Showing posts with label Joe Torcivia. Show all posts
Showing posts with label Joe Torcivia. Show all posts

Saturday, December 27, 2014

Book Review: FUNNYBOOKS by Michael Barrier (University of California Press, 2014)

What Michael Barrier did for the history of classic Hollywood studio animation in HOLLYWOOD CARTOONS, he does here for the golden years of Dell Comics and its most accomplished and historically significant creators -- Walt Kelly, John Stanley, and, above all, Carl Barks.  While devoting most of his critical attention to this trio of greats and the ways in which they helped shape the development of the American comic book into an art form with its own distinct verbal and visual language, Barrier also unearths facts and highlights overlooked personalities in a manner that is sure to surprise and delight even the most knowledgeable Dell/Western Publishing fan.

As was the case with HOLLYWOOD CARTOONS, FUNNYBOOKS had an extremely long gestation period, with Barrier using interview material from as far back as the 1960s to help craft his narrative.  Barrier also draws upon material used in his 1981 book-length study of Carl Barks, but he expands greatly upon that earlier work.  Perhaps his most important critical achievement here is his in-depth illumination of exactly how Barks, who famously worked in isolation and with minimal (at first) editorial interference, became one of the very first comics creators to "crack the code" and essentially discover how to tell effective stories in comic-book form.  Barks fans have always known of the Old Duck Man's mastery of narrative, but they will come away from this discussion with a newfound appreciation of the wider importance of his work.

Barrier pretty clearly considers Barks to be primus inter pares even among the "really good ones," but Kelly and Stanley get their due and then some.  Kelly's creation and development of the POGO characters is covered in detail, as is Stanley's work on LITTLE LULU, but Barrier brings their other notable comic-book works (e.g., Kelly's stories for OUR GANG and his fairy-tale and Christmas comics, Stanley's honing of his craft in NEW FUNNIES) under similar critical scrutiny.  As was made quite clear in HOLLYWOOD CARTOONS, Barrier is a very astringent analyst, and it takes quite a lot for a story to wring praise out of him.  Everyone who knows these creators will probably disagree with Barrier's assessments at some point -- for example, I think that he is much too harsh on Barks' more loosely-wound, but still immensely entertaining, UNCLE $CROOGE stories from the 1960s -- but he always has a well-considered reason for his opinions.

The "extra material" here is what really lifts FUNNYBOOKS to "instant classic" status.  Anyone who has ever wondered about the precise relationships between the various corporate subsidiaries and allies grouped under the spreadeagled "Western Publishing" umbrella -- Whitman, K.K. Publications, Dell, Gold Key -- will have any and all questions answered to their satisfaction here.  Interested in the early history of LOONEY TUNES AND MERRIE MELODIES, the Warner Bros. "answer" to WALT DISNEY'S COMICS AND STORIES, or in how Dell handled such significant "non-funny-animal" licensed properties as TARZAN and various movie cowboy heroes?  You'll learn about some of these comics' most accomplished writers and artists here.  Perhaps the biggest surprise is a brief discussion of "the Jim Davis shop," an association of artists who produced "funny-animal" challenges, of a sort, to Dell's humorous hegemony for the notorious comics entrepreneur Benjamin Sangor.  It's nice to see the exquisitely obscure characters that came out of this outfit get some recognition, even if Barrier's primary purpose for bringing them up is to demonstrate how their comics failed while the best of Dell's succeeded.

If I have a small nitpick here, it is with Barrier's comparatively brusque brushing-aside of the Gold Key era.  Yes, that era did see ill-considered format and price changes and increasing editorial restrictions, but there was a whole lot of high-quality material being produced at that time, as well.  (See Joe Torcivia's 50th Anniversary tribute for numerous examples.)  I fully realize that Barrier's intention was always to focus on the years before the Dell/Western split, but a few extra pages discussing some of the GK highlights couldn't have hurt.  Anyone want to pick up the bracketed torch (as opposed to fallen; it's not as if Barrier failed, after all) and try writing a sequel?

So, what are you waiting for?  If you care at all about the Dell Comics that truly WERE "Good Comics," or simply about the history of quality comics in general, FUNNYBOOKS virtually defines the term "MUST-GET."

Saturday, December 13, 2014

DUCKTALES Fanfic Review: "The Lost Tomb of Pharaoh Sedqaduck" by "Stretch Snodgrass"

And so, we trudge back into the DuckTales fanfic salt mines... or, should I say, the sand dunes!

 
Needless to say, adventure in desert settings are nothing new to our feathered Disney friends, either in print or on screens both small and large.  Carl Barks' first full-length solo adventure story took Donald and HD&L to a reasonably authentic Egypt, and, when Disney Movietoons decided to mount a DuckTales feature film, writer Alan Burnett spun the plot out of Scrooge's quest to find the lost treasure of Collie Baba.  There are, of course, numerous other examples of the "Ducks in Egypt" trope in both media.

I bring this up because our "writer of interest," one "Stretch Snodgrass," picked a surprisingly well-worn trail on which to follow his muse.  He's not trying to do anything Earth-shattering in "The Lost Tomb of Pharaoh Sedqaduck" -- just tell an entertaining comedy-adventure story in the classic DT tradition, complete with copious references to DT episodes past.  He succeeds rather well, particularly in the clever manner in which he stirs an unexpected guest-star character -- one who (1) had only one featured role in the TV series and (2) has rarely featured in adventures of any stripe -- into the mix.

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*MAJOR SPOILERS (duh)*

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THE STORY:  With "long-lost map" in hand, Scrooge travels to Egypt to seek out the titular cenotaph, the last resting place of Sedqaduck, the "unlucky" 13th Pharaoh of the 13th Dynasty, and his "greatest treasures."  His companions on the journey are HD&L, Launchpad, and... "Uncle" Gladstone??  (Yep, that's what the boys call him.  Personally, I take the idea of Gladstone being the Nephews' uncle as seriously as I do that of Daisy being the boys' aunt.)  Unsurprisingly, Gladstone isn't initially keen on the idea...after all, it sounds too much like work.  Scrooge ultimately convinces Gladstone to come along by challenging his ganderhood, or something close to it, and away they go.  Flintheart Glomgold and Bankjob and Big Time Beagle get wind of Scrooge's destination in "Master of the Djinni" fashion -- via a newspaper photograph that reveals the details of Scrooge's map ("When will Scroogie learn not to leave his map in plain sight?" cackles Flinty) -- but, after a half-hearted attempt at attacking Scrooge's party at an oasis literally blows up in their faces, the baddies (somewhat surprisingly) drop clean out of the story.  Instead, we simply follow Scrooge's party as they reach and explore the long-hidden, seriously eerie Valley of Pharaoh Sedqaduck.  But why has Gladstone's luck suddenly turned sour?  And why is Scrooge so heck-bent on convincing Gladstone that his luck isn't bad, all the while scotching any overt mention of "thirteen," "luck," and similar words freighted with intimations of good or bad fortune?...

PLOTPretty doggone solid, with some effective suspense and scares, though some of the plotting could have been improved. (**** out of *****)

If you choose to read this story, don't be initially put off by "Stretch"'s staccato style, or the manner in which he tells the reader some fairly basic information about the characters (e.g., that Huey, Dewey, and Louie wear red, blue, and green).  Stick with it, and you'll be rewarded, especially once the gang starts the actual pyramid hunt.  This is more of a straightforward "there and back again" storyline than the plots seen in "Master of the Djinni" or even DuckTales: The Movie.  It has some longueurs, but "Stretch" keeps up some good, in-character banter between the Ducks, though his funniest material is unintentionally so (see WRITING AND HUMOR below).

As is the case in so many Barks adventures, Scrooge doesn't actually wind up carting home the complete treasure.  In place of it, he gets what are for all intents and purposes "parting gifts," courtesy of the ghost of the departed Pharaoh.  Considering that these items are designed more to educate the world about the cloudy history of Sedqaduck's unfortunate reign than they are to enrich someone, Scrooge accepts them with considerable grace... which is more than one can say about, for example, his petulant reaction to "love, the greatest treasure of them all" in "A DuckTales Valentine."  True to his nature, though, he does find a way to profit in the end.

For a story rated the fanfiction.net equivalent of "E for Everyone," there is some seriously creepy material here.  The discovery of a group of skeletons from an unsuccessful expedition by medieval Arabs to plunder the valley comes as a considerable jolt.  The shock would have been more severe had the corpses been found by the Pharaoh's tomb, as they by all rights should have been, given that Scrooge interprets the map as saying that "the curse of death falls only upon those who violate the Pharaoh's final resting place."  Since the skeletons were found a good distance away from the pyramid, I sense a disturbance in the plot structure here, though it's not quite bad enough to raise the dead.

In addition to harboring dead would-be looters, the Valley of Sedqaduck is also noiseless.  Various fauna are present, but they don't make a sound.  Scrooge hand-waves away the Ducks' ability to make themselves heard by suggesting that outsiders who enter the Valley aren't affected, while Dewey appeals to "an ancient Egyptian magic spell."  Dewey's dodge works for me, especially in a world that contains Magica De Spell.

The creepiest detail of all, however, is the simple fact that Pharaoh Sedqaduck and his entire royal retinue are still present in spirit form, tending to the evergreen gardens and keeping the buildings in perfect condition.  The "curse" on anyone entering Sedqaduck's tomb is supposed to last for 13,000 years, or until the world ends (nice escape clause, that).  Presumably, therefore, the ghosts will continue to perform their janitorial services until that time.  But what happens then?  Will Sedqaduck and his people consider that to be "game over" and vanish, leaving the Valley to succumb to the elements?  That seems like an unhappy ending (for them) to me.  Or will the fact that Scrooge has peacefully brought the truth about "unlucky" Sedqaduck's reign to the outside world give the spirits a reason to rise to the heavens, in the manner of "The Garbled One" and Khufu in "Sphinx for the Memories"?

Unfortunately, "Stretch" seems to have forgotten to edit an early detail about the lost tomb's location.  Scrooge originally gleans from the map that the tomb is "inside a mountain," whereas the actual pyramid is in a valley surrounded by cliffs and "mountainous" sand dunes.  We could attribute this goof to Scrooge's misreading of the map, but, when your fact-checkers have the Junior Woodchuck Guidebook at hand, I doubt that any such slip would have slipped by.

The final scene has something of a Voyage to the Bottom of the Sea "coffee scene" ((c) Joe Torcivia) vibe, in that we find the Ducks back in Duckburg and discussing their adventure over a meal at Quack Maison. (Remember?  That was the place where Gladstone and Scrooge went to eat breakfast in "Dime Enough for Luck" and that unfortunate "clerical error" concerning the restaurant's "millionth customer" took place).  It's decent, but also something of a letdown, given that the Ducks had already had dinner at the place earlier in the story, at the time when Scrooge finally convinced Gladstone to join the adventure.  I appreciate "Stretch"'s willingness to exploit Gladstone's one DT appearance to the hilt, but bringing the Ducks back to QM might have been going a dish too far.

Perhaps the most puzzling aspect of the plot is the quick dismissal of the villains.  In truth, they don't actually get to do much of interest. However, there is a most intriguing moment when Bankjob, remembering how Scrooge saved him, Babyface, and Bugle/Bebop from the pirates in "Time Teasers," suggests that the baddies ask Scrooge for assistance in getting back to civilization.  Glomgold is having none of that, preferring a long, hot, and problematic desert trek to lowering himself to ask Scrooge for aid.  Had the bad guys actually joined Scrooge's party, the conflict between Flinty's pride and greed might have made for an interesting subplot. (Admittedly, it might also have interfered with the subplot that was already present, which I'll discuss under CHARACTERIZATION).  Instead, "Stretch" dismisses the villains with a couple of paragraphs of narrative.  I suppose that "Stretch" felt that the adventure simply "had" to include an appearance by familiar villains in order to seem "authentic."  There are plenty of examples to the contrary, though, and, all in all, I think that "Stretch" should have let the Ducks handle this one by themselves, with no opponents save the elements... and the internal conflicts.

CHARACTERIZATIONPretty solid, as well, with the only possible question being how we are expected to regard Scrooge's behavior towards Gladstone.  (**** out of *****)

"Stretch" does a pretty decent job with most of the basics here. The Nephews may consult the Junior Woodchuck Guidebook a few too many times -- I'm sure that their native intelligence could have helped them to figure out that pyramids were never used as homes, and that water, however brackish or distasteful, is essential for life to flourish in the desert -- but they make up for it late in the game by doping out Scrooge's scheme re Gladstone (about which more in a moment) all by their lonesomes.  Launchpad is Launchpad, 'nuff said, while Gladstone, appropriately enough, is given his slightly softer, more laid-back DuckTales persona, as opposed to the more obnoxious characterization introduced by Barks.  On the unlikability scale, whining a bit about tramping through the desert and making a couple of self-satisfied remarks about his luck seeing him through don't really amount to much.  "Stretch" even provides Gladstone with a new (and atypical) vulnerable spot, in that the gander takes umbrage at Scrooge's questioning of his bravery on more than one occasion.  Scrooge hasn't been concerned (at least openly) about others' cojones since "Christmas on Bear Mountain."  But Gladstone's determination to prove Scrooge wrong reflects another side of his overweening pride... one that is less smug and more proactive.

The big character-related question arising from this epic is how, exactly, we are expected to react to Scrooge's subterranean decision to bring Gladstone along as a kind of "anti-bad-fortune fail-safe" to sense the "curse" that is supposed to lie on Sedqaduck's tomb -- and, more significantly, his determination to keep his reasoning under wraps until after the fact.  Scrooge figures that, if there really is such a "curse," then Gladstone's luck will sense it and try to keep him and the other Ducks safe by any means necessary... including bouts of bad luck.  Gladstone's increasing gaffe-proneness as the Ducks close in on their goal, and the result of the final advance towards the tomb, tend to bear out Scrooge's theory.  But can this honestly be said to be "square dealing" by Scrooge, even though his intention was an honorable one?

Complicating our interpretation of Scrooge's behavior is a scene that occurs as the Ducks prepare to go into the Valley.  A panicky Gladstone is (understandably) worried that another "Dime Enough for Luck" scenario may be playing itself out, but Scrooge bluntly dismisses his concerns and gives Gladstone his personal promise that the gander's luck hasn't really turned bad.  The narrative presents this as an example of Scrooge's commitment to straight dealing with others, which, given the underlying subterfuge that the old miser is practicing, doesn't quite ring true.  Gladstone makes the point that Scrooge, who "[denies luck] even exists" (I guess the Old #1 Dime is just a cherished memento in this version of DT continuity?), couldn't be expected to understand how luck works.  Scrooge is obliged to rely upon sheer force of will to convince Gladstone to believe that Scrooge is telling the truth.  Our... uh, hero, ladies and gentlemen?  The jury may have a hard time reaching a verdict on that one.

Personally, I think that it would have made far more sense for "Stretch" to have had Scrooge tell Gladstone the truth up front, using logic to convince the gander that he will be in no danger precisely because Gladstone's luck will protect him by going bad at the appointed time.  That would have made for an interesting psychological conflict for Gladstone, who is so used to being benefited by his luck that he might find it hard to wrap his mind around the concept of bad luck doing him some good.  Using that subplot in place of the "Scrooge rather clumsily conceals the truth for everyduck's own good" would have been much trickier for "Stretch" to do, but it would have avoided the somewhat awkward characterization of Scrooge that the "subterfuge" angle forced the author to use.

A coda regarding Pharaoh Sedqaduck himself: The dead ruler's appearance in ghost-guise is brief but memorable.  During the adventure, we learn that the "unlucky" ruler was not a bungler so much as a ruler who had the misfortune of facing a large number of enemies without the resources to keep them at bay. Sedqaduck shows that his troubles have not robbed him of a certain sense of humor when he disses Launchpad for having complained earlier that Sedqaduck's museum of artifacts was "dull."  The greatest ruler of ancient times he wasn't, but he certainly doesn't come off as a dope on the order of Barks' spendthrift King Nutmost the Rash ("A Cobbler Should Stick to His Last," UNCLE $CROOGE #25, March 1959).

HOMEWORKDone to a turn.  (***** out of *****)

From the opening gong, references fly thick and fast -- and they're far from being the standard references to previous desert adventures that you might expect.  The aforementioned references to Scrooge's map-mistake in "Master of the Djinni" and Bankjob's remembrance of Scrooge's generosity in "Time Teasers" certainly got MY attention, and some other clever ones are worthy of special mention.

(1) Gladstone refers to the Ducks' near-death experience in "Too Much of a Gold Thing" as an example of how dangerous adventuring can be.  Makes you wonder: how widely did news of the Ducks' travails in the Valley of the Golden Suns actually spread?  One can understand Scrooge wanting to keep the Valley's fate a secret from the general public, just in case some crazies decided to imitiate El Capitan and dig endlessly (and futilely) for riches in the ruins.  Any acquaintances whom Scrooge trusted with the info were undoubtedly sworn to some form of secrecy... and it's therefore surprising that Scrooge didn't shush Gladstone (or even whack him with his cane) when Gladstone mentioned the adventure at the Ducks' table at Quack Maison.

(2) Glomgold reacts to Bankjob and Big Time's bomb-bungling by grumbling, "Now I know why you two never work together!" -- which, in fact, they never actually had before, unless you count that mob-scene in "Full Metal Duck" (which was itself a skull session, as opposed to an actual gig) and set aside the comic-book story "The Great Chase" (preferably, at a VERY great distance).  Given that Bankjob and Big Time are actually among the more competent of the DT Beagles, their treatment here seems a bit uncharitable of "Stretch."

(3) To while away the time during a long flight, Launchpad tells Gladstone tall tales of his exploits, among which is his "harrowing hiatus with the Harpies" ("The Golden Fleecing").  Evidently, to Launchpad, any adventure you can walk away from is a tale-worthy one, even if one's role in it is somewhat, well, embarrassing.  Speaking of which, Launchpad invokes the "Any crash you can..." mantra a couple of times here.

You do have to respect a writer who treats canonical series material in such ingenious and imaginative ways.

WRITING AND HUMORAcceptable at best, and most of the humor is of the accidental variety.  (*** out of *****)

From the spellings of certain words such as "tonnes" for "tons," to the use of the phrase "the lot of them," to Scrooge's reminiscence about picnicking in a country "kirkyard," I gather that "Stretch" is probably a native of the British Isles.  "Stretch"'s writing gets the job done, but it does fall victim to the occasional dropped comma and misspelling.

One must give kudos to "Stretch" for having the daring to try to reproduce the Ducks' "synchronized snoring" in prose.  It results in an unintentionally humorous bit:

"Huh," snored Scrooge.

"Shhhh[,]" continued Huey.

"Quack, quack," slept Dewey and Louie respectively.

That last sentence reads as if "Stretch" is using "to sleep" as a verb capable of taking a direct object.  What would such objects be, I wonder?

I also found the following throwaway paragraph amusing.  Read this, and see if you don't get a distinct impression of Launchpad being pwned:

Scrooge divided the adults into three watches: Gladstone first, as he liked to stay up late; Scrooge last, as he usually woke up early, as "the early bird catches the worm"; Launchpad received the difficult midnight and early morning hours, because it was the only one that was left. 

QUESTIONABLE MATERIALNone, aside from the aforementioned scares and ghosts (which aren't actually all THAT scary).

OVERALL***** out of *****.   N&V RECOMMENDED.

While not spectacular by any means, "The Lost Tomb of Pharaoh Sedqaduck" is a fun read and displays commendable effort.  If you like classic "lost-ruby jungle plunges" with a couple of intriguing (though somewhat problematic) twists, then you should enjoy this story.

NEXT FANFIC UP:  "The Sincere Fraud" by "Commander."  In the not-to-distant DT future, the Nephews' mother Della returns... after a long stay in jail.  I got a BAD feeling about this, Mr. McDee...

Friday, November 28, 2014

Book Review: WALT DISNEY'S UNCLE $CROOGE: THE SEVEN CITIES OF GOLD by Carl Barks (Fantagraphics Books, 2014)

If this be "skimming," then at least it's mostly cream.  In his seminal CARL BARKS AND THE ART OF THE COMIC BOOK, Michael Barrier* praised the earliest UNCLE $CROOGE stories -- in particular, "Only a Poor Old Man" -- to the highest heavens but then argued that, with Scrooge's essential nature having been revealed whole during these tales, there was nothing more that Barks could do with the old miser that wouldn't be "skimming the surface" in comparison.  When he used that phrase, Barrier had in mind tales exactly like the ones in this collection, the stories from U$ #7-12 (1954-55).  Here, we can see Barks really settling in with the notion of using Scrooge as an adventure hero in search of lost treasures -- the genre that William Van Horn once tongue-in-cheekedly described as "plunging into the jungle in search of the lost ruby."  In the sense that these stories don't delve as deeply into what drives Scrooge as did "Poor Old Man" or "Back to the Klondike," then Barrier has a point; after all, Scrooge can be "fully realized for the first time" only once.  But even Barrier had to admit that many of these "second-stage" offerings are "beautifully crafted."  Given that Barks was still getting used to the whole idea of Scrooge playing an heroic role on a regular basis, that's certainly an admirable enough achievement.

If Barrier doesn't have a full appreciation of Barks' craft during this period, then DuckTales sure as shootin' did.  The TV series borrowed liberally from Barks' output during this time, producing direct adaptations of "The Lemming with the Locket" and "The Golden Fleecing" and swiping the conflict from "The Great Steamboat Race" to serve as a centerpiece of its ill-fated Scrooge biography, "Once Upon a Dime."  And that may not be the end of the story.  As I argued when discussing "Too Much of a Gold Thing," the final chapter of "Treasure of the Golden Suns," one could make a good argument that "The Seven Cities of Cibola" had a direct influence on that climactic classic, just as it did on a certain Mr. Lucas and Mr. Spielberg.

As great as the finest of these tales are, I do have to admit that this volume contains the first U$ feature story that I didn't much care for: "The Mysterious Stone Ray," aka "The Mysterious Unfinished Invention," aka "Leave Stranded and Petrified Beagle Boys Lie."  I previously reviewed it here.  The story is currently ranked 16th among all Disney comics stories at Inducks, which I quite frankly cannot fathom.  Our own GeoX bombed quite savagely on "The Menehune Mystery" as Barks' first really sh**ty $CROOGE story (Geo, of course, used the uncensored version of the word), but "Stone Ray" is poorly organized and is illogical in so many ways that it's hard for me, at least, to regard it as being distinctly better than "Menehune."  Chacun a son gout, and all that.  The use of the two unrelated "adventurettes" in U$ #11, "The Great Steamboat Race" and "Riches, Riches Everywhere," is just a bit irritating -- I'm sure that at least a few of Barks' loyal readers back in 1955 regarded the unprecedented double-dip in the same way that DuckTales fans regarded that series' only venture into the two-story format (in Episode 11, no less! How about that?!), but at least the Barks tales are actually good.

Artistically speaking, Barks is still close to the top of his game here, though the effects of the notorious mid-50s "drawing paper switch" that stiffened up his art for a while can first be seen here (in U$ #11).  The worst of these effects won't show up until the "tall Ducks" period of the late 50s, however, and, all things considered, Barks' initial adaptation to the switcheroo is quite adept.  On the gag side, we see the initial one-page salvos in the "free cup of coffee wars" between Scrooge and the unfortunate diner owner who will have to wait more than half a century before his psychological torment can be comprehensively examined in a real, live, full-length story.

* In case you were unaware of the fact, FUNNYBOOKS, Barrier's new book-length history of the "Dell Comics are Good Comics" era, presently stands on the cusp of release.  Barrier can be an astringent analyst, but his views are always worth considering, so anyone with an interest in the Dell days should pick this book up, either for oneself or as a gift for a like-minded friend.  Given IDW's aggressive action in acquiring the Disney comics license and its sturdy stable of licensed properties and original creations, might we be on the verge of seeing the rise of "the new Dell"?  Time will dell... er, tell.

Thursday, October 23, 2014

A Company Named Joe

I have no Earthly idea what to make of this news...

For sure, getting an omnibus edition of the 16 Boom! issues of DARKWING DUCK would be a nice thing (though certainly not an essential one, as all of the issues were reprinted by Boom! itself in several paperbacks).  But 16 Boom! issues rewritten by Aaron Sparrow?  The "money sentence" is somewhat incoherent, but I think that that is the gist of what is being said in the third paragraph.  And published by an ephemeral Canadian company with a wisp of a Web site -- one so new that it didn't turn up when I tried Googling it -- and grandiose claims of being a "publisher of Disney, Marvel, and Pixar comics and books"?  A company the name of which sounds like one of Snoopy's innumerable imaginary personae?  How seriously can we take this project, anyway?

Even Darkwing might balk at entrusting his legacy to this outfit.

Until I see substantive evidence to the contrary, I'm going to assume that only one legitimate "Joe" inhabits the Disney comics world...

Either the diner owner, or Mr. Torcivia.  Take your pick.

Tuesday, October 21, 2014

A POST-"DUCKTALES RETROSPECTIVE" PERSPECTIVE: "A Dime in Time"

Let's get right into the spirit of things and (mentally) travel 20 years back in time, to that fateful moment in 1994 when Joe Torcivia introduced himself to the "small but mighty" audience of the late, great Disney Afternoon-themed APA WTFB with the first installment of his now-legendary THE ISSUE AT HAND.  The comic that Joe reviewed in that first effort was Disney Comics' UNCLE $CROOGE #259 (October 1991).

U$ #259 was the third installment of an ingenious "Duck comics crossover event" dreamed up by Disney Comics Managing Editor Bob Foster.  "The Time Tetrad" linked together four unrelated Duck stories, all of which featured a spheroidal time machine created by Gyro Gearloose.

"Book One": "The Secret of Atlantis" by Byron Erickson (English dialogue) and Vicar, in DONALD DUCK ADVENTURES #17.  Any relationship to a story by Carl Barks, or, for that matter, a certain DuckTales adventure of more recent vintage, is hereby discounted with extreme prejudice. 

"Book Two": "Dirk the Dinosaur," the featured story in WALT DISNEY'S COMICS AND STORIES #564, again by Erickson and Vicar.  Interestingly, this story was the first installment -- officially, it was labeled "Chapter 0" -- in an actual series of much lengthier time-traveling adventures which Inducks flags as the "Time Machine graphic novels." 

"Book Three": "The Only Way to Go/Travel," in the aforementioned U$ #259, yet another Erickson/Vicar joint.  Disney Comics' BETWEEN THE LINES list of the month's releases uses "...Travel," while the story itself uses "...Go."  Both versions of the title appear in Inducks.  And now my head hurts.

"Book Four" is our main concern for the nonce: DUCKTALES #17's "A Dime in Time", written by Bob Langhans and drawn by the usual assortment of "credited-by-name-but-in reality-all-but-anonymous" Argentinians who toiled for the Jaime Diaz Studios.

Unlike the other stories in the "Tetrad" series, "A Dime in Time" takes up the entire issue.  What's more, it ends with a scene the setting of which would have seemed quite familiar to those who had been following the DUCKTALES title.

That's right, we're going into overtime.  It's yet another Bob Langhans cliffhanger, of the exact same sort which so enlivened "The Gold Odyssey" (DT #9-15).  My opinion of the latter story has been on record for quite some time, and I see no reason to alter it in the wake of the short-lived Boom! revival of the DUCKTALES title.  When it comes to DT comic-book stories that appeared in America and captured the authentic spirit of the series... well, this is as good as it gets, folks.

Thankfully, "A Dime in Time, Part Two" turned out to be the actual conclusion of the story, as DT #18 (November 1991) ran smack into the onrushing shock wave that was "The Disney Implosion."  Dan Cunningham's coverage of the "Implosion" era (the link shown above) as part of his survey of the history of Disney Comics is as thorough an exposition as we are likely to get of the affair.  If the details are unfamiliar to you -- or even if you think they are familiar -- then I highly recommend that you read the whole thing.

Well, at least another Langhans multi-part story got into print before the heavens fell, right?  And this one is bound to rival "Odyssey," if not in scope, then in terms of overall quality.  Right?

When I reread "A Dime in Time," I found that I could remember no details about it whatsoever.  Evidently, my "memory bone" was unconsciously doing me a favor.  "Time" doesn't measure up to "Odyssey" in any way, shape, or form.  It doesn't come close.  From the evidence provided in the story, I'm not even sure that anyone who directly worked on this story -- writer, artists, editors -- was paying it more than the most cursory attention.

Even the much-admired Bob Foster can't escape some criticism here.  He had to vet the tale on the American end, and I can only excuse his signing off on some of the egregious continuity errors and sloppy storytelling that fatally compromise Part One as the result of a desperate desire to find SOME way to give DUCKTALES its place in the "Tetrad."  Part Two flows more smoothly, but is also somewhat duller, due to all of the action basically taking place in a single venue, and it doesn't end so much as stop, with an abruptness that is violent enough to give one literary whiplash.

We begin Part One with a typical DuckTales Beagle Boy raid on the Money Bin that proceeds in the expected fashion, "expected" being in the second-season sense.  (By contrast, "The Gold Odyssey" started with Scrooge already in the throes of high adventure, stubbornly snow-catting his way through an Alaskan blizzard.  Steee-rike One.)  Magica De Spell has been crystal-eye-balling the Beagle siege and has a better (but aren't they always?) plan to snag her eternal heart's desire, Scrooge's Old #1 Dime.  She's going to use a time machine to literally go "back to the Klondike" and snag the coin from young miner Scrooge.

Magica later describes the pictured gizmo as, and I quote, "a time-warper from the 23rd century."  And Magica acquired it how, exactly?  Sure, she's a sorceress, but she's not capable of something like THIS, is she?  Or perhaps she is.  As Langhans writes her throughout the story, Magica's powers appear to be "whatever is necessary to perform a particular task," including those tasks the achievability of which would seem to be above her pay grade.  Apparently, Langhans never stopped to consider that, if Magica had the inherent magical ability to nip ahead in time and steal a time-travel device, then she wouldn't have NEEDED a time-travel device in the first place.

I also have a problem with the whole notion of Magica snookering Scrooge in his virile, full-of-beans Klondike phase.  I had certain issues with Don Rosa's "Of Ducks, Dimes, and Destinies" (UNCLE $CROOGE #297, April 1996) when it first appeared, mostly related to the whole idea of mucking around with the charmingly simple (and, lest we forget, non-Barksian) idea of Scrooge obtaining Old #1 after shining a Glaswegian ditchdigger's boots, but Magica going back to 19th-century Scotland to take advantage of a 10-year-old Scrooge makes much more logical sense. 

Magica decides to put the device to a test (she should really have done that in the 23rd century, I'm thinking) by making the Beagle Boys younger.  In the process, she leaves the rest of Duckburg in the present.  I have NO earthly idea how that works. Nor can I savvy how the Ducks (well, Scrooge and Louie, at least) are literally able to sense that "something weird is going on here" in the space of a single panel:

Scrooge had last been seen chasing the Beagles with murder in mind two pages back, but mentioning that fact seems a bit like piling on at this point.  Seriously, HOW did Scrooge and Louie figure that out?!  I suspect that even "ol' Al Einstein" (how colloquial of you, Magica) would be unable to come up with a good explanation for this.  At this point, the story is falling faster than my old pants did when I tried to put them on after my post-surgery weight loss.

Magica takes off for the past in the Ducks' very faces, conveniently explaining her plan in the process. She even tells Scrooge her exact destination; she's headed for "Uppa Creek" in the Klondike, where she'll presumably find a general store selling "Ahilla brand beans" and "Aloafa brand bread".  Evidently, Magica has done enough research on Scrooge that she knows exactly where he hung out during his mining days, at least in this somewhat dubious version of his past.  Scrooge corrals Launchpad (whose participation, along with a couple of early-Barks-style HD&L rescues, arguably comprise the sum total of high points in this entire effort) for assistance, and the Ducks ask Gyro to get his Time Coupe out of mothballs.  It appears that the events of "A Dime in Time" are taking place a good deal of time after the events of the other three stories in "The Time Tetrad."  Well, Gyro did once say, "Toy with time and you're asking for trouble."  Perhaps he finally admitted to himself that he had been right all along.

See Gyro there, in the lower right hand corner, hiding the Time Coupe in the bushes?  Take a good, long look... because you won't be seeing him again.  That's right; the story still has 40-odd pages to go, and Gyro is nowhere to be found on any of them, even after the Ducks have moved on to another point in time.

Seriously... there are no words.  After this scene, Langhans evidently forgot that Gyro had been a member of the cast, and no one editing or reviewing the story caught the error!

Are there sharks in the Klondike, and is there a location where one can jump them?

Leaving Gyro in limbo for the duration, the Ducks head to town, where Magica successfully gets them in Dutch with the local authorities by framing them as wanted bank robbers.  In so doing, she proves able to materialize and manipulate whatever she requires in order to make the ruse seem at least reasonably convincing to the rubes.  I can kinda-sorta accept the magical puppeteering, but creating material objects out of thin air with her own bare hands?  Has Magica ever displayed that sort of ability before?

If the bottom panel of that page looks a bit more like the Old West than the Klondike... well, that's because the town of Uppa Creek gradually does morph into a Western town as the story goes on, with the snow cover being the only material difference between the two venues.  I guess that either Langhans didn't know about the true nature of the Klondike, or he simply didn't care and went with what he did know.

The captured Ducks are soon in jail, faced with a grim fate, which Langhans describes sans veils of any sort.

"We'll string up them no-good polecat varmints, eh?"

A wee echo, there, of some of the grimmer moments of "The Gold Odyssey," such as the magus being buried alive or Flintheart Glomgold being marooned on the planet Sarros.  Granted, HD&L are ultimately let off with life in prison -- perhaps their jail cell will be renamed the "uninvited guest room"? -- but this is pretty stern stuff for a DuckTales romp.  Or limp, "as the bee may case."

Meanwhile, Scrooge confronts young(er) Scrooge and demands Old #1, though she goes about doing so in a fairly slipshod manner:

Er, Magica, "that shiny dime" may not BE Old #1.  How can you be certain from that distance?  And how do you know that Scrooge's entire fortune is lying on his bed?  (Actually, we are led to believe that it is, but Magica couldn't have been expected to have known that.) 

The believably feisty young Scrooge doesn't take kindly to Magica labeling him a "jerkymonger" (isn't that someone who works for the Slim Jim company?) and knocks her down a hill, turning her into a giant snowball in the process.  She must get knocked unconscious, or something, because we quickly move back to Scrooge and Launchpad's meet-up with impending doom.

HD&L subsequently escape and, taking advantage of the fact that all of the spectators at the hanging are conveniently standing on one side of the gallows, pile up sacks below the trap door to break S&L's fall.  Before the supposedly-fatal-but-now-not-so-much drop, Scrooge commits what he really ought to know is a big boo-boo, especially in this venue.

Earlier, when faced with denying his ID as the notorious outlaw, Scrooge had tried to pass himself off as the fictitious "Jim Smith," which makes logical sense.  This... does not.  The potential effects of the goof are subsequently exacerbated when the newly-free Scrooge and Launchpad join with HD&L in helping Klondike Scrooge try to keep the dime away from Magica.  To be fair, Scrooge doesn't fall into the same trap again, saying more or less cryptic things like "we have a lot in common" and "[we are] kindred spirit[s]."  But I'm afraid that the empty bag is already lying on the ground, and the cat is nowhere to be found.

Now... when you consider that I had a major problem with the ghosts of departed members of the McDuck Clan helping to shape Scrooge's destiny in Rosa's "The New Laird of Castle McDuck" (UNCLE $CROOGE #289, December 1994), how easily do you think I bought THIS little scenario?  Putting aside the issue of the "lucky" dime for the moment, given the immense symbolic relationship that Scrooge will come to have with Old #1, it is tough to imagine him completely forgetting this series of incidents, which were most likely the first such to distinguish Old #1 from the rest of Scrooge's stash.  The possible impact of "remembering a meeting with his future self" on Scrooge's subsequent progress is, well, monumental.  For example, modern-day Scrooge makes the offhand comment that young Scrooge should "hold tight to that dime" because "it's going to carry you far in life."  Can you imagine a memory of that comment helping to buck up young Scrooge's spirits at difficult points in his future life... and consequently helping to dictate some of his actions?  I certainly can.  The fact that young Scrooge sees the Ducks and Magica taking off in their time machines, and that Old #1 suddenly returns to him, as if by magic, at the end of Part Two, would most definitely set him to thinking about the true nature of the mysterious visitors whom he'd previously called "daft."  He'd need something on which to cogitate during those long winter nights on Uppa... er, White Agony Creek.

When it comes to Scrooge's origins, I prefer keeping things as straightforward as possible.  No time-traveling interventions, ghostly buttinskys, or dumb-lucky oil strikes, please.  Rosa's LIFE AND TIMES OF SCROOGE McDUCK was a monumental and, generally speaking, worthwhile endeavor, but I tend to lean a bit towards the sentiment of longtime fan-friend Dana Gabbard, who opined (re Rosa's epic in WTFB) that Scrooge's background, as presented by Barks, was part fact and part fiction, thus rendering Scrooge a classic example of a mythical or legendary figure, like Paul Bunyan. Pinning such a character down with too many specifics tends to reduce him to "just another adventure hero with a well-detailed past."  When you start throwing fantastic elements into the mix... well, just as Gyro said happens when you "toy with time," you're asking for bad vibes to rear up and bite you.

Part One ends on that cliffhanger panel of Magica (who had just stolen Old #1 back from the Ducks) and our gang flying through... the intertemporal medium, I guess.  Launchpad's attempt to hitch a ride on the surface of Magica's time device proves unsuccessful but has the side effect of knocking her progress askew, sending her to the Old West (not to be confused with the Klondike, unless you're reading this story).  Not that the Ducks themselves know quite "when" they're going, of course... though, when the dime slips into a time vortex, Launchpad seems mighty confident in his ability to track it, no matter "when" it goes.  Nice of Gyro to have given the Ducks all the information they needed to artfully manipulate the Time Coupe before he... he... heeeeeeee...

Hopefully, someone will reseal the "Universal Plug" in time.

For the vast majority of the story's 19 remaining pages, we'll be spending our time in ancient Rome, shuffling through our dog-eared index cards listing all the "ancient Roman" cliches that have accreted over the millenia.  Greedy, self-centered, bloodthirsty emperor... check.  Arrogant Roman soldiers and gladiators... check.  Ducks (well, Scrooge and Launchpad) being thrown to the lions... check.  Vaguely appropriate "period insults" like "rabble," "cur," "carbuncle," "toad," "harpy," "plebian [sic] dog," and "wretch"... check.  (Scrooge is also called an "infidel," which belongs to another period entirely.)  Sticking "-us" at the ends of words... check.

What saves the sequence, at least for me, is Launchpad's performance.  By doing nothing more than just being himself -- with all the good and bad that that implies -- he inadvertently creates crisis after crisis for the other Ducks, who ultimately become so spooked by his presence that they literally run away from him when it seems like he's about to step in it once again.

In classic LP style, Launchpad uses his own improvisational skills to best the most persistent of his tormentors, an overbearing, Bluto-like "greatest gladiator" named Detractus Finalus.  Say what you will about Langhans' performance here, but he definitely knows how to write Launchpad.

HD&L once again do their part as well, neutralizing the lions slated to gobble up Scrooge and Launchpad in a manner strikingly similar to (that's a politically correct way of saying "exactly the same as") a gambit they used in a well-aged Barks adventure.

At least Scrooge and Launchpad weren't summarily thrown out of Rome for being such "disgraces to the Empire" that even tigers wouldn't touch them.

Somewhere in the midst of all this, Magica has arrived, using her crystal ball as a sort of temporal GPS (there's that "rubber-sheet flexibility" of her powers turning up again...) and subsequently disguising herself as the Emperor's bitchy wife in a failed attempt to trick Scrooge out of Old #1.  Thereafter, she resorts to good, old-fashioned zappery.  The gang nonetheless manage to take off in the Time Coupe, leaving Magica behind, and fly back to Duckburg, where, in Scrooge's absence, the ever-persistent Beagles have broken into the Money Bin with the aid of what Bouncer calls "this super acid we swiped from the lab."  You know, you know... THAT lab.  The Time Coupe arrives just in time to decisively squash their hopes...

Bozhe Moy!  Baggy is Russian?!

... and, if you can believe it, that's a story.  No return of Magica, no explanation as to what became of Gyro.  That's it.

So, was Bob Langhans just the Duck comics writers' equivalent of a one-hit wonder?  Hard to say.  He wrote a number of other DUCKTALES stories, some of which were published in the UK, but most of the images I've been able to find of them on Inducks are from Dutch publications.  Most of the other stories appear to be of the fairly modest variety, ranging from 6 to 16 pages.  For sure, "A Dime in Time" and "The Gold Odyssey" were, by a considerable margin, the most ambitious DT tales he ever wrote.  If one of these epics had to be second-rate, I'm glad it wasn't "The BIG One."

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Next, I'm going to turn my attention to DuckTales fanfic that can be found on the Internet.  As I mentioned before, while there isn't all that much of it to be found, I have found a couple of works worth commenting upon.  Any illustrations will have to be of the generic variety, of course, but that's what comes of working with text stories.

My first review along these lines will be of a rather modest, lighter-veined story, but more ambitious efforts are on the docket.  Here's one preview that may intrigue you:

Imagine that someone took Don Rosa's famous image of Scrooge's 1967 gravesite seriously... very seriously... and used it as a jumping-off point for the Nephews' future lives.  In the world of DuckTales.  And Darkwing Duck.  And TaleSpin (circa 1970 or so).  And even Goof Troop.  Now imagine that the story rated somewhere between PG-13 and a "hard" R.

Yes, really.

Wednesday, October 15, 2014

Disney Comics: NEXT PUBLISHER UP!

While he was attending the New York Comic Con, Joe Torcivia passed word along to me that "classic" American Disney comics are finally on their way back.  So, did Disney finally grow a brain and realize that, hey, it now owns one of the world's biggest comics outfits (Marvel), so Disney should oblige it to get cracking?  Well, um, no.  The publisher is actually going to be IDW.  Surprise, surprise!

Let's look at IDW's official announcement of what it terms "a monumental collaboration" and see what we can glean from it:

This monumental collaboration kicks off with multiple monthly series featuring some of the most iconic characters of all time: Mickey Mouse, Donald Duck, Pluto, Minnie Mouse, Goofy, and many more! Re-presenting acclaimed comics from the past and today, these series will highlight the best and brightest of Disney’s impressive comic catalogue.

Looks as if the old standby titles -- MICKEY MOUSE, DONALD DUCK, UNCLE $CROOGE, and WALT DISNEY'S COMICS AND STORIES -- have some life left in them yet.  Hopefully, IDW will know who to consult regarding identification of the "best and brightest," starting with those people who made the final few months of Boom!'s Disney comics line so enjoyable.  Given IDW's interest in publishing adaptations of animated series (MY LITTLE PONY, ROCKY AND BULLWINKLE, and various CARTOON NETWORK series, just to name a few), could some Disney Afternoon-related titles also be in our future? 

The award-winning Artist’s Edition line, pioneered by IDW, that showcases original artwork, will feature collections from the immense talents who have contributed to many beloved Disney comics over the years. Artist’s Editions featuring the legendary Carl Barks and Don Rosa will receive the spotlight in these gorgeous over-sized collections of original art reproduced at full size.

Sounds good, too.  Given the collector-focused nature of the Artist's Edition line, it is likely that the regular comics will be pitched at both collectors and new readers.  American Disney comics MUST do something to increase the pool of potential patrons, or we all are simply going to die out! 

Launched in 2014, Micro Comic Fun Packs have enjoyed immense success with highly recognizable franchises, and will expand its line with multiple Disney properties. Packed with a mini-comic, stickers, posters, and more, the Micro-Comic Fun Pack has been captivating new comic audiences on a mass-market scale.

OK, as long as IDW doesn't try to stuff comics material into boxes of ice-cream treats.  (A few of you will know what I am referring to there.) 

Celebrating the rich history of the many facets of comics, the Library of American Comics offers detailed and insightful looks at specific comics and creators. Beginning in 2015, the LOAC will begin collecting the various newspaper strips that have featured iconic Disney characters.

Given that Fantagraphics is releasing the Barks and Gottfredson collections even as we read, what could IDW have planned here?  Collections of the SILLY SYMPHONIES strips, perhaps?  I can't see them simply taking over from Fantagraphics.

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Back to personal musings... If IDW's handling of the MY LITTLE PONY franchise is any indication of how the Disney characters will fare in the company's hands, then there is every reason to believe that IDW will be good stewards.  Management of American Disney comics has been so erratic, whimsical, and downright perverse over the decades that I, for one, could stand for a spell of honest, reliable craftsmanship.  One open question at the moment is how "hands-on" Disney will be with IDW.  Actually, I'm inclined to believe at this point that Disney couldn't care less.  If Disney found it easy enough to ignore its alliance with Marvel, then Disney clearly saying that it's perfectly willing to let IDW take the comics off its hands (or somewhere near there), just as long as they don't have to deal with the issue any longer.  "Ignorance is bliss," Disney style?  It might actually be a blessing.

Monday, September 22, 2014

POST-"DUCKTALES RETROSPECTIVE" PERSPECTIVES: "DuckTales Remastered" and "Scrooge's Loot"

DuckTales Remastered: The Cutscenes Movie now -- comments later!  (By which I mean, it would be a good idea for you to watch the video game's cutscenes before tackling my observations, since the latter will make more sense then.)


Evidently, some of the gamer magazine reviewers were not too pleased with the inclusion of "so much" interstitial material in this release.  For them, the play's the thing.  Those of us whose loyalty is to the animated series, rather than the mechanical imperatives of joystick manipulation, know better.

The running backstory here lasts 76 minutes, two minutes longer than the running time of DuckTales: The Movie.  It's only natural, therefore, to consider Scrooge and company's search for five long-lost treasures, and their ongoing entanglements with the Beagle Boys, Flintheart Glomgold, Magica de Spell, and several additional (and, in some cases, surprisingly familiar) foes, as being a "second movie" of sorts.  What is more unexpected is that the material hangs together well enough to actually merit a comparison to a theatrical feature.  This is to the game designers' credit.

The sequential nature of the treasure quests makes for a rather rigid narrative structure, at least throughout the majority of the game.  After a thwarted Beagle Boy raid on Scrooge's Money Bin reveals the existence of a map detailing the locations of the treasures, we're locked into a series of individual forays, separated by returns to the Money Bin, consultations with Scrooge's supercomputer (which is located under Scrooge's desk in this version, as opposed to simply "being there," as it was in the original Capcom game), and decisions as to the next treasure to find.  During each individual treasure hunt, Scrooge must literally put together a number of subpieces -- scraps of paper, golden coins, sections of the Gizmosuit, etc. -- before discovering the headlined bauble.  Once all the treasures are in place, the "allied" Flinty and Magica (a first -- and, as one might expect, a "marriage" that will prove to be very short-lived) intervene, and the Ducks' struggles against them constitute the remainder of the gameplay.  In the end, Scrooge winds up empty-mitted, but he doesn't mind, since he and his friends and family have gotten to enjoy "the adventure of a lifetime."

Scrooge's Nephews are captives on no less than three occasions during the game.  No surprise there, given that Scrooge's rescues are part of the gameplay, but I find the scenario somewhat ironic.  After all, many of Carl Barks' earliest DONALD DUCK adventures featured HD&L saving their Uncle Donald from one peril or another.  I could have asked for a bit more variety in the conditions of the boys' incarceration, however.  Each time they're jugged, HD&L are put in cages similar to the one they inhabited in "The Land of Trala La."  The only difference is that, the third time around, the boys are all in the same cage.

While the Beagles are first seen running en Rota-like masse towards the Bin, the only individual Beagles to get any game time are those old standbys: Big Time, Burger, Bouncer, and Baggy.  They're not searching for riches, but rather, an old painting that holds a "secret code" giving directions to the various treasures.  First on the "finding line": the Sceptre of the Incan King, deep in the Amazon jungle.  (Yes, this does make geographical sense... barely.)

While it does include both of the show's major second-season additions, many of the attitudes evinced by the characters are very much in the tradition of the first season.  The string of insults that Scrooge addresses to Launchpad will surprise no one who has seen "Scrooge's Pet," among other episodes.  Unfortunately, LP doesn't get any chances, here or anywhere else, to truly prove his mettle, serving instead as a means of (frequently bumpy) transportation from place to place.  The local natives who cede the Sceptre to Scrooge (and giggle behind Scrooge's back that the "treasure" is actually King Manco Capquack's old back-scratcher) look like miniature versions of the somewhat more, er, "traditionally depicted" locals of "Jungle Duck."  Their chief is extremely well-spoken, which should come as absolutely no surprise to anyone living in 2014.

Duckworth has little to do here other than chauffeur Scrooge to the Money Bin, stand around, and make dryly ironic comments.  Mrs. Beakley's plate is a bit fuller... literally.  At various times during gameplay, Mrs. B. appears OUT OF NOWHERE to provide Scrooge with sustenance (and, I presume, extra game points).  To me, this is additional evidence that the devoted nanny and housekeeper possesses immense innate talents, of which DT fans had the poor fortune to see only a few.

Phase two finds Scrooge, HD&L, and Webby in Transylvania, at the haunted castle of Count Drake Von Vladstone, aka Count Dracula Duck.  (Cue grumbling from Britishers in the audience.)  The McGuffin in play here is the Coin of the Lost Realm.  Both Scrooge and HD&L are in familiar form during this trek, with hard-headed Scrooge pooh-poohing the existence of "vampires, banshees" and similar ephemera (evidently, he's forgotten all about the events of "Ducky Horror Picture Show") and HD&L dissing Webby as "a big chicken."  Karma comes to call when the boys subsequently fall into a trap, and it's up to Scrooge to save their tail feathers.  The Beagle Boys, disguised as ghosts, wander around the castle and cause mischief for a while, but Magica is the (entirely appropriate) main foe here.

All of the surviving voice actors from the TV series perform more than honorably in their return engagements.  Alan Young sounds a bit subdued, as one would expect of a 94-year-old, but his Scrooge is right on point.  Ditto the HD&L and Webby of the 70-year-old Russi TaylorChuck McCann, Terry McGovern, and Frank Welker are themselves, nuff said.  As for June Foray... well, if her accent for Magica has slipped just a bit, then that is certainly understandable for someone who will turn 97 this fall.  The signature cackle and attitude remain pretty much intact.

Magica's appearance in the mirror is the occasion for what is, remarkably, Webby's first-ever comment about Magica, at least in an animated format:

Well, it IS in character.  Right, Joe?

The next two treasure treks add to our comforting sense of familiarity by directly retracing the steps of DuckTales -- and Barks -- adventures past.  First, Scrooge and HD&L visit Scrooge's African diamond diggings in search of the Giant Diamond of the Inner Earth, only to discover a panicked workers' stampede that seems -- and sounds -- mighty familiar:

Following Scrooge's mine-car descent to the depths, the Terri-Fermians make their reappearance.  They're pretty much identical to the multicolored clone-guys seen in "Earth Quack," though their King (once again, voiced by Welker) is a little more distinctively characterized this time around, and they refer to the diamonds that are interfering with their "Great Games" as "garbage rocks."  After defeating the King in a roll-and-crash-off, Scrooge has little trouble acquiring the Giant Diamond as part of a deal to take out the rest of the "garbage."

There's a bit of a continuity error in the setup to this sequence.  Before departing for Africa, Scrooge instructs the boys to "find Gyro," presumably to take him along for the ride.  The subsequent helicopter ride, however, includes Scrooge, Launchpad, and HD&L, but not Gyro.  Instead, Gyro is already in Africa when the Ducks arrive on the scene. 

The post-Africa Money Bin confab also features my favorite line in the "movie" (starting at time mark 35:05 in the video).  The line itself isn't exceptionally witty, but Russi Taylor's reading of it is.  She lays on the sarcasm with a trowel, as if she were channeling a line from the slightly more cynical Nephews of Barks' later period.  Or, perhaps Russi has spent so much time working on The Simpsons by now that she finds it easier to sound snarky, no matter what character she is voicing.  You be the judge.

Treasure number four turns out to be nothing less than The Lost Crown of Genghis Khan.  And the Ducks need to find it in Shadow Pass, no less.  The setup isn't quite the same as it was in the TV episode.  In a gambit reminiscent of Scrooge's reverse psychology in "The Golden Goose, Part 2," HD&L are left at home this time, while Webby is charged with "looking after them."  But Webby isn't to be put off so easily this time.  Instead, in the time-honored (if not wholly time-justified) tradition, she tags along.

Scrooge finds himself saddled with an additional passenger when he discovers Bubba Duck frozen in a block of ice inside a cave.  How Bubba got there (and why Scrooge was unaware of his disappearance and subsequent location) is more than I can tell, though unpleasant images of "one-way Himalayan rides" come to mind.  After being freed, Bubba subsequently has little more to do than run in cycles in the background, jumping up and down and pounding his club at random moments.  I don't know about you, but I find that to be extremely funny, especially considering Bubba's ultimate fate in the series.

Glomgold also makes his first appearance of the game during the trip to Shadow Pass, hurling insults and bombs at Scrooge and company.  His biggest moments are still to come, though.

In Shadow Pass, Scrooge discovers the (female) Yeti himself, though he needs some assistance from Webby in order to communicate effectively with it.  In a nice callback to the series, Webby claims to have gotten her ability to deal with monster-speak from the Junior Woodchuck Guidebook.  (And she doesn't even need to consult it in order to tell what the monster is growling -- most impressive.)  The "thorn" plaguing the Yeti turns out to be the Lost Crown itself.  A bit simpler than DT's original telling of the tale, but perfectly acceptable.  Launchpad manages to get in a variation of a much-beloved line from the TV episode when he claims, "Usually, it's me the girls go ga-ga for."

Incidentally, you know that Launchpad is having a rough day (or, a rough series of treasure hunts) when even Webby feels free to make with a wisecrack after Scrooge temporarily leaves her in Launchpad's care.

The fifth and final treasure takes us the farthest afield: the Green Cheese of Longevity (is that referring to Duck longevity, or to the age of the cheese?) is located on the Moon.  This time, Scrooge's traveling companions are Gyro and Fenton (with Gizmosuit in tow, in a natty new briefcase this time).  The new voice actor for Fenton makes the character sound a little "goonier" than seems proper to me.  Hamilton Camp's Fenton was enthusiastic and somewhat naive, but he wasn't "goony."  Scrooge's insults to Fenton seem a bit more justified here than they did in the series, which I don't think was the idea.   

At least this Fenton seems a bit more on the ball when it comes to protecting his secret identity.  He is well aware that Gyro might get suspicious when he disappears and Gizmoduck reappears.  Scrooge blows it off by making a derogatory reference to Gyro's deductive reasoning skills, but the fact remains that Fenton was aware of the issue.  (Of course, there is always the distinct possibility that Gyro learned the truth about Fenton when he rebuilt the Gizmosuit after the original suit was destroyed in "Attack of the Metal Mites."  Given how thoroughly the series had mucked up the issue of Fenton's secret ID by the end, perhaps we should simply pretend that this whole sequence doesn't exist.)

Scrooge bests Glomgold, the Beagle Boys, and a giant rat (yes, really) for the Green Cheese and returns to Earth... only to find that Flinty and the Beagles have HD&L and the other treasures in their possession.  Flinty has barely finished chortling over securing the treasures and thereby becoming the richest Duck in the world (exactly how he would do that is never made clear; perhaps he was planning on auctioning them off, or something?) when Magica blows in and assumes ownership.  Intending to use the treasures to revive Count Dracula Duck and "rule the world" (a parlay of similar opacity to Glomgold's), Magica takes HD&L as hostages, demanding the Old Number #1 Dime in exchange.  (It's always good to have a backup plan, especially when it should be the main plan.)  Flinty and Scrooge decide on a "Robot Robbers" redo and agree to cooperate in order to get HD&L and the treasures back.  If this isn't confusing enough already, just wait.

Scrooge and Flinty brave a couple of snares inside Mount Vesuvius -- with Scrooge doing all of the heavy lifting, big surprise -- before the showdown in Magica's lair.  (Sorry, Greg, but there's no pentagram in evidence this time.)  There, Glomgold proves that he's been playing a double game all along by swiping Old #1.  Magica uses the treasures to summon Dracula Duck, whom Scrooge must then dispatch.  Dracula's demise turns out to be surprisingly creepy, with the undead monster writhing in apparent agony before drying up to ashes and blowing away.

Magica's lair subsequently begins to fall apart (huh??), and HD&L's cage breaks, freeing the lads (ditto??).  To finish the job, Scrooge must recover Old #1 from Flinty and Magica, who are tussling over it.  Glomgold won't give the dime up until Magica hands over the treasures... and, here, I really must object.  Magica used the treasures to summon Dracula, so, presumably, they don't exist any more, just as Old #1 would no longer exist if Magica were to melt it down to become part of a magical amulet.  Glomgold must therefore be either exceptionally naive or exceptionally stupid, neither of which I can truly buy.  To me, this is the most questionable moment of the entire narrative.  The fact that it comes at the climax is most unfortunate.

Scrooge short-circuits the villains' somewhat contrived quarrel by barging in and recovering the dime.  Following a 'copter rescue from a fiery fate, we get a flyoff scene suspiciously reminiscent of the ending of "Send in the Clones."  Given that "Clones" was Magica's first major starring role *annoyed side glance at "Magica's Magic Mirror"*, there's a pleasing symmetry in this.

Back in Duckburg, the proverbial "whole gang" grins with glee as Glomgold and the Beagle Boys are carted off in the paddy wagon.  (Seeing as how Flinty was last seen hanging onto Vulture Magica's tail feathers, while Magica had transformed the Beagles into pigs before taking her leave of Scrooge's office, there are some obvious continuity issues here.)  We iris out on a reprise of a familiar gag from "Scroogerello."  Scrooge's short-bordered generosity is even narrower than it appears to be; he takes HD&L to the ice-cream shop while ignoring everyone else, including Webby.  Somehow, I don't think that the "wee lassie" would take that dissement lying down.  Perhaps she will defy Scrooge and tag along again?  (Let's not even talk about Bubba's reaction.)

The creators of DuckTales Remastered have a lot to be proud of.  With the perspective of a quarter-century and the help of advanced technology, they were able to revamp a much-loved video classic while using the cutscenes to pay a more elaborate, and highly knowledgeable, tribute to the series that inspired it.  That mythical 101st episode of DuckTales?  Close enough, I deem.

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Oh, there's another DuckTales-related video game out there, you say?

Actually, this one is of comparatively little interest to DT fans.  Alan Young and Terry McGovern do appear as the voices of Scrooge and Launchpad, and Flintheart Glomgold, Magica de Spell, and Ma Beagle are the villains who have absconded with Scrooge's (ugh) loot, but the gameplay features a generic Duck-boy character.  (HD&L are off visiting Uncle Donald, in case you're wondering.)  It appears to be a pleasant diversion for gaming enthusiasts, nothing more, nothing less.

Some DUCKTALES comics reviews should be coming your way next.