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This site is here to make my dissertation public in the hope of assisting others who may be studying a similar topic. I hope that it can help you, whatever the purpose, and in return all that I ask is that you acknowledge this site and myself, Ricky Haley, if you need to reproduce anything from this text.

If this study is of any help then you can let me know via email, also please visit the Batman store, you do not have to make a purchase, it just helps support this site and will allow additional dissertations to be published in future.

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Fatter than a speeding bullet.
By Ricky Haley.

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This is a study of three characters and how their existence depends upon the classical folktales that were studied in Vladimir ProppÕs Morphology of the Folktale. The characters are all related in that they are superheroes, their names are Batman, He-Man and Hulk Hogan.


All three have many similarities, yet all come from varying backgrounds. Batman started in 1939 as a comic strip character in America. He-Man was a success manufactured by the toy giant Mattel in the early 1980s and sparked a large audience for the Masters of the Universe cartoon series as well as the vast range of toys and accessories. Hulk Hogan, the only human character in this study, has brought American Pro-Wrestling into the homes of millions of television viewers.

This study will explain the history of these modern-day superheroes and try to find a correlation between their narratives and the narratives of classical storylines using ProppÕs study.


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Contents

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Introduction


What is a Superhero?


Chapter 1:
The Golden Age of Comics, Batman and the beginning of mass-merchandising.


Chapter 2:
He-Man and the Masters of the 1980Õs toy boom.


Chapter 3:
Hulk Hogan and the Superheroic World of Wrestling.


Chapter 4:
Comparing Modern Superheroes to Classical Folktales using ProppÕs Morphology of the Folktale.


Conclusion

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Appendix of Illustrations

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Bibliography

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Introduction.

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This study focuses on a particular type of character, indeed a particular type of hero, the super- hero. The term ÔsuperheroÕ today covers a much wider field than it did before the widespread popularity of television in the household, mainly because many new variations of the superhero have been introduced since the early incarnations of Superman and Batman, the seminal superheroes of the pre-WWII era. In this dissertation I will be examining the type of superhero that has an alter-ego or has super-powers, as these were the original type of comic-book superhero and some may say the true superhero. The study will look at the original medium of choice for superheroes, ie. comic-books, but will also look at a more recent technological advance that has expanded the superhero phenomenon, television.


The alter-ego is one aspect that I will be discussing within this study as it often distinguishes the hero from the superhero. The definition of alter-ego in the Collins Gem English Dictionary is; n. second self, very close friend. (Collins Gem English Dictionary. (Harper Collins, 1991). p.15.) Within the constraints of the comic-book the superheroÕs alter ego normally means one thing, a secret identity. The alter-ego is an element prevalent in most superhero formats and it is usually carried out via a costume that is worn when the character wants to be recognised as being a superhero. For example when Bruce Wayne wants to have privacy or move about unrecognised he would wear normal clothes such as a shirt and trousers. However when he wants to separate himself from his normal appearance to fight crime in the guise of Batman, he would put on his cape, cowl and boots to be instantly recognisable as Batman, especially with the added Bat logos.


ÔCostume functions as the crucial sign of super-heroism. It marks out heroes (and villains) from other characters who do not wear costumes. In this sense, costume functions as a uniform, binding together all super-beings and costumed characters in contrast to the non-costumed ordinary world.Õ (Reynolds, R. Superheroes: A Modern Mythology. (University Press of Mississippi, 1994) p.26.)


The costume is basically a division separating reality from fiction, even within the realms of fictional comic books there are normally elements of reality, allowing the character who is on a higher level to contrast the normality of the reader. The alter-ego or secret identity in some stories separates, in the case of Batman or Superman, the life of a seemingly normal (successful) working man from his superheroic self.


The primary way that I would differentiate a hero from a superhero is by comparing the realism within the narrative to itÕs purely fictional elements, such as the protagonistÕs magical powers. Within superhero narratives there must always be a superhero and for the more traditional superhero formats, such as Batman and Superman who were the first comic-book superheroes, another key element is their secret identity. Bruce Wayne is the hero who, once wearing his costume, becomes Batman the superhero. I will look at the early years of the superhero genre in more detail in the next sub-chapter, ÔWhat is a Superhero?Õ.


The reason that I have emphasised ÔcharactersÕ as a word is because I am not looking at television characters as a whole genre, but at a specifically chosen selection. This selection of characters could be described as theatrical or extravegant, by this I mean that these characters are far from the stereotypical everyday person, although this shall be examined to see if this can be proven in some ways incorrect, as similarities to, primarily, American lifestyles may exist. None of the characters in this study could be deemed as realistic to everyday life, some because they are cartoon characters, some because they are real people but acting more dramatically than normal behaviour allows, and their extreme behaviour is normalized by the fact that these human characters have an alias or alter-ego.

In Chapter One I will be studying Batman and the beginnings of mass-merchandising. Batman can in no way be denied the title of ÔsuperheroÕ in terms of the storylines and his character identity in general, he is also a superhero to his creators because of his special ability for turning storylines into cash, he is the super-marketing-hero. Batman has survived as one of the most popular icons of comic books, television and cinema from 1939 until the present day. However, the 1960s covers his biggest transformation to date, when Batman went from comic book to the television screen. The creators of Batman used technological advances, mass media and advertising to allow for massive merchandising sales. One important question I hope to answer is how much of this new rise in BatmanÕs popularity was down to the unique new look, language, and style devised especially for the ÔBatmanÕ television series? Answering this should prove how much the television industry manipulates characters in order to achieve a wider popularity, and in turn larger profits.

The 1980s was a boom time for both the American toy company Mattel as well as the now popularised long-running, full-length, format cartoon series, so when Mattel simultaneously released an infinitely expandable collection of toys to compliment the Filmation series of He-man and the Masters of the Universe, they had a massive success second only to their biggest hit toy-line of Barbie. He-Man was devised to make money so I will investigate (in Chapter Two) to see if the creators had been ÔinfluencedÕ by other superhero narratives or imagery, or had just blatantly copied other commercially successful superheroes to exploit the consumer.


Spanning a longer period of time than the concentrated success and fall of He-Man, American Pro-Wrestling has been around in its present form (choreographed acted wrestling) for many years. If I were writing this dissertation one hundred years earlier, putting aside the fact that the term of ÔsuperheroÕ had not yet been coined, many people would not feel that the inclusion of wrestling into a study of characters that have magical powers to be appropriate. However since then, particularly from the point of the 1970s to the present day, and I believe into the future also, wrestling in itÕs most popular format has evolved greatly. It is hard to date exactly when it started but we do know the date that itÕs greatest exponent came onto the scene. The year that he really exploded into the lives of most wrestling fans was 1982, he was born Terry Bollea, but to all of his fans, and enemies, he is Hulk Hogan. Chapter Three will be analysing Hulk Hogan and the American Wrestling phenomenon of the last two decades and trying to find a correlation between the character of Hulk Hogan and more classical heroes. He has certainly influenced many heroic characters since he achieved massive success, indeed the look of He-Man, who was devised later in the 1980s, bears a striking resemblance to Hogan.


Batman, being one of the first superheroes (first appearing in 1939) will be studied in Chapter One. The He-Man and the Masters of the Universe television series and vast range of toys and merchandise existed solely during the 1980s, with the ÔbirthÕ and ÔdeathÕ of He-Man (in terms of sales) spanning not much more than half of a decade. Hulk Hogan, still a popular wrestler/actor/celebrity to this day, could be considered the most recent and will therefore follow He-Man in Chapter Three (although his earliest appearances in pro-wrestling were in the late-1970s).

I have set myself a hypothesis which should tie all three chapters/characters together. This hypothesis is my main question within this study and I hope that this essay can resolve it to a certain extent:
ÔDo modern-day superheroes set new trends or do they emulate already popular trends?Õ

Basically what I am trying to find out is how, or if, present day superheroes have evolved from the beginnings of the superhero genre in pre-WWII America (the Golden Age of comics). In turn this hypothesis aims to find out how much of the identity of modern superheroes is due to the impact of early 20th Century superheroes and how much of the identity of these early superheroes descends from a far more classical source of inspiration ie. classical folktales.


One theoretical model that I shall utilise to understand how or if modern characters and the storylines they exist within have evolved from classic folktales is by using Vladimir ProppÕs Morphology of the Folktale. This is a well-established study (Arthur Asa Berger describes it as, Ô...one of the most important contributions to our understanding of narratives.Õ (Berger, A. A. Popular Culture Genres. (Sage, 1992). p.13.)) in which he analyses classic folktales, or fairytales, and breaks them down into their simplest components. This should prove whether or not the characters that I am studying are completely original or at least how much of their storylines rely on those which became standard in the classical fairytales of ProppÕs study. This will follow the three chapters introducing the three subjects of this essay, Batman, He-Man and Hulk Hogan. Therefore it will follow in Chapter Four allowing the previous chapters to be tied together using ProppÕs study of folktale formatting.


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What is a Superhero?

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First of all, I find it necessary to clear up, to the best that my ability and research allows, the matter of what exactly is a ÔSuperheroÕ. To clarify this point, which has been covered briefly within the introduction, I shall rely on source material dedicated to comic books (the original birthplace of the superhero as we know it today.)


Illustration plays a key role in the format of the comic-book, often outnumbering text on a comic page to ratios of around 95% to 5%. Taking this into account we can assume that literacy is not a major factor for the readers of comic books. One way that this could be proven is due to the fact that many manufacturers of comic-books want to establish a large readership and make a higher turnover. Allowing a wider range of readers the capability of reading a comic-book means more comic-books are sold and more profit is made. The illustrative qualities almost act like sign-language, allowing visual-clues, metaphors and diagrammatical mood to convey a storyline without the use of text.


We can source the seminal days of the superhero in comic-book form by looking at the very first appearances of superheroes in comic-books. Superman began during the late-1930s, in Action Comics no.1 which was first released in 1938, shortly followed by Batman in 1939 and Wonder Woman in 1941. (Reynolds, op cit, p.127 no.1.)


The modern superhero, such as Batman and Superman, originally only existed in comic-book form. The 1930s preceded the television age by around two decades and comic-books were already a popular format for many, although they had previously focused on humour or satire. The new superhero theme was something rather radical and exciting and as a result became immensely popular. The timespan from the first superhero comic-books of 1938 until the end of WWII and subsequently the 1940s has been referred to in hindsight as the Golden Age of comics. (Ibid., p.8.) This was a time when Americans had a common enemy that they were at war with, and within the realms of Batman and Superman all enemies could be overcome therefore subduing the anxiety of the readers who followed their adventures.


ÔAmericaÕs entry into World war Two gave the superheroes a whole new set of enemies, and supplied a complete working rationale and world view for a super-patriotic superhero such as Captain America. This so-called Golden Age of comics and superhero comics in particular lasted up to the late 1940s, when the bulk of the costumed superhero titles folded as a result of falling readerships.Õ (Ibid.)

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This quote showed how popular superheroes were during the Second World War and possibly how important it was for superhero and reader to share a common enemy allowing a constructed kinship and interactivity between reader and superhero. Many comic-books deal with important social issues, or at least those that the creators feel will be relevant to its target audience. Therefore issues such as WWII were addressed, an example of comic-book Boy Commandos is given here;


Ô...the simple peasants and workers like Mamma Vanin and her courageous little family...Young Ivan who commands an anti-tank gun unit, Tanya Vanin...too young to work in the factories she does what she can to help, and Boris Vanin, a red army sergeant. He and his hardy kind will always be remembered when the world is rid of this detestable Nazi plague!Õ
(Simon, J and Kirby, J. The Boy Commandos, from The Greatest Golden Age Stories Ever Told. (DC Comics, 1990). p.17-18.)


This example of Boy Commandos shows how comic-books could act in exactly the same way as government propaganda and therefore giving comic-books an important and highly soap-box position, but in turn causing a higher level of scrutiny from censors as to which themes should be exposed to the comic-reading youth.


As will become more evident throughout the course of this essay, costume and identity are major issues in the superhero narrative. I feel that it is the costume that separates the hero from the superhero, as was discussed during the introduction. The superhero often has a secret identity, first a seemingly inconspicuous everyday life (Clark Kent was a News Reporter before transforming into Superman) then after changing into the costume, (usually a vividly coloured, tight fitting garment with long boots) the hero suddenly assumed their second identity, as a superhero.


The superhero is always beyond the normal, this must be true in order to differentiate the superhero from just a normal hero, such as a film-star or fire-fighter. The superhero must have magical powers, or at least the storyline should give him magical powers. Superman, for instance, had powers enabling him to Ôleap 1/8 mile, hurdle a twenty story building...raise tremendous weights...run faster than an express train...Õ (Action Comics 1. pg.1. (Found in: Reynolds, op cit, p.10).)


Batman had powers very different to those of Superman, his powers were never defined in a specific sentence (readers were reminded of SupermanÕs powers at the beginning of every episode) but he has been known to be invulnerable to bullets. It seems that the key factor to BatmanÕs arsenal is his anger (due to the murder of his parents as a child) and the fact that his powers have never been spelt out, therefore allowing the artists and writers freedom to create BatmanÕs powers in order to fit into, or create a storyline.


He-Man has more obvious super-powers. He starts as Prince Adam, who lives in Castle Greyskull with his parents, the King and Queen Randor. Only Orko, the Sorceress, Man-At-Arms and his cat Cringer know of his dual identity, as He-Man. The sword that He-Man carries allows him to harness the magical power of Castle Greyskull when he holds it aloft and shouts, ÒBy the Power of Greyskull...I HAVE THE POWER!!!Ó (He-Man and the Masters of the Universe. Television series. (Filmation, 1984)) Once he has become He-Man, and in the process transformed Cringer into The Mighty Battle-Cat, He-Man possesses both immense physical strength, as well as mental strength, and also courage. He uses these to fight his arch-enemy Skeletor and any other evil-doers. These powers coupled with He-ManÕs unending dedication for justice is very similar to the narratives within Superman and Batman stories.


This chapter should be taken into account as a reference to key aspects involved within the superhero phenomenon and as a short introduction to superheroes allowing for a better understanding of the following chapters.


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Chapter 1:
The Golden Age of Comics, Batman and the beginning of mass-merchandising.

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ÔLike Superman, both Batman's parents are dead. But unlike Superman, Batman knew them as a child, witnessing their deaths at the hands of a minor-league hit man named Joe Chill. Chill was later discovered by Batman to have been part of a more far-reaching conspiracy against his father, who had managed to make dangerous enemies in the criminal fraternity. Shocked by the brutal murder of his parents, the young Bruce Wayne swore to wage war on crime and, in particular, the use of firearms, 'the coward's weapon'. He chooses the bat costume and identity to prey on the criminal's sense of guilt. In the famous words from Batman 47; 'Criminals are a superstitious, cowardly lot, so I must wear a disguise that will strike terror into their hearts! I must be a creature of the night, like a . . . a . . . A Bat!' (Reynolds, op cit, p.66. )


The original Batman is an early example of a dark hero, one who fights for justice but carries an appearance usually reserved for villains. Another reason that villains share an affinity with Batman is because he is about revenge. Most of his comic-book storylines are based around regret and hatred, and the need to exact revenge for the death of his parents.


If the storylines of Batman were based around hate, then why does he still receive such massive popularity, with seemingly little complaint? It seems that his other identity, Bruce Wayne, has a lot to do with this. Wayne, being a wealthy, handsome, young man lives in a grossly oversized mansion house with Dick Grayson alias ÔRobinÕ and their butler, Albert. Batman drives a sports car while Bruce Wayne is driven around by Albert the butler. BatmanÕs massive popularity could be due to the viewers desire to become him, to be Batman seems a perfect lifestyle. He is tough and courageous as Batman (see Fig.1) yet charming and refined as Bruce Wayne (see Fig.2). Admired by both men and women, he is successful and relaxes at home in his mansion by day, having his every whim catered for by his butler Albert. By night, he becomes Batman, fighting crime, whilst driving his customised sports car the Batmobile.


The previous chapter (What is a Superhero?) looked at the Golden Age of comics running from 1938 to 1949, a period when the world was at war for the second time in a short number of years and coincidentally the period that gave birth to Batman. Some storylines directly covered aspects of the Second World War, it seemed that Batman could take out revenge on HitlerÕs Germany and in the process avenge the deaths that took place in reality, making a hero to those who read the comic and had lost friends or family in the war. An example of this is in a bizarrely scripted Batman radio play which was to be broadcast (but never was) from WOR in New York in 1943. The script is as follows;


ÔROBIN: (LOW) Bruce? Mother and Dad. . . they're dead, aren't they?
WAYNE: (SOFT) Yes, Robin. . . but thanks to them and Linda and the Batman, a convoy is safe.
ROBIN: (SLOW) What am I going to do? Where'll I live?
WAYNE: With me, Robin . . . if you will.
ROBIN: Thanks. . . Batman.
WAYNE: What? What did you say?
ROBIN: The Nazi's face was oily . . . when you hit him, you got oil on your knuckles; it's still there. No! don't wipe it off! That kind of makes you on the same side as my Dad . . . it's kind of like a medal.
WAYNE: I'd rather you hadn't found out, Robin . . . it was my secret; I used the phony accent so that no one would ever associate Bruce Wayne with the Batman. No one must know, Robin!
ROBIN: Not even the girl? This Linda dame?
WAYNE: Especially not her. I work alone, Robin. . .
ROBIN: Bruce? They killed my Dad and Mother. . . and they tried to kill me! Let me help! Can't I work with you? It's a chance to get even . . . to avenge my parents . . . PLEASE!Õ (Kidd, C. Batman Collected. (Titan , 1996) p.35.)


He was certainly a dark and sinister character, purposefully created in the mould of a demon, with a horned cowl and flowing cape likened to bat wings. However, this imagery had to be toned down since the characterÕs inception as a comic-strip cameo in ÔDetective ComicsÕ no.26 in 1939 and by the time the Batman television series (and character mass-merchandising) started in 1966, he seemed to have turned into a thin, weak looking, cartoon character. The next section taken from the ÔStandards of the American Comics Code Authority as adopted (1954)Õ seems to explain exactly why Batman was toned down from being so demon-like;

ÔGeneral Standards Part B
1. No comic magazine shall use the word horror or terror in its title.
2. All scenes of horror, excessive bloodshed, gory or gruesome crimes, depravity, lust, sadism, masochism shall not be permitted.
3. All lurid, unsavory, gruesome illustrations shall be eliminated.
4. Inclusion of stories dealing with evil shall be used or shall be published only where the intent is to illustrate a moral issue and in no case shall evil be presented alluringly nor so as to injure the sensibilities of the reader.
5. Scenes dealing with, or instruments associated with walking dead, torture,vampires and vampirism, ghouls, cannibalism and werewolfism are prohibited.Õ (General Standards Part B; taken from ÔThe Standards of the American Comics Code AuthorityÕ as originally adopted. (1954))


Although at the time this affected only the look and content of the Batman comic book, by the time the Batman television series was first aired, twelve years later, in 1966, his change was irreversible. To an even greater extent BatmanÕs appearance became even less menacing over the twelve years from 1954 when the U.S. Government imposed a scrutinous inquiry into the comic book industry until the television series was first aired, leaving the ÔrealÕ Batman looking even more comical than his comic book predecessor. Although the Comics Code relates to the pen and paper version of Batman, and all other comic books in America at the time, it should be taken as an insight of the power that, in particular, the American government had over media that was indeed aimed in majority towards impressionable youth. This quote explains the effect that this inquiry had on the comics industry;

ÔIn 1954, the U.S. government subjected the comic book industry to intense scrutiny regarding content. Headed by Senator Estes Kefauver, the congressional inquiry focused on comic books and their role in provoking Òjuvenile delinquency.Ó The outcome caused the ruin of many comic book publishers (including the much-admired EC Comics) and the formation of the Comics Code, a set of rules self-imposed by publishers that put frantic parents (and troublesome feds) at ease.Õ(Kidd, op cit, p. 40.)

The fact that there was a government enquiry into the practices of the comic-book industry gives a great sense of the power that superheroes, and even comic-books in general, have over the reader. This paranoia that popular culture may influence the viewer or reader negatively still exists, for instance many movies are still banned not so much for there graphic content, but for the influential nature.


The characters that are presented to the viewer by the television industry are not thrown together without any thought as to which social groups make up the target audience, that is if it wants to achieve high viewing figures. After all, the larger the audience, the larger the profit. This next quote seems to take away the magic of the movie and television industry and make it seem more like a factory, packaging a product to be shipped to potential consumers:


ÔThe production studios produce a commodity, a program, and sell it to the distributors, the broadcasting or cable networks, for a profit. This is a simple financial exchange common to all commodities.Õ (Fiske, J. Understanding Popular Culture. (Routledge, 1994) p.26.)


Because television studios must make a profit in order to continue screening their product there is often a trend to use a format that has already proved to be popular. This is why character and programme identities show likenesses to previously successful ideas, looks or formats. As the old expression says, ÔIf it isnÕt broken, donÕt fix it!Õ. Thus many production companies churn out near-identical copies of previous shows or characters. Production companies often have to look further than previously successful television shows for inspiration and therefore character likenesses are often a conglomeration of successful genres such as musicians, movements, theories, aspirations and especially in the case of action-heroes the characters often derive from popular icons of the sports world. Certainly the 1966 televisual series portrayal of Batman by Adam West could be seen as having the physique and certain costume elements parallel to those of a baseball star (see Fig.3).


Baseball during the sixties was an incredibly popular sport at the time in America so it would be an obvious choice as a source of inspiration.

ÔAt one time sports figures represented the American dream and were seen as heroic figures who played by the rules (of the game and of society) and Òmade it.Ó (Berger, A. A. The Postmodern Presence. (Alta Mira Press, 1998) p.17)

In comparison the new style Batman from the movies of the 1990Õs bears a closer resemblance to a more muscular American football player (see Fig.4) with his new rubberised ÔBat-suitÕ encouraging a more muscular look than any of the earlier Batman incarnations (see Fig.5).

American football now dwarfs baseball in terms of audience figures and therefore could be the driving factor for why the Batman of the 1990s bears such a strong likeness to an American Footballer. The first television version of Batman, realised in 1966, had a tall thin build clothed in soft athletic boots and tight fitting baseball-style jersey and long tight pants. There was a uniformity to the colour choice of his costume, black, (which in the television series became a less menacing shade of blue) grey and highlighted with yellow. The costume was topped off with a logo. A bat shaped icon on BatmanÕs chest, heroic for Batman but the shape of a black bat seems a strange choice for a pictorial representation of the embodiment of well-doing.


Taking the character from the page to the screen had a major impact on the style of Batman, he carried a somewhat camp appearance from his famous use of his external underpants and what seemed like a stretch-elastic aerobics costume. There was a good reason for this change of appearance. Batman was already a widely recognised character, not just because of his comic-book appearances but also because of his merchandise. However, with the possibility of releasing mass-manufactured merchandise in tandem with the proposed ÔBatmanÕ television series, and also the possibility of Batman becoming a household name, with potentially bigger sales of related products - the Batman image had to be more universally acceptable and palatable, to encourage the largest amount of consumers of both the television series and the merchandise. The following quote perfectly explains the impact that television shows, especially the catch-phrase driven ÔBatmanÕ series, can have on viewers, especially the younger audience;

ÔThe slogans, catchwords, values, mottoes, and other lessons tattooed on young minds even before young people learn to read are not educational but commercial. They displace, contradict, and cancel, in many cases in advance, those lessons and values which education seeks and will seek at public expense to teach and inculcate.Õ (Skornia, H. Television and Society: An Inquest and Agenda for Improvement. (McGraw-Hill, 1965) p.158. )

The preceding quote by critic Harry Skornia shows that if a television programme is successful, in terms of filming and marketing, then it can be immensely influential, in the case of this quote it shows the influence on children, but also to adults who own the television sets and may have to pay the cinema admissions or buy the related merchandise.


Batman has set a mould for the iconic superhero format, but how much of Batman descends from a more classical genre? In turn, has Batman influenced more recent superhero style characters? I will attempt to resolve this question by following up this chapter on Batman with a look at more recent superhero characters, (He-Man and Hulk Hogan) I feel that strong similarities will be evident. These two characters were both aggressively marketed characters during the 1980s and Hulk Hogan continues to be a dominant figure in the art of audience capture in the year 2000. These next two chapters should show the differences in character and television marketing since the Batman television series first aired in 1966.


We can compare characters and the storylines surrounding them with the study of components that constitute classical folktales, or mythology, by using Vladimir ProppÕs Morphology of the Folktale. This breaks down classical folktales into their most basic elements, these elements are of such key importance to these storylines that the same elements appear (almost the full thirty-one components) in all classical folktales. A particular episode of the original Batman television series will be put into a context shared by more classical and more recent superheroes (those of Greek and Norse Mythology as well as more recent superheroic characters such as He-Man and Hulk Hogan). All of these branches that compose the tree of superheroism shall be compared using ProppÕs universal format in Chapter 4.


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Chapter 2:
He-Man and the Masters of the 1980Õs toy boom.


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He-Man was the hero of the popular cartoon series by animation studio Filmation and toy company (and inventor of the He-Man concept) Mattel. The series, named He-Man and the Masters of the Universe, had an enormous initial production cost, somewhere around $14 million. Compared to the other characters in this essay, Batman and Hulk Hogan, He-Man was the shortest lived, created in 1982 and going completely out of production by the end of the 1980s. He-Man made a fast and large impact, becoming the biggest toy craze of the early 1980s. The He-Man line of action-figures sparked what may be the earliest incidence of Ôshopper-rageÕ, with many parents rushing stores to get the latest action-figures for their demanding children.


Arguably the most important era for the toy/character industry was the 1980s. This was the decade that video cassette recorders had started to become prevalent in many households. The reason that many households owned VCRs was due to their rapid price decrease since their inception in the 1970s. Prior to this technological advance the only way that a child would be able to watch itÕs favourite television show would be to wait until it was screened on television, live, then when a show reached the end of the series it would not be possible to watch the same show again until repeats were shown. However, with the introduction of VCRs a television programme could be recorded onto a blank tape and watched over and over again, at any time. Not only did this extend the lifespan of a seriesÕ popularity and bridge the gap between one series and the next series, but retail videos of television shows also became a big business in their own right.

By the 1980s it had become apparent to toy companies that their action figure lines could reach a massive child audience through television advertising at particular times of the day. This had been tried and tested. It was also obvious that toys representing popular childrenÕs television programmes could become even more popular. ÔLicensed character toys grossed $8.2 billion in 1986, proving to the toy makers that television exposure was the key ingredient in the childrenÕs toy market.Õ (Kline, Stephen. Out of the Garden. (Verso,1993). p.138. ) The reason for the large profits that came from action figure reincarnations of childrenÕs television heroes must be because the figure functions not only as a toy, but also as a representation of a character, thus the child could recreate scenes from a particular episode with exact toy replicas. The toy production giant Mattel, took this theory one step further. Mattel had become the dominant force in toy manufacture due to their long-running success with Barbie, a doll aimed squarely at the young female market. Because of successes such as Barbie and Hot Wheels toy cars Mattel had enough financial muscle to cover the costs to produce a television series of their latest toy venture:

ÔThe Mattel toy company, for example, came up with the idea of its He-Man and the Masters of the Universe programme in the early 1980s. The series cost over $14 million to produce, but this roadblock was overcome by financial arrangements between television producers, licensing agents and the toy maker.Õ (Ibid., p.196.)

Differing from Barbie in two major ways, the toy line for He-Man was aimed primarily, if not completely, at a young male audience. Another difference being that the action figures were marketed using a television show of thirty minutes in length, rather than the constraints that the thirty second commercial allowed. This thirty minute children's prime-time slot allowed for the development of storylines, giving He-Man and each of his counterparts uniquely individual personalities, thus enabling for the child fan to reenact extremely vivid and engrossing details from the show with the various action figures and accessories that accompanied the series. The long running series also allowed for extra characters to be introduced therefore allowing for more toys to be released, and once again in turn broadening the variation in reenactment for the child playing with the toys.

ÔUnderneath it all, however is the simple truth that children's personalities are very big business with virtually infinite marketing possibilities. This makes it critically important that youth marketers understand the vicissitudes of their juvenile targets for maximum appropriation of the youth dollar.Õ (McCollum-Spielman Topline Report, Star Power 2:Understanding Kids and their Stars. (Topline, 4, 1985). (Taken from: Ibid., p.194). )

Commercialisation within the modern fairy tales of comic book characters and superheroes has obviously occurred, to see this we only have to look at the success of He-Man and the amount of profit that it has made. It is proven to be a hero-myth designed to reap a massive profit, it had to, to earn back the $14 million that was invested into the production of the series alone. Mattel, the creators of He-Man, have in the past been accused of being overly active in the promotion of their toys,

ÔDirect sponsorship was now prevented by broadcast policy, and the new arms-length approach at the networks seemed to promise some protection against advertiser abuse of the airwaves. As a result, as early as 1969, when Mattel had tried to launch a programme featuring its Hot Wheels toys the FTC frowned on this approach and prevented stations from showing it. Such promotional tactics violated the established principle that advertisements and programmes should be separate.Õ ( Ibid., p.138. )

The look and theme of He-Man was a careful adaptation of Greek mythological heroes crossed with mediaevalism (see Fig.6), with the actual character of He-Man looking very similar to the Norse God
Thor (or at least the Marvel comic-book representation of Thor (see Fig.7)) or the American wrestler/celebrity Hulk Hogan. The style of He-Man was highly medieval yet it maintained many futurist aspects such as laser weapons and flying vehicles. This allowed the style to emanate the recent screen success of sci-fi such as Buck Rogers or Star Wars whilst clinging to more traditional, or classical, sources of childrens entertainment such as knights, sword-fighting, castles and riding animals (horse-back riding transformed into He-Man riding Battle-cat). This medieval/sci-fi theme would probably have been devised to attract fans of both genres as well as other potential viewers. Another way that we can prove that this link to mediaevalism, or more classical sources exists is by comparing He-Man to Russian folktales using ProppÕs Morphology of the Folktale (results of which can be found in Chapter 4).


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Chapter 3:
Hulk Hogan and the Superheroic World of Wrestling.

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From far back in history until the present day wrestling has been a major event, once it was a major sporting event, but now it is a major entertainment event, at least in the realms of American Wrestling such as the ÔWorld Wrestling Federation (WWF)Õ or ÔWorld Championship Wrestling (WCW)Õ. Wrestling to the present day masses, predominently meaning one of the two American Wrestling federations named above, is expected to be over-acted, and indeed it is. It is hard as a grown adult to take it as being as real as boxing, the only injuries occurring are those of an accidental nature, a slip-up in the choreography of the ÔperformingÕ wrestlers. In Roland BarthesÕ ÔMythologiesÕ he comments;

ÔThe public is completely uninterested in knowing whether the contest is rigged or not, and rightly so; it abandons itself to the primary virtue of the spectacle, which is to abolish all motives and consequences: what matters is not what it thinks but what it sees.Õ (Barthes, R. Mythologies. (Paladin Books, 1989) p.15.)

Wrestling is now ÔofficiallyÕ touted as Ôsports entertainmentÕ by the WWF. In other words it is now no longer commonly regarded as a sport, although on a small scale ÔrealÕ wrestling still exists in the Olympics and gymnasiums around the world. From this point forward when my use of the term ÔwrestlingÕ will be refer to the entertainment rather than the sporting version. The main example that I will look at within this study of wrestling is the character of Hulk Hogan. The reason for this choice is not just because he is the most famous wrestler, but also the most merchandised and marketed wrestler. He has also crossed over into other genres such as acting and music, proof of how his popularity has affected his versatility. Wrestling is now a big-business entertainment often drawing more spectators to stadiums than bands such as the Rolling Stones or other popular crowd-pullers.


Although some may dispute the value of wrestling within the context of an essay studying superheroes, I feel that the wrestler and the superhero are inextricably linked. The wrestler and the superhero both display immense power, the muscular physique is as much a part of wrestling as it is a part of superheroism. We can also find links with the occasional aspects of do-good propaganda and political preachings which occur within superhero and wrestling storylines.

ÔAnd if nothing else of value can be found in professional wrestling, it does give us hope, hope that we can be greater than Russia, that Iran cannot push us too far, that the energy crisis can be licked, that America can survive whatever tests she faces- we know because we see it happen every Saturday night in some local high school gym, a National Guard Armory, or run-down old civic center where we come together to witness what we know to be true and hope for what we know to be possible.Õ ( Morton, G. and OÕBrien, G. From Wrestling to Rasslin: Ancient sport to American Spectacle. (Bowling Green State University Popular Press). (Taken from: Javna, J. The Whole Pop Catalog. (Plexus Publishing Ltd, 1992) p.602.))

One very important piece of evidence linking Hulk Hogan to the superhero genre, backing up my argument for his inclusion in this study is that the copyrights to the names Hulk Hogan, Hulkamania and Hulkster are all owned by the Marvel Comics Group. Marvel Comics are the biggest name in comics and superheroes alongside DC Comics. Aside from Hogan, Marvel also own the rights to Spider-Man, The Mighty Thor (based on Norse Mythology) Captain America (patriotic American superhero, MarvelÕs answer to Superman) and the X-Men.


Although many similarities between superheroes and wrestling are evident, wrestling is still somewhat different to Batman and He-Man in certain ways. Hulk Hogan differs from middle of the century comic strips, (such as Batman and Superman) in that he acts out a superheroic role on television, but in reality he is just a combination of a bodybuilder and actor. With Batman there is no reality, Batman only exists within media representations of Batman. However after achieving widespread popularity Hulk Hogan has been converted to a cartoon character in the cartoon series Hulk HoganÕs Rock nÕ Wrestling. Therefore Hogan has gone from being just a wrestler to become a multi-platform character similar to Batman.


The process of the real-life Terry Bollea becoming the ÔrealÕ character Hulk Hogan then going on to become a fictitious cartoon character is somewhat the reverse of the process that Batman has gone through, ie. from cartoon-strip to television series and movies wherein Batman has assumed a Ôreal-lifeÕ guise because of his portrayal by real-life actors such as Adam West. (Adam West played the character of Batman in the Batman television series that originally aired in 1966.)

Hulk Hogan is a real-life person. He didnÕt start out as a comic strip or cartoon but as a young man, Terry Bollea. He became a wrestler (after being discovered playing bass guitar in a nightclub (Adapted from: The Wrestling Museum. Web-site. Hulk Hogan biography section. )) and, after various name changes, finally assumed the identity of ÔHulk HoganÕ.

It is not unusual for wrestlers to have alter-egos or donned identities as these can be helpful methods of inspiring fear or a particular image into opponents or the audience, thus creating a heroic ambience for the audience to aspire to or admire, or plainly just to excite the fans. The audience are an important factor in wrestling, in just the same way that a television audience is important, to believe in a myth, after all that is what the superhero is, and most importantly to provide income and profit to sustain the myth.

What better way could the career of Hulk Hogan strengthen the myth of wrestling than at WrestleMania III in front of 92,000 fans at the Pontiac Silverdome? At the time this was the worlds largest indoor attendance figure on record. (Adapted from: Ibid.) Another attendance record was set at WrestleMania VII (the case-study in Chapter 4, Example 3), although this record was the largest audience in the history of pay-per-view television. (WWF Magazine. (Titan Sports, June 1991). p.18.) Pay-per-view is a very recent television occurrence which allows the cable or satellite-television viewer to pay to watch a single televised event. This is now a popular trend in sports television with many important boxing matches being televised as pay-per-view only, costing the viewer around £10 for one event. Obviously this is a source of large revenues and therefore is becoming a much more popular format, as long as the viewer feels they are getting what they pay for it may become even more abundant.


As is true with other superheroes having an easily recognisable style and image is very important to Hulk Hogan, and indeed most wrestlers. Hogan is famous for his red and yellow costume which has remained almost identical throughout his wrestling career (see Fig.8). He wears yellow boots and yellow trunks and bright blonde, long hair, with red highlights such as knee-pads. The repetition of this constant colour throughout his matches and his career not only makes him more easily recognisable but it gives him a cartoon-like quality as the primary colours are extremely bright, it is also reminiscent of a uniform or a superhero costume. Batman and Superman would never be allowed to change to a completely different uniform, this would make them completely illegible, superheroes are known by their costumes and logos alone.


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Chapter 4:
Comparing Modern Superheroes to Classical Folktales using ProppÕs Morphology of the Folktale.

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ÔVladimir ProppÕs Morphology of the Folktale is generally acknowledged to be one of the most important contributions to our understanding of narratives. Though written in 1928 and devoted to analyzing a collection of Russian folktales, it still remains useful and offers important insights for those interested in narrative theory and related mattersÐsuch as the nature of formulas, the role of heroes and heroines in stories, and so on. That is because it has wide applicability to all kinds of narratives in all kinds of genresÐsuch as detective stories, spy stories, action-adventures stories, and science fiction stories.Õ (Berger, (1992) op cit, p.13.)

This chapter looks at the modern superheroes that are the focus of this study and compares them to Vladimir ProppÕs Morphology of the Folktale, a study of the narratives of classical folktales. I will be using a particular section from Morphology of the Folktale where Propp has broken down narratives of classical folktales into their simplest components, therefore modern superhero narratives can be inspected parallel to ProppÕs components as the modern narratives can also be broken down into their simplest components.

This comparison will hopefully show evidence of whether or not modern superheroes have been influenced by more classical fiction or show a classical structure.

(Bold text indicates components from the case study, plain text indicates ProppÕs components from Morphology of the Folktale).

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Example 1: Batman episode 5 / 6:
ÔJoker is Wild / Batman is RiledÕ.
(Batman. Episode: Joker is Wild / Batman is Riled. (ABC, first aired 26/1/66).)

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Episodes of Batman were always split into two, allowing for a cliff-hanger at the end of part one which always found Batman in a perilous situation, part two then allowed Batman to escape and capture the villain of the story. The two conjoined parts were originally aired on consecutive nights. The two linked sections always had rhyming titles, the Batman episode that I shall look at in comparison with ProppÕs study is called, ÔJoker is WildÕ / ÔBatman is RiledÕ.

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Story starts with the Joker (BatmanÕs arch-enemy) pitching in a baseball game in prison. The catcher in the game switches the ball for one that was secreted within his clothing. This ball is bought into play and the next time the batter hits the ball it explodes in a cloud of thick smoke.

3.The interdiction is violated (villain enters the tale);
In the confusion the Joker escapes over the prison wall using a spring-loaded device.

4.The villain makes an attempt at reconnaissance (either villain tries to find the children/jewels etc; or intended victim questions the villain);
The Joker indeed does try to capture the jewels, an exhibit at the local museum.

9.Misfortune or lack is made known, (hero is dispatched, hears call for help etc/ alternative is that victimised hero is sent away, freed from imprisonment);
Batman and Robin go to the museum fearing the Joker may be there.

10.Seeker agrees to, or decides upon counter-action;
As above.

11.Hero leaves home;
As above.

12.Hero is tested, interrogated, attacked etc, preparing the way for his/her receiving magical agent or helper (donor);
Batman is knocked unconscious by an antique sword falling from a wall in a fight with the Joker.

14.Hero acquires use of a magical agent (directly transferred, located, purchased, prepared, spontaneously appears, eaten/drunk, help offered by other characters);
As Batman and Robin are being carried away, Batman takes a gas pellet from his utility belt and lets it off.

18.Villain is defeated (killed in combat, defeated in contest, killed while asleep, banished);
The Joker escapes via a trap-door.

19.Initial misfortune or lack is resolved (object of search distributed, spell broken, slain person revived, captive freed);
The Jewels are safe.

20.Hero returns;
Bruce Wayne and Dick Grayson (alias Batman and Robin) are at the commissioners office talking about a ship called the S.S. Gotham (which they do not realise the Joker wants to steal). While there a small clown doll is thrown through the window, a clue from the Joker.

21.Hero is pursued (pursuer tries to kill, eat, undermine the hero);
Batman and Robin go to an opera where they are attacked by the Joker and his gang using sneezing powder.

22.Hero is rescued from pursuit (obstacles delay pursuer, hero hides or is hidden, hero transforms unrecognisably, hero saved from attempt on his/her life);
Batman sets off the sprinkler system by firing a rocket from his utility belt. The Joker escapes with a smoke bomb yet again.
(After the Joker has escaped, Batman has to christen the S.S. Gotham by smashing a bottle of Champagne on the hull. However, the Joker has switched the champagne inside for paralysing gas. Batman notices that the cork has been tampered with so he and Robin both take a ÔUniversal Drug Antidote PillÕ. Everybody is paralysed, Batman and Robin are taken away by the JokerÕs gang, believing that they are also paralysed).

25.Difficult task proposed to the hero (trial by ordeal, riddles, test of strength/endurance, other tasks);
The Joker broadcasts a ransom message on television claiming that he wants the S.S. Gotham or Batman and Robin will be unmasked, and executed.

26.Task is resolved;
Batman and Robin, pretending to be paralysed, jump into action and after the usual fight scene capture the Joker and his gang.

28.False hero or villain is exposed;
The Joker has been captured and is brought to justice.

29.Hero is given a new appearance (is made whole, handsome, new
garments etc);
Batman and Robin return to their everyday guises of Bruce Wayne and Dick Grayson respectively.

30.Villain is punished; (Simplified version of Vladimir ProppÕs thirty-one functions taken from: The Morphology of the Folktale, (Appended by: Everard, J. Jerry EverardÕs Introduction to Vladimir Propp. Web-site.)
The Joker is sent back to prison.

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Example 2: He-Man episode: ÔThe ToymakerÕ. (He-Man and the Masters of the Universe. Episode: The Toymaker. (Filmation, 1984).)

If we look at ProppÕs functions in comparison with the common storylines in He-Man we can see that it has many links to classical fairytales. For instance, one particular episode of He-Man, ÔThe ToymakerÕ, fits the majority of ProppÕs functions. Here are a list of the functions that I feel fit the episode in question (again, unrelated functions have been omitted for ease of reading):

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2.An interdiction is addressed to the hero ('don't go there', 'go to this place');
This is the point before Orko goes wandering alone in the forest.

3.The interdiction is violated (villain enters the tale);
This is the point where Orko goes walking in the forest and meets ÔThe ToymakerÕ.

4.The villain makes an attempt at reconnaissance (either villain tries to find the children/jewels etc; or intended victim questions the villain);
The Toymaker impresses Orko with his magic tricks and compliments Orko by saying that he is a better magician, a famous magician.

5.The villain gains information about the victim;
The Toymaker finds out information from Orko by complimenting him.

6.The villain attempts to deceive the victim to take possession of victim or victim's belongings (trickery; villain disguised, tries to win confidence of victim);
The Toymaker gives a gift of some toys to Orko.

7.Victim taken in by deception, unwittingly helping the enemy;
Orko takes the ÔtoysÕ home to Castle Greyskull.

8.Villain causes harm/injury to family member (by abduction, theft of magical agent, spoiling crops, plunders in other forms, causes a disappearance, expels someone, casts spell on someone, substitutes child etc, commits murder, imprisons/detains someone, threatens forced marriage, provides nightly torments); Alternatively, a member of family lacks something or desires something (magical potion etc);
The toys turn out to be magical and also evil and cause harm to the inhabitants of Castle Greyskull.

9.Misfortune or lack is made known, (hero is dispatched, hears call for help etc/ alternative is that victimised hero is sent away, freed from imprisonment);
Prince Adam realises what has happened and asks Orko where he got the evil toys from.

10.Seeker agrees to, or decides upon counter-action;
Prince Adam decides to encounter the person who gave Orko the toys.

11.Hero leaves home;
Prince Adam leaves Castle Greyskull to find the Toymaker.

14.Hero acquires use of a magical agent (directly transferred, located, purchased, prepared, spontaneously appears, eaten/drunk, help offered by other characters);
Once he is out of sight Prince Adam raises aloft his magic sword, and shouts,
ÒBy the power of Greyskull...I HAVE THE POWER!!!Ó
(In turn becoming He-Man the most powerful man in the Universe).

12.Hero is tested, interrogated, attacked etc, preparing the way for his/her receiving magical agent or helper (donor);
Prince Adam encounters the Toymaker and Skeletor

16.Hero and villain join in direct combat;
He-Man becomes involved in combat with both the Toymaker and his mentor, He-ManÕs arch-enemy, Skeletor.

23.Hero unrecognised, arrives home or in another country;
See below.

29.Hero is given a new appearance (is made whole, handsome, new garments etc). (Everard, op cit, web-site. )
He-Man arrives home in his other guise, Prince Adam.

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It must be pointed out that in this particular episode of the He-Man and the Masters of the Universe cartoon series I could not find an element that corresponded to every single one of ProppÕs functions or ÕmorphemesÕ, however I can say that there were fifteen that were definitely linked. Propp states about this point, ÔAs for groupings, it is necessary to say first of all that by no means do all tales give evidence of all functions.Õ (Propp, op cit, p.22.)

The cross-referencing between the He-Man television show and the functions that Vladimir Propp devised to break down classic Russian folktales into their primary components (as shown above) shows that a method of analysing classic hero-based storylines can also be used to analyse modern storylines. Therefore I feel it is acceptable to class the He-Man and the Masters of the Universe television series as using a similar format to the classic folktales that Propp deconstructed.

Also as I stated in Chapter 2, He-Man does carry a classical style. As can be seen by comparing He-Man (Fig.6) to the Marvel Comics representation of the Norse God Thor (Fig.7), He-Man does show a great similarity to the stereotypical God-like character. Although there obviously can not be any primary evidence of what the ÔrealÕ Thor looked like, we can say that by comparing He-ManÕs likeness with how Marvel Comics envisage Thor shows that many similarities are evident.

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Example 3: Hulk Hogan vs. Sgt.Slaughter:

ÔWrestleMania VIIÕ and events leading up to it. (WrestleMania VII. (Titan Sports, 1991).)

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It is quite difficult to find a narrative within the exploits of Hulk HoganÕs career that can be compared to ProppÕs study. The reason for this is that Hulk Hogan, and the American Wrestling federations that he wrestles for do not have storylines with a definite start and end. True, some storylines are involved, but these only help to create myth around his wrestling matches and allow extra excitement for the crowd.


One particular Hulk Hogan ÔstorylineÕ culminated in a match at WrestleMania VII. The theme that had led up to this match for several weeks came about around the time of the Gulf War involving America and Iraq on opposing sides. The real-life conflict was greatly trivialised within the World Wrestling Federation as Hulk Hogan nicknamed the ÔAll American HeroÕ took a dislike to the acts of anti-American behaviour by Sgt. Slaughter (once American patriot who changed allegiance to Iraq) and his cohorts, Col. Mustafa and General Adnan, who apparently was an Iraqi commanding officer.

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1.A member of a family leaves home (the hero is introduced);
Hulk Hogan sometimes known as the ÔReal-American HeroÕ is WWF Heavyweight Champion. He is deeply patriotic and loves his fans who have been entitled ÔHulkamaniacsÕ.

3.The interdiction is violated (villain enters the tale);
Sgt. Slaughter emerges as a new wrestler, an ex-US army sergeant who has turned his allegiance to Iraq (obviously the WWF introduced this storyline to increase audience emotion due to the Gulf War of USA against Iraq at the time).

4.The villain makes an attempt at reconnaissance (either villain tries to find the children/jewels etc; or intended victim questions the villain);
Prior to WrestleMania VI in 1990, Hulk Hogan was the WWF Champion. However Slaughter beat Hogan at this event to become the new WWF Champion.

5.The villain gains information about the victim;
Slaughter knows of HoganÕs love of America and his fans, the Hulkamaniacs (see number 8).

6.The villain attempts to deceive the victim to take possession of victim or victim's belongings (trickery; villain disguised, tries to win confidence of victim);
At WrestleMania VI, the previous year, Sgt. Slaughter beat Hulk Hogan to win the WWF Heavyweight Championship belt.

8.Villain causes harm/injury to family member (by abduction, theft of magical agent, spoiling crops, plunders in other forms, causes a disappearance, expels someone, casts spell on someone, substitutes child etc, commits murder, imprisons/detains someone, threatens forced marriage, provides nightly torments); Alternatively, a member of family lacks something or desires something (magical potion etc);
In the case of Hulk Hogan, his fans, known as Hulkamaniacs, are his family. Also Hogan is extremely patriotic about the USA. Therefore months of Slaughter calling Hulk HoganÕs fans Pukamaniacs as well as his anti-American behaviour is very much the same as ProppÕs component number 8 wherein the villain causes harm to a family member.

10.Seeker agrees to, or decides upon counter-action;
Hogan decides to take on Slaughter at the upcoming WrestleMania VII in order to regain the WWF Championship belt.

11.Hero leaves home;
Hogan goes to WrestleMania VII.

12.Hero is tested, interrogated, attacked etc, preparing the way for his/her receiving magical agent or helper (donor);
As soon as the wrestling match starts Gen. Adnan begins to interfere and distract Hogan, allowing Sgt. Slaughter the chance to smash Hogan over the back with a fold-up metal chair.

13.Hero reacts to actions of future donor (withstands/fails the test, frees captive, reconciles disputants, performs service, uses adversary's powers against them);
Slaughter continues to attack Hogan and get him to the floor, Slaughter drapes the Iraqi flag over Hogan. Then Hogan sees the flag in front of his eyes and jumps up. Angrier than ever, he rips up the Iraqi flag to the cheers of the crowd.

14.Hero acquires use of a magical agent (directly transferred, located, purchased, prepared, spontaneously appears, eaten/drunk, help offered by other characters);
In many American superhero stories patriotism is power, and in this case Hulk HoganÕs patriotism for his country gives him something more than just physical power.

16.Hero and villain join in direct combat;
Hogan releases a series of blows and gets Slaughter to the floor before using his trademark Ôbig leg-dropÕ move and then pinning Slaughter for victory.

17.Hero is branded (wounded/marked, receives ring or scarf);
Earlier on in the match HoganÕs face was wounded after being smashed into a metal corner-post resulting in blood covering his face and chest.

Hogan picks up the American flag and waves it with his face still covered in blood.

18.Villain is defeated (killed in combat, defeated in contest, killed while asleep, banished);
Hogan has defeated Sgt. Slaughter.

19.Initial misfortune or lack is resolved (object of search distributed, spell broken, slain person revived, captive freed);
Hogan reclaims the Championship belt that Sgt. Slaughter kept from him for a whole year.

20.Hero returns;
Hogan, triumphant, takes part in a post-match interview.

21.Hero is pursued (pursuer tries to kill, eat, undermine the hero);
Sgt. Slaughter storms the interview and throws fire into HoganÕs face.

22.Hero is rescued from pursuit (obstacles delay pursuer, hero hides or is hidden, hero transforms unrecognisably, hero saved from attempt on his/her life);
Hogan manages to escape with just burns to his face.

24.False hero presents unfounded claims;
Slaughter constantly mocks Hogan and America in live interviews.

25.Difficult task proposed to the hero (trial by ordeal, riddles, test of strength/endurance, other tasks);
Hogan teams up with the Ultimate Warrior to take part in a handicapped tag-team match against Sgt. Slaughter, Col. Mustafa and Gen. Adnan at an upcoming event called Summerslam.

26.Task is resolved;
Hogan and Ultimate Warrior defeat the three-man team.

27.Hero is recognised (by mark, brand, or thing given to him/her);
Hogan lifts aloft the WWF Championship belt showing that he is still the champion.

30.Villain is punished;
Sgt. SlaughterÕs team-mates, Adnan and Mustafa, claim Slaughter cost them the match and also state that Slaughter should retire from the WWF. (WWF Magazine. (Titan Sports, July 1991).)

31.Hero marries and ascends the throne (is rewarded/promoted). (Everard, op cit, web-site.)
Hogan holds on to his WWF Heavyweight Championship belt. (Information about the Hogan vs. Slaughter confrontation taken from the following sources; WrestleMania VII. (Titan Sports, 1991). WWF Magazine. (Titan Sports, June 1991).)


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Conclusion.

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There must be a cynical conclusion to this study running concurrently to an optimistic belief in the superhero phenomenon. It is obvious by reading this study and also just by living within modern Western civilisation that media doesnÕt always create original ideas, but often regurgitates old ideas in original ways. The media, and by this I mean television, printed matter including art, radio and film etc. are businesses. These businesses range from multi-national companies such as Warner Brothers (producers of television, film and music mainly) to somewhat smaller, more focused companies such as Marvel Comics or DC Comics who originally produced just comic books, but in doing so became powerful and popular enough to be able to transfer their product (superhero-style characters) to other platforms; i.e. cartoon seriesÕ, toys and other merchandise. These companies can be enormously successful and make enormous revenues, but from a more optimistic viewpoint we can find that there are many people inventing characters for enjoyment, as fans, yet most of these characters will never reach the fruition of being published.


If we were to believe Berger (Berger, op cit, (1998). p.19.) that the importance of characters such as sports stars is documented by how much television coverage they receive, then superheroes must still have a quite important role in modern society. However, as opposed to the Gods of Norse and Greek Mythology, our modern superheroes possess only a fraction of the impact in comparison. Our days of the week are named after Norse Gods such as Woden/Wednesday and Thor/Thursday. Obviously there is yet to be a day of the week named after Batman, Superman or any of the other superheroes of the past seventy years. This difference seems to lie in, not the importance of the modern superhero, but the person that the superhero is important for. It seems that our modern superheroes must have a more limited appeal than the Mythological Gods. The other problem is that of reality, cynicism and fear. Nobody believes in the modern superheroes, we know that they were invented to make money or entertain us, whereas their Mythological predecessors were often used as a threat of punishment, one example is the phrase ÒFear of GodÓ.

I believe that we should not completely try to compare modern superheroes to previous incarnations such as Mythological Gods because our modern superheroes are an entertainment. We can see many links to previous ÔsuperheroesÕ but anything that has too many similarities to a predecessor must surely be an imitation. The problem is that as time passes many people forget the previous incarnation, or the original, and may only remember the imitation. Indeed the Norse God Thor may have led to many other similarly cloned incarnations before He-Man and Hulk Hogan, but how many people remember those that existed between? Therefore when more characters come along, after being influenced by the likes of Hulk Hogan, people may in time forget Hulk Hogan and remember just his clone.

This finding leads me to believe that those ÔsuperheroesÕ that I would deem ÔclassicalÕ, namely the Gods of Greek and Norse Mythology, may one day only be remembered by the characters they spawned. In my lifetime that consists of the characters that I have studied, Batman, He-Man, Hulk Hogan and others. In future generations there will be many new superheroes that may have been created due to the existence of my generation of superheroes and in turn they may have existed only due to a previous generation of superheroes. This leads me to believe that every generation will have certain new superheroes but how many of those that exist now will still be around depends greatly on how much the public need superheroes.

ÔAndrea: Unhappy the land that has no heroes...!
Galileo: No. Unhappy the land that needs heroes.Õ (Brecht, B. The Life of Galileo. (quote found in: The Oxford Dictionary of Phrase, Saying and Quotation. (Oxford University Press, 1997) p.205.)

The findings of this essay, in particular Chapter 4, show that the modern superheroes within this study may owe a lot to classical folktales. It seems that if we were purely reliant on the findings of Chapter 4 (where Batman, He-Man and Hulk Hogan were compared to classic Russian folktales using ProppÕs component structure of Russian folktales) then we would believe that due to the fact that the majority of ProppÕs functions still fit within our modern fiction storylines. As this is the main evidence within this study this conclusion would have to assume that modern superhero storylines are unavoidably linked to the same structure as the classical Russian folktales that Propp studied.

ÔOf all the lessons learned by toy makers probably none was as beneficial to sales as the idea that 'personality promotes loyalty' to a product line in the toy market. Personalities were easily remembered and therefore circumvented young children's inability to remember the functional attributes or characteristics of the products. More importantly, personality provided a way to involve children emotionally in the product. Finally, it enabled children to communicate easily to their parents which toys they preferred without having to know brand or corporate names. Kids could ask for Barbie, Jem, Lion-o, or He-Man without needing to know the names of the companies that made them. Giving toys distinctive names and memorable personas provided a better way of communicating to kids and, through them, to adults.Õ (Kline, op cit, p.194.)

I feel that the above quote by Stephen Kline helps to round off this essay. As I said previously, given the evidence of Chapter 4, we can say that modern superhero storylines are similar, or very similar, to classical storylines. This is true if we believe, as many including Berger do, that ProppÕs Morphology of the Folktale is an important and correct study of narratives. The quote by Kline allows me to elaborate my own personal belief as a result of my findings that although modern superhero storyline narratives do not seem to have changed largely from more classical narratives, the creators have made their product more original in other ways.

An analogy that can be used to help explain my point is that many, many painters still paint on canvas, a practice that has lasted centuries. It seems that canvas is such a simple, yet effective method of getting the artists point across without confusing the key issue. In the same way it seems that creators of superhero storylines choose to use a very simple narrative, similar to classical folktale narratives, as a very simple foundation of which can be added to. The previous quote by Kline shows that characters and identities are the components that are added to this foundational narrative. These characters can be developed constantly and their identities can be infinitely modernised, yet the narratives of all three of my case studies show that as modern as the superhero becomes there will probably be a storyline that shares its roots with a classical predecessor, and maybe the superhero will also bear likenesses to a previous incarnation.


Word Count = c. 8530 excluding quotations.


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Bibliography

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Berger, Arthur Asa. Popular Culture Genres. (Sage, 1992).

Berger, Arthur Asa. (edited by). The Postmodern Presence. (Alta Mira Press, 1998).

Campbell, Joseph. The Hero with a Thousand Faces. (Paladin, 1988).

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Haas-Dyson, Anne. Writing Superheroes. (Teachers College Press, 1997).

Javna, John. The Whole Pop Catalog. (Plexus, 1992).

Kidd, Chip. Batman Collected. (Titan, 1996).

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Knowles, Elizabeth. (edited by). The Oxford Dictionary of Phrase, Saying & Quotation. (Oxford University Press, 1997).

McCue, Greg S. and Bloom, Clive. Dark Knights: The New Comics in Context. (Pluto, 1993).

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Propp, Vladimir. Morphology of the Folktale. (University of Texas Press, 1998).

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Simon, Joe and Kirby, Jack. The Greatest Golden Age Stories Ever Told. (DC Comics, 1990).

Skornia, Harry. Television and Society:An Inquest and Agenda for Improvement. (McGraw-Hill, 1965).

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Periodicals

WWF Magazine. (Titan Sports, June 1991).
WWF Magazine. (Titan Sports, July 1991).
WWF Magazine. (Titan Sports, August 1991).


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Web-Sites

1966 Batman http://www.geocities.com/Hollywood/Hills/1391/bp1966.html (9/2/00).

Adam West.Com. http://www.adamwest.com/batstoreframe.htm (10/2/00).Everard, Jerry.

Jerry EverardÕs Introduction to Vladimir Propp. http://www.anu.edu.au/english/propp.html (23/1/00).

NFL Gallery. http://www.canoe.ca/FootballNFLGallery/week9_hou_sf.html (10/2/00).

USCA University Web-Site. http://www.usca.sc.edu/athletics.html (10/2/00).

The Wrestling Museum. http://www.wrestlingmuseum.com/pages/pictures.html (18/1/00).

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Other Media

Batman. Television series episode: Joker is Wild / Batman is Riled. (ABC, 1966).

He-Man and the Masters of the Universe. Television series episode: The Toymaker. (Filmation, 1984).

WrestleMania VII. Video. (Titan Sports, 1991).

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