So I’ve been taking another look at Mandrake the Magician, this time concentrating on the daily strips, which are more conventional three-panel daily stuff, not so text-heavy as the Sunday ones like “The Garden of Wuzzu“.
A total of four stories were completed in 1944 and syndicated through King Features; created by Lee Falk and Phil Davis, Mandrake and his buddies, girlfriend Narda and black strongman Lothar, battle a variety of exotic bad guys. I have to admit, I’ve rather warmed to Mandrake and his team as the stories wore on – principally because they are a team; while Mandrake’s esoteric powers generally resolve the storylines, he is by no means a one-man band, and is quite often at a disadvantage where quick thinking by one of his companions has to save the day. (Despite appearances, and his Incredible Hulk style of dialogue, Lothar turns out to be quite capable of quick thinking when it’s needed – it’s a surprisingly positive portrayal of a black man, for the time period!)
The first story is “The Earthshaker”, where Mandrake sets out to the West to visit a friend, Old Sandy – only to find that no one will come within ten miles of his friend’s house, because of the odd noises and the legend of the Earthshaker, a giant a hundred feet tall. Obvious nonsense… except, when arriving at Old Sandy’s house, they find Sandy himself missing, the new owners distinctly inhospitable, and there are odd diversions like footprints fifteen feet long and giant hands appearing at Narda’s window. Is the giant real? – Well, of course not; it turns out that Sandy has been imprisoned by a gang of crooks stealing oil from a nearby pipeline; the “giant” consists only of a bunch of props (manipulated, often, by a gangster inside them – leading to a moment where Narda utters one of those great lines to treasure: “Lothar – look out! The foot’s got a gun!”)
Next, the team are pitted against a criminal mastermind in “The Dome”. The mastermind is named the Dome because of his high bald head; he wears an all-concealing black face mask, but it turns out there’s nothing much to conceal – he’s a freak of nature with no eyes and no nose. He’s made up for his obvious disadvantages by training his remaining senses and his intellect to formidable levels… but one result of his disability is that he can’t see Mandrake making hypnotic gestures or staring hypnotically, and therefore Mandrake’s powers don’t work on him; the magician needs to plan very carefully to get ahead of the Dome. It’s a good exciting storyline with an eminently hissable villain.
Then comes “Doctor Congo”, who presents himself as an actual African witchdoctor, with a bone through his nose, even; he will get rid of anyone who’s in your way, for a fee, using his voodoo magic. When a wealthy old woman is apparently reduced to a skeleton, Mandrake and his team must step in, only for the magician to be (apparently) skeletonized himself. Of course, it’s all a scam; Doctor Congo’s capering African spirits are arranged with smoke and a concealed film projector, and the mysterious skeletonization simply involves the victims being kidnapped and a skeleton left behind as a diversion. (A clever enough tactic for it to be copied in the late Sixties in an episode of Department S, “The Bones of Byrom Blaine”.) This is one where Narda gets to save the day, Mandrake being unable to make hypnotic gestures while tied up in a straitjacket…. Doctor Congo (who, despite his African features – and that nose bone – appears to be somewhat lighter-skinned than Lothar) eventually is carted away to prison, his victims are liberated, and all is well.
And, after three more-or-less mundane villains, the next story “The Mirror People” goes all supernatural, with Narda breaking a mirror, being told it’s bad luck – and then being attacked by her own reflection. The people on the other side of the mirror (who are, naturally, evil – more than twenty years before a certain Star Trek episode!) have discovered a fluid which enables them to pass through mirrors and enter our world; cue various attempts at impersonation, lots of worrying about any reflective surface, and a visit to the mirror world, where there are lots of strange reversals; rabbits chase dogs, trees grow upside down, and colour schemes are reversed – the evil Ekardnam wears red evening dress with a black cape, for instance. Eventually, the mirror people are defeated, but Mandrake and Lothar are dosed with a substance that erases their memories of the incident – was it all just a strange dream Narda was having? Personally, I hope so – otherwise, with his reflection dead, Mandrake is going to have a heck of a time keeping up his perfectly coiffured appearance.
Actually, that leads me on to the artwork, because Mandrake is quite often less than perfectly coiffured, with errant wisps of hair escaping from the brilliantine after a trying day dodging bullets and leaping out of exploding buildings – it’s a neat humanizing touch, and the artwork on the strip is good enough to enable it. Mandrake the Magician is actually thoroughly good stuff – the artwork is clear enough to stand reproduction in a newspaper, the plots move along swiftly and are clever enough to be interesting, but not complicated enough to be confusing. Lee Falk and Phil Davis have accomplished a great deal within their limited canvas, here.