Ma
Jenkins. Ma Jenkins is a sweet, white-haired woman who
"twenty five years ago...adopted three small boys, each orphaned by the
same tragic hotel fire. Today Danny is a football coach, Ted, a chemistry
prof at Midvale College, Pat pilots a plice plane...with Ma Jenkins they
pool their talents in a relentless war against crime." The quartet is active
somewhere in the American Midwest. Ma seems to be the most capable of the
group, being the best detective as well as being able to hold her own in
a fight.
Mach
Duff. "Mach Duff, Junior Mechanic" works for the Army
Air Force at Clark Field. He has various bright ideas, like painting planes
in plaid camouflage, and uses them and his natural inquisitiveness to fight
the enemy and spies, on the ground and in the air. He's best buds with
Power Dive Grant, one of the Army's best pilots.
Madam
Fatal. Richard Stanton, a retired actor, is forced to
suffer from his daughter's kidnaping. Unable to just sit by and let the
police take care of it, Stanton uses his makeup skills to dress like a
"simple old lady." In this guise he tracks down and rescues his daughter,
putting the criminals away. Stanton is so taken with his disguise that
he continues to use it, fighting crime effectively as the world's first
transvestite crime fighter. Stanton is helped by his talking Parrot, Hamlet.
Madame
Satan. A Black Widow-like
character. Michael Norwitz says of her, "Madame Satan dressed up in a evening
gown/cocktail dress ensemble of the era, her most persuasive powers were
that of bedevilment, where she made men (only) lust after her, and would
do (and did) anything for her; a rather grim strip about a woman who becomes
the Devil's collection agent."
Mad
Hatter. Grant Richmond is a little-respected junior partner
at the law firm of Fuddy and Bustle. That's by day, however. By night he
puts on a purple top hat and becomes the rhyming foe of evil-doers everywhere,
the Mad Hatter.
Magar
the Mystic. Magar is a magician from ancient Egypt who
can communicate with the dead and "recreate the great men and women of
history," Kid Eternity-style.
Magic Morro. Jakeoster contributes the following: Jack Morrow was versed in real magic. His domain was a secluded jungle island where he ran around in red shorts. HisFirst appearance: Super Comics #21 (Dell) Magnet.
Grant Halford is an explorer and inventor, and when he creates the "Geo-Locator"
he decides to use it to help mankind. He goes after criminals and Germans
alike. He is helped by his girlfriend Debby and by Sidi.
Grant has no superpowers, but his Geo-Locator has magnetic abilities and
allow to him find bad guys of every description.
Magno
(1). In an odd reversal, Magno is a superhero pretending
to be an idle playboy. But everybody calls him "Magno," and he has no real
secret identity. He works for the government, fighting crime and the enemies
of America. He is assisted by Davey.
He has magnetic powers, including flight, invulnerability, the power
to control and generate magnetic attraction, and the ability to physically
draw Davey to Magno across long distances.
Magno
(2). Tom Dalton, a humble electric company lineman, is
fed "10,000 DC volts" in an accident, and almost immediately afterwards
is "shocked back to life by an equal current of AC volts." This gives me
a variety of superpowers, which he uses to fight crime, although he continues
his work as a lineman. He can use his hands like magnets, drawing bullets
and other metal to them, and can even heat his powers enough to melt the
bullets. When he hits someone, they receive an electric shock. He can also
recharge himself by exposing himself to electrical current.
Major
Liberty. John Liberty, a Professor of American History,
is outraged over Nazi saboteurs' actions when he is visited by a ghost
who judges his patriotism worthy and transforms him into the red-coat-and-ruffles-costumed
Major Liberty. He can summon up the ghosts of past American patriots, such
as Paul Revere, to aid him in helping America.
Major
Mars. Major Mars is a blatant Captain
Future lift, down to his origin and the companion robot Grag.
Major
Victory. This nameless soldier is caught in an enemy
trap and blown to bits. His ghost is visited by "Father Patriot" and brought
back to life, though, and Major Victory goes on to fight for America despite
the inconvenience of being dead. Beside being a ghost/zombie, he has no
powers.
Manhunter
(1). Daniel Richards is a rookie cop who gets frustrated
at his (and the police's) inability to bring in the real crooks. So every
night he puts on a disguise and with his dog Thor fights criminals and
evildoers. He has no special powers, however.
Manhunter
(2). Rick Nelson, aka Paul Kirk, is a big game hunter
who is bored with hunting down animals. After his friend Police Inspector
Donovan is murdered by criminals, Nelson/Kirk undergoes an epiphany and
begins hunting The Most Dangerous Game: man. He has not special powers
but has all the skills of a top hunter and tracker as well as being a skilled
fighter.
Mann
of India. Chickering Mann is "an American writer and
adventurer residing in India." He gets into all sorts of India-flavored
adventures.
Man
of War. Mars, the God of War, is so admiring of the German
efforts during World War Two that he creates a being to work for them.
Unfortunately for the Germans, Mars is a bonehead and puts this being in
Dayton, Ohio. This being, who has no identity other than "Man of War,"
goes on to fight for America, both at home and abroad. He has "the strength
of Hercules, the speed of Mercury, the wisdom of Zeus...and the powers
of all the other gods."
Man
O'Metal. Pat Dempsey, a foundry worker, is the subject
of an unfortunate accident: a vat of "white hot metal" spills on him. Rather
than being fried, however, he undergoes an "inexplainable chemical reaction
of the skin texture," which enables him to burst into blue flames whenever
he is exposed to heat. He quites his job, becomes a private investigator,
and begins solving crimes for pay and fighting evil for free. In his normal,
human body, he is as vulnerable as any other person, but while on fire
he can melt bullets and grenades.
Manowar.
"Eons ago," in South America, a very advanced civilization flourished.
They created an android named "Manowar" and programmed him to become active
when mankind needed him. They then buried him inside of a mountain. Manowar
wakes up when the Germans bomb his mountainside. He defeats the Germans,
makes his way North, and takes on the identity of Dan Sanders. He enlists
in the FBI and fights crime and more Germans. Later in his run he is assisted
by Red Seal. He has x-ray vision, invulnerability,
and can fire rays of "knife-like electrons" which can destroy but also
form solid objects.
Mantor
the Magician. He is a fez-wearing Mandrake the Magician
imitation, only with real magical powers, rather than Mandrake's stage
magic. He was never given an origin.
Marga.
Marga the Panther Woman is actually an American, an adventuress and explorer
who fought Sheena-style for truth and justice in the African jungles. She
is helped in the jungles by Ted Grant. Besides the usual Sheena abilities
she had no powers.
Margo
the Magician. Margo, the daughter of the famous stage
magician The Great Presto, is a stage magician like her father. But she
also has real magical powers, like him, and uses them to fight crime.
Mark
Lansing. Mark is a tough adventurer and explorer who
makes his way into the underground world of Mikishawm (see Cotton
Carver and Steve Conrad)
and has various adventures there. He is helped by Koda, Kit, Tony and Jada.
Mark
Marson. Mark Marson is a sterling member of the Inter-Planetary
Police. With the help of Sergeant Montague he takes on the enemies of inter-planetary
peace, which are usually the Martians and their evil King Sarno. Mark has
no superpowers but has a flying "Giro Car" and, of course, blasters.
Marksman
(I). Baron Povalsky, a Polish nobleman, is outraged
by what the Germans have done to his country. He assumes the identity of
"Major Hurtz," a German army officer, and works for the German army by
day while hunting the Germans by night as the Marksman. He has no superpowers
but is very skilled with bow and arrow.
Marksman (II). Jakeoster contributes the following: John Courage was trained from childhood by his father, chief of the Secret Service, to be a powerful force against crime.First appearance: Amazing Man #23 (Centaur) Mark
Swift. Mark Swift and his friend Rodney Kent use the
Time Retarder to travel through time and space and have adventures with
Vikings, King Richard the Lion-Hearted, Blackbeard, and other types. It
was Kent, a "grade school teacher in Greenville" who "discovered the amazing
principle of time-travel" and who "in his spare time with his inventive
ability...builds a time-retarder."
Martan
the Marvel Man. Martan is an alien, of the planet Antaclea,
who comes to Earth on his honeymoon with his wife Vana.
Unfortunately, while he's here he discovers that evil aliens, carrying
out the orders of the Supreme Three Of The Universe, have already arrived
on Earth and are trying to conquer Earth. Martan and his wife fight against
the invading aliens. Martan has superstrength and telepathy as well as
advanced technology (i.e., rayguns).
Marty
McCann. Marty is a rather naive and eager young man who
was a movie actor for a while and then joined the Navy for adventure and
profit.
Marvel
Boy (I). Hercules, the hero of Egypt (don't ask), dies
and ascends to Valhalla (don't ask). He's happy there, but one day becomes
concerned about the rise to power of the Nazi party in Germany, and so
asks Jupiter (the ruler of Valhalla, see) (don't ask) to allow him to return
to Earth to fight against that evil. Jupiter grants his wish, and Hercules
returns to Earth, reincarnated, in the form of Martin Burns. Burns is born
with superstrength, but hasn't done anything with it by the time he reaches
adolescence. At that time a package containing a costume--Marvel Boy (I)'s
costume--is delivered to the Burns home, and that night a Shadow visits
Martin, informing him that he is the reincarnation of Hercules, that there
is evil to be fought, and that the weed of crime bears a bitter fruit.
Martin goes on to fight crime. He's got superstrength.
Marvel
Boy (II). An ordinary schoolboy named Martin Burns is
visiting a museum with the other students from his school when a mummy
case falls and wounds him. Martin receives the "extract" of the entombed
(ewww) via the wound, and since the mummy was Hercules, well, you know
zany whackiness is going to follow. That night a mysterious Shadow visits
Martin Burns and tells him that he now possesses the spirit of Hercules.
Martin puts on a costume (where it comes from is never made clear) and
becomes Marvel Boy (II), with the strength of Hercules, the speed of winged
Mercury, and the wisdom of Abe Lincoln.
Marvel
Bunny. In Funny Animal Land, a world just beyond Planet
Carrot, ordinary animals live in peace. However, when predatory animals
threaten, the timid rabbit Hoppy utters the magic word "Shazam" and becomes
the superpowered Marvel Bunny. His is helped by his rabbit girlfriend Millie.
He has the same superpowers as Captain Marvel.
Michael Norwitz reminds me that Hoppy was inspired to say "Shazam!" by
reading a copy of Captain Marvel Adventures.
Marvelo.
Marvelo, the "Monarch of Magicians," is a Fred Guardineer turban-wearing
heroic spell-caster. Ed Love adds that he wore a white diner suit, had
a "cool pointy black goatee," and that his main opponent was an Eastern
sorcerer named Guran. I can further add that he was assisted by his leopard-skin-wearing
Chinese servant Zee and that he was European rather than American.
Marvex
the Super-Robot. Marvex is the creation of aliens from
the fifth dimension; the aliens had been watching Earth and decided that
humans would make good slaves. So they created a vaguely-human-looking
android to help them with that task. But when Marvex discovered their plans,
he goes wild and kills the aliens, and then tries to wreck the lab in which
he was created. But a strange explosion in the lab sends him to Earth,
where the good-natured Marvex decides to become a superhero. He's made
of a "strange metal"--"fabri-steel"--which renders him invulnerabile and
bulletproof; he has superstrength, can run at super speeds, can perform
Hulk leaps, an advanced mechanical brain, and he can send radio messages
via his mind.
Marvo
the Magician. Marvo is a stage magician with real
magical powers which he uses to fight crime. He is assisted by his unusually
intelligent monkey, Tito.
Marvo 1.2 Go+. Ronald Byrd, who I'm in awe of, gives us this: Lastly, it's back to the future for the adventures of Marvo 1.2 Go+. I suppose that's pronounced "mar vo one point two go plus," but who knows? In the year 2680 (nice random number), Marvo is the son of one of the world's greatest scientists. Although only 15, Marvo has inherited his father's intelligence (literally, it would seem, since it is claimed he has the knowledge of "an average scientist of 40" (oh, wait, then it couldn't be Dad, since he's above "average"); sounds like a somewhat backhanded compliment, but hey, I couldn't even pass for a below-average scientist of 40). The "+" at the end of Marvo's name (which he wears emblazoned on his future-tunic) is a status symbol, heretofore awarded only to adult men (and only ten of them), which allows him to use the "super-hypnobioscope" (never use one prefix when three will do, I suppose; technology with a lot of syllables? why, this must be THE FUTURE) to learn while he sleeps. In #3 (boy, Jovians, Atlantis, condors flying into planes, and now this, Superworld #3 just about had it ALL, I guess), Marvo flies (a ship, presumably) to intercept a traveling planet on collision course with Earth (there were a LOT of those in the golden age, we're just lucky that by the 1960s they were only coming in SHIPS); although dead on the surface, the planet's interior is inhabited by, no, not creamy nougat, but by the Antarenes, or the Antmen of Antar. The Antarenes have fled their dead sun (evidently there wasn't time to build a fleet or anything, so they just took the entire planet) in search of a new one; needless to say, Marvo sees to it that their plan to bump Earth out of orbit and take its place comes to naught.First Appearance: SuperworldComics #2 (Komos) Mary
Marvel. Mary Batson
was the twin sister of Billy Batson, aka Captain
Marvel. Unfortunately, when their parents die, soon after the
pair are born, they are separated by the wicked nurse of the rich Bromfields.
Billy gets raised in an orphanage, while Mary is the daughter of the rich
Bromfields. However, they meet years later and realize they are related.
Billy, as Cap, chases her and prevents her kidnaping, then tells her who
he really is. When Billy is caught off-guard and gagged, Mary says the
magic word, "Shazam," and gains the powers of Cap. She goes on to fight
crimes as the costumed Mary Marvel. She has the grace of Selena, the strength
of Hippolyta, the fleetness of Zephyrus (the only male god of the bunch,
as Michael Norwitz points out), the beauty of Aurora, and the wisdom of
Minerva. She is helped by Freckles, her friend from the country.
Mask.
Tony Colby, a "militant" District Attorney, is blinded by criminals. He
regains his sight and decides to avenge himself by becoming a vigilante.
He has no superpowers.
Masked
Marvel (I). The Marvel, who has no secret identity and
whose secret identity is never revealed, fights crime. He is assisted by
ZL,
ZR, and ZY. He has a glass-domed mountaintop headquarters, an
amphibious airplane, and a slew of guns, but no superpowers.
Masked Marvel (II). Ronald Byrd, Defender Of Liberty, adds this: Chet Fairchild was the son of oil millionaire Colonel Carlton Fairchild, brother to the beautiful Marion, and an apparent graduate of the Don Diego Vega school of behavior (later known as the Bruce Wayne Finishing School). However, Chet led a double life as the Masked Marvel, whose caped costume included a green mask that literally made the Marvel look like he had a skull for a head. The fact that his name was, of course, the MASKED Marvel indicates that he wasn't making any concerted effort to persuade people that he was a supernatural being of some sort and was just going for shock value (precisely what they would have made such a realistic-looking mask out of in the 1800s is open to debate). Although, as noted, his spooky appearance was strictly for show, the Masked Marvel encountered both mundane and supernatural threats.First Appearance: Gunsmoke #1 (Youthful) Masked
Ranger. The Ranger is a heroic cowboy.
Masked
Rider. Bronc Randall is a modern day masked cowboy vigilante.
Master
Key. Ray Cardell, a wealthy playboy, is irradiated by
"ultra-shortwaves" in a laboratory accident. He gains powers because of
this and fights crime. His power is x-ray vision.
Masterman.
To quote from his origin: "As a boy, young Master Man was weak until a
wise old doctor gave the youth a magic capsule, full of vitamins, containing
every source of energy known to man! The boy becomes the strongest man
on earth! Upon the highest mountain peak he built a castle made of solid
rock! From there he sees all evil in the world and races to destroy it
instantly!" Masterman
has superspeed, superstrength, and invulnerability.
Master
Mind Excello. No origin was given for for Excello,
although, as is customary, he's written about as if he has many long months
of experience and famous deeds behind him. He's an agent of Naval Intelligence
who works oversees for Uncle Sam. He's got clairvoyance, clairaudience,
and can mentally augment his strength. He's also got an array of gadgets,
including a "triple-propellor pistol," vials of the acidic "secret chemical
SF44," "vacu-pads" that enable him to climb walls in a Spider-Man-esque
manner, and a "secret high-explosive liquid" that blows stuff up real good.
Mekano.
Mekano is a giant robot invented and controlled by Bill Foster. Bill uses
Mekano to fight crime and the Germans.
Menta.
Bruce Brandon is a "mental master of men" who puts on a costume and uses
his abilities to fight crime as a member of the Triple
Terror.
Merciless
the Sorceress. "Pages of history recount the tale of
a woman whose fantastic beauty is matched only by her evil genius! She
twists the minds and warps the souls of men who worship at her feet and
finally turns them into beasts! Such was Merciless the Sorceress, ruler
of the mysterious land of Volcano People at the top of the world." She
is opposed by the famous explorer Captain Bob Darlington, his assistant
"the Professor," and his pilot "Happy" Jack Smiles, although they win mostly
by luck. She can change men into animals, is bulletproof, can disintegrate
guns with a gesture, and can fly, among other abilities.
Mercury.
He was, literally, the god Mercury come down to earth to oppose the evils
of Pluto.
Mercury (2). See Meteor. Merlin.
Jock Kellog, a playboy whose wealth is not what it could be, spends the
last of his money to visit his dying uncle, hoping to score an inheritance.
Instead he is told that he’s the last descendant of Merlin and he is given,
rather than money, a hooded robe. Jock puts on the robe and discovers that
it gives him magic powers. With this power he decides to do good instead
of evil and fights crime. He has various plot necessity magic powers.
Merry
the Girl of 1000 Gimmicks. Merry King is adopted as a
teenager by the father of Sylvester Pemberton, aka the Star-Spangled
Kid. Merry discovers Sylvester's identity and decides to fight
crime herself, eventually becoming his sidekick. She has no superpowers,
but has, well, a thousand gimmicks, everything from sneezing powder to
sticky-glue shooters, all concealed in her cape or in her belt pouch.
Merzah
the Mystic. No origin was given for him. He's a sort
of freelance mystic-for-pay who is said to fight spies and saboteurs. He
has "thought transmission and mental telepathy"--long-distance mind-reading,
thought-projection, and precognitive visions.
Meteor.
Mickey O'Toole is in need of a blood transfusion and is given blood by
the Silver Streak. Because of the "secret
fluid" in the Streak's blood, Mickey gains the Streak's powers, and becomes
first Mercury and then the Meteor, the Streak's sidekick. The Meteor has
superspeed and can fly.
Mickey.
Mickey Matthews is the youthful sidekick of the Deacon.
He is also a member of the Little Leaders.
His life was saved by the Deacon, which is how the pair met up.
Mickey
Martin. Mickey is the subject of a controlled experiment
of the kind that gave the American Crusader
his powers. The experiment works, and Mike gains the Crusader's powers.
He decides to become the Crusader's sidekick. His superpowers include superstrength,
flight, speed, and invulnerability to bullets.
Micro Face. Tom Woods loses his brother to gangsters' guns. He swears revenge and puts together a costume to do so. (He beats the gangsters, of course) He has no superpowers, but his mask has a microphone for amplifying his voice, a hearing-amplifier, and "photoelectric lenses" for x-ray vision. As a welcome supplement, here's Ronald Byrd's comments on Microface: Micro-Face, Tom Woods, has his own set of artificial powers via a high-tech mask that enables him to amplify or throw his voice (hence "Micro-Face" ala "microphone"), as well as granting him super-hearing and x-ray vision. Oddly, perhaps because of the comparatively esoteric nature of his powers, Micro-Face is the only Clue hero who restricts his activities to mundane organized crime, with nary a super-powered or even odd-looking enemy to his name (Have you noticed that, by and large, golden age super-heroes were ordinary-looking people in bizarre clothes, while the super-villains were bizarre-looking people in ordinary clothes?). Although the existence of the super-hero Micro-Face IS known, he somehow manages to get repeated mileage out of the throw-your-voice trick, proving that criminals just aren't that bright, in addition to being a superstitious, cowa...oops, wrong guy.First Appearance: Clue Comics #1 (Hillman) Microman.
Wee Jimmy Everett, a young lad of six or seven or eight, sneaks a drink
of a shrinking potion from his friend Professor Schmidt and goes down to
smaller-than-a-paperclip. At the end of the story he is given an antidote,
and is back to normal, but asks to be the Professor's assistant. He's accepted,
of course, and there the story ends.
Midnight.
Dave Clark is a radio announcer at UMAX who decides to fight crime at night,
and does so, assisted by talking monkey Gabby and reformed criminal and
mad scientist Doc Wackey. Midnight has no superpowers but carries a gun,
sleep-darts, a two-way wrist radio, and other gadgets.
Mighty
Man. Mighty Man begins as a twelve-foot-tall crime fighting
giant of the Old West, discovered in "the Valley of the Giants" by a professor
and young cowhand. He decides to accopany them into the outside world and
devotes himself to fighting crime. Later on, though, he became an ordinary
human with the (potentially very useful) ability to grow and to make any
part of his body grow.
Mike
Gibbs. "Mike Gibbs, Guerilla" is a guerrilla fighter
in Occupied Europe. He has no superpowers but is awfully tough.
Mike
Trapp. Trapp was a "famous" private detective who was
of course successful every time out. He gets along well with the police,
has a secretary named Candy Carson and a sidekick named Pepper Burns.
Minimidget.
Jack Rhodes and his girlfriend Ritty have the misfortune to be the target
of a mad scientist's shrinking ray. The pair make the best of their bad
situation and have a number of Doll Man-like
adventures. They have no superpowers, but are smart and adventurous and
make use of tiny sports cars and miniature airplanes.
Minute-Man.
Private Jack Weston of the U.S. Army wants to do more to fight the Germans
than he can while stationed at Camp Blaine, so he puts on a costume and
begins attacking the enemy. He is a member of the Crime
Crusaders Club. He has no superpowers.
Miracle
Man. Zambini the Magician used his magic amulet to fight
crime. Zambini had no powers apart from his miracle-working red amulet.
Mirror
Man. Dean Alder, the head of the Alder Academy, wants
to fight crime as well as instruct the young. When he walks through a mirror
he becomes a dematerialized shadow. He uses his power to fight crime. While
a shadow he can't hold anything, but while solid and normal he can and
does use a gat. He wears a magic robe, the Mystic Garment, which allows
him to walk into and out of mirrors and gives him his powers.
Miss
America (1). Joan Dale is visiting the Statue of Liberty
when she wishes aloud that she could do "all the good...if (she) had the
powers of that Statue." She falls asleep and has a dream that the Statue
gives her magic powers. She wakes up, finds that she actually has the powers,
and goes on to fight the enemies of America. Her powers are undefined but
vast; she can do just about anything.
Miss
America (2). Madeline Joyce was in a lighthouse when
she was struck by lightning during a thunderstorm, and she awoke with the
power of flight, x-ray vision, the "strength of a thousand men," and the
"wisdom of the ages." She fought various evils, joining the All-Winners
Squad in their two appearances.
Miss
Fury. Socialite Marla Drake was left a costume (which,
Ronald Byrd notes, she doesn't even wear in some stories) by her uncle.
The costume was made of actual black leopard skin, and had originally been
the ceremonial robe and symbol of justice of a "witch doctor." The robe
didn't seem to grant her any extraordinary powers--besides her athleticism
and fighting ability she had none--but the strip explicitly states that
the robe is "cursed" with "strange powers" and can actually work "miracles."
The skin may have been African, but a Brazilian character named "Albino
Joe" (he's a Harvard-educated albino Native Brazilian) (no, really!) knows
about the leopard skin, so perhaps Miss Fury's costume originally comes
from Brazil.
Miss
Masque. Diana Adams is a wealthy and popular socialite
and debutante who gets her kicks by fighting crime as the costumed Miss
Masque.
Miss
Patriot. The sidekick of the Patriot,
she was originally the Patriot's
petite amie and "girl Friday" Mary.
In
Marvel Mystery Comics #50 Mary is kidnaped by Dr. Groitzig and
Signore Scharrolla and used as a test subject for a super-soldier serum.
The serum leaves Mary with clairvoyance, and the text refers to her as
Miss Patriot, but no other issue of Marvel Mystery Comics followed
up on this, and Mary's identity as Miss Patriot was strictly a one-issue
deal.
Miss
Shady. Miss Shady was a tall, slinky blonde adventuress
and thief who was clever and amoral and careful to keep three steps and
two jumps ahead of the law.
Miss
Victory. Joan Wayne, a Washington D.C. stenographer,
gets sick and tired of watching corrupt politicians, and so decides to
help the FBI by putting on a costume and fighting the crooked pols that
the Feds can't catch. She has no powers.
Miss
X. Miss X was a mysterious crime-fighting woman who got
into crime-fighting to meet Mr. America.
When he was declared dead, she quit.
Mister America. See Tex Thompson. Mister
E (1). He dresses like the Shadow, but with a domino
mask rather than a scarf. He's the wealthy sportsman Victor Jay, but apart
from the usual athletic skills and ingenuity that all superheroes have,
he has no special powers, nor was any origin ever given for him. Interestingly,
though, in his one appearance he clashed with the Vampire, who is described
as his "arch-enemy" and who, from the dialogue of the story, has had a
number of skirmishes with Mister E.
Mister
E (2). The nameless and originless Mr. E is the lone
servant of the god King Kolah, the "remnant of an extinct civilization
whose teachings proclaim the violent destruction of evil and injustice."
Mr. E carries out King Kolah's wishes from a secret room in Mr. E's home.
King Kolah, you see, is a statue in that room, and when evil takes place
King Kolah comes to life and directs Mr. E. Mr. E is helped by the "messengers
of Kolah," a group of...er...magical elves. Mr. E's girlfriend is "Miss
Terry." Mr. E has no superpowers, but is good in a fight and packs heat.
Mister
Justice. In 1040 Prince James, the 20-year-old heir
to the English throne, is assassinated by Scots rebels. James' spirit is
not allowed to go on to its final reward, however, since his "destiny"
has been "thwarted." His ghost kills his assassins, then, trapped in the
castle, lingers for centuries. In 1940 the British take his castle apart
and ship it to the United States. The ship transporting the castle is sunk
by a U-boat, and this frees James' spirit. James keeps going to the U.S.
and takes on the identity of Mr. Justice to stop others from being killed
the way he was. As a ghost he gets his power from the "spectral planes;"
he can fly, move underwater as easily through air, and can emit blasts
which destroy bodies and souls. He can also move as a spirit or in a more
solid form, which form is vulnerable to fire.
Mister
Midnight. Neil Carruthers, a "wealthy young sportsman,"
has (sans origin) the ability to stop clocks--not time, but clocks--with
the cry "Stop time!" Neil is bored enough to decide to try to put this
talent to use helping the police. He leaves a calling card behind of a
card with a watch dial with the hands set at midnight.
Mister
Millions. Mr. Millions, a "friend of the poor and protector
of the weak," drives around New York City using his money and influence
to help out those poorer than he. He has no powers, was given no origin,
and doesn't engage in fisticuffs.
Mr.
Ree. Mr. Ree is an amateur magician and "ace detective"
who uses his professional abilities as a magician to solve crime.
Mister
Satan. Says Michael Norwitz about this character: "Mr.
Satan (Dudley Bradsaw) was basically a guy who donned a crimson horned
outfit with a yellow cape and fought crime in his many traveling adventures."
His first appearance has this: "Dudley Bradshaw, wealthy young play-boy...is
in reality none other than Mr. Satan--international detective and soldier
of fortune."
Mr.
Scarlet. Brian Butler, a District Attorney, is frustrated
by his inability to put away all the bad guys and criminals, so at midnight
every night he becomes the crime-busting costumed vigilante Mr. Scarlet.
This has the unfortunate side-effect of putting him out of a job, as he’s
too successful as Mr. Scarlet, so by day he looks for odd jobs to support
himself and by night he fights evil as Mr. Scarlet. He is assisted by his
secretary, Miss Wade, who knows who he is, and by his sidekick, the young
boy Pinky. Mr. Scarlet has the ability
to fly, although no origin for this ability is ever given.
Mr.
Terrific. Terry Sloan is a bored millionaire who
has conquered every possible field there is. He is so bored, in
fact, that he decides one day to commit suicide. He sees someone else about
to do so and stops them, and after finding out their troubles helps them
out. He then decides to help people by fighting crime, emphasizing the
ideal of fair play with the words plastered across his costume. He is a
member of the Justice Society of America.
He has no superpowers, but is a prodigy at everything he does; he has an
aptitude for having aptitudes, and is the "best in the world" at everything,
from being an architect to a hypnotist.
Mister
Wu. Mister Wu is a gentleman detective, sophisticated,
clever and a good investigator. He is also Indian--that is, he is from
India, which makes him Marvel's first (historically) Asian hero. (He works
in the U.S., though) While he has no superpowers, he is a good p.i. and
is a good fighter. He wears a blue suit with top hat, monocle, and cane,
which he uses as a weapon when necessary. He is assisted by Alfie, a white
youth who speaks in a faux Dead End Kids patois (to quote Dr. Clayton Forrester)
who is unsophisticated, but always up for a fight.
Mitey Powers. The ever-informative Ronald Byrd contributes this: First up is Mitey Powers, in appearance basically a typical spaceman in one of those jumpsuits with the round transparent helmet. For openers, his problem is that Earth is being bombarded by mysterious forces which turn out to be Martians located in a base on the Moon (Maybe you've seen a classic old science fiction drawing of aliens with enormous chests, spatulate feet, big ears, and antennae, intended to demonstrate how life might adapt to conditions on another planet; that's them, at least according to the cover). Mitey (a name which is, I guess, only a little less likely than "Flash" or "Buck") builds his own ship (the Nina, named after his girlfriend) to reach the Moon and expose the Martians, later leading a space armada from Earth (so I guess we're in the future, then; up to this point the article didn't make it clear). In #2, the Martians depose their warmongering leaders, and Mitey exposes a subsequent plot by those leaders. Later still, both Earth and Mars are attacked by the Super Giants of Jupiter (about a thousand feet tall (that's pretty super and pretty giant, all right), these Jovians are somewhat reminiscent of Segar's Goons with long-whiskered catfish heads). Mitey decimates the Jovians with poisonous Martian gnats (hey, don't look at ME), making him one of the hopefully few golden age heroes who decided that genocide was the correct way to solve a problem. Mitey has a crew of secondary characters, but their names aren't mentioned.First Appearance: Superworld Comics #1 (Komos) Monako.
Surprisingly similar to Mandrake the Magician (but that must be a coincidence,
surely), Monako fights criminals and spies in full tuxedo and tophat, and
is aided by Pere, a superstrong aide. Unlike Mandrake, however, Monako
has actual magic to fall back upon, not just stage legerdemain and hypnosis.
He also has an origin. Monako is the son of a missionary couple who were
proseltyzing in India. When Monako was a young child his family was attacked
by a tribe. This tribe practiced "black magic" and worshiped "many gods,"
and their attack wiped out Monako's family and the entire village he was
living in, leaving Monako as the only survivor of the attack. The chief
of the attacking tribe then raises Monako as his own son. Monako grows
up, spending his teen years among the magicians of the tribe and learning
their tricks. Unfortunately for him, he's away from the village when colonial
soldiers slaughter the tribe, killing everyone. (In case you're keeping
track at home, that's two families Monako has lost) Monako then emigrates
to England, where he is formally educated, and then returns to India. He
lives there for "quite some time" and begins to correct some of the injustices
caused by his adoptive tribe. Then, later, he either moves to America or
simply buys a house/opens an office there. He still spends time traveling,
however, and in at least one story fights against a "student of the black
arts."
M'sieu
L'Epee. Andre, the Comte de Dijan (sic), is the leader
of the Royal Guard. He is a foppish man not much respected by the public.
He is, however, trusted by "Louis King of France" (no, which Louis is never
said) and is also the masked "M'Sieu L'Epee" when he needs to be someone
else. Naturally he's an excellent fencer.
Monstro
the Mighty. Monstro is the son of the war god Mars. He
fought in a number of mortal wars over the centuries before finally growing
weary of violence and bloodshed. When told of this, Mars knocked Monstro
into the 1940s. Monstro appears as a giant (50' tall or more); he manifested
himself in the U.S. and after initially being treated as a King Kong-like
threat hooked up with Major Crash of the Flying Intelligence Service and
his mechanic/bodyguard Hook (a former boxer), defeated the forces of the
female spy Little Poison, and then vanished, never to appear in the comics
again.
Moon
Girl. Clare Lane is a native of of a mythical kingdom
on Earth who leaves it and comes to the United States to fight crime and
help the general weal. She is assisted first by her swain Prince
Menou and later by a female assistant, Star.
Moon Girl has superstrength, a moonstone which makes her "superior to any
man," and a telepathically-controlled airplane-like "moonship."
Moon
Man. No origin was given for him, and his private identity
is never provided. Moon Man is a "master of many sciences and independently
wealthy," he only comes out on nights when the moon is full, and he is
"hunted alike by the underworld and the police." Plus, of course, he is
good with his fists.
Mosquito.
"Steve Stanton, ex-flier for our Border patrol, is unlike other men, reared
by his American scientist father 20,000 feet up on the side of Mt. Aconcauga,
Chile. His great lungs can stand altitudes fatal to normal men. Foes of
the Border Patrol named him the Mosquito, because of his small stature
and stinging vengeance." He is a Lieutenant in the Army Air Corps and as
such goes wherever he is sent, taking on the enemy and shooting them down
all the while.
Moth. Jakeoster contributes the following: The Moth was a short-lived Batman knock-off.First appearance: Mystery Men #9 (Fox) Mouthpiece.
Bill Perkins is a District Attorney who grows frustrated at his lack of
"first-hand evidence" in crucial cases, and so puts on a costume and fights
criminals to get that evidence. He is a killer vigilante. He has a nice
set of tools, including a heater and handcuffs, but no superpowers.
Muley
Pike. Muley Pike is the sidekick of the Durango
Kid.
Music
Master. John Wallace, a music teacher and concert violinist,
finds the "musical pipes of death," and uses these fabled instruments to
fight crime. He is assisted by the prissy, glasses-wearing kid Downbeat.
The pipes allow the Music Master to fly whenever he hears a certain note
played on a musical instrument, can use notes as a forcefield or solidified
weapon, and can send the notes to carry out his orders.
Mysta.
Mysta is a heroine located on the moon who with the help of her robot fights
for good.
Mystery
Men of Mars. The Mystery Men of Mars are actually three
men: Alan Kane, "a brilliant young American college student," Ted Tolliver,
a strapping young American student "a bit older than Alan who has seen
great adventures" and who is strong and good in a fight, and Professor
Lutyens, "who has invented the Wanderer, a remarkable space ship."
Together the trio go to Mars and have adventures.
Mystic.
The Mystic, a stage magician of no particular background or origin, exposes
fraudulent fortune-tellers as well as captures crooks. He wears a turban,
is good in a fight, has stage magician skills, but is not a magician or
sorcerer.
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