Captain Planet And The Planeteers #4
Marvel (January, 1992)
“If You Can’t Nuke ‘Em…Join ‘Em” WRITER: Barry Dutter PENCILER: Pat Broderick INKERS: Bruce Patterson & Ralph Cabrera COLORIST: Sarra Mossoff LETTERER: John Costanza EDITOR: Rob Tokar
The Planeteers help turn old buildings into low-income housing in Brooklyn, but Wheeler comes across some old friends who joined a gang. They talk Wheeler into joining them since they’re friends but he begins to have second thoughts when he learns what they’ve become. Then Duke Nukem (the Planeteer villain, not the game character), powered by a new, unstable form of nuclear energy, pops up giant-sized in the middle of the street. Wheeler ignores the Planeteers calls for help, oblivious to the danger until someone running from the battle tells him about Nukem. Wheeler decides he belongs with the Planeteers and together they summon Captain Planet, who forces Nukem to use up that excess energy, defeating him. The gang sees Wheeler and the others working to free people trapped after the battle and decides to help, while Verminous Skumm (I got his name wrong yesterday) gets to slip his devices on Gi and Kwami, leaving Wheeler the only one who hasn’t been “tagged” yet.
What they got right: The subplot is reaching its conclusion. The battle with Duke Nukem was well-done.
What they got wrong: However, the Wheeler plot seems to go by way to fast. Wheeler switches to the Dragons and then back to the Planeteers too quickly, like they needed a second issue (or at least a longer one) to properly make it work.
Recommendation: A fair story, but the too quick Wheeler plot damages the story. Not the one to start on if you’re curious about these comics.







