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The Horror! The Horror!

The Horror! The Horror! — that’s the title of a book I’ve recently enjoyed. The subtitle is: Comic Books the Government Didn’t Want You to Read. It’s a celebration of horror comics from the early 1950s, the most famous of which is EC’s Tales from the Crypt. But while the EC books are often written about and are currently back in print in hardcover collections, this book devotes most of its attention to the scores of all-but-forgotten titles that were published every month: Dark Mysteries, Uncanny Tales, Tomb of Terror, Diary of Horror, Chamber of Chills, Mister Mystery, Weird Terror, Menace, Horrific, Chilling Tales, Black Cat Mystery, The Thing, Out of the Shadows, and my favorite title, This Magazine is Haunted. In the heyday of horror comics, it was not uncommon for drugstores and news stands to have an entire wall devoted to these enticingly garish funnybooks, because they sold like crazy. Sadly, the entire enterprise was doomed, not by the whims of fate but by the comics publishers themselves, who rolled over for grandstanding politicians and social commentators who singled out horror comics as a scapegoat for any number of societal ills, including murder, theft, sexual deviancy, and dancing on sabbath days. (Well, maybe not that last one.) Bullied into submission, and fearing the specter of government regulation, in 1954 the comics industry established the self-censoring Comics Code Authority and effectively banned their bestselling product. The new rules forbade use of the words horror and terror in comic book titles. Also banned were vampires, depictions of unlawful activities that encouraged “sympathy for the criminal” or “distrust of the forces of law and justice,” and “scenes or instruments associated with walking dead, torture, ghouls, cannibalism, and werewolfism.” And that’s just a tiny sample of the wackadoo regulations these folks were coerced into imposing on themselves. Nevertheless, it was all for the greater good, because from that day forward, Americans have been living in a crime-free utopia where gumdrops fall from the trees. But I digress.

The Horror! The Horror! is a fun collection of words and images. It’s great to read the more obscure stories that haven’t been reprinted before, and to see the amazing artwork, a significant portion of which was done as work-for-hire by uncredited artists. The publishers of this book went all-out on lavish full-color reproductions of these vintage comics covers and pages. And while the accompanying text by editor Jim Trombetta, who selected the comics included in this collection, tends to be more than a tad overheated — his interpretations of the subtext and themes of the stories and artwork are sometimes just as wacky as the projections of repressed “experts” from the 1950s — it does serve to place the work in a social context. And for an even better glimpse into the social climate of the day, the book comes with a delightful bonus feature: a thirty-minute DVD that contains an episode of the TV show Confidential File, which aired in October of 1955. The episode is dedicated to the “problem” of horror comics and their corrupting effect on the nation’s youth. It’s presented as hard-hitting reportage, of course, but it’s a trove of pure comedy gold. The lengths these people went to in the effort to prove that comic books were a danger to society are wonderfully ludicrous. You will laugh and shake your head in disbelief. The program is made even more absurd in light of the fact that the ban on horror comics was already in place by 1955. The arseheads who made Confidential File were trying to kick the last bit of drama out of a dead horse.

Here’s a link to the book on Amazon.com. At twenty dollars, it’s a bargain. http://www.amazon.com/Horror-Comic-Books-Government-Didnt/dp/0810955954/ref=sr_1_1?ie=UTF8&qid=1290442289&sr=8-1

Fans of this stuff should also seek out Four Color Fear: Forgotten Horror Comics of the 1950s, edited by Greg Sadowski. Like The Horror! The Horror!, this book puts the focus on the non-EC horror titles that flooded the stands every month. These are straight-up reprints of the best stories from those comics, complete and uninterrupted by modern commentary. (The book does include end notes about the artists, authors, and stories.) While there’s a bit of overlap between the two books, Four Color Fear has many more stories in it. It’s well worth getting if you’re into vintage horror comics and want to read the stories that haven’t been reprinted before. My favorites include “Green Horror,” which is the tale of a murderously jealous cactus — yes, you read that correctly — and “The Flapping Head,” which begins with the following words: “There was a night when the ancient castle harbored three presences no human would want to see! The first was death itself — the second a phantom fated for a grisly mission — and the third was the thing that became THE FLAPPING HEAD!”

There’s more than twenty dollars’ worth of fun in this book, so it’s a bargain too. Here’s a link: http://www.amazon.com/Four-Color-Fear-Forgotten-Horror/dp/1606993437/ref=sr_1_1?ie=UTF8&qid=1290552347&sr=8-1

Limbo

limbo_game

I’m currently hooked on an Xbox Live Arcade game called Limbo. When I saw a teaser trailer for this game, my first thought was “I must buy this.” Developed by Playdead Studios in Copenhagen, Denmark, and released exclusively for the Xbox 360, Limbo has garnered almost universal praise for its striking design aesthetic and unusual approach to gameplay. No other game looks like this. It bears a strong resemblance to silent cinema of the early 20th century, especially the German expressionist style, with its shadowy forbidding landscapes and eerily luminous skies. Picture the films of F.W. Murnau — Nosferatu, Faust, The Haunted Castle — and you’re in the right neighborhood. Limbo takes place in a flickering, grainy, black-and-white world. It’s a world that I’ve been drawn into, again and again, for the past several weeks.

The game is deceptively simple — at first. You awaken in a forest. The character you control is a little boy, depicted in silhouette, with a pair of glowing white eyes. None of the familiar tokens of video games are visible: no health bar, no weapons or ammo, no onscreen text to tell you what to do. Using three basic controls — the thumbstick to move, a button for jump and climb, and a button for grabbing and interacting with objects — you’re left to explore the environment, which will quickly prove to be just as weird and threatening as it looks.

Your objective is to move forward, avoiding or removing obstacles that lie in your path. Doing so requires manipulating the environment and the objects in it. Some obstacles are simple and easy to overcome; others are complex and call for experimentation, creativity, and lateral thinking. Limbo is, at its foundation, a platform/puzzle game, but its approach to the genre is unconventional. There is nothing cute here. There is nothing sexy here. One of the first things you’ll encounter is a corpse, swarmed by flies. And soon after that, you’ll encounter your death. Yes, the little boy will die, over and over, and in the most gruesome ways imaginable. He — which is to say, you — will be decapitated, drowned, crushed, torn to pieces, and run through with spikes. In fact, there are many puzzles that will be practically impossible to solve without trial and error, which in Limboland means “doing something crazy, just to see what will happen.” Most times, what will happen is that you’ll plunge headlong into the arms of the Grim Reaper. But unlike most games, you won’t be punished for doing so. There’s no “game over” screen. You’re not sent back to the beginning of the level or some distant save point. Death is but a learning experience here. In the blink of an eye, you’ll be reincarnated at the same puzzle where you met a grisly fate, so you can give it another go. If a puzzle proves to be particularly difficult, it helps to take a moment to remind yourself that all of the tools to allow you to progress are present in the environment. You just have to figure out how to use them.

I won’t mention anything more about the encounters you’ll have and the obstacles you’ll face. That would spoil the sense of discovery that is one of the rewards of the game. I’ll just conclude by saying that Limbo is one of the best games I’ve ever played. It haunts my thoughts. Check out the game trailer and see if it doesn’t hook you in, too:

http://www.youtube.com/watch?v=Y4HSyVXKYz8&feature=related

Showstoppers Showcase

At the recent Magic Collectors’ Association conference here in Chicago, I was chatting with a friend when suddenly I saw, over his shoulder and about fifteen feet away, the first magic set I ever owned — the set that I received as a gift when I was seven years old, the set that began my interest in magic. I immediately interrupted the conversation by pointing and saying “Holy crap, that’s my first magic set!” — not exactly the best conversational gambit, but fortunately my buddy happens to be a magician so he understood completely. What are the odds of running across the very item that placed you on one of the most formative paths in your life?

As it turned out, the item was for sale. “Can I look at it?” I asked. “Sure, I’ll open it up” said the man with the magic set. After removing the cardboard sleeve, he opened the vinyl-covered case. Another moment of astonishment: the set was complete and in pristine condition, exactly as I remembered it from decades ago. It looked if it had been magically transported from then to now.

My first magic set, the twin of the one I was looking at, is long gone. The box fell apart from use; the props inside wore out, broke, were lost or discarded. I have only one piece from that original set: a small vinyl rabbit that was meant to be produced out of a plastic top hat. I don’t know why I kept the little white rabbit, but now it serves as a fine reminder of how something small and seemingly insignificant can change a person’s life. The objects in that box led to two published books, a show currently running in a theater, and a position as an editor at a magazine. Magic introduced me to most of my friends, people who have had a profound influence on my life.

It’s fascinating and a bit eerie to consider this question: What would have happened if I had not received that magic set at age seven? Would I have found my way to magic by a different route? Or would I be in a very different place today, surrounded by different people? Would I be a different person?

I bought the magic set at that conference. Given the questions mentioned above, the chances of my standing in that spot in that room with that magic set seemed so unlikely that I had to think I was meant to find it. If that’s magical thinking, so be it. Thinking magically has gotten me this far, hasn’t it?

* * *

We offer the following exhibit as a glimpse into the strange psyche of the entity known as David Parr. Enter at your own risk.

Behold, the Mattel’s Magic Showstoppers Showcase, circa 1969:

Très Peter Max, no? The case folds out to form a table for performance, providing a work surface and keeping props out of view of the audience until needed:

Prepare yourself, for you are about to gaze upon the mysteries within:

A closer look, perhaps? If you dare:

Instruction booklet, magic wand, and my old friend the white rabbit. The two black parts in the upper left assemble to form the plastic top hat from which the rabbit makes his surprising appearance. The blue object in the lower left is for performing a classic magic effect in which two paper clips link in midair. The shiny black object in the lower right is a box in which a torn playing card may be restored, among other mysterious goings on. And the triangular object in the upper right is my favorite, a maze with a tiny metal ball inside. For mere mortals, guiding the ball to the center of the maze requires a full minute of effort, but the mage can complete the task in a few seconds — and with the maze held behind his back!

And here’s a closeup of my old pal:

I’m told that the rabbit is a modification of the Mattel’s Storybook Kiddles White Rabbit from Alice in Wonderland (Alice in Wonderliddle, as Mattel called it). The sculpt around the neck and the paintjob were changed on the magic rabbit, but he is in the same pose as the Storybook rabbit, hand raised to display his pocket watch or to greet a seven-year-old magician (or to ward off attackers). A clue to his ancestry is in the instruction booklet for the magic set. Illustrations for the effect titled “The Hare in the Hat” depict the rabbit wearing a little waistcoat with a high collar, exactly like Alice’s White Rabbit.

Thus we conclude our tour. We hope it was illuminating. This way to the egress.