ROY
CRANE is undoubtedly the most unsung of the cartoonists who shaped
the medium. His historic achievement was to set the pace for adventure
strips in the thirties by showing the way in the twenties. Many
of those who drew the earliest adventure strips were inspired and
influenced by his work. We recognize the milestones in the history
of comics that mark the accomplishments of such creators as Chester
Gould, Noel Sickles, Ham Fisher, Zack Mosley, Milton Caniff
even Mel Graff. But we forget that Crane preceded them all onto
the stage they later filled with their presence. And most of them,
as they felt their way in developing adventure storytelling skills,
looked to Crane for hints about how to do it.
Crane's
magnum opus, Washington Tubbs II, debuted in the spring of
1924, a few months before Little Orphan Annie. A nearly undistinguished
strip about a short youth with soaring ambitions for amorous conquest
and financial gain, there was little in the inaugural sequences
to suggest that it was the vanguard of a new genre in the medium.
Within a very short time, though, little pop-eyed Wash would be
plunged into globe-circling adventure, the likes of which the funny
pages had never seen before. And by the end of the decade, Crane
would achieve the pinnacle of his accomplishment with the introduction
of that rugged and savvy soldier of fortune, Captain Easy.
Easy would
inspire a generation of cartoonists. "Dynamite Dan" Flynn
in Milton Caniff's Dickie Dare was an incarnation of
Crane's Easy. And Pat Ryan in Caniff's Terry and the Pirates
was Easy. Uncle Phil in Mel Graff's Patsy was Easy.
It is almost
impossible to overestimate the impact of this character on those
who wrote and drew adventure stories in comic strips and comic books
in the thirties. Murphy Anderson and Gil Kane (among others, surely)
saw Easy in early comics. Kane, who began his comic book career
in the early forties, once chanted a litany of credit to Crane before
an audience at the San Diego Comic Convention: "Superman was
Captain Easy," he said; "Batman was Easy." And he
listed several more characters before he stopped.
Kane may have overstated the case in
order to make his point. But anyone familiar with the earlier
work of Superman's creators, Joe Shuster and Jerry Siegel, will
recognize Easy in Slam Bradley, a character the two invented a
year or so before Superman saw print. Bradley even had a diminutive
side-kick like Wash Tubbs. And Superman/Clark Kent looks a lot
like Slam Bradley. While the facial resemblance may be due more
to Shuster's limitations as an artist than to Crane's influence,
it is nonetheless clear that Captain Easy was in the minds of
virtually everyone who was doing adventure stories in comics in
the thirties. For the medium's adventure genre, whether in strips
or books, Easy was an archetype.
How Crane chanced upon this seminal
creation is anyone's guess. If we take the other important moments
in Crane's creative life as a guide, Easy was probably no more
than the accidental by-product of plot machinery cranking out
story. Crane was the beneficiary of many such accidents. He had
achieved syndication through a happy coincidence and subsequently
had simply fallen into doing a new kind of strip � more through
frustrated disinterest in his own work than by conscious design.
Crane was
born in 1901 in Abilene, Texas, and raised in Sweetwater, forty
miles west, the only child of Royston Crane, an attorney, and Mamie
Douthit. At fourteen, he signed up for the correspondence course
in cartooning offered by the legendary Charles N. Landon. After
graduating from high school in 1918, young Crane entered Hardin-Simmons
University in Abilene, transferring to the University of Texas at
Austin the next year. In 1920, he went to the Chicago Academy of
Fine Arts, where he met a fellow Texan, Leslie Turner, with whom,
after only six months of classes, he returned to Texas, hopping
freight trains and riding the rails throughout the Southwest for
a season an adventure that Crane would recall later in Wash
Tubbs. When he eventually returned to Texas in 1921, Crane went
to work for the Austin American as a reporter. He also tried
the University of Texas again but left in 1922 and went to sea.
He shipped on a freighter that went to Europe and back, and when
it docked in New York, Crane jumped ship to try newspapering again.
He was hired by the New York World,
where he worked for a couple of years in the art department and
assisted H.T. Webster, inking his Sunday page. Crane tried a panel
cartoon, Music to the Ear, and sold it to United Features
Syndicate. But when only two papers bought the feature, Crane
had to agree with syndicate officials that it wasn't worth the
effort of continuing to do it. Sympathetic to his desire to draw
a syndicated cartoon, a friendly United Features editor suggested
that Crane try to sell his panel to another syndicate among whose
features his small town humor might be more at home. Try NEA,
he said. Enter, happy coincidence.
The Newspaper Enterprise Association
was based in Cleveland, and its art director was no other than
Crane's former mail-order mentor, Charles N. Landon. Still operating
his correspondence course on the side, Landon had developed an
interlocking, reciprocating relationship between the course and
the syndicate. When he saw a talented student submitting work
in the course, he waited until the youth graduated and then tapped
him to do a feature for NEA. If the feature was successful, publicity
for the Landon course would point with pride to another graduate
who'd made it big in cartooning. Merrill Blosser with Freckles
and His Friends in 1915 was the first beneficiary of this
system, according to the Landon course's promotional materials,
and he was joined over the years by Martin Branner, Paul Fung,
Ralph Hersberger, Gene Byrnes, and others.
Crane knew nothing of this, of course.
He simply sent his panel cartoon off to Cleveland. He heard nothing
for six months. Then one day, he got a phone call from Landon.
The maestro was in New York and asked Crane to come and see him.
Crane went. And he took with him samples of a comic strip idea
he was working on, Washington Tubbs II.
"Landon
seemed to like the strips well enough," Crane said, recalling
the interview in later years. "But when I mentioned that I
was one of his graduates, he got enthusiastic and exclaimed, �Crane,
I like your stuff!'"
Wash Tubbs was launched forthwith.
And shortly after the strip debuted on Monday, April 21, 1924,
a Landon course ad listed Crane as another graduate who had made
good.
Wash
Tubbs was a shrimp of a fellow with spectacles and a curly wad of
hair, who quickly emerged as a slang-slinging, girl-chasing opportunist,
a brash version of Harold Lloyd, always on the look-out for a quick
buck. The immediate inspiration for the strip may have been Walter
Berndt's Smitty, a gag strip about an office boy that had
started in November 1922; or perhaps Jerry on the Job, another
humorous feature about a youth in the world of work that Walter
Hoban had been doing since 1913.
Like these
strips, Wash Tubbs told a joke a day, and Crane strung his
gags along the frail thread of a tenuous storyline. In the first
strip, Wash takes a job in a grocery store in order to pursue the
owner's dimpled daughter. In between pursuits, he hatches plots
to make money quick. But Crane quickly found he didn't like thinking
up jokes. He didn't like much what Wash was doing either. And it
showed in the strip's feeble humor and plot. Dissatisfied, Crane
was bored. He dreamed fondly of the excitement of his seafaring
days. "I wanted to be a hell of a long way off," he said.
And about the furthest way off he could think of was the South Pacific.
Since he couldn't go himself, he sent Wash.
He sent
him on a treasure hunt a device he would employ again and
again in the future. It was a romantic, simple-minded machination;
but Crane made it work time after time. By the end of the fifth
month in the strip's run, Crane had moved from pallid gags about
his pint-sized Romeo to high adventure with a comic emphasis. Marooned
on a South Sea isle, Crane's diminutive protagonist, surrounded
by pretty native girls, finds buried treasure. Unknowingly, in following
his fantasies, Crane had struck it rich, too. Wash didn't hold on
to his fortune long; he never did. But he had harrowing adventures,
capering breathlessly from one exotic locale to another, and with
that, Crane had found a successful formula for his strip
one that pleased and interested him and, as it soon proved, comic
strip readers, too. Secure now in a career, Crane married Evelyn
Hatcher, February 8, 1927; they would have two daughters.
Crane drew
in a comic "big-foot" style, and his pictures and the
irrepressible ebullience of his hero gave his adventure yarns a
decidedly humorous complexion. Throughout the first couple of years
of the strip's run, Wash bubbles with boyish enthusiasm, flitting
like a summer butterfly from emotional high to emotional low at
every turn of his fortune. With its exuberant hero, reaching always
to fantastic heights quite above his stature, Wash Tubbs
continued to be essentially a humorous strip. But by the summer
of 1927, the daily jokes all but vanished from the strip. Crane
played the stories for laughs, but he also saw to it that Wash scampers
rapidly from one exotic locale to another, engaging in a succession
of desperate gambles to strike it rich again and, at the same time,
to capture the undying affection of the latest "bon bon"
that catches his ever-roving eye.
Wash wanders the world, and along the
way, he picks up a side-kick named Gozy Gallup. Taller than Wash
and furnished with a city slicker's moustache, Gozy shares Wash's
hunger for action, his get-rich-quick motivations, and his fascination
with dimpled damsels. Two of a kind, the pair prompt nothing particularly
new from Crane. But on the treasure hunt in early 1928, Crane
developed a new kind of character, and with that, he added another
dimension to the strip.
Bull Dawson
is captain of the ship Wash and Gozy engage to take them to the
desert island where the treasure is supposed to be. A burly, swaggering,
boastful, cunning and unfeeling brute, Dawson is the uncrowned prince
of roughneck villains. He meets and surmounts every crisis with
his fists. "Ain't never seen the day I couldn't handle the
likes o' you pretties by the boatload an' call it fun," he
roars, pummeling Wash and Gozy into submission. No physical abuse
is too savage or murderous for Dawson; no underhanded trick too
vile. He simply radiates evil. Crane would bring him back repeatedly
for encores.
The presence
of Dawson and his ilk did not alter entirely the essential nature
of Wash Tubbs. Even as Crane introduced serious villainy
into his formula, he preserved the strip's high-spirited joie
de vivre. For all the menace of its villains, Wash Tubbs
remained a boisterous, rollicking, fun-loving strip, full of last-minute
dashes, free-for-all fisticuffs, galloping horse chases, pretty
girls, and sound effects Bam, Pow, Boom, Sok, Lickety-whop.
When Crane's characters ran, they ran all out knees up to
their chins. When they were knocked down in a fight, they flipped
backwards, head over heels.
These old-fashioned comic strip graphic
conventions gave to the action the pace of a headlong sprint.
Bull Dawson heightened this excitement by adding an ingredient
vital to an adventure strip: he made the threat of danger real.
Dawson wasn't fooling around. He was no joke. We could see that
when he beat up Wash and Gozy, they were hurt. They ached; they
had bruises. With Dawson's arrival, Crane's adventure strip matured.
The horseplay now produced hors de combat.
The aura of adventure in the strip
was enhanced by Crane's increasingly realistic backgrounds. His
seascapes were dramatic renderings, the water a brooding solid
black with white foam flecking the caps of the waves; his jungles,
shaded and ominous tangles of vines and underbrush. Crane began
experimenting with graphic techniques. For the desert scenes,
he used crayon shading to give sandy, gritty texture and tone
to his pictures. In other sequences, he began to shade more extravagantly,
drawing diagonals through substantial portions of many scenes.
Crane's
combination of the fantastic and the authentic cartoony-looking
people capering through realistic scenes, whimsical plots jammed
with life-threatening dangers, humorous heroes with real feelings
made Wash Tubbs unique on the comics page. It was
the comically rendered characters that gave the strip its distinctive
appeal. The funny-looking cast underscored the light-hearted ambiance
of the strip. No one could take such characters altogether seriously,
so the strip radiated a fellowship of care-free excitement and of
good times had by all. And in so doing, it gave the adventure story
strip an aura the genre would not have otherwise had.
Wash
Tubbs was high-spirited and often laugh-provoking; its sole
reason for being, to tell entertaining adventure stories. Infected
with a fun-loving spirit, the strip was every boy's dream of what
adventure should be and the dream of every man who still
harbored the boy he had been within him. Adventure should be exciting
and dangerous, but not too dangerous: the idea was to have some
fun out of an otherwise mundane life.
Milton Caniff
read the strip avidly while in college at Ohio State University.
"I admired it," Caniff said. "I felt then and still
do that Crane was the greatest in his field. He combined almost
big foot comedy with magnificent drawing. I think I leaned in that
direction myself then, without being fully aware of it. I was bending
toward my natural way to go." And Caniff, following Crane's
lead, would show the way to the next generation of adventure strip
cartoonists.
Incorporating
the threat of real danger into the strip had given Wash Tubbs
an edge it had lacked before, but Wash was too frolicsome a personality
to sustain the feeling of reality over the long haul. Besides, he
was neither bright enough nor rugged enough physically to surmount
the dangers he now encountered. The strip still needed something
something serious, something capable. Finally, on May 6,
1929, Crane introduced the character who would complete the transformation
of his strip.
For a couple of months, Wash had been
in the comic operetta country of Kandelabra, trying to restore
to the throne its rightful heiress, the Princess Jada. But the
Grand vizier has matrimonial as well as monarchical designs involving
Jada, so he drops Wash into the castle dungeons, a maze of booby-trapped
doors and dismal corridors. After wandering the passageways for
days, opening doors and narrowly escaping death, Wash finally
tugs on the door of a cell that he quickly finds is occupied.
"What
in blazes are you up to trying to get in here?" snarls
the unshaven face that appears suddenly in the door's window. "Dang
foolishness, says I. I been trying to get out for months."
Wash finds a crowbar and helps the
fellow break out of his cell. And he meets a hawk-nosed, squint-eyed,
lantern-jawed hard-case dressed in what passes for a military
uniform in Kandelabra.
"Easy.
Just call me Easy," he says. And when Wash presses him for
his last name, Easy snaps: "Don't recollect, suh, as I mentioned
my last name!"
"Wow!"
Wash thinks. "A hard-boiled bozo! Must have a reason for keepin'
his name to hisself!"
Easy
is the classic soldier of fortune. A wanderer ("Hang my hat
on any old flagpole now. Like a flea, I reckon most any old
dog looks like home-sweet-home to me"), he will one day give
his occupation as "beach-comber, boxer, cook, aviator, seaman,
explorer, and soldier of artillery, infantry, and cavalry."
And he's a champion brawler.
When he and Wash fight their way out
of the dungeon, Easy demonstrates his superiority over Gozy Gallup
as a two-fisted side-kick. Gozy was no better than Wash in a fight,
but Easy handily dispatches three guards and then, seeing Wash
in trouble with his opponent, he disposes of him, too, with one
punch.
When Wash leaves Kandelabra, Easy goes
with him. And shortly after they get home, Wash is accused of
murdering a con-man who swindled him. The murder story is told
with nearly unrelenting seriousness, and Easy solves the mystery
ingeniously but realistically. Throughout, it's clear that the
threat to Wash's life is nothing to jest about.
Stories like this established the fundamental
realism that underpinned Crane's big-foot graphic style and his
frequently indulged penchant for broad comic effects. After the
trial, Crane took his heroes off on another treasure hunt, and
they wind up on a desert isle where they find and rescue the obligatory
beautiful damsel. (Crane's desert island plots are wonderfully
predictable.) And during the desert island sequence, we find Crane
doing the kinds of things that riveted the attention of his contemporaries
in cartooning, inspiring them to develop the adventure strip by
refining Crane's techniques and re-applying them.
If Crane
wasn't the first cartoonist to use the devices of the cinematographer
in telling his stories, he was among the very first. He didn't shift
his camera angles much more than some of his fellows did in those
days, but he varied the camera distance first (probably)
for simple graphic variety but sometimes with dramatic narrative
effects, too. But Crane's most striking use of cinematic technique
was in setting the scene for a daily strip with an establishing
shot of the locale.
He had devoted considerable creative
energy to realistic background detail in outdoor scenes since
at least 1928, and in the 1930 desert island adventure, he again
pulled out all the stops in depicting the setting for his story.
Beach scenes are bleak and desolate; the island jungle, lush and
dark. His careful attention in the first panel to environmental
details gave to the exoticism of his story a convincing realism.
Crane was probably the first to experiment successfully with achieving
realistic narrative effects through purely visual means.
Crane may not have been more conscious
than some of his colleagues of the graphic aspects of his art
and of the effects that could be achieved through visual means
alone, but he was more willing than many of them to explore the
possibilities. That willingness led him to draw pictures and compose
panels and time the action chiefly for the impact produced upon
the narrative. He wasn't just drawing pictures: he was telling
a story, and the pictures had to serve that purpose. And his pictures
did more than simply advance the story by identifying speakers
and depicting actions and scenery: they also provided dramatic
emphases. Establishing shots set tone as well as depicting locale;
and close-ups emphasized the emotions of the speaker being pictured.
However
much Crane's graphic devices may have attracted the attention and
admiration of fellow members of the inky-fingered fraternity, it
was Captain Easy that won their unalloyed admiration and
that of all of Wash Tubbs' readers. Easy was an inspired
invention. (Even the name is absolutely apt. Crane almost called
him Early. Good but not quite as perfect as the laconic Easy.) A
swash-buckler of the old school, Easy wore jodhpurs and boots for
most of his early adventures. He looked the part of a soldier of
fortune. And he was supremely capable. With his wits if not his
fists (and usually, by deploying both), he won through every time,
no matter what the difficulty. Not that he was invincible. Crane
knew better than to make his hero a superman. In his first encounter
with Bull Dawson, for instance, Easy loses the fight. And that makes
his victory the next time they meet all the more satisfying a triumph.
Easy provided precisely the right ingredient
to take the strip the last step from simple exuberant horseplay
to suspenseful high adventure. The adventures were still light-hearted,
and they were undeniably life-threatening whenever their plots
required. And now, with the addition of Easy to his cast, Crane
succeeded in convincing us to take those threats seriously. Easy
took them seriously. And Easy was a serious fellow, not a feather-weight
like Wash. The over-arching formula was simple: Wash pursued his
effervescent dreams of love and wealth until he got himself (and
Easy) into trouble; then Easy, both fists flying, got them both
out again. But the spirit of adventuring�an essentially fun-loving
spirit�still pervaded the strip.
Easy was
so popular that he eventually took over the strip: for all intents
and purposes, Easy is the star of Wash Tubbs from his first
appearance on. And in 1933, Crane abandoned all pretense and retitled
the strip's Sunday installment (with drum roll and trumpet) "Captain
Easy Soldier of Fortune."And the Sundays retailed a
continuity separate from the daily adventures.
On Sundays,
Crane concentrated on Easy, and these pages soon absorbed him. The
art chores on the dailies were assigned to others in the NEA bullpen
so that Crane could pour his imagination into the weekly installments
of Easy's adventures. Crane loved the spacious potential of the
Sunday page as would any graphic artist; and he spent most
of his energy here rather than on the less visually challenging
dailies. And on the Sunday pages, Crane did some of his finest work.
Since he was drawing for the addition of color, Crane shaded these
pages very little, so his artwork here is refined to its unembellished
essence. And in its essence, Crane's work demonstrates the marvelous
precision and telling efficacy of a line so simple it seems naive.
But appearances in art are as often deceiving as they are in life.
The simplicity of Crane's linework is the ultimate sophistication�irreducible
economy, the absolute in purity of graphic expression.
Crane's Sunday pictures are carefully,
lovingly, drawn, every panel composed to tell the story while
sustaining the illusion of time and place. And the pages themselves
are artful designs, irregular albeit nonetheless pleasing patterns
of panels rather than uniform grids. But these layouts are not
simply designs: they were devised to give visual impact to the
story. When Crane drew Easy at the brink of a cliff, he gave depth
to the scene by depicting it in a vertical panel that is two-
or three-tiers tall. When Easy leads a cavalry charge or paddles
a canoe down a lazy river, the panel is as wide as the page, giving
panoramic sweep to the scene depicted.
And the old Wash Tubbs excitement
courses through Easy's Sunday adventures, too. The stories are
rambunctious, fast-moving gallops. Nobody walks on these pages:
everyone runs, knees up, elbows pumping. Scarcely a page passes
without a fist fight or some similarly vigorous knockabout action.
And despite the comic opera countries and the caricatured villains,
these pages pulse with the authentic excitement of real adventure
swash-buckled into lively entertainment.
Towards
the end of the 1930s, Crane added two new arrows to his creative
quiver Craftint doubletone illustration board and a full-time
assistant. Both figure importantly in the history of the medium;
both can be seen as Crane contributions to the art of the comic
strip.
As we have noticed, Crane had been
experimenting for years with ways of giving his pictures different
textures and tones. Late in 1936, he chanced upon Craftint doubletone,
and within six months, he had adopted exclusively this method
of achieving tonal effects. Doubletone illustration board is a
chemically treated drawing paper. By applying a foul-smelling
liquid developer with a brush or pen, an artist can make fine
lines or tiny dots appear. The lines Crane brought out created
two patterns: parallel diagonal lines or cross-hatching. In reproduction,
the diagonal lines gave a drawing a light gray tone; the cross-hatched
lines, a dark gray tone.
Crane had
dabbled briefly with the use of Ben Day shading as early as the
spring of 1936. Ben Day shading, a gray tone of tiny dots created
mechanically in the photographic stage of reproduction, produced
a single, uniform gray tone. Crane used it sometimes alone, sometimes
augmented by hayey cross-hatching with a pen. During 1936, he would
deploy every method he could think of for creating variety in texture
and tone grease crayon, splattered ink, Ben Day, and cross-hatching
and shading with a pen. He was searching. And once he found Craftint
doubletone, the quest was over. With twice the gray-tone capability
of Ben Day, Craftint was clearly the superior product.
By April
1937, Crane was using doubletone on a daily basis. Grease crayon
and all the other textural effects were abandoned for good. With
Craftint doubletone, Crane created some of the most beautiful scenes
in comics. With solid black as a third "tone" progressively,
the darkest of the three he produced pictures with photographic
gradations of gray, giving his strip a visual depth no other strip
on the funnies pages had. He is noted for the exquisite delicacy
of shade and tone in his outdoor scenes. Distant objects, he rendered
in the lightest gray tone; closer to the camera, he added the dark
gray. With doubletone, he could give the backgrounds against which
he played out his stories a photographic realism dramatic
seascapes, moody wind-swept swamps, majestic mountain ranges, brooding
jungles festooned with foliage and vines and mysterious shadowy
somethings. As always, the realism of the settings added an aura
of actuality to the otherwise sometimes fantastic events.
Just about the time he had mastered
doubletone, Crane acquired a full-time assistant. Apparently,
Crane lost his most trusted bullpen assistant because NEA assigned
that individual to other chores. Whatever the case, sometime in
the summer or early fall of 1937, Crane wrote to a friend of his
youth, Leslie Turner, and asked for help. The two had reconnected
briefly in 1923 when Turner came to New York to pursue a career
in illustration. Then Crane went to Cleveland in 1924 to do Wash
Tubbs out of the NEA offices, and Turner stayed on in the
Big Apple.
Turner was an established illustrator
by 1929 when a medical condition forced him to seek a warmer climate.
He tried ranching on his father-in-law's sheep ranch in southeastern
Colorado for several years but returned to New York and magazine
illustration in 1933. By 1935, he was re-established as an illustrator.
Then in 1937, he got the letter from his old chum Crane.
Crane had
been doing the strip for nearly fourteen years without a break.
It was a grueling pace albeit no different than that endured
by every syndicated newspaper cartoonist. The only way a syndicated
cartoonist got a vacation was by working twice as hard: if a cartoonist
drew two weeks' worth of strips in one week, he could take the next
week as vacation. By 1937, Crane needed a rest. He wanted to escape
the deadline-meeting ordeal for an extended period say, six
weeks without having to double his rate of production. He
could do it if he had an assistant who could draw enough like him
to sustain the strip. His old friend Turner was his choice.
Before leaving
for his European vacation, Crane finished writing the story he was
in the middle of. Then he left, and Turner drew the strip. Turner's
work was published from October 17 through December 1, 1937. When
Crane returned, Turner stayed on as his assistant, and the two moved
to Florida, the first of the NEA stable to escape the, er, stable
in Cleveland. "This new field appealed to me," Turner
once wrote, "and I stayed on as his assistant for nearly six
years [until Crane left the strip]. And he taught me all I know
about the writing and drawing of the continuity strip. During those
years we worked together harmoniously, with never an unpleasant
episode that I can recall."
Crane described
the way he and Turner divided the production chores: "We each
had our specialties. I did the writing, drew all of the Sunday,
all water and action on the daily, while he drew girls, aircraft,
etc. The strip sprang back to life." In the early days, it
wasn't quite that clean-cut a division of labor: Turner recalled
times when, pressed to meet a deadline, they'd work together on
the same strip, cut in half, each doing two panels.
In the summer
of 1943, Crane left NEA to create a new strip for Hearst's King
Features. It was the old story: Hearst offered Crane a sweeter deal
(including, I suspect, ownership of his feature). Crane was only
the second major cartoonist in the medium's history to leave a successful
feature to create an entirely new one. (The other rebel had also
been an NEA cartoonist Gene Ahern, who had abandoned Major
Hoople in Our Boarding House to create a similar feature,
Room and Board with Judge Puffle, for King in 1936.) On November
1, 1943, Crane's Buz Sawyer debuted.
Crane expected
Turner to join him on the new strip, but NEA presumably made him
a better offer to stay on and continue Wash Tubbs over his
own signature. Turner is one of the few cartoonists to continue
another's creation successfully equaling and sometimes, as
Ron Goulart says in The Adventurous Decade, surpassing his
mentor's achievements. His Wash Tubbs (which became Captain
Easy, finally, in 1949) was every bit as lively and exciting
as Cranes Wash Tubbs had been. At the same time, Turner
evolved a style of his own derivative of Cranes but
different, too; distinctive. He continued using Craftint doubletone
which by this time was a hallmark of the strip and of which
he was as much a master as Crane. (In fact, many of the Wash
Tubbs panels printed in history books about the medium to illustrate
Cranes artistry were probably created by Turner.) Visually,
however, Turner's strip was darker than Cranes: Turner made
more lavish use of solid blacks. And his linework was bolder, his
strokes more fluid.
After a
year-and-a-half, he was writing the strip as well as drawing it.
His stories were as action-packed as Cranes and as
loaded with comedy. Like Crane, Turner had a genius for a certain
kind of secondary comic character; Turner's creations, however,
were of a different order than Cranes again, distinctly
his own. Turner stayed with Captain Easy until 1969. He did
the dailies throughout his tenure on the strip; the Sunday page
too for most of the 1950s. Ultimately, Turner's reputation will
rest on his solo work on Wash Tubbs and Captain Easy.
Ironically, Cranes reputation also rests largely on his first
strip.
Cranes
Buz Sawyer was another masterpiece of doubletone shading,
and the pace and the action were in the tradition Crane himself
had established. But Buz Sawyer is a younger man than Easy. Taking
advantage of the opportunities for action and adventure offered
by World War II, Crane put Buz in the Navy. The strip remained a
military strip for most of its run, with Buz in Naval Intelligence
after the War. The Navy recognized Crane's public relations value,
awarding him the Gold Medal for distinguished public service in
1957. A member of the National Cartoonists Society, Crane received
its Reuben as "outstanding cartoonist of the year" in
1950. In 1974, he was given the Yellow Kid Award by the Salone Internazionale
dei Comics in Lucca, Italy. Long before his death in Orlando July
7, 1977, Crane had relinquished most of the work on the strip to
his assistants, Edwin Granberry and Henry Schlensker. Buz Sawyer
was an accomplished work by a master of the medium, but Crane broke
little new ground here compared to the vistas he had opened in the
1930s.
Curiously,
by the time Buz Sawyer was launched, the tables of inspiration
had turned: Crane was now clearly influenced by a cartoonist he
once inspired, Milton Caniff. Buz, like Caniff's Terry,
is a pilot. And Crane now strove for authenticity in military details
with the same zeal as Caniff. And when Crane conjured up a beauteous
sultry female guerrilla leader in the South Seas and gave her the
code-name Cobra, the character (not to mention the serpentine
nom de guerre) cannot help but evoke comparisons with Caniff's
celebrated Dragon Lady. Later, Crane also introduced a blonde bombshell
in the mold set by Caniff's Burma. Cranes work continued
to be impressive in its own right, too, but Buz Sawyer never
had the magic that animated Wash Tubbs in those halcyon prewar
years.
Crane was
doubtless not as intrigued by the character of Buz Sawyer as he
had been by Captain Easy. When creative artists are stimulated by
their creations, they do their best work. And while Buz Sawyer
was by no means any kind of a slouch of a strip, it lacked the fire
of Cranes earlier achievement. The invigorating excitement
of discovery, of innovation day-by-day in a medium not yet fully
formed, wasnt there at the drawingboard anymore. Buz Sawyer
was the work of a master who knew all the tricks of his craft and
who put his characters through their paces with the sangfroid
of an experienced ring master, an old trouper who never made mistakes
because he had seen and done it all before.
Bob Zschiesche,
a fellow cartoonist who knew both Crane and Turner in Florida, also
thinks Wash and Easy enjoyed a place in Cranes heart that
Buz never approached: "The last drawing Roy drew," he
wrote, " a week before he died was of Wash and
Easy in Jim Iveys Wash Tubbs book, which Roy sent to Dick
Moores in Asheville, North Carolina."
Zschiesche
continued: "I got the feeling he took greater delight in his
Wash Tubbs work. Perhaps he felt that in the early days the
comics looked their best in six- or seven-column wide format. 'In
the early days,' Roy said, 'cars and planes were more simply designed
and a cartoonist could make em look funnier. The cars
today, theyre big, wide, enclosed things. You cant do
a thing with em!' "
In the 1930s,
illustrators would make the adventures in comic strips seem more
real with pictures that accurately depicted enclosed automobiles
not to mention jungles and space ships, soaring skyscrapers,
office furniture, ladies fashions, people in general, and every
other thing under the sun. But before illustrators brought serious
authenticity to comics, there was Roy Crane.
And it was
the work of Roy Crane those often funny stories of treasure
hunts and melodramatic villainy and pretty girls and a hook-nosed
soldier of fortune that an entire generation of cartoonists
sought to equal as they invented and refined the adventure comic
strip. All of them, like Crane, were seeking adventure for the fun
of it.
For more stories and lore about the giants who created
the newspaper comic strip medium, AdventureStrips.com recommends
R.C. Harvey's The Art of the Funnies, which can be previewed
and ordered at his web
site.
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