62 Facts About Snapper Carr

1.

Lucas "Snapper" Carr is a fictional character appearing in American comic books published by DC Comics.

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2.

From 1960 to 1969, Snapper Carr appeared as a supporting character to the Justice League of America, a superhero team.

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3.

Snapper Carr was not intended to be a superhero, but rather a supporting character for the Justice League.

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4.

In 1998, readers learned that Snapper had an uncle, Simon Carr, who played a major role in the founding of the Justice League.

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5.

Snapper Carr, who is spreading lime on his family's lawn, is unaffected by Starro when the alien takes mental control of the population of Happy Harbor, Rhode Island.

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6.

Snapper Carr represented a new egalitarian future, one in which youth could be accepted alongside older adults rather than patronized or excluded.

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7.

The first adventures of the Justice League, and that of Snapper Carr, were retold in the 12-issue maxi-series comic book JLA: Year One.

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8.

O'Neil felt Snapper Carr was outdated and no longer fit with the Justice League.

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9.

Snapper Carr considered two options: Letting the character disappear without explanation, or writing the character out of the book.

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10.

The story begins with Snapper Carr shown to be upset by the fact that people are interested in him only because of what he knows about the Justice League, and not because he is a hero in his own right.

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11.

Snapper Carr is confronted by John Dough, "the most average man in America", who wants to rid the world of superheroes.

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12.

Snapper Carr helps Dough kidnap Batman, and addresses a public rally condemning superheroes.

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13.

Joker reveals that Snapper Carr told "John Dough" the location of the League's Secret Sanctuary.

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14.

Snapper Carr's role in the Justice League was a varied one.

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15.

Usually, Snapper Carr was depicted on "monitor duty", using the JLA computers and satellites to monitor national and world events for trouble to which the heroes could respond.

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16.

Snapper Carr is invited to attend, but is too ashamed by his betrayal of the League to do so.

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17.

Anakronus claims to be a supervillain who has attacked the Justice League numerous times, but Snapper Carr knows that the man has never tangled with the League before.

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18.

Snapper Carr succeeds in having Anakronus tell his stories about how he destroyed the League.

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19.

Janet Carr bitterly tells the heroes that Snapper was unable to attend college or find employment because of his past association with the Justice League, and had been living a life of misery and poverty.

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20.

The JLA members followed the Star-Tsar to the Key's hideout, but Snapper Carr—dressed as the Star-Tsar—tried to warn them that they were falling into a trap.

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21.

Snapper Carr told them how the Key found him, destitute and depressed, and offered to supply him with weapons and money if he attacked the JLA.

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22.

Snapper Carr said the Key, disguised as the Star-Tsar, must have attacked the embassy in Washington.

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23.

Snapper Carr character made a number of appearances in The Superman Family comic book from 1978 to 1982.

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24.

Snapper Carr helped defend her in the follow-on story by gathering letters of recommendation from Justice League members, and then was hired as an assistant by Supergirl's foster father, Fred Danvers.

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25.

Snapper Carr character played a role in the resignation of Green Arrow from the JLA.

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26.

Snapper Carr waits with superhero Firestorm aboard the JLA Satellite, while the other heroes successfully battle the aliens.

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27.

Snapper Carr character appeared again in 1999 in the comic book Legends of the DC Universe.

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28.

Snapper Carr believes this is a side-effect of a long-ago attack by a minor villain named Packrat.

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29.

Snapper Carr finds Green Arrow, who locates Packrat's shrink ray and restores the heroes to their correct size.

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30.

Six humans, including Snapper Carr, survive the Blaster, an indication that they have the metagene.

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31.

Snapper Carr had decided to keep his eyes open during a teleport, to see what occurs.

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32.

In stories first published in 2000, but occurring in the character's chronology at a point after the adventure with Valor, Snapper Carr finds himself being pursued by the Khunds, an aggressive alien race from the Legion of Super-Heroes comic books.

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33.

Snapper Carr is captured, and his fingers are locked together to prevent him from teleporting.

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34.

At some point soon thereafter, Snapper Carr is reunited with Brainiac 2 on the planet Cairn, where Brainiac gives him new hands, but Snapper still cannot teleport.

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35.

Character of Snapper Carr is a main character in the Hourman comic book, which was published from April 1999 to April 2001.

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36.

Snapper Carr was built by Tyler ChemoRobotics, a company founded by Hourman II in the late 20th century.

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37.

Snapper Carr joined the Justice League, and at one point accessed all of Batman's memories of the League.

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38.

Snapper Carr married and was divorced by a young woman named Bethany Lee.

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39.

Snapper Carr is depicted spending most of his time at a trendy if run-down Happy Harbor coffeehouse, the Mad Yak Cafe, and caring for his pet cat, whom he has named Starro.

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40.

Snapper Carr is turned into an android by Amazo after Amazo gains the ability to not just capture a person's super-powers but their humanity as well.

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41.

Snapper Carr is able to deduce that demons are harassing him and his friends, causing these fantasies, and he not only gets rid of the demons but convinces one of them to reject evil and become good by.

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42.

Snapper Carr is shown suffering from severe depression after this experience.

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43.

The reader learns that Snapper Carr regrets quitting the Justice League, and that Bethany divorced him because Snapper Carr felt he wasn't good enough for her.

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44.

The reader learns that Snapper Carr is not dead but back in time, caught in a loop where he is forced to relive the loss of his hands over and over.

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45.

Snapper Carr takes Snapper and his other friends aboard the timeship for some travel and fun, but Hourman suddenly vanishes from the craft and it crashes on an asteroid.

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46.

Character of Snapper Carr has a major recurring role in the comic book Young Justice.

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47.

Snapper Carr appears irregularly over the remaining publication history of Young Justice.

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48.

Snapper Carr then commits genocide, murdering all the people in the fictional Middle Eastern nation of Bialya.

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49.

The Snapper Carr character appears at the end of the second issue, where he is shown monitoring the three heroes for Checkmate.

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50.

Snapper Carr reveals himself to the heroes in the third issue, and explains that he not only joined Checkmate during the OMAC crisis but has been secretly monitoring the Justice League's activities since the dissolution of Young Justice.

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51.

Superman is angered by this and demands an end to Snapper Carr's spying, but Batman argues that Snapper Carr can help in case the battle against the Four Horsemen does not go well.

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52.

Snapper Carr blithely tells him that "Clark can take care of himself", and Batman slaps him for pretending an over-friendly familiarity with a hero he barely knows.

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53.

Snapper Carr is present when Batman, Superman, and Wonder Woman defeat the Four Horsemen, and is left behind on the island by the heroes when they leave.

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54.

Snapper Carr is attacked by the Anti-Life-infected hero Firehawk, but the supervillain Cheetah knocks Firehawk unconscious.

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55.

Snapper Carr is sickened to see children being infected with Anti-Life.

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56.

Snapper Carr discovers Cheetah in an empty medical ward of the hospital, bandaging an injury.

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57.

Cheetah tells Snapper Carr she is impressed by his physical endowment and love-making skills.

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58.

The final panels of the publication show Snapper Carr leading a charge of OMACs, Mister Terrific, Cheetah, and the remaining Checkmate staff in a charge out of the bunker.

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59.

Cheetah, Snapper Carr, and Time Commander bid goodbye to the newborn grandmother in the hospital, and Time Commander takes Epoch to the Timepoint.

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60.

Snapper Carr realizes he's been duped: The Time Commander merely wanted to distract Snapper Carr so that he could steal Hourman's hourglass-shaped time-travel device from the JLA trophy case.

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61.

Snapper Carr makes an appearance in the 2019 run of Dial H for Hero.

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62.

Miguel and his friend, Summer Pickens, arrive at the Justice League's Detroit headquarters and meet Snapper Carr, who is managing robotic doubles of the Justice League.

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