mythos and the fantastical history which shapes Norton's world. It's absolutely brimming with potential that I hope Norton will take advantage of in future stories.

Despite the bizarre whimsy of the cover by Jack Gaughan which prominently features a gun wielding man in a blue leotard with a comical bird beak sticking far out from his forehead, the cultures and environments of Witch World are filled with intense, gritty peoples who have distinct traditions and garb best suited to their rough lives. Spandex is pretty much the opposite of what anyone in Witch World wears. This is a high fantasy world with magic and chain mail, medieval feudalism and tribalism, and primitive, cruel ideas about a man and woman's roles. At the same time, however, there is deliberately juxtaposed science-fiction technology thrown in. Robotic birds, surgically and chemically induced mind control, and guns spring up with little preamble.

The way in which Norton merges a handful of advanced technology with a deeply structured fantasy culture struck me as distinct from other genre bridging stories. Previous sci-fi/fantasy stories I have pored through seem to favor the merger of the two genres almost equally. Some novels seem to use magic merely as another word of misunderstood science. Consider, in John Brunner's Secret Agent of Terra, the isolated people of Planet 14 who are not privy to exactly how an ancient food processor works and consider the domestication of animals to have mystical origins. The visitors from Earth do know how to work the old technology and are well aware of the planet's history of animal husbandry, yet they feed this misconception so as to not disturb the planet's natural evolution from magic believers to scientific pioneers. And therein lies the rub – for every “spell" there is a hidden keep of exposition.

When the subject of magic is approached in any of Norton’s writing there is never any easy solution lying right below the surface. Her flaire for piecing out information and not revealing more than what the characters themselves know keeps the reader on edge, as well as humble. This sense that there are always bigger forces at play, yet are never fully explained, teases the rational mind of the reader and allows for there to be doubt that anything “magical" can be easily quantified by rational, scientific method. It's very disquieting when Norton's established and venerated forces, like the witchcraft of the Women of Power and the Axe of Volt, are threatened by something indefinable that is even older and more powerful – travel across dimensions.

To belabor the point, Norton's book is in desperate need of a new front cover in future editions to better advertise this unease, since it is by far one of the biggest things the reader takes away from the novel. That and, of course, the potential for more stories of branching off of Witch World. The expansiveness of Norton's world is, frankly, astounding. The potential for twists and turns in future stories is greatly aided by the dimension travel that Norton subtly echoes back to again and again.

Andre Norton's Witch World has a spark of something much bigger, and while this first foray into its world was rather standard in terms of the main plot, the visible layers and grandiosity of Witch World just begs to be explored. It's hard to give a book like this a rating. Was it fun to follow the exploits of Simon Tregarth, Koris, Briant, and Jaelithe? A little, but they were not really the most interesting aspect of the novel. Did the story achieve what it set out to do in terms of world building? Absolutely. Did it make me want to read more? If any further Witch World books can make me as riveted to the history of this world as much as this book did, then absolutely. Ultimately I would say this was a three and a half star book. Well worth reading for the intricacy and intrigue of the universe Norton has created, but with characters who were outshined by their surroundings.

[January 3, 1963] The Enchanted Theater (Fantasy and Horror Films of 1962)


by Victoria Silverwolf

Our esteemed host has already provided many detailed analyses of 1962's science fiction films, as well as others tangentially related to SF (including one which also features the pretty actress pictured above, Ms. Barbara Eden.) But missing from the Traveler's roster of reviews has been a focus on the related genres, the fantastic and the horrorful.  With that in mind, I 'd like to fill this gap with brief reviews of last year's pictures with more supernatural themes, as well as a few others which may not technically be fantasy, but which have the same feeling.

(Perhaps I am in a retrospective and nostalgic mood because of the heavy storm that struck part of the United States on New Year's Eve.  Even in my neck of the woods, in the southeastern corner of Tennessee, an appreciable amount of snow fell, swaddling us in a cozy quiet blanket.  Shown here are playful students at the University of the South, not far from where I live.)

So enjoy a mug of steaming hot chocolate and sit near the fire as we talk about the magical movies of last year. 

Fantasy Films of 1962

Though nothing released last year captured the sheer wonder of 1959's The 7th Voyage of Sinbad, nevertheless, that excellent movie did inspire a handful of similar films, albeit without the special touch of Ray Harryhausen's stunning visual effects.  Before I consider these pale imitations, allow me to dismiss a pair of silly comedies.

The title of Moon Pilot (based on Robert Buckner's novel Starfire, discussed here a while ago) suggests a serious tale of the near future, but the plot of this lighthearted farce is pure space fantasy.  An astronaut (Tom Tryon, seen in the surprisingly good SF movie I Married a Monster from Outer Space) is scheduled to leave Earth on a secret flight to the Moon.  He meets a mysterious woman (French actress Dany Saval) who warns him not to go into space.  She's actually an alien from the planet (sic!) Beta Lyrae.  Hijinks and romance ensue.  Although the leads are attractive, the comedy is very broad.  Kids may get a kick out of the antics of the movie's chimpanzee co-star.  Two stars.


Our two star-crossed lovers bursting into song.

***

Equally goofy is Zotz!, based on a novel of the same name by Walter Karig.  Tom Poston stars as professor who obtains an ancient amulet with mystical powers, leading to slapstick complications.  Surprisingly, the screenplay is by Ray Russell, who wrote the brilliant Gothic chiller Sardonicus, published in Playboy in 1961 and quickly adapted into the pretty good horror movie Mr. Sardonicus, directed by William Castle, who also gave us the far inferior Zotz!.  We'll meet again with Mister Russell a little later in this essay, with something more appropriate.  Two stars.


The enchanted amulet that leads to so much mischief.

***

Turning from wacky antics to swashbuckling adventures, we have a trio of movies, ranging from expensive spectacles to low budget quickies.  The degree of entertainment supplied is not necessarily proportional to the amount of money spent.

Filmed in Cinerama, The Wonderful World of the Brothers Grimm uses the talents of George Pal, which made The Time Machine such a delight, to bring three fairy tales collected by the pioneering folklorists to life. 

In The Dancing Princess, a humble woodsman (Russ Tamblyn) discovers that a beautiful princess (Yvette Mimieux, also of The Time Machine) secretly goes out at night to dance wildly with gypsies.


Looks more exciting than sitting around the palace.

The Cobbler and the Elves features puppets in the familiar story of the shoemaker's helpers.


George Pal displaying his experience with Puppetoons.

The most elaborate special effects are reserved for The Singing Bone, which includes a battle with a dragon, as well as a rather grim (pun intended) tale of murder and a message from beyond the grave.


Impressive cave, goofy dragon.

Unfortunately, these enjoyable sequences alternate with dull sequences set in the real world.  Barbara Eden plays the love interest of one of the Grimms (hence her appearance at the start of this article.) Two stars.

***

More modestly funded was Jack the Giant Killer, clearly intended to remind audiences of The 7th Voyage of Sinbad.  Both films star Kerwin Mathews as the hero and Torin Thatcher as the villain.  They even have the same director, Nathan Juran.  Too bad they couldn't get Ray Harryhausen for the special effects.  His replacements do a decent job, but they can't quite capture the same magic.  Still, the movie is reasonably entertaining. 


Pretty cool two-headed giant, not-so-cool sea monster.

No reason to go into details about the plot.  The Good Guy battles the Bad Guy's monsters, winning the hand of the Princess.  Three stars.

***

An even lower budget brought moviegoers The Magic Sword.  Bert I. Gordon, who created abysmal science fiction movies of the Big Bug variety, including Beginning of the End and The Spider, adds a sense of humor to the story.  Our hero is George, the adopted son of an elderly sorceress.  With the help of the title weapon and six knights brought out of suspended animation, he rescues yet another beautiful princess from yet another evil wizard (the great Basil Rathbone.)


Don't hurt yourself with that thing.

The special effects are shoddy, but the sorceress and her two-headed servant are amusing.  Three stars.


Too many heads spoil the broth.

Horror Films of 1962

Movies dealing with the darker side of the fantastic ranged from abysmal to excellent.  Let's look at the ridiculous before we talk about the sublime.

You're more likely to scream with laughter than fear while watching Eegah, an absurd tale of a giant caveman vaguely terrorizing some young folks.  Arch Hall (senior) directs Arch Hall (junior) as the hero, making this more of a home movie than a feature film.  One star.



The monster and hero; can you tell who is who?

***


Equally inept, but a lot less innocent, is the gruesome shocker The Brain That Wouldn't Die.  A mad scientist keeps the head of his girlfriend alive after she is decapitated in a car accident.  He then hangs around figure models, searching for the perfect body to transplant onto what's left of her.  There's also a monster locked up in his laboratory, which is responsible for a particularly bloody scene near the end.  One star.


I hope her nose doesn't itch.

***

On a more professional level, two studios released movies that were mediocre variations on what had come before.

In the United States, Roger Corman offered his third Poe adaptation, The Premature Burial.  Loosely adapted by Charles Beaumont and Ray Russell, the story features a man with a morbid fear of being buried alive.  He builds an elaborate system of devices in his mausoleum, in order to make his escape if this happens.  Things don't go well.  Ray Milland replaces Vincent Price, so memorable in House of Usher and The Pit and the Pendulum, in the lead role.  It's a fairly dull affair, although nicely filmed and with an unexpected twist ending.  Two stars.


Part of Milland's tool kit.


Meanwhile, the British studio Hammer, which had so much success bringing Dracula, Frankenstein's Monster, Jekyll and Hyde, the Mummy, and a Werewolf back to the silver screen, revived another classic movie monster with The Phantom of the Opera.  This remake can't compare to the 1925 original with the great Lon Chaney.  Two stars.


Any requests?

***

Slightly more original (although clearly influenced by the frequently filmed story The Hands of Orlac) was Hands of a Stranger.  A concert pianist's hands are destroyed in an accident.  In desperation, a surgeon transplants the hands of a recent murdered criminal onto the musician's wrists.  Surprisingly, the pianist does not become possessed by the dead man.  The horrible events that happen after the procedure result from the musician's rage at his inability to play.  This was a modest but interesting movie, with some striking visuals and a great deal of unusual dialogue.  Three stars.


That little boy is going to be very sorry he made fun of the way that man plays.

***

A most unusual double feature appeared in movie houses in 1962. 

The unwieldy title The Horror Chamber of Dr. Faustus is the disguise worn by the French film Les yeux sans visage (The Eyes Without a Face), dubbed and edited for American audiences.  A physician kidnaps women in order to surgically remove their faces and transplant them onto his daughter, whose own face was ruined in an accident.  The replacements do not last long, so he must repeat his crimes many times.  Despite this disturbing plot, the film is surprisingly beautiful and darkly poetic.  Four stars, and I can only hope that a subtitled, unedited version will be available some day.

***


The daughter, hidden under the mask she wears between transplants.

The Manster is an American production filmed in Japan, with a mostly Japanese cast and crew.  An American reporter interviews a Japanese scientist, who secretly injects him with an experimental formula.  An extra eyeball appears on his shoulder, eventually growing into a second head.  This movie is even more bizarre than I've made it sound.  I can't say it's a good film, but the sheer weirdness of it holds the viewer's attention.  Two stars.


Not what you want to see in the mirror.

***

Made on a tiny budget by a director of documentary short subjects, Carnival of Souls overcame its limitations to become a haunting tale of life after death.  A woman survives a car accident.  Later she is haunted by ghoulish figures.  The story is simple enough for an episode of Twilight Zone, but the film creates a genuinely eerie mood.  Four stars.


The haunting begins.

***

The best horror film of 1962 was probably the British production Night of the Eagle (released in the USA as Burn Witch Burn.) The script is skillfully adapted from Fritz Leiber's classic 1943 novel Conjure Wife by talented fantasy writers Charles Beaumont and Richard Matheson, as well as British screenwriter George Baxt, who wrote another excellent chiller a couple of years ago, The City of the Dead (known in American as Horror Hotel.) As in the novel, a skeptical college professor is married to a woman who secretly uses conjuring spells to protect her husband.  When he discovers her magical objects, he forces her to destroy them.  Things go rapidly downhill from there, as the professor discovers to his horror that witchcraft is very real, and that someone is using black magic to destroy his career, his marriage, and his life.  The movie is exquisitely filmed, with fine acting and a dramatic climax.  Five stars.


The professor at work.


Confronting his wife about her use of magic.


Up to no good.

***

Although it contains no supernatural elements, I would like to end this discussion with the psychological thriller Whatever Happened to Baby Jane?.  Like Alfred Hitchcock's Psycho of a few years ago, it explores the darkest places within the human mind.  Legendary actresses Bette Davis and Joan Crawford play sisters with a history of bad blood between them.  Crawford is confined to a wheelchair, and Davis is as mad as a hatter.  She was a child star many years ago, and she still dresses like a little girl, her aging face covered with grotesquely heavy layers of makeup.  As Baby Jane's mind continues to deteriorate, the rivalry between the sisters (a reflection of the dislike the two stars had for each other, according to Hollywood gossip) leads to horrible consequences.  Davis gives a bravura performance.  Four stars.

***

And… there were other kinds of film released in 1962, I suppose.  But they are beyond the scope of this article.  Until the next sf, fantasy, or horror flick hits the cinema, see you at the movies!

[P.S. If you registered for WorldCon this year, please consider nominating Galactic Journey for the "Best Fanzine" Hugo.  Check your mail for instructions…]