Today in pulp... a quick look at at the Golden Age marvel that is Planet Comics!
Planet Comics ran from January 1940 to Winter 1953, and is widely credited as being the first comic dedicated solely to science fiction.
The comic was a spin-off from the pulp magazine Planet Stories, and covered many of the same themes: ray guns, bug-eyed monsters and rowdy space girls.
Planet Comics employed many leading women illustrators like Fran Hopper & Lily Renée, whose amazing life story became a 2011 graphic novel.
Regular Planet Comics characters included Mars God of War, Mysta of the Moon, Reef Ryan, Gale Allen and the Girl Squadron, and The Red Comet.
Planet Comics often featured 'good girl' covers: improbable dresses and poses! This pin-up style was also used by Planet Stories magazine.
By the early 1950s Planet Comics was struggling, sometimes producing only one issue a year, and the title finally closed in 1953.
There's certainly a lot of 'John Carter of Mars' type action going on in many editions of Planet Comics.
But there's also plenty of Dale Arden/Flash Gordon type action happening as well. It's a nice mix.
And that's it my our look at Planet Comics today. I hope you enjoyed it!
(And for everyone asking "whatever happened to Spurt Hammond?" he was a minor character in the first 10 issues of Planet Comics, before being replaced by Cosmic Corrigan in March 1941)
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What are the pulp archetypes? Pulp novels are usually written quickly and rely on a formula, but do they use different archetypal characters to other fiction?
Let's take a look at a few...
The Outlaw is a classic pulp archetype: from Dick Turpin onwards lawbreakers have been a staple of the genre. Crime never pays, but it's exciting and trangressive!
Some pulp outlaws however are principled...
As Bob Dylan sang "to live outside the law you must be honest." Michel Gourdon's 1915 hero Dr Christopher Syn is a good example. A clergyman turned pirate and smuggler, he starts as a revenger but becomes the moral magistrate of the smuggling gangs of Romney Marsh.
Given the current heatwave, I feel obliged to ask my favourite question: is it time to bring back the leisure suit?
Let's find out...
Now we all know what a man's lounge suit is, but if we're honest it can be a bit... stuffy. Formal. Businesslike. Not what you'd wear 'in da club' as the young folks say.
So for many years tailors have been experimenting with less formal, but still upmarket gents attire. The sort of garb you could wear for both a high level business meeting AND for listening to the Moody Blues in an espresso bar. Something versatile.
Today in pulp I look back at the publishing phenomenon of gamebooks: novels in which YOU are the hero!
A pencil and dice may be required for this thread...
Gamebooks are a simple but addictive concept: you control the narrative. At the end of each section of the story you are offered a choice of outcomes, and based on that you turn to the page indicated to see what happens next.
Gamebook plots are in fact complicated decision tree maps: one or more branches end in success, but many more end in failure! It's down to you to decide which path to tread.