Premier Collections:
The Planet Man, Volume 1
Liner notes written by Ivan Shreve, Jr.
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"Great Jumpin' Asteroids!"
During radio's Golden Age, science fiction was pretty much relegated to that of
kiddie-oriented programming; radio serials like "Buck Rogers" and "Flash Gordon"
- both based on popular newspaper comic strips - are examples of the programs
that were produced to entertain a non-discerning juvenile audience. On occasion,
there would be an experimental foray into programming for adults ("The War of
the Worlds," selected episodes of "Lights Out") but for the most part, sci-fi
remained the bailiwick of children. But the release of the feature film
"Destination Moon" in 1950 changed all of this, ushering in a new era of
serious, adult science-fiction drama - most notably NBC's "Dimension X" and the
later "X-Minus One." Still, the 'old ways' were not entirely abandoned - and
"The Planet Man" is one of these stories.
Produced in about 1950 by Palladium Radio Productions, "The Planet Man" is the
golly-gee-whillikers saga of Dantro, an intergalactic troubleshooter for an
organization known as the League of Planets - "the law enforcement body for
peace and justice in the celestial world." (Think of him as an outer-space
version of Marshal Matt Dillon - "It's a chancy job, and it makes a [planet] man
watchful...") With their center of operations situated on Planeria Rex, "the
capital of the planets," the League sends their water-carrier Dantro out into
the celestial world to maintain law and order "whenever danger threatens the
universe."
Dantro is assisted in his quest for law-and-order by the members of Earth's
first rocket expedition: Dr. John Darrow, his daughter Pat, and engineer Slats,
who are rescued by the Planet Man before their rocket comes perilously close to
crashing into the moon. (The explanation for this is that Darrow and crew took
on a pair of stowaways before blast-off, namely his nephew Billy and niece Jane
- which makes a listener wonder why the heck they weren't in school.) These five
individuals join forces with the Planet Man to defeat evildoers like Marston,
the ruler of Mars who possesses an insatiable appetite for interplanetary
domination.
Background on "The Planet Man" is sketchy at best - even with the original
discs
close at hand. Various sources date its syndicated run around 1952-53, but
specific airdate information remains unknown. Palladium transcribed a total of
78 15-minute episodes for afternoon strip, with 76 episodes extant today. (The
first and fourth installments, likely contained on a single audition disc, are
missing and have never been located.) The cast of the series also remains
shrouded in mystery as well; only the announcer (Phil Tonken), organist (Jon
Gart, whose theme for the show sounds like a cross between the "Dragnet" march
and "Love for Three Oranges," the theme of "The FBI in Peace & War") and voice
of the robot characters (Joseph Boland) have been identified.
"The Planet Man" is a graduate of the Space Patrol/Tom Corbett, Space Cadet
school of old-time radio drama, serving up plenty of breezy,
not-to-be-taken-seriously adventure fun. Marston is a great megalomaniacal comic
villain, very similar to the bad guys in the Columbia Studios serials who were
always griping about their bungling subordinates and their inability to follow
orders. But the series utilizes other colorful villains as well -- particularly
a pair of Brooklynese dese-dem-and-dose space pirates named Slick and Blackie
who sound like refugees from a Monogram B-gangster pic. And yet, the show
showcases ideas that will be used later in other, classic sci-fi films: one
particular story arc echoes the Cold War paranoia of "The Invasion of the Body
Snatchers," in which the nefarious Marston manages to dehumanize Dantro and
others with his handy-dandy "Hypno-Ray."
Oh, heck - who am I trying to kid? It's campy entertainment to the nth degree,
and so - to paraphrase announcer Tonken - let's "level off" and take a look at
the lineup:
Let's Orbit the Moon (#2)
Earth's first rocket expedition into outer space has to be rescued by Dantro,
the Planet Man, when the passengers come perilously close to crashing into the
Moon.
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Dantro Explains the Use of the Cosmic Communicator (#3)
Aboard his spaceship, the Planeteer, Dantro demonstrates its various devices and
explains the League of Planets' mission to defeat the evil Martian dictator
Marston.
http://www.radioarchives.org/scans/22006.jpg
Marston of Mars is Planning an Attack on Earth (#5)
Dantro and Pat journey toward Mars to assist the Martian underground's efforts
to defeat Marston - but the vile dictator soon captures them, with plans to
throw them to the Marlions.
http://www.radioarchives.org/scans/22007.jpg
Dantro and Pat Discuss Slats and Marston (#6)
Pretending to be a traitor, Slats slips Dantro and Pat a weapon to defeat the
Marlions - but in making their escape, they find themselves plunged into Mars'
deadly jungles.
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Marston Has Given a Kidnapping Order (#7)
Marston orders his men to kidnap Billy and Jane so that Dr. Darrow will be
forced to join his cause. Meanwhile, Dantro and Pat discover a secret tunnel
that connects to Marston's palace.
http://www.radioarchives.org/scans/22009.jpg
Hurrying Thru the Tunnel to Aid Billy and Jane (#8)
While Judge Augustus, Captain of the League of Planets, and Dr. Darrow stall the
other League representatives for more time, Dantro and Pat discover that the
tunnel leads to the dungeon where Slats is being held prisoner.
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Hoping for a Miracle to Stop Marston (#9)
Dantro, Pat and Slats have discovered a device - similar to the "Cosmic
Communicator" - that might be used to defeat Marston in an underground tunnel.
Billy and Jane have escaped from their cell and have commandeered one of
Marston's armada spaceships.
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Billy and Jane in a Space Ship Heading for Earth? (#10)
The League of Planets mistake Billy and Jane's spaceship for that of a Martian
scout and order it destroyed. Can Dantro, Pat and Slats win a race against time
to save them?
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Three-Dimensional Dantro Gives Instructions (#11)
Materializing on their ship in three-dimensional form, Dantro instructs Billy
and Jane on how to fight off an advancing Martian cruiser. Our heroes are also
able to use the "Dimension Warper" to transport Marston's advancing fleet to
another part of the galaxy.
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In the Tunnel Under the Palace (#12)
By accident, Marston destroys the "Dimension Warper" and attempts to flee to
safety in the Martian tunnels. Dantro is in hot pursuit, which leads to a
showdown at a chasm between the two adversaries and Marston's deadly "flying
cobra."
http://www.radioarchives.org/scans/22014.jpg
Billy and Jane in Space on a Scout Ship (#13)
Before leaving on an interplanetary tour of good will, Billy and Jane are given
instructions on how to fly and land one of the League's scout ships.
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Preparing to Blast Off (#14)
During preparations for Pat, Billy and Jane's trip to Venus, Dantro learns from
an engineer that the Planeteer has been sabotaged.
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A Discussion of Reception on Venus (#15)
Dantro, Pat, Billy and Jane are cordially welcomed by the Venusians after
touching down on their planet. They are also invited to travel across the
surface of Venus by "dust buggy" to the city of Galanta - but find themselves
stranded in a dust storm when their vehicle malfunctions.
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Captured on Venus by the Dusters (#16)
While waiting to be rescued from their sabotaged "dust buggy," Dantro and
company are taken captive by a Venusian race known as the Dusters -
half-humanoid, half-reptilian individuals who are supposedly the stuff of
legends.
http://www.radioarchives.org/scans/22018.jpg
Dantro, Billy, and Jane are Captives on Venus (#17)
Captured by the Dusters, our heroes are taken on a tour of their advanced
underground city - but find themselves incapable of communicating with their
leader.
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Back to Their Prison Cell (#18)
Dantro, Pat and the children attempt to make a break from their prison cell -
but only Billy and Jane are successful. The children soon find themselves in
peril when Billy injures his leg after falling down a hole...and the growls of a
fierce animal are heard in the distance!
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Dantro, They're Coming for Us! (#19)
Billy and Jane discover that the Dusters communicate via telepathy, and soon
find themselves also able to communicate through their thoughts as well.
Meanwhile, two traitorous Venusians, Noki and Bacca, are revealed as those
responsible for sabotaging our heroes' "dust buggy."
http://www.radioarchives.org/scans/22021.jpg
A Plot to Destroy Venus (#20)
Manu, the leader of the Dusters, assures Dantro and his friends that they can
take care of intruders Noki and Bacca. Sure enough, the Dusters paralyze their
attackers via telepathy, forcing Bacca to reveal that the Venusian Minister of
Security is behind the plot to sabotage our heroes' good will mission.
http://www.radioarchives.org/scans/22022.jpg
The Venusian Minister is a Traitor (#21)
Dantro and Pat attempt to persuade the president of Venus that Tuma is the
traitor - and the Planet Man enlists the help of the captured Bacca into laying
a trap for the minister of security.
http://www.radioarchives.org/scans/22023.jpg
An Encounter with Space Pirates (#22)
En route to Mercury, the Planeteer picks up a pair of stranded travelers named
Slick and Blackie - but the crew is unaware that Slick and Blackie are space
pirates in league with their old enemy, Marston.
http://www.radioarchives.org/scans/22024.jpg
Space Pirates are Planning to Overpower Dantro (#23)
Dantro remains suspicious of Slick and Blackie, and rightfully so; the two men
are plotting to overpower him and take over the Planeteer by diverting our
heroes to a nearby asteroid.
http://www.radioarchives.org/scans/22025.jpg
Alarm Alerts Pirates (#24)
While exploring the asteroid, Slick and Blackie seal Dantro and Pat inside a
cave - and then reboard the Planeteer, taking Billy and Jane hostage.
http://www.radioarchives.org/scans/22026.jpg
Slick and Blackie are Shooting for Big Things (#25)
Slick and Blackie set a course for Saturn, as they plan to use the Planeteer's
"Sonic Projector" to continue their pirate activities.
http://www.radioarchives.org/scans/22027.jpg
Dantro on the Ancient Spaceship (#26)
Dantro and Pat manage to free themselves from the cave and the two construct a
makeshift mirror in the hopes of signaling a passing spaceship.
http://www.radioarchives.org/scans/22028.jpg
Search for the Right Asteroid (#27)
Having wrested control of the Planeteer from the space pirates, Billy and Jane
find themselves unable to divert the ship's course toward Saturn. Meanwhile,
Dantro and Pat have been rescued by a cranky old prospector who proves to be
very uncooperative in contacting help for the kidnapped children.
http://www.radioarchives.org/scans/22029.jpg
Billy is Trying to Find Dantro (#28)
Billy and Jane must reluctantly enlist the help of space pirate Slick to locate
the asteroid on which Dantro and Pat were left stranded - but meanwhile, Dantro
and Pat have been forced to assist prospector Rocks in locating an asteroid
containing precious uranium.
http://www.radioarchives.org/scans/22030.jpg
Searching for the Planeteer (#29)
Stick wrests control of the Planeteer from Jane after deceiving her that Billy
is in danger. Can Dantro, Pat and the League Patrol locate the stolen spaceship
in time?
http://www.radioarchives.org/scans/22031.jpg
The Planeteer is Spotted by Cosmos (#30)
Now stranded on the asteroid, Billy and Jane use the makeshift mirror to signal
for help. They attract the attention of the ever-persistent Rocks -- who's not
entirely certain he wants a repeat of what happened the last time he played
rescuer.
http://www.radioarchives.org/scans/22032.jpg
Prospector Rocks Finds Billy and Jane (#31)
A standoff has occurred between the Cosmos and the Planeteer, and Dantro has
concocted a plan to take over the ship from Slick and Blackie. The Planet Man is
still unaware that Billy and Jane are no longer held hostage by the space
pirates, but are currently on the spaceship owned by space prospector Rocks.
http://www.radioarchives.org/scans/22033.jpg
Billy Finds Uranium on Asteroid (#32)
When Billy and Jane attempt to take over his ship by knocking him out with a
large rock, Rocks discovers to his surprise that the rock contains uranium - and
is from the very same asteroid from which he rescued the children.
http://www.radioarchives.org/scans/22034.jpg
The Planeteer is Surrounded by Space Mines (#33)
His plan to steal aboard the Planeteer having been thwarted by Stick and
Blackie, Dantro is forced to surround the ship with deadly space mines to ensure
that the pirates do not escape.
http://www.radioarchives.org/scans/22035.jpg
Billy and Jane are Safe (#34)
Back on Planeria Rex, Dantro has the unpleasant job of breaking the news of
Billy and Jane's deaths to their uncle, Dr. Darrow. But a very much alive Billy
manages to contact the Planet Man and relate to him the story of their adventure
aboard the prospector's spaceship.
http://www.radioarchives.org/scans/22036.jpg
Investigating Unusual Behavior (#35)
Judge Augustus assigns Dantro and Slats to investigate incidents of unusual
behavior amongst some of the representatives from the League of Planets.
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A Strange Case Involving the Evil Marston (#36)
The villain Marston returns with a vengeance, armed with a sinister "Hypno-Ray"
that allows him to condition men's minds into swearing allegiance to him and his
crusade - including the mind of the Planet Man!
http://www.radioarchives.org/scans/22038.jpg
Dantro is Under Marston's Power (#37)
Marston plots to use the now-brainwashed Dantro in his foul scheme to learn how
to operate the "Dimension Warper." Meanwhile, Slats becomes suspicious about the
Planet Man's strange behavior.
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Slats is Fed Up (#38)
Slats follows Dantro and Marston's henchman Qual to Marston's hideout, where the
evil mastermind plans to use the full force of his "Hypno-Ray" to get the Planet
Man to bend to his will.
http://www.radioarchives.org/scans/22040.jpg
Slats Discovers Marston (#39)
Slats manages to spirit the still-hypnotized Dantro aboard the Cosmos and head
back to Planeria Rex, in the hopes that the Planet Man's brainwashed mental
state may be restored to normal.
http://www.radioarchives.org/scans/22041.jpg
Slats Takes Dantro to Headquarters (#40)
As the League of Planets' scientists work diligently to restore Dantro's mind to
normal, Marston announces his intent to use the "Dimension Warper" to send the
third moon of Jupiter into the Sun as a demonstration of his new powers.
http://www.radioarchives.org/scans/22042.jpg
A Jupiter Moon is Sent Into the Sun (#41)
In order to defeat Marston - who has now declared himself "ruler of the solar
system" - Dantro and Slats must use the latest weapon of the League of Planets:
an "Astral Drive," which will allow them to leave the solar system and search
for an ancient race of Martians that may be able to help depose the dictatorial
Marston.
http://www.radioarchives.org/scans/22043.jpg
Off To Find an Extinct Race (#42)
Dantro and Slats blast off in the new spaceship Alpha and head for Alpha
Centauri. Their mission: to locate the extinct race of Martians responsible for
building Marston's weaponry and persuade them to help the League of Planets
defeat him.
http://www.radioarchives.org/scans/22044.jpg
At Alpha Centauri (#43)
While engaged in their search for the ancient Martian race around Alpha
Centauri, Dantro and Slats are unaware that their progress is being monitored by
two space dwellers, Son and Tor, who debate whether or not to help our heroes.
http://www.radioarchives.org/scans/22045.jpg
Intercept (#44)
The Alpha is intercepted by a fleet of spaceships from a planet of searing,
unbearable heat. Dantro and Slats welcome a strange new creature - a
barrel-shaped robot - on board.
http://www.radioarchives.org/scans/22046.jpg
Barrel Robots (#45)
As Marston continues to rule the solar system with an iron fist, Dantro and
Slats discover how to communicate with their new robot friend.
http://www.radioarchives.org/scans/22047.jpg
Ship Held to Planet (#46)
Dantro, Slats and Barrel attempt to figure out just why the Alpha cannot leave
the planet of Torino - and encounter one of the planet's inhabitants: a
sulfur-breathing octopus-like creature named Zen.
http://www.radioarchives.org/scans/22048.jpg
There is No Choice But to Obey Zen! (#47)
With no other options available, Dantro and Slats are forced to accompany Zen to
meet with the planet Torino's ruler, Klee.
http://www.radioarchives.org/scans/22049.jpg
Klee Has a Use for Dantro and Slats (#48)
Klee, ruler of Torino, will allow the Alpha to leave the de-energized field that
holds the ship to the planet -- provided that Dantro and Slats put down a pocket
of resistance on the other side of Torino.
http://www.radioarchives.org/scans/22050.jpg
The Alpha Astrodrive Won't Respond (#49)
Space observers Son and Tor help the Alpha to escape Torino and bring Dantro,
Slats and Barrel to the planet ruled by the Mardee.
http://www.radioarchives.org/scans/22051.jpg
Meeting Three-Dimensional Roora (#50)
Roora, an envoy who speaks on behalf of the Mardee, communicates with the Alpha
via a three-dimensional image, and Dantro and Slats give her the necessary
background on the fight against the evil Marston.
http://www.radioarchives.org/scans/22052.jpg
Touring the Capitol City of Mardee (#51)
Dantro and Slats are brought to Mardee, a society where women are the rulers and
the males are subservient. The envoy Roora takes them on a tour of the capitol
city while the Council decides on whether or not to help our heroes in their
struggle against Marston.
http://www.radioarchives.org/scans/22053.jpg
The Mardee Council Denies a Request for Aid (#52)
The council has declined Dantro and Slats' request for assistance, but our
heroes manage to persuade Roora into asking them to reconsider.
http://www.radioarchives.org/scans/22054.jpg
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