Realizing I’ve done a bunch of these now, I thought I’d put links to them all in one place to make it easier to read through them. (That’s probably more for my reference than anything else, but I’d love for anyone else to read them and share their own experiences about the shops they grew up with, or these particular shops if you happened to also buy comics there.)
I was lucky to start my teenage immersion in Marvel Comics in 1985 because it was a golden age of reference material. The Official Handbook of the Marvel Universe Deluxe Edition delivered 64 pages a month of in-depth encyclopedia-style reference on every then-important Marvel character. However, I owe most of my understanding of the early days of the Marvel Universe to The Marvel Saga.
For those new to this series, The Marvel Saga is a chronological retelling of the history of the Marvel Universe. Instead of hiring a writer and artist to turn those stories into a new comic book, researcher and writer Peter Sanderson tied it all together using excerpts from the original comics and new text. This could be anything from a single panel to a multipage sequence. The effect is like a comic book documentary that also shows off all the great artwork Jack Kirby, Steve Ditko, et. al, created for early Marvel.
The Marvel Saga #1 sets a distinctive and ambitious tone. It starts with five pages of original art by Ron Frenz and Al Milgrom to set the stage for the debut of the Fantastic Four. It begins with Galactus, the only survivor of the universe that existed before ours, and quickly moves into such cosmic aspects as the Watchers, the Kree, the Skrulls, and the Celestials. There’s a good summary of the origins of superpowered humans, highlighting the roles played by the Eternals, the Deviants, the Inhumans, and the Atlanteans. Especially fun is a panel of a sword-wielding barbarian, who is not named, but I suspect his name rhymes with Zonan. Similar panels show off the Black Knight in Arthurian times, the Marvel Western heroes, and the early World War I and II superheroes.
Then the cast is introduced in two pages establishing the status quo at the time ofFantastic Four #1: Captain America’s frozen in ice, Namor has amnesia, Tony Stark is a playboy weapons manufacturer, Bruce Banner is working on the gamma bomb, Hank Pym is experimenting with ants, Don Blake considers a trip to Norway, Charles Xavier teaches young Jean Grey to control her mutant powers, Stephen Strange is a hotshot surgeon, and, finally, Peter Parker is a happy science student living with his Uncle Ben and Aunt May..
But before we get to the events of Fantastic Four #1, we’re introduced to the friendship between Reed Richards and Ben Grimm, and a glimpse of Reed and Sue Storm meeting Gormuu in a then-recent story by John Byrne.
We then get five pages straight out of Fantastic Four #1 showing the doomed rocket flight that gives them their powers. Moving chronologically, it then goes back to the first part of that issue, where Reed calls the group together, then moves to their confrontation with the Mole Man.
It’s all well-edited and put together. The reader gets the highlights and most relevant moments from the story. And it’s all done on newsprint, so it looks more like the original comics than the deluxe reprints that would soon become the norm. (In 1985, Marvel had published only a couple of trade paperback collections, and the regular reprinting of classic tales in the Marvel Masterworks hardcover series was more than two years away.)
And then, The Marvel Saga #1 shifts gears again, this time to the backup stories from Alpha Flight #2 and #3, in which Canadian scientist James MacDonald Hudson finds his exploratory cyber suit is to be sold to the U.S. military. He destroys the plans and steals the helmet required to use the suit. Young Heather McNeil, a secretary at the company Hudson worked for, brings him some groceries and sees the helmet. She manages to find her way to government contacts — including, eventually, Prime Minister Pierre Trudeau — who brings James Hudson in to head up Department H and eventually form and lead Alpha Flight as Guardian.
What really got me when I read this issue was that the Hudson story took place in my hometown of Edmonton. That makes Edmonton the first real-life city mentioned in this history of the Marvel Universe. Kinda cool.
From there, The Marvel Saga #1 recaps the origin and first adventure of Dr. Henry Pym from Tales to Astonish #27, then gets started on the Fantastic Four’s first meeting with the Skrulls in Fantastic Four #2.
All in 32 newsprint pages, no ads, intro and full credits on the inside front cover, and original cover reproductions on the inside back cover. This cost $1; $1.25 in Canada.
What may sound strange about a comic edited together from such disparate sources is that it’s a blast to read. Marvel Saga shines in this early era, where there’s only a handful of threads to choose from and weave into a whole.
Marvel Saga ran 25 issues, climaxing with the arrival of Galactus and Silver Surfer in Fantastic Four #48-50. It’s the kind of thing I wish Marvel would keep available in some way for new fans who want to get a handle on the origins of the Marvel Universe. The recent cheap reprinted stories in the Origins of Marvel Comics and Son of Origins of Marvel Comics are as close as possible. However, reading those first issues doesn’t thread things together in quite the same way, and they don’t connect the early days of Marvel to more recent characters. I hope Marvel revisits and updates this idea sometime soon.
It was a longer wait than expected for Star Brand #7, as the series is demoted without notice to bimonthly publication. I say demoted because most of the other books Marvel demoted to bimonthly status at the time turned out to be on their final legs — see Dazzler, The Further Adventures of Indiana Jones, and Star Wars. Roy Thomas steps in to script this issue over Shooter’s plot, and Art Nichols comes on as John Romita Jr.’s inker. Stuck in space, Ken finally notices one star brighter than the rest and realizes it’s the sun. Finding Earth, he goes to his apartment, makes a call, and finds out Deb is in the hospital. Barb finally completely kicks out Ken, who’s finding messages from the Old Man — not dead yet! — demanding back the Star Brand. Ken struggles to find him, eventually using Deb as bait. They have a big rematch and Ken appears to fry him for good — there’s a body this time. Everything settled, he goes back to Deb at the hospital for a happy ending? This was Shooter’s last issue — he’d soon be out as editor in chief at Marvel. Star Brand would enter a kind of creative limbo until issue #11, when John Byrne takes over as writer and artist and begins to completely dismantle everything Shooter built.
Ken struggles to do better. His eye wanders at work, where he gets a shot at a sales job. He goes to meet Duck at Denny’s when the Old Man returns and joins them. He says he’s here to warn Ken and they’ll talk later. At home, Laurie acts out, and Barb tries to seduce Ken. Before he can join her in bed, the Old Man shows up with Duck, who’s now in love with him. Ken thinks he’s bamboozled her somehow. Ken doesn’t believe his ears when the Old Man tells him the Star Brand is a weapon, and Ken’s supposed to use it to decide a battle on the far side of the universe. Barb comes down and doesn’t take well to seeing Debbie. The Old Man releases Deb, who later calls and begs to speak to Ken. Barb tells her off and Ken goes to save her, getting in a big fight with the Old Man that goes into space and ends with Ken melting his face off. Once again, Ken’s lost — he can’t see Earth and so doesn’t know how to get home. Rick Bryant joins the creative team, inking some of the later fight pages. His line’s a bit stronger than Williamson’s, but it’s still a nice looking book. There have been no letters columns to date in this series, which is strange for this era at Marvel. There’s no way to see what other readers think of the book, or to announce any creative changes in the book — of which there soon will be many.
Here’s where Ken Connell tries to do better. It’s his birthday, and Debbie the Duck shows up at his door to surprise him birthday sex. Then she hides out in his car for two hours when his parents and pals (including Barb) throw a surprise birthday bash. Even Ken is getting creeped out by how the Duck lets him use her. He decides to observe the mystery woman and her accomplices, following them back to a student residence. He finds guns in their car, exposes them, and calls the police. He then flies to Libya and destroys a military base all on his own. This sequence is pretty cool — no dialog or captions for two pages, just Ken blowing stuff up. He then tries to make up with Barb, which goes well, and break up with Debbie, which does not. The Duck makes like she’ll kill herself if she can’t see Kenny, so he backs off a bit. He then goes to Barbs and plans to tell her about the Star Brand, but thinks twice after her daughter Laurie acts out again. Again, this reminds me of something that might have been tried — and maybe even work — as a superhero TV series in 1986. But as a comic, even the Romita Jr.-Williamson artwork can’t make this feel dramatic or interesting enough to really work.
John Romita Jr. and Al Williamson return as the art team, which at least gives this issue a nice look. Most of this one is about Ken being a jerk and how he deals with the fallout of being a jerk. Myron elicits a three-page recap of the story so far, then tells Ken the whole story sounds fake. Ken uses his powers to cut corners at work and continues to fool around with Duck — only this time Barb catches him and walks out. Ken mopes and mopes for a few pages until he encounters a strange trio of seemingly super-powered people who use their powers to steal food from a grocery and hide out in the wood. One of them beats up Ken real good, so he goes home to work out and start a journal in a vain attempt to do better.
Alex Saviuk and Vince Colletta step in to draw this third issue, so this issue lacks the slick look of the previous issues. Ken Connell in particular looks less interesting and more convincing as the jerk he is. This issue, he lusts after Barb’s teenage babysitter, then goes on a date with Barb but ditches her before he gets laid to take care of a superhero problem. In the Being a Superhero is Hard Department, Ken goes to the moon and vaporizes a mountain on the dark side like no one is going to notice that. He also rips up a couple of Soviet fighters bombing Afghan troops before heading home to bang Debbie the Duck — again. He also notices a classified ad in the newspaper seeking a meeting with the “Flying Man.” Of course, he walks right into the trap — it’s a woman (hot, of course) who says her boyfriend will hurt her if she doesn’t get some info from him. He takes off, and returns after leaving Barb alone in bed to find her apparently beaten up — but it’s faked. The mystery woman and her pals trick him into using his powers to rip open a car door and deflect bullets. They also see his face. Feeling like a dimwit, he goes home to Debbie the Duck. The formula’s already wearing thin, with little of interest happening this issue to excite anyone to come back for another issue.
Jim Shooter’s concept for the New Universe as a realistic take on superheroes is on full display, exposing its strengths and its flaws. Ken Connell’s heroic journey shows he’s very powerful indeed, but not very smart. He doesn’t need to breathe in space and can survive a nuclear blast, but he needs help to find his way home to Pittsburgh. He also continues to be a creep to both Barb and Debbie the Duck, and runs into an ex-girlfriend who chastises him for fleeing any sort of responsibility. John Romita Jr. and Al Williamson make this all look slick and realistic to the point of being boring. But all this sets up Ken to try to do better by helping get a little boy out of a well — he’s upstaged when Spitfire and the Troubleshooters get the boy out first — and rescuing hostages held on a cruise ship by “Moslem terrorists.” Ken does little to help the hostages, who are rescued by presumably American commandoes, but he does slam the ticking nuke into the ocean floor and somehow muffle the blast without it hurting him or his suit and with no lingering radiation. This is the hardest pill to swallow in this issue — it’s really easy to believe Ken’s a jerk.
This is really conventional stuff for a second issue, and surprisingly coherent for an early Image title. Dan Panosian takes over all the art on this issue, and it’s quite solid, evoking the style of DC stalwart Dan Jurgens to good effect. The Rob Liefeld-penciled cover makes your head hurt if you think about what motion might be required for two men to get in that position. Not much actually happens inside the comic. Kirby and Prophet fight their way into the Alaska complex and Prophet connects with D.O.C.C. What’s really strange is that it’s this satellite that’s giving him energy and “life force” while the comic’s narration quotes Bible passages. Is D.O.C.C. God? Or does Prophet interpret D.O.C.C. as God? Oh, and Bloodstrike shows up at the end, only to be completely indistinguishable from Youngblood or Brigade or StormWatch, etc. The story runs 19 pages, with the rest of the issue filled out with pinups, Extreme Studios employee profiles, an autograph appearance announcement, and a talent search ad. There’s also a coupon for Prophet #0 stapled into a centerfold that’s a two-page spread, so you can’t read it or see the entire image without — gasp! — removing the coupon and damaging your comic’s collectible value. (It goes for $3 in near-mint condition at MyComicShop.com as I write this.)
John Byrne had been back at Marvel for a while before he took on the challenge of doing a new Sub-Mariner series. And it works. Namor was believed dead at the end of the Atlantis Attacks storyline that ran though Marvel’s 1989 annuals, and here just shows up bursting out of the ocean to attack the natives on a nearby island. Researchers Carrie Alexander and her pop, David, see this, recognize him, and help him out. Turns out David has a theory to modulate Namor’s extreme moods — and it works. So Namor enlists them as he digs up sunken treasure to fund a corporate front to fight ocean pollution and other causes. The art is pleasingly detailed, open, and inviting. The story has enough action and plot to keep things interesting enough to make me want to come back for the next issue.
Marvel’s New Universe kicks off with this extremely subdued comic about a regular guy in Pittsburgh who rides motorcycles, works in an auto body shop, and is suddenly given the “greatest weapon in the universe.” John Romita Jr. came to this title off of X-Men and gives a kind of quiet dignity to a story that would have worked better in 1986 as a TV series. Al Williamson’s inks are lovely — no surprise there. Ken Connell is a very un-Marvel like character, which is a good thing. He’s also dull and a bit of a creep — he dates a successful woman named Barbie while also dating another woman who appears to have some kind of learning disorder — which is less good. Writer Jim Shooter leaves the big picture for all this overly vague, giving readers few reasons to come back for #2 unless they really want to know if Ken will commit to Barbie.