Showing posts with label Bayport. Show all posts
Showing posts with label Bayport. Show all posts

Friday, February 16, 2018

Hardy Boys / Nancy Drew: The Big Lie

Hardy Boys / Nancy Drew: The Big Lie coverIn Nancy Drew and the Hardy Boys: The Big Lie, the teen detectives are forced to investigate a crime that hits closer to home than usual.

As Big Lie begins, Frank and Joe are suspected of murdering their father, Fenton, a Bayport police detective who had been arrested on corruption charges. Although the brothers aren’t arrested themselves, the suspicion has caused them to lose their girlfriends, their chums, and their jobs. Nancy Drew, however, offers help for her own reasons, and the three set out to infiltrate Bayport’s underworld and unravel who is behind the death of Fenton Hardy.

Hardy Boys fans will recognize The Big Lie’s setting. Bayport is a crime-ridden burg, with a police force headed by Chief Collig, and Frank and Joe Hardy battle against lawbreakers — with the help of Nancy Drew, like in the Super Mystery series. But this is not the Bayport from the original series or from the Casefiles or any other sequel series. The city has a tourist-trap, postcard-perfect reputation that doesn’t gibe with the relentlessly generic city of 50,000 the boys inhabited in their own books.

The changes don’t stop with the feel of Bayport. In The Big Lie, Fenton worked for the police, not as a private detective. Frank and Joe’s part-time job is at a lobster restaurant, not as amateur or assistant PIs. Chet and the rest of the chums are nowhere to be seen, and Callie and Iola are glimpsed mostly in shadow; Iola’s name doesn’t ever appear in the book. Nancy’s supporting cast, save for her father and a couple of flashback panels with George, is similarly absent. Fans looking for Easter eggs and references to the classic series will likely be disappointed; the Old Mill (from Hardy Boys #3, The Secret of the Old Mill) makes a cameo, repurposed into an inn, but that’s it. The plot gives writer Anthony Del Col opportunities to insert other Hardys characters into the story — for instance, Peterson, the less competent Bayport detective, could have easily been Oscar Smuff or Con Riley — but he refuses the offers.

Instead, Del Col has made Bayport into a pan-Stratemeyer Syndicate city. In addition to teaming up with Nancy Drew, the Hardys attend a party hosted by the Bobbsey Twins, Tom Swift makes several appearances, and the Rover Boys — the Hardys’ even more rambunctious forebears — are vital to the plot. The inclusion of these other series characters elevates the story into something unique, although a Hardy Boys or Nancy Drew fan may feel like the story is more missable because of it; this is not the world the characters usually inhabit, after all. The characterizations for supporting characters also get shaped into the holes they are meant to fit into; Chief Collig, for instance, is depicted as too much of a thug, smacking Frank’s head against a table during interrogation.

The Big Lie is not a noir series, no matter how the publisher, Dynamite, tries to sell it. Frank, Joe, and Nancy are fundamentally good people, not morally compromised in any way; they are forced to realize their fathers aren’t who they thought, but that’s part of most people’s maturation process. Nancy is not a femme fatale; Frank and Joe are not hardboiled detectives. (Nor is Nancy, and Frank and Joe are not hommes homicides.) Few characters are out-and-out cruel, and although the heroes run cons on the criminals, the reader doesn’t get the feeling that any betrayals that happen within the story have much of an impact — save, of course, for the teenagers’ revelation that fathers aren’t who they seem to be. (Mothers seem to be, though.) A revelation of infidelity before the story begins actually weakens the story, decreasing the impact of the faithless character’s greater crimes.

On the other hand, the story’s level of violence, featuring shootings and murders, is much higher than the typical juvenile, though in retrospect the number of concussions and poisonings the Hardys endure is shocking. The Big Lie, at least, imbues each blow with power and shock; punches have consequences, and Werther Dell’Edera’s art gets across the brutality in a way that the softboiled narration of a juvenile series cannot. Even after the violence, Dell’Edera’s art shows the impact of violence; Nancy being interviewed with the blood of a shooting victim still on her hands is an effective image.

Del Col gives the reader backstory and narration through first-person text boxes, with the point of view shifting between the three protagonists throughout the story. The different narrators are denoted by different color boxes, and the shift between them comes between issues … mostly. Switching between points of view waters down the narrative voice, however, and it’s easy to miss the switch between them because they are colored with weak pastels, and the colors denoting each character aren’t consistent throughout the series.

The mystery itself is better than most of the plots in the Hardy canon or in the spinoffs — if, for no other reason, the story seems to have consequences within The Big Lie’s world. By taking away the protagonists’ usual supporting casts, however, Del Col shrunk the suspect pool to a suspect puddle, where the guilty can be deduced because they are simply the only people left. Pages spent on the heroes’ convoluted infiltration of a could have been better used for straightforward investigation, leading the detectives down blind alleys with false leads. Tom Swift’s aid is integral to the plot, but he is less a character than a plot device; despite his importance, he appears in few panels and doesn’t have a single speech bubble.

The name given to the secret organization behind the crimes, given in the denouement, is perfect, though.

Dell’Edera’s art is heavy on shadow and frequently light on detail, appropriate choices for a series in which motivations are obscured and iconic status makes it hard to pin down detailed descriptions. I don’t care for Frank or Joe’s haircuts, but they are teenagers — bad haircuts come with that territory. (I do enjoy Nancy’s multiple earrings in one ear: fitting for a girl just beginning to rebel.) As I mentioned before, the fisticuffs in The Big Lie are more visceral than in any Hardy Boys book. Dell’Edera saves his best work for the Rover Boys, particularly the two older ones, Ricky and Teo: Ricky’s a natty dresser, and Teo is a rough, occasionally frightening thug. Colorist Stefano Simeone has chosen a primarily pastel color palette, which is a mistake, I think; it matches the color boxes, but the weaker colors dilute some of the art’s effect.

Fay Dalton’s covers are fantastic; I don’t know if they can be bought as prints, but they would make great gifts for Nancy Drew fans (especially the cover for #3). The covers combine retro styling with a great sense of who the characters are, managing to create a nostalgia not for what the characters ever were but for what they might have been, had their stories possessed a harder or clearer edge. Dynamite’s decision to include the covers only at the back of the collection, lost among the series’ variant covers, is criminal.

This The Big Lie should be a diverting journey for those a fondness for nostalgia, and it could pique the interest of fans of crime comics. I’m not sure whether the series has legs; everything is wrapped up very neatly, and The Big Lie makes no mention of a sequel series.


Friday, March 25, 2016

Dungeon of Doom (#99)

Dungeon of Doom coverI started reading Dungeon of Doom worried that it would miss the point when it came to discussing role-playing games. I ended it wondering why Joe was my favorite Hardy.

First, the role-playing game aspect. Chet invites Frank and Joe to watch him and the Greater Bayport Area Wizards and Warriors Club. Why would Frank and Joe want to spend an afternoon off watching a role-playing game? Playing an RPG — sure, I could get that. I do that. But watching? I dunno. If the game is exciting enough that Frank and Joe are interested, they should play; if it isn’t, they’d be bored either way. I suppose watching an RPG makes more sense than going shopping at the Bayport Mall with their girlfriends (also an option), but only a hairsbreadth more.

A role-playing game, for those who are unfamiliar, is a game without a board. Instead, a narrator of sorts tells a story in which the players are also characters. These characters are often heroic personas; at the very least they have abilities that exceed most people’s. The players influence the course of the story by the decisions their characters make. When something happens that involves some degree of chance and / or skill, like diving out of the way of a sudden attack or firing a weapon under duress, players and the narrator (generically called a game master) roll dice. The dice can be the standard six-sided dice everyone is familiar with or dice with more sides: eight, ten, twelve, or twenty are the most common.

The most famous role-playing game is Dungeons & Dragons, a fantasy-themed RPG. In Dungeon, Chet and his new friends are playing Wizards and Warriors, an obvious analogue. (Wizards and Warriors was also the name of a 1987 Nintendo game, a 2000 Windows video game, and a short-lived 1983 TV series.) The game master is called the Wizard Master (in D&D, the role is called a Dungeon Master). The description of the game play is largely within the realm of what you’d expect a fantasy RPG to be like. Each character has stats — in this case, stamina, strength, and intelligence — that determine how well he does things. Some characters swing swords; others use magic. Standard stuff, really. There’s even a rule lawyer: someone who knows every rule and is willing to use them to get the most out of the game.

Other aspects are unusual at best. The Wizard Master rolls dice for everyone, which is unusual but not unprecedented. All the players are dressed up as their characters; today, that’s called “cosplaying,” and it isn’t unusual, but few people do it when the only people who see them are a small group of fellow players. Chet’s character uses karate, which is dumb for a European-type setting, but even the original D&D had a class of characters who used martial arts. The only spell used has the stupid name of “Fribjib” and turns people into frogs; most spells have names that relate to what they do, poetically or literally. One of the teens is described as a “champion” W&W player (5), which is strange — RPGs are cooperative, not individual, and rarely does anyone win.

So the RPG is OK. But Joe — Joe’s the worst.

I have that written down a lot in my notes, although usually it’s expressed in saltier language. (I may have compared Joe to a specific bodily sphincter.) When Chet greets the brothers wearing his costume, Joe says he looks “even dumber than usual” (2). When the GBAWWC starts playing, Joe asks Frank, “Is this weird or what?” (8). After being pressured into playing W&W because of a player absence, Joe’s character dies almost immediately because he didn’t bother getting other players’ input, and he whines about it. (He almost resorts to fisticuffs when another player razzes him about it.) Later, when one of the players is enjoying the game-turned-real the villain has put everyone into too much, Joe says, “Maybe you should get out more … Stop playing so many games. Start living a life” (75). This paints the picture of a person who doesn’t want you to like something because he thinks it’s weird — a classic jock bully.

Later, Joe tells Chet he wouldn’t fit through a hole that is “only wide enough for a small Buick” (18). He accuses one of the other players, Derek, of being the villain before there’s any evidence, just out of personal animosity. He assaults Chet to get him to stop singing because “the echoes in this room make it sound like there are four of you … and one of you sounds bad enough” (49). Whenever Derek trades insults with Joe, Joe responds with violence; when Derek meets Joe’s challenge and defeats him, Derek apologizes for the violence, but Joe says, “That and a handful of quarters will buy me a soda” (74) When Derek offers good, constructive ideas on how to get Frank out of a partially triggered death trap, Joe says, “Get lost … I don’t want your help!” (79).

He’s really the worst! If a secondary character acted like him, we’d suspect that character of being the villain. We’d expect him to be the villain.

In contrast, Derek’s a delight. It’s amusing to see Joe fall apart in front of someone as accomplished, in his own way, as the Hardy boys. Derek is the county swimming champion and a football player. He has scholarship offers from MIT and Harvard, where he will study physics or molecular biology. When he tells the others this, Joe says, “I think I’m going to be sick” (37).

Derek needles Joe repeatedly, but he’s funnier than Joe, and he never tries to escalate the situation into assault, which is Joe’s default setting. When Derek finally snaps and challenges Joe to a duel with (fake) swords, he apologizes for thrashing Joe, who’s a sulky dink after being outclassed. (Why didn’t you remember your fencing lessons from the revised Clue of the Broken Blade [#21], Joe?) Derek’s gibe about Chet’s weight is gentle. When he and Frank boost Chet into a hole, Chet says, “Here goes nothing.” Derek’s reply is, “I’d say you’re a little more than nothing, Morton. How much do you weigh?” (62). (Frank’s rejoinder is funny, if a tad crueler: “That’s a state secret … if the Russians found out, they’d build an army of Chet Mortons and eat the rest of the world into submission.”)

Derek has two bad moments: the first is when he says a girlfriend he broke up with “was hardly [his] intellectual equal” (37), which sounds snooty at best and sexist at worst. But he’s a teenage boy; it’s not like he’s probably going to be that good at expressing his emotions. Besides, she might not have cared for intellectual exploration, for all we know, and he’s bad at expressing his opinions of that.

The second bad moment is when he decides to be friends with Joe, the worst person in the world. He even offers Joe tickets to “the big game” in New York (148). He’s even willing to ditch his current girlfriend to go with Joe. What sport is the big game? Who knows! Whatever it is, Frank’s jealous. Stupid, Derek, stupid. You’re going to regret this.

So that’s about it … oh, wait, that’s right. There’s a mystery here.

The plot gets going just after Joe’s character (Sir Joe) dies and he (the real Joe) tries to assault Derek. Tim Partridge, one of group’s members, says another member, Barry, is probably trapped in the Dungeon of Doom. It turns out the Dungeon is where they play sometimes; it’s located on the outskirts of Bayport, in a mine abandoned because it was partially flooded by the Bayport Reservoir. This reservoir must have been built to replace the Tarnack Reservoir, which was new in 1948 when it appeared in The Secret of Skull Mountain (#28). The Tarnack Reservoir, located 20 miles from Bayport on Skull Mountain, replaced the Upstate Reservoir as Bayport’s water supply.

All I can say is that I’m glad the Dungeon of Doom has nothing to do with steam tunnels under a university.

Anyway, Barry suspected something weird was going on around the Dungeon, and he arranged to meet Tim near it. But when he got there, he found a note warning him away. Frank and Joe want to go to the police immediately, but the GBAWWC doesn’t: if the police are called in, they’ll lose their Dungeon, and it would be a shame to do that if it’s a false alarm. Derek says they’ll check out the dungeon, then call the police if anything is wrong. Frank and Joe reluctantly agree to this sensible compromise.

Once they arrive, though, a cave-in traps them in the Dungeon. You have to expect that when you go underground with the Hardy Boys! (See The Flickering Torch Mystery, #22; The Submarine Chase, #68; Cave-In!, #78; The Roaring River Mystery, #80 … that’s not as many as I thought. I must be missing a few.) The dungeon / mine has been set up to serve as a real physical / mental challenge for the kids by a “Secret Wizard Master.” Traps include such classics as the carpet-over-the-pit trap, which Joe falls into immediately, and the shifting-room trap, in which a room is balanced so that when enough people shift to one side, the room tilts and dumps everyone down a shaft. Classic RPG traps, both of them. (The Secret Wizard Master also uses the no-key trick: the kids reach a door they don’t have a key for, so they sit down to figure out the “trick.” The trick is that the door isn’t locked.)

They also have to deal with morons within their ranks. When they find food left by the Secret Wizard Master, Frank makes the unilateral decision to drop it into a mine shaft on the off chance it’s poisoned. Chet lunges at the food and drops the group’s only light. Only by luck does the lantern not fall into the shaft as well.

The Secret Wizard Master, it becomes apparent, is one of the GBAWWC. So now we’ll dive into the suspect pool!

  • Pete Simmons: He’s the real Wizard Master, and according to Win Thurber, he had access to the published adventure the Secret Wizard Master based everything on. Pete says the adventure was stolen before he could see it. More damningly, Pete is a psychology student at Gates College; he’s writing a paper titled “The Role-Playing Game as Adolescent Bonding Ritual.” I admit, with a title like that, I thought he was engineering everything to get more material.
  • Win Thurber: A small kid who attends Bayport High School, although Frank and Joe don’t remember him. (Win says everyone knows the Hardy Boys, though.) He works at Bergmeyer’s, a department store in Bayport Mall, and gets stuff to outfit the Dungeon at a discount. He enjoys games more than anything else, and Frank and Joe accuse him of enjoying their predicament too much. He explodes at Frank and Joe when they condescend to him about his love of games and lack of friends. “Maybe you just haven’t tried,” Frank says. “Try some clubs at school. Make some friends” (76). Joe offers to throw Win a pizza party at Mr. Pizza with their friends: “Maybe you’ll get along with them.” Ugh, popular people have no idea how hard high school is.
  • Derek Hannon: He’s delightful — witty, an athlete, and a brain. He’s only on this list because Joe hates him. If Joe hates him, though, that must mean he’s awesome.
  • Tim Partridge: The 14-year-old who warned them something was wrong. Since his mother was expecting him home, he didn’t go into the Dungeon.
  • Barry Greenwald: Tim’s classmate. He disappeared before the story began — or maybe he only wanted people to think that.

It turns out the Secret Wizard Master is Win, who is really a high-school dropout who is much older than he appears. He has been stealing consumer goods from Bergmeyer’s and storing them in the mine. He and his two goons capture the GBAWWC when the fun of the Dungeon of Doom runs out. Win’s plan is to make the kids swim in the cold waters of the reservoir until they drown, which will keep their bodies hidden for a long time. Despite Joe’s “nasty personality” (129) — hey, Win might be a murderous crook, but he’s not wrong — he accepts Joe’s offer of a sword duel before the executions. He handily defeats Joe, just as Derek did, but he’s not prepared when Joe kicks him in the knee. He stumbles backwards into a strut keeping water at bay. The strut fails, and it’s a race against time to get out.

Well, the characters are racing against time. The readers will likely be checking their watches as the ending is drawn out. But everyone manages to swim to safety, and the good guys catch all the bad guys. Win’s goons are put in jail, Win is released to his mother (despite him being a legal adult), and Chet raids the police snack machines.

The story ends with Chet suggesting a new hobby for himself — spelunking — now that role-playing games have proved too much for the couch warrior. But spelunking isn’t a new hobby; Chet spelunked his way into danger in The Mystery of the Chinese Junk (#39). Joe tells him to “keep his ideas to himself,” although I’m not sure whether that’s because he has cave-related trauma, because he’s sick of Chet’s hobbies, or because he remembers Chet was a spelunker before, even if Chet doesn’t. In any event, it’s nice to know Joe remains consistent to the end: a jerk.

Friday, November 14, 2014

Crime in the Kennel (#133)

Crime in the Kennel coverPlot: When a dog at the pet hotel is kidnapped while Iola is on duty, she is fired, and Frank and Joe hunt for the dog. (Mostly to find the dog. Her boss was kind of a jerk.)

“Borrowing” from the past: Not much, really. Gertrude’s pie is lemon this time; Gertrude made a lemon meringue pie in The Secret Panel (#25) and The Secret of Skull Mountain (#27). Frank uses the Sleuth to get into position for a trap; the boys don’t often use their motorboat in the digests. When discussing unrealistic career aspirations with a waitress, Joe jokes Frank “was supposed to pilot the next space shuttle” (33). Frank and Joe were astronauts in The Skyfire Puzzle (#85), although neither of the boys were pilots. Frank did get to threaten to space a man, though. That has to be a career highlight, although not one you can joke about to gain the confidence of a potential source.

Oh! Frank and Joe also have cargo almost fall on their heads when they visit the waterfront. This happens many, many times in the original canon — it’s a cliché, like storms when they are on Barmet Bay and the boys’ case dovetailing with Fenton’s and the decaying Bayport waterfront. The latter also appears here; the boys visit the waterfront throughout the canon, although it was best described in The Melted Coins: “Bayport’s waterfront is a picturesque but squalid part of the city. The streets were dark and crooked, crowded with second-hand stores, cheap hotels, and shabby restaurants. There was an unpleasant odor … in the air” (93).

In our last episode, which no one saw: Iola’s former co-worker, Dana Bailey, gushes about reading about Frank and Joe catching thieves at the fairground. Unfortunately, this doesn’t appear in any of the immediately previous books. Does anyone know if this appeared in one of the digests? Or was this made up to give Frank and Joe some cheap heat?

All-American boys: If you ever have thought Frank and Joe were absurdly competent, Crime in the Kennel does its best to disabuse you of that idea. The boys are continually beaten and humiliated by their opponents. They leave their van unlocked, and a suspect rifles through their stuff and takes the only bit of evidence they had. While investigating a pet store during working hours, Joe is buried under a pile of bagged dog food. When Frank and Joe break into the pet store that night to look at the store’s records, both are bopped over the head with a mop handle, then stuffed into large dog carriers. There’s so much wrong with that sentence: the breaking and entering, the single blow to the head with a mop handle knocking them out … they deserve to be locked in dog carriers. Frankly, they deserved to be locked in dog carriers and not let out until the staff arrived the next morning, but they manage to escape their impromptu prisons.

Later in the book, both boys are maced by a suspect. After Iola is kidnapped, Joe is chloroformed by her kidnapper and hauled away. Joe spends most of the rest of the book trying to escape his bonds and getting beat up by the kidnapper once he does break free. Joe is humiliated in Kennel, and who does the humiliating? An animal technician with no particular martial arts prowess.

Frank is at a loss against a female opponent. He knocks a paintball gun from her hands, but she slugs him, then bites him and easily regains the gun. On the other hand, Frank makes up for this and getting mop-handled by taking a paintball at point-blank range between the eyes without flinching. That’s going to sting like a mother — that’s going to sting real bad, man. But Frank just wipes the paint away and continues like it’s nothing.

Perhaps their martial arts skills are degenerating. At one point, Frank uses a “partial karate stance” (17). What the heck is that? Do you learn that when you get your half-green belt?

Iola!: I’ve gone over Iola’s fiery, occasionally mercurial, temper before, but she doesn’t display much of that in this book. She complains at the injustice of getting fired, but she doesn’t give her boss any of the heat she would have given to Joe. I suppose dealing with an adult is a different dynamic. After Frank and Joe agree to find the missing dog, Iola immediately takes off for Boston with her mother and doesn’t return until more than halfway through the book. Frank and Joe immediately allow her to deliver the ransom for a different dog; she’s immediately abducted — the abductor says it’s because she tried to remove his mask, but we don’t actually see her try to do that — and spends most of the book tied up or cowering.

Joe does call her a “strong person” (23), though, and he fears her wrath when he and Frank lose the dog they were supposed to be dogsitting for her. (She had agreed to look after the dog, but when she got a chance to go to Boston, she fobbed the dog off on the brothers.) His fear is unfounded, though; she doesn’t attack Joe when she finds out, even though he starts his explanation with “We can explain” (95). (Nothing positive has ever followed “We can explain” in the history of the human race, so obviously Iola can restrain her temper when she wants to.) Her next question was which of the suspects had stolen the dog; perhaps she had merely shifted her anger to a more appropriate target.

Iola does get back at her ex-boss, though. When she has been cleared and Dana has been arrested, she’s offered her job back. She says, “I’ll think about it” (147).

All the news that’s fit to print: The newspaper this time is the Banner. The Banner appeared in The Great Airport Mystery (#9). The Times is Bayport’s most popular paper, appearing in thirteen books (counting both original and revised books).

You know that movie, starring that guy who was on that show: Midway through the book, Frank and Joe are followed by a red pickup, driven by someone wearing a mask. Frank says, “He looks familiar … like that movie character, the green one with the huge teeth and superpowers” (75). The movie Frank is so strenuously avoiding mentioning is The Mask, starring Jim Carrey and Cameron Diaz (her first acting role). The Mask was released in 1994, one year before Kennel was published.

It’s so hard to tell the difference, sometimes: Frank believes the dognapper is an amateur because “he hasn’t done anything really serious. … Mostly he’s given us headaches” (79). While I appreciate Frank’s appraisal — he ends up being right, after all — those amateurs give him and his brother a thorough working over. In the canon, the professional criminals generally don’t give the boys two beatings and a chemical attack and a humiliation like the criminals in Kennel.

On the other hand, the criminals aren’t the brightest. They steal the dog Frank and Joe are looking after with the expectation that this act will make them give up the investigation. Perhaps, if they issued an ultimatum or threat — give up now or we kill the dog — it would have worked. But they don’t contact Frank and Joe, so of course the brothers are going to continue looking for the animal. Later on, one of the dognappers attempts a semi-glutteal ransom for the dog, but that goes poorly as well. Also, one of the dognappers says, after being captured, that Frank and Joe don’t have any real evidence against them; unfortunately, Frank had just rescued Joe and Iola from being kidnapped, and as Frank points out, their testimony about what happened is likely to be more than enough to send both of them to prison.

We’re living in the future! (‘90s edition): Frank manages to gain the phone number of the dognapper by using a “caller ID box” (98) when the dognapper calls in a ransom demand, but Frank needs to call the telephone operator to get the number’s location.

Warehouse dog: As shown on the cover, a dog aggressively gets near Frank. In this case, it’s a pit bull terrier. Although Frank and Joe were frequently attacked by dogs, they never ran into pit bulls in the original canon. Doberman pinschers and German shepherds were the most common.

Comments: This is not the best-written digest. I could be charitable and say it seems to be geared for a lower reading level than other digests, but I’m not sure that was what the writer and editorial staff were aiming at. The first two paragraphs of Kennel do not sound as if they were professionally written, and although the book improves from there, the prose never really overcomes the shaky start of passages like, “Iola Morton was Joe’s girlfriend. If Iola was in trouble, he had to help her” (1).

The book does have a couple of genuinely touching moments. After Joe finds Iola after they had both been kidnapped, he asks her if she’s all right; she replies, “Now that you’ve found me” (115). It’s not the most original, but it feels genuine because the characters so rarely express that sort of idea. The criminals are also a boyfriend / girlfriend team, with the girlfriend as a reluctant criminal: “After Price fired you, Mike, didn’t I tell you I would stick by you? … You were after some kind of get-rich-quick scheme. What was I supposed to do? I didn’t want to be a criminal, but I didn’t want to lose you either. So I went along” (140). The speech manages to generate some sympathy for the poor woman, despite her terrible taste in men.

Grade: C-. I would not want to read another book about the thoroughly average Hardy Boys, but I admit, locking them in the pet carriers was a stroke of genius.

Friday, November 7, 2014

Maximum Challenge (#132)

Maximum Challenge coverPlot: Frank, Joe, and four of their friends compete on the TV show Maximum Challenge when it comes to Bayport; at the same time, a rash of burglaries also hit Bayport.

“Borrowing” from the past: Hurd Applegate calls the Hardy home in the middle of the night, wanting the family to look for his stolen coin collection. The Hardys have helped Hurd before, recovering his stolen jewels and bonds in The Tower Treasure (#1) and his lost stamps in While the Clock Ticked (#11). He turned into a staunch ally of the Hardys, even helping bail them out of jail in The Great Airport Mystery (#9) after they were arrested for robbing the mail. Frank’s down on Hurd in Maximum Challenge, calling the old man “weird” (20). Frank also says, “We managed to nail the last few people who ripped him off” (20), alluding to The Tower Treasure, While the Clock Ticked, and perhaps The Secret of the Island Treasure (#100), in which Frank, Joe, and Chet keep Hurd from being double-crossed by the people digging up the buried treasure on an island Hurd owns.

Joe says Bayport General Hospital is the best in the city. Bayport General appeared in A Figure in Hiding (#16), The Sign of the Crooked Arrow (#28), and Tic-Tac-Terror (#74). For some reason, though, no one trusts their ambulance; the Hardys transport a man with a broken clavicle to the hospital in their van instead of waiting for the ambulance. Of course, the injured man had to wait for them to change their clothes before they took him to Bayport General, but the important thing is that he didn’t have to ride in an ambulance.

Bayport’s newspaper in Maximum Challenge is the Times, which is the most common paper in the original canon. Fans of the Banner, Star, Press, and News will no doubt be disappointed.

The show: Maximum Challenge is based on the show American Gladiators, a syndicated 1989-1996 show in which amateurs competed against each other and the show’s cast of athletes in physical challenges. The show had several different events, such as an obstacle course (called “the Eliminator”), jousting with padded sticks on raised platforms, a maze, and a climbing wall. All these events, with some modifications, were used in Maximum Challenge.

Maximum Challenge’s shooting schedule is extremely inefficient, though. Each of the five competitions of Bayporters vs. Maximum Challenge’s Champions are held on separate nights. This is grossly inefficient for a TV show. To lower production costs, TV shows will film as much as they can in one day — Jeopardy!, for instance, films five episodes per day. Tearing down and reconstructing Maximum Challenge’s obstacle courses makes that more difficult, but the show could easily have fit the taping into two nights. That way, they wouldn’t have to pay rent on the venue or pay per diems and travel expenses for the crew for an entire week.

Maximum Challenge also stole from the kid’s game show Double Dare, which aired on Nickelodeon from 1986 to 1992. Double Dare combined trivia questions with “physical challenges.” Maximum Challenge had no trivia, but it did have “gloop,” a green, slimy concoction that competitors splashed into when they fell from heights. “Gak” was a similar disgusting substance that figured into many of Double Dare’s physical challenges.

Iola!: In the original canon, it’s hard to say what the boys see in their favorite dates. Neither Iola nor Callie has much of a personality, other than being generally pleasant and absurdly agreeable. Both are pretty; I suppose that’s more than enough for most teenage boys. Callie was valedictorian of their high-school class in The Great Airport Mystery (#9), so Frank may have an appreciation of her intelligence that explains why he’s attracted to her. Iola … well, she “understood the finer points of baseball” (34), according to The Wailing Siren Mystery (#30), which Joe regarded as a plus. Joe also called her a “capable sleuthing assistant” (15) in The Hooded Hawk Mystery (#34), but he rarely allowed her to help with mysteries.

We’ve gotten a better idea of what Joe might see in Iola in other digests. In Past and Present Danger (#166), Iola seems to have temper that leads her to give Joe a couple of “playful” punches. The violence is alluded to in Trouble in Warp Space (#172) as well. In Maximum Challenge, Iola is still fiery, but her emotions are all over the place.

The best description of her is “mercurial.” At the beginning of the book, she kisses Joe when their team wins a spot on Maximum Challenge. A kiss is pretty intense for Joe and Iola, but ten pages later, she was “glaring … hard at Joe” (11) after a practical joke is played on them by the Maximum Challenge crew. She complains that it’s unfair that the Maximum Challenge team has more experience than she and her team do, which seems to miss the point of the show. Before one of the competitions, she engages in a little lighthearted gunplay, pointing a loaded prop gun at her teammates and pouting when it’s taken from her. When she learns the gun had a bullet under the hammer, she faints. Later, Joe accuses her of baying for an opponent’s blood. Before the final competition, she complains when Frank’s nervous and can’t control the volume of his voice.

I’m not saying any of these actions are unbelievable, nor are they unbelievable when taken together. What I’m saying is that no one else is allowed to swing between emotions and criticize their friends like Iola does. I’m also not saying we should blame Iola; as I mentioned in >Past and Present Danger, Joe may have driven her to it. In Maximum Challenge, he mentions that he’s “hugged one or two girls” in his life (106). I doubt Joe’s stopped at hugging, though … he probably moved on to the dreaded K-I-S-S-I-N-G after that.

Speaking of euphemisms … : A heckler — later revealed as one of the pros the Hardys’ team will be competing against — “pointed a mocking finger” at them. I’ve never heard of the middle finger described as the mocking figure before, but live and learn, I always say.

Near current events!: After Iola’s shocking lack of gun safety — not unlike her brother’s in The Mystery of Cabin Island (#8) — Joe mentions a movie where a live round ended up in a gun and killed the star. Joe is probably referring to The Crow, in which a jury-rigged round accidentally lodged in the barrel of a revolver and was later launched at star Brandon Lee when a blank round was fired.

Bayport is … : The team wins the Maximum Challenge competition for “New York area” groups (2). That doesn’t narrow it down much, but it’s another data point.

I don’t think that’s how it works: A woman tells Frank and Joe she had received a gymnastics scholarship to a school she couldn't afford. Usually, this is good news; scholarships pay for college educations, so the question of whether she could afford the college becomes moot. She continues her story as if this meant she couldn't attend the school. Either she meant the scholarship was partial, not covering some aspect of the college experience (room and board is most likely), or NCAA regulations prevented her from making the money necessary for incidental expenses.

In case you were wondering: Frank uses a “five-cell flash” when staking out a jewelry store. That’s a flashlight that requires five batteries — probably D batteries, in this case — to work. As you might imagine from anything using that much battery power, it’s pretty bright.

In the future: After catching the cat burglar, a woman who was blackmailed into robbing local merchants, Joe says he doubts he will ever be a cop — evidently the frisson between ethics and law is too much for him. On the other hand, he doesn’t recognize one of the Maximum Challenge athletes at the beginning of the book because he is wearing a disguise — a raincoat — so maybe he’s looking for a job that will give him a little more leeway.

Other people depend on you, you know: Frank and Joe actually decide not to investigate the burglaries at first so they can be properly prepared for the competition. A wise choice; with four teammates who would suffer if Frank and Joe were unprepared, it would be selfish for them to spend the night running about looking for a cat burglar. I mean, of course they are eventually going to get drawn into the mystery, but that’s because it’s part of the series conceit.

A new front in the war on language: With this book, I’ve given up complaining about the use of “bro” in these books. I hold out hope, though, that “dude,” which Joe uses once, will not be repeated.

Comments: Although the idea of Frank and Joe (and their friends) excelling at yet another thing and increasing their fame beyond all rational bounds is absurd, the actual mechanics of Maximum Challenge are occasionally exciting. The first competition, which combines rock climbing with sniping, is a nice twist, and the maze challenge, which is portrayed as much as problem solving as athletic competition, is genuinely exciting. Also, it gives Phil Cohen a chance to shine, which is nice. The other competitions are less original and exciting, but they are solidly based on American Gladiators, so I can’t complain. I preferred the reality show in Warehouse Rumble (#183), although that’s because the post-apocalyptic trappings of the obstacle courses gave them a little extra oomph.

The kids all act like normal teenagers. I mentioned Iola before, but Biff thinks he can win a contest of strength with a professional athlete and has no idea how absurd that is. The Hardys and their friends endure a great deal of ribbing at school after Maximum Challenge plays an on-air prank on them, and even Aunt Gertrude gives them guff. I think the most realistic moment of the book — perhaps the entire canon — is when one of Iola’s friends laments her defeat in the rock-climbing competition. Iola had an early lead but was overtaken by her professional opponent, and her friend later says, “We were rooting for you guys … Iola did so well at first” (35; emphasis mine). Everyone expects things to keep going the way they start, no matter how much the odds are against it.

The criminal mastermind’s plan itself is stupid. Frank says, “Working for a traveling show would be a great cover for a burglar” (85), which is true — except that the high-profile burglaries could easily be matched to the show’s stops. Which the Bayport police do. The mastermind has insulated himself from the actual thief, so it’s possible he doesn’t care about that. However, he has the thief make the final drop of the stolen goods on the Maximum Challenge set, which is stupid. It’s where everyone can see you! And you might be filmed picking up stolen goods!

Grade: B.

Thursday, July 17, 2008

Past and Present Danger (#166)

Past and Present Danger cover

Plot: Frank and Joe decide to help Gertrude, who seems to be in trouble when an old friend, a discredited investigative reporter, comes to Bayport.

“Borrowing” from the past: Fenton mentioned in The Phantom Freighter (#26) that Gertrude was once engaged, and the story is told here by Clayton Silvers, Gertrude’s old friend. She was engaged to a small business owner, who died in a plane crash two months before the wedding. In the same book, Fenton also said Gertrude was at one time popular, but from what Clayton and Gertrude say in this book, she was really just a loud, opinionated activist. Perhaps that qualifies as popular in Bayport. Just like in A Figure in Hiding (#16), Joe falls out of a Bayport hotel window, although this time he catches himself before he falls four stories to the street; in Figure, Joe falls through a glass roof from the second story.

When the brakes go out on Gertrude’s car, Frank thinks he and Joe had been in that situation “more times than he cared to remember.” Probably true, but I can find only one specific occurrence: the Hardy Boys had faulty brakes on a winding, wet road in The Shore Road Mystery (#6). Personally, I believe when you find yourself careening down a cliffside road with bad brakes more than once, it’s time to re-examine the life you have chosen to lead.

And of course, Frank “Kung Fu” Hardy uses karate, which he’s done several times in the past. The first time was in The Clue of the Hissing Serpent (#53).

Once you’ve gone Silvers: Not much is made of it, but Gertrude’s friend Clayton Silvers is black. There’s nothing shocking about it, but it is weird to think of Gertrude having black friends at any time in her life. She strikes me as the kind of person who would say, “Well, I never!” at the merest hint of mixing with someone who had more melanin-enhanced skin.

Only in Bayport’s business district: Dip ‘n’ Sip Donuts. There are worse names, but there are many, many names that are a lot better.

Don’t hate the playa, hate the high-tech spies: Joe shamelessly flirts with a cashier at the aforementioned Dip ‘n’ Sip in order to get information on the crooks. At the end of flirtation, Joe seems to compare the girl and Iola: “[Iola’s] smile was better.” Frank kids / chides him on the performance.

This may seem shallow of Joe, but Iola does punch him a couple of times in the book; “playfully,” sure, but her explosive temper is remarked upon as well. Frank thinks Iola would put Joe in the hospital if she knew about the flirting. You can’t blame Joe if he briefly entertained the thought of leaving an abusive relationship. Of course, it may be the thought of having Chet as a brother-in-law that prevents him from as ideal a boyfriend as Frank; there’s always the possibility Chet could end up as a deadbeat on his couch, and Joe would go into debt trying to feed him. (No amount of rewards from grateful governments or wealthy old men could cover that sort of expense.)

On the other hand, maybe Joe drove her to it. I hate to blame the victim, but the book does end with Gertrude chasing Joe into the garden, mayhem in her heart.

Oh, how the mighty have fallen: Frank and Joe, five-sport athletes in their early days, have been reduced to playing soccer in the park against their girlfriends. Joe also mentions playing softball, which is barely a sport for adolescent males. Some people would suggest men playing softball when they aren’t old enough to drink beer is pointless.

Which one was that?: Speaking with Clayton, Joe describes the wrap up of a case thusly: “And that was how we broke that smuggling case. Dad got the big boss, and we caught the underlings.” That describes close to 99 percent of the preceding books; appropriately, Clayton says, “I think I remember reading about that.”

Opinions: I like this one quite a bit. Gertrude feels like part of the family, although as often happens when the story focuses on Gertrude, Laura is sent packing to some relatives. But Gertrude obviously has a past in the early books, even if we never get to hear it, and it’s good to finally hear it. Appropriately, Gertrude was just as big a meddler and pain in the fundament in her younger days as she was when she moved in with her brother. Frank and Joe are allowed to engage in displays of affection with their girlfriends, even if the relationship is a bit too wholesome. (Although during their double date on bicycles, it is mentioned “the morning was filled with laughter and discovery.” That’s a euphemism for something, surely.)

Grade: A

Thursday, July 3, 2008

The Spy That Never Lies (#163)

The Spy That Never Lies cover

Plot: Frank and Joe meet a new acquaintance, Jake Martins, through their mutual friend, Jamal. Jake is one of the chief programmers behind Bayport’s new security camera system, so when glitches in the system allows crooks to commit crimes unobserved, Jake becomes a suspect.

“Borrowing” from the past: Frank and Joe mention working on A Game Called Chaos and its featured computer games. Both books were written by Stephen D. Sullivan. Jay Stone, Missy Gates, and Harley Betts will reappear in another book by Sullivan, Trick-or-Trouble (#175).

Jamal Hawkins is ...: Frank and Joe’s “chestnut brown” friend on the make. His father owns a company and planes that Jamal can fly.

Frank and Joe Hardy, future members of the ACLU: Frank and Joe are concerned about the security cameras blanketing certain sections of Bayport, and rightly so. They also wonder about the implications of the cameras only being located in the richer parts of town. But for the Hardys, getting accused of violating someone’s civil rights is something that only happens to other people. When Jake leaves Frank and Joe alone in his room, Joe wants to search it, and Frank says no — not yet. Frank and Joe are also more than happy to encourage a criminal gang to hack into a local college’s computers to find the grades of one of their suspects.

For the record, Fenton also doesn’t like the cameras, but it’s probably because he fears the cops actually catching some crooks without having to hire him.

Because the Man only gives us 150 pages: Frank, Joe, and Jamal are hassled by a cop at the beginning of the mystery because they are loitering teens. Joe and Jamal take it badly. Jamal, who, you know, might have experienced real prejudice before, is somewhat philosophical after he calms down. Joe remains incensed, however, probably because Officer Unfriendly didn’t recognize him as Joe Hardy, Crimebuster!

Live here much?: After we are told Jake studies at Bayport Institute of Technology, lifelong Bayport resident Joe asks, “That’s just down the street, isn’t it?” That’s the observational skills that make Joe the top-notch amateur detective he is.

For your dining pleasure: Bayport has restaurants called Java John’s and the Spud Spa. The latter, a mall-court eatery, belongs on The Simpsons, somewhere between the Texas Cheesecake Depository and Krusty Burger.

When you’re a Bayporter, you’re a Bayporter all the way: Bayport has the worst gang of the 21st century (although technically, this book was published in 2000, the last year of the 20th century). The Kings, whose ranks include Jay, Missy, and Harley, were stolen from a 1950s greaser movie, sanitized, and plopped into The Spy That Never Lies. They were leather jackets with “Kings” on them, making them easily identifiable. They hang out at a garage. And — most importantly — they have only five members. Working on the Bayport PD’s Gangs Task Force must be the cushiest job ever.

Opinions: This is an excellent Hardy Boys book, with a chance for exploring important issues. It doesn’t, of course, but at least it mentions that these issues exist.

Sullivan gives some of the villains credit for a little intelligence, allowing them to reference 1984 and red herrings. It’s not much intelligence, and it doesn’t stop them from buying obviously stolen goods, but it does add a little something to the usually faceless antagonists.

The Hardys already function as a semiautonomous police force, and in The Spy That Never Lies, Frank and Joe act like one: they make a deal with the Kings when they know the gang has committed a felony — and an easily provable one, at that. But hey — the Hardys are interested in justice, dammit, and if a few petty criminals go free, then that’s the price the system will have to pay.

Grade: A

Thursday, June 19, 2008

Training for Trouble (#161)

Training for Trouble cover

Plot: A new training center for combat Olympic sports opens in Bayport, and if you’ve read a Hardy Boys story, you know that means accidents are going to happen, and Frank and Joe will investigate.

“Borrowing” from the past: Combat sports, baby! Joe takes part in a judo exhibition, and Frank experiences both archery and the biathalon (skiing and target shooting). In the past, Joe has displayed judo experience in four different books, most recently in The Jungle Pyramid (#56, 1977). Frank has been trained in the proper use of firearms by his father — as has Joe — and killed five wolves with a pistol in Hunting for Hidden Gold (#5). (Joe’s the better target shooter, having won a contest in #29, The Secret of the Lost Tunnel.) His skiing ability was on display in The Cabin Island Mystery (#8), The Yellow Feather Mystery (#33), and Cave-In! (#78). Oddly, neither Hardy has shown any inclination toward archery, with Chet being the best archer of the group (selected to represent Bayport in a state archery competition in #61, The Pentagon Spy.) The training center also offers fencing, which both boys studied intensely in The Clue of the Broken Blade (#21).

Just what Bayport needs: Bayport gets the new Olympic Combat-Sports Training Facility, which trains young people how to excel in inflicting possibly lethal damage on one another. Given Bayport’s high crime rate, that seems unwise. Just think: it’s like a thug training center, in which all the washouts can be hired by local gangs for muscle!

Hospitals? Who needs hospitals?: Both Joe and Iola are hospitalized — Joe after being stabbed by a sharpened fencing rapier and Iola after experiencing a severe electric shock. Hospital stays are rare for the Hardys, despite the scores of concussions they’ve experienced over the years. As far as I can tell, Frank has never been hospitalized during a mystery, with Joe being sent to the hospital for “shock” after finding himself in a tailor’s shop at the same time it was exploding in The Secret Warning (#17). Iola’s injury is extremely unusual (except in the Hardy Boys Casefiles, in which she blew up real good in the first book). She’s only been knocked out once, which, around the Hardys, should qualify her for some kind of award. Well, it would, except Callie’s never been hurt. That is nothing short of astonishing, and perhaps is a sign she is Unbreakable.

Fine upstanding citizens, those Hardys: Trying to find out who is causing all the accidents at the training center, the Hardys wander into one private office and break into two more. I know Frank and Joe aren’t agents of the government and so aren’t bound by the Bill of Rights, but geez, haven’t they ever heard of breaking and entering, or is being accused of that something that happens to other people?

Opinions: Training for Trouble is an atypically violent Hardy Boys book, with Joe and Iola ending up in the hospital, Joe even requiring stitches. One might expect that sort of result when the criminals are trained in judo, fencing, and archery, but if you do expect that, you haven’t been reading the Hardy Boys for very long. I expect nothing worse than Frank and Joe getting knocked out, even if they were investigating the Homicidal Gun Collector Convention and Target Shooting Championship.

Evidently, Laura expects the same thing, because she genuinely gets worked up when Joe is hospitalized. For some reason, Laura wasn’t allowed to show much emotion during the, oh, I don’t know, Cold War. Perhaps to keep herself numb from the constant threat of nuclear war, she seemed as if she were heavily dosed with Valium from 1946-1990, and therefore didn’t have much emotion to spare when her husband and sons went out to catch violent felons. I can imagine her home, alone, humming to herself quietly as she picked out a dress just in case she had to go to the funeral of a loved one.

We’re invited to feel OK that the woman who stabs Joe (albeit accidentally) skates on assault and that the police are going easy the kid who caused several severe accidents because he turned himself in. (That he’s a juvie pressured by his father and coach should get him the easy treatment.) Perhaps the Hardys are struggling with the purpose of the criminal justice system, whether it should be to rehabilitate or to punish. Or perhaps they think that incarceration of any kind is only for mature adults, not people their age. Go to jail, old man!

Grade: B-. Really would have fit better as a Casefile.