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Batman's utility belt

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Batman's utility belt
Utility Belt
One of Batman's utility belts and some of its contents
Publication information
Publisher DC Comics
First appearance Detective Comics #29 (July 1939)
Created by Gardner Fox
In story information
Type Costume, Equipment
Element of stories featuring Batman
Batman's utility belt is one of the most characteristic portions of Batman's costume. Similar belts are used by the
various Robins, Batgirls, and other members of the Bat-family.
History
Batman historian Les Daniels credits Gardner Fox, (the first writer other than Bill Finger to write the adventures of
Batman in Detective Comics), with introducing the utility belt concept in Detective Comics #29 (July 1939).
[1]
In its
first appearance, Batman's utility belt "contain[ed] choking gas capsules."
[2]
Two issues after the utility belt debuted,
Fox also wrote the first appearance of a bat-themed weapon, when the batarang debuted in the story "Batman vs. the
Vampire" in Detective Comics #31 (Sep 1939).
[3]
Up until 1989, most artists drew the utility belt as a simple yellow belt with a buckle and capsules/cylinders around
it. In 1986, Frank Miller drew Batman's utility belt with military-style pouches in the Batman: The Dark Knight
Returns limited series. This rendition was used again in Batman: Year One and used by almost every artist in the
Batman: Legends of the Dark Knight comics series. In 2000, the pouches became a standard feature in the depiction
of the utility belt.
One feature added to the utility belt in Tim Burton's live-action films, Batman and Batman Returns, was a small
motor which would move items from the back of the belt around to the front allowing Batman easier access to his
weaponry and tools.
Description
Although seemingly unremarkable in appearance, the utility belt is one of Batman's most important tools in fighting
crime. Consisting primarily of a strap and buckle, the utility belt houses ten pouches or cylindrical cartridges that are
attached to the outside of the belt. The buckle itself typically contains a miniature camera and a tape recorder. A
secondary compartment behind the length of the belt houses Batman's supply of batarangs.
Each of the ten pouches or cylinders contains various tools integral to Batman's war on crime, with the cylinders
being interchangeable with each other. Through the years, Batman has modified the contents of his belt to
accommodate various crime-fighting scenarios.
Most versions of the belt contain security features to prevent anyone other than Batman from opening it. The belt is
shown to be able to electrocute any villain who even touches it. It can also release stun gas to prevent tampering. The
belt's compartments are locked and only Batman knows how to open them.
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Contents
Elements of the utility belt at times include, but are not limited to, the following:
Batarangs: Perhaps the most famous equipment used by Batman. These take the place of firearms, which Batman
does not use, as firearms killed his parents. Batarangs are customizable throwing weapons, similar to shurikens,
and are collapsible so that a large number of them can fit inside of Batman's utility belt. There are several special
varieties of the batarang, aside from the regular type. Explosive batarangs explode once they hit their target.
Electric batarangs deliver powerful electric shocks to whatever they come in contact with. These batarangs can
electrocute enemies or overload electronic devices. Remote-controlled batarangs let Batman fully steer the
batarang via a remote control. These are used when a straight line of sight isn't possible. These batarangs have
cameras in them so that Batman can see where they are going.
Grapple gun: Lovingly dubbed the batclaw by Batman, the grapple gun shoots out a claw shaped projectile on a
retractable high-tensile cord, which grabs onto a surface. Then, this cord pulls Batman to his target. He recently
received a boost upgrade, launching him high into the air above the target point if he desires (so Batman can glide
from there). The grapple gun can also pull down walls, grab enemies and pull them closer, or pull guns straight
out of their hands. It is not kept in the belt itself. Rather, it magnetically attaches to it.
Cryptographic sequencer: With this computer-like device, Batman can hack into computer systems,
communications frequencies, etc.
Bolas: Thrown around the feet of Batman's enemies to tie them with a composite-nylon cord. Often causes an
escaping opponent to trip. With the push of a button in Batman's glove it can deliver an electric shock.
Tracers: Used to track enemies Batman cannot follow closely. They also function as miniature listening devices
to listen in on conversations from afar. Sometimes fired from a modified pistol.
Smoke pellets: Large amounts of smoke can be deployed by throwing or breaking open these small
hardened-gelatin spheroid capsules. Often used to quickly provide cover for Batman's stealthly exits and entries.
Due to Batman's high-tech cowl lenses, he can see perfectly through the smoke.
Gas pellets: Similar to smoke pellets, gas pellets are used for incapacitating opponents. Lachrymatory, anesthesia,
nerve, and regurgitant agents are deployed by breaking open the capsules. Due to Batman's nose-piece gas filter,
he can be around the gas unharmed.
[4]
Line launcher: A device that shoots out a steel line in both directions making a zip line, or a tightrope to walk
on. Notably seen in Batman, Batman Returns, Batman: Arkham Asylum, and Batman: Arkham City.
Tranquilizer gun:
[5]
This collapsible gun fires darts that are tipped with fast-acting anaesthesia, paralytic agents,
or other chemicals/drugs.
Glue globules: Small round globules of concentrated adhesive glue. They are used to encase enemies in a sticky
substance. The globules can be thrown or fired with a small gun. Notably seen in Superman/Batman: Public
Enemies and in the webseries Gotham Girls.
Lock pick: This gadget is used to escape handcuffs and access locked rooms. It is rarely kept in the utility belt.
Rather, it is kept in one of Batman's gloves.
Rebreather: This cylindrical device allows Batman to breathe underwater or in low oxygen environments. It is
very small and compact so it fits easily into the utility belt. The standard rebreather gives 2.5 hours of oxygen.
Laser: A strong miniaturized laser used as a cutting tool.
Pellet grenades: These small explosives are often used to knock down walls. They are several times more
powerful than standard military grenades.
Concussion mines: These are powerful timed explosives, ideal for destroying vehicles or blasting out reinforced
concrete walls.
Explosive gel: A foamlike substance which can be remotely detonated for an explosion. It is contained in a spray
device which also acts as a detonator.
Thermite grenades: An incendiary used to burn through obstacles. The fires produced by these grenades are
fuelled by thermite, and thus are impossible to extinguish and burn at over three times the temperature of molten
Batman's utility belt
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magma. In Batman: Year One, the thermite charge ignited accidentally and destroyed the utility belt.
Napalm: This incendiary gel is kept in delicate packets. Once thrown or broken open, the packets release the
napalm gel, which sticks to whatever it comes on contact with and instantly ignites. Seen in the film Batman
Returns.
Taser: Used by Batman to stun his enemies with an electrical shock to temporarily paralyze them.
Remote electric charge: This small collapsible gun fires powerful bolts of high current electricity. It is used to
electrocute enemies at long range or overload electronic devices. Seen in the video game Batman: Arkham City.
Stun pellets: Emit bright light and loud sound to completely blind and deafen enemies. The effect wears off in a
few minutes, however. Batman is unaffected by these due to his cowl's lenses and sound dampening systems.
EMP gun: Used to disable any electrical/electronic equipment. As it is too large to fit in the utility belt, it is
collapsible and clips to the back of the belt that is normally covered by Batman's cape.
Disruptor: Batman's disruptor can remotely disable guns and projectile weapons, and can remotely deactivate
grenades and other explosives.
Remote claw: Confiscated from Deathstroke, this gadget is used to join two objects and pull them together. It
works by firing a projectile out which hooks onto an object. The projectile then launches a rope-attached claw,
which attaches to a second object. Once both are connected, they are pulled together. Batman can use this to
knock enemies together, slam heavy objects into foes, or string objects up. Seen in the video game Batman:
Arkham Origins.
Ultrasonic bat beacon: This device emits sonic waves that attract thousands of bats to Batman's location. The
bats swarm around him, creating a diversion, as well as sometimes attacking assailants. Due to his device's ability
to summon bats, this reinforces the idea that Batman is a supernatural entity. It is usually kept in the heel of a boot
rather than the utility belt. Notably seen in Batman: Year One and Batman Begins.
Sonic devastator: This small device, when activated, releases high energy sonic waves that can shatter glass and
completely incapacitate enemies, making them writhe in agony. It has a range of a few hundred feet. Batman is
unaffected by this weapon, due to his cowl's sound dampening systems. Seen in Batman: The Animated Series
and Injustice: Gods Among Us. This device is rarely kept in the utility belt. Rather, it is kept in one of the gloves.
Freeze grenades: Based on technology created by Mr. Freeze, these grenades encase anything in their blast
radius in a block of ice. They are useful for freezing enemies to incapacitate them, as well as freezing water to
create ice platforms to walk on. Seen in the video game Batman: Arkham City.
Kryptonite: Batman always has a backup plan just in case things go awry. A perfect example of this is that he
keeps a chunk of kryptonite in his belt at all times in a lead lined compartment in order to take down one of his
closest friends, Superman, if necessary. Batman calls his kryptonite: "insurance".
References
[1] Daniels, Les. Batman: The Complete History. Chronicle Books, 1999. ISBN 0-8118-4232-0, pg. 29
[2] Mike's Amazing World of DC Comics (http:/ / www.dcindexes. com/ database/ story-details. php?storyid=3601): "The Batman Meets Doctor
Death" in Detective Comics #29. Retrieved July 31, 2008.
[3] Mike's Amazing World of DC Comics (http:/ / www.dcindexes. com/ database/ story-details. php?storyid=3771): "Batman vs. the Vampire"
in Detective Comics #31. Retrieved July 31, 2008.
[4] [4] Batman Annual #19 (1995)
[5] Judgement on Gotham (1991)
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External links
Superhero Gadgets as a Deus Ex Machina (http:/ / www. sideroad. com/ comics/ column38. html)
Utility Belt Bio (http:/ / www.batmanytb. com/ bios/ gadgets/ batsuitbio. php)
IGN: Holy Bat-Gadgets! (http:/ / gear. ign. com/ articles/ 890/ 890863p1. html)
Article Sources and Contributors
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Article Sources and Contributors
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