A longtime showbiz journalist and fan's thoughts on comic books, movies and other cool stuff.

Tag: Denny O’Neil

Comic Treks: Star Trek (Marvel) #4 (July 1980)

Star Trek (Marvel) #4 (July 1980). Cover by Dave Cockrum and Klaus Janson.

“The Haunting of Thallus!” (17 pages)
Cover:
Dave Cockrum and Klaus Janson (signed)
Script/Edits: Marv Wolfman
Pencils: Dave Cockrum
Inks: Klaus Janson
Colors: Carl Gafford
Letters: Jim Novak
Consulting Editor: Jim Shooter

Marvel’s first original Star Trek story is action packed, full of surprises and features much improved art from the movie adaptation. So, of course, this was writer and editor Marv Wolfman’s last issue on the title, which from this point on struggled to find a consistent creative team or direction for itself despite contributions from numerous talented creators.

Raytag escapes as soon as he’s beamed aboard.

Storywise, this issue starts off with a rare teaser splash page of the Enterprise encountering a haunted house in space. The actual story starts on page two, with Kirk and Spock receiving a new mission from Admiral Fitzpatrick (no clue why they didn’t use Admiral Nogura, already established as Kirk’s superior officer) to transport a “totally insane!” prisoner back to the prison he escaped from on the planet Thallus. Overly humble Regulan Ambassador R’kgg is to accompany them on this mission, which goes off the rails as soon as the prisoner, Raytag M’gora, is beamed aboard and escapes.

All this happens by the end of page three, so the pacing is already much ramped up from the sullen pace of the movie and its adaptation.

A nice example of the improved writing and art in Star Trek #4.

The next three pages feature the Enterprise crew trying to recapture Maytag, who’s escaped into the engine pylon structures and fended off attempts by security and Kirk to stop him. Since Raytag is like a bat and “sees” with sonar, they broadcast a “sonic backlash” to distract him long enough for Spock to deliver a nerve pitch.

Crewmembers “forming friendships”.

That taken care of, the Enterprise then receives new rendezvous coordinates from Thallus and obligingly changes course. Meanwhile, a pair of crewmen “forming friendships” in their cabin are attacked by and fend off a werewolf, and Chekov and Sulu see a ghost on the recreation deck.

Raytag tries to convince Kirk not to return him to Thallus and suggests that the Enterprise will become as trapped as he will be. Approaching the rendezvous, Dracula appears on the bridge and trounces a couple of guards before turning into a bat and vanishing into the turboshaft. He’s next spotted on C-Deck where a crewman fired at Dracula and Ambassador R’kgg is found dead with puncture wounds on his neck.

This is classic Cockrum — the woman’s pose, the alien, and the circular inset. Nice stuff.

The Enterprise arrives at its rendezvous to find the floating haunted house teased on page one. Raytag warns Kirk that he and his crew are now also prisoners of Thallus.

There’s more action on this page than in all of Star Trek: The Motion Picture.

Beaming over, Kirk, Spock, McCoy and a couple of crew members (they don’t wear red shirts anymore, but they’re definitely in the same category) find an elaborate reproduction of a haunted house with spider webs, dust and a storm brewing outside. They hear a scream and rush in to find Frankenstein’s monster choking a young woman. Kirk knocks it out the window and a whole slew of horror monsters appear around them. Among them is a critter who looks an awful lot like Marvel’s Man-Thing.

Check out Man-Thing at right in the bottom panel.

The girl says they’ve been holding her prisoner here as long as she can remember. Bones suggests they bail, but then a a crew of Klingons appear and its commander saying there is no escape.

The last page shows a Klingon ship arriving to inform the Enterprise it has entered Klingon space and its landing party has been captured. Meanwhile, Raytag laughs at this madness as he sits in the brig.

This issue features a letters page that provides some hints at what’s going on with the publishing of the title. First, it lists not Marv Wolfman as editor, but Louise Jones. There are few responses to letters, but she does explain in in answer to a letter from Sim Parks of Swansea, S.C., a bit about the rights situation vis a vis the original series.

More adaptations of novels and short stories aren’t in the cards right now, Sim, mainly because Marvel only has the rights to adapt the movie and do new material based the movie. As yet, we have no rights involving the TV shows or other Star Trek material. Nevertheless, we hope to do stories that you enjoy … even if they are brand new. Let us know if we’re on the right track, okay?

Louise Jones, Star Trek: The Letters Page, Star Trek (1980) #4.

Wolfman’s story echoes a tactic the original series used to save money: set the story somewhere that looks a lot like a standing set you’d find on a TV studio lot in the late 20th century. Wolfman does a good job of packing a lot of story into this issue and using the dialog effectively to indicate character and make clear who’s who and what they’re doing. The mystery connecting the haunted house, the Klingons and Raytag is built up well enough to be a convincing reason for a Trek fan to come back and see how it plays out in the next issue.

For the art, this story plays so much better to Cockrum’s strengths as an artist. Most fans recall him for his amazing character designs, but he also had a real flair for action sequences that really shows here. Assuming he and Wolfman worked Marvel-style, the top-notch pacing of the story and the effective storytelling that gets a lot of information across comes down to Cockrum’s pencils. More of Cockrum’s flair comes through Janson’s inks, which works to the benefit of the story, even if I still think it’s a less-than-ideal match that fails to convey the sleek, modern look of the movie.

The cover, however, is not effective at conveying the story inside as a Star Trek story. The Enterprise is small and obscured through a window, while Kirk and McCoy have their backs to the camera. Spock looks good, but he’s too small and the jokey nature of the image not something that would have appealed as much to Trek fans, I think. It looks like a rejected monster comic cover that had a couple Trek elements pasted in to work for this series.

This issue was the unexpected final issue for Wolfman, who did not return to plot the conclusion in issue #5. As mentioned previously, Wolfman had been editor in chief at Marvel for a short while around 1975-76, and when he passed that title on he carved out a writer-editor deal that allowed him to run the projects he worked on himself with little or no oversight. That approach changed when Jim Shooter took over as editor in chief in 1978. Shooter realized that the single editor approach for a line of comics as numerous as Marvel’s was unworkable and began hiring a team of editors to each work on a reasonable number of titles. He also did not think writers should edit themselves, and refused to renew the writer-artist deals. As they expired, the writers who had them — Roy Thomas, Len Wein, Gerry Conway and now Wolfman — all left Marvel for DC Comics.

Wolfman’s departure from Marvel was bad news for Star Trek, but very quickly resulted in him pairing with artist George Perez to create The New Teen Titans, one of the most iconic, best-selling and critically acclaimed superhero titles of the 1980s. So that worked out.

New Shooter hires Louise Jones and Denny O’Neil stepped in to fill the gap on issue #5, with Jones taking over Star Trek as her own title the following issue. It’s interesting to note that Jones, who was then very new to Marvel, was at the same time taking over X-Men from editor Jim Salicrup amid the climax of the Dark Phoenix saga under somewhat tense conditions. Not sure that it had an effect on Star Trek going forward, but it sure didn’t help.

Good Nonfiction Books About Comics, Part 3

This time, I look at the how-to-make-comics books on my shelves.

Alan McKenzie’s How to Draw and Sell Comic Strips was the first book I ever saw that specifically devoted itself to this particular topic. I saw it in the bookstore at the University of Arizona when I was a freshman in 1987 and was particularly interested in seeing what comics scripts looked like and how pencils differed from inks — both topics that seem to always confuse fans when they first ask about them. McKenzie’s book featured some nice historical material on comics and some great tips on how to learn to draw everything you need to be able to draw to do comics. He creates a sample comic in the book, complete with a full script, pencils, inks and colors. The book also covers production issues as they were in the day, i.e., lettering pages before they were inked and how to hand separate color plates. It’s a great book, even though it did nothing to help me learn to draw. My efforts in basic drawing class earned me only one of only two C’s in my college career, convincing me that drawing was not where my talents lay. It looks like this has been revised and updated for a couple of new editions, and should be pretty easy to find if you are so inclined.

Will Eisner’s Comics and Sequential Art is a classic in the field and the first book to explore the specific qualities of comics as an artform. I enjoy this book more now that I’ve read a significant amount of Eisner’s work. The book appears to me to be more useful for artists who already know how to draw in applying their skills to comics. As I’ve discovered, it’s not easy to learn to make art (and, I imagine, to teach it) when so much of the experience is subjective and difficult to communicate through words.

I almost put Writers on Comics Scriptwriting in the interviews section, but decided that this book by Mark Salisbury (and its sequel volume) fits better in the how-to category. This is a very nice collection of lengthy Q-and-A interviews with top comics writers on the craft of creating comics. Among the folks in volume one are Peter David, Garth Ennis, Neil Gaiman, Frank Miller, Kurt Busiek, Grant Morrison, Mark Waid and Warren Ellis. Volume two (by Tom Root and Andrew Kardon) covers Brian Azzarello, Dave Sim, Brian K. Vaughan, Mark Millar, Geoff Johns, Mike Carey, Kevin Smith, Greg Rucka and Brian Michael Bendis. I believe both books are currently out of print, but they are worth tracking down if you’re interested in writing comics.

Along the same lines is Panel One: Comic Book Scripts by Top Writers and Panel Two: More Comic Book Scripts by Top Writers, both edited by Nat Gertler. Each volume includes a number of complete scripts by such talents as Busiek, Dwayne McDuffie, Jeff Smith, Neil Gaiman, etc. They’re fascinating for how different they all are, from formatting variations to overall tone. Most of the books whose scripts are published in these volumes are indie books that are easy to track down for comparison to the final product.

Another good overall primer on the thought that goes into comics is The DC Comics Guide to Writing Comics, by Denny O’Neil. This was part of an entire series DC did a few years back on how to make comics. While it does less in terms of showing complete scripts, it does discuss what goes in to making a comic work in the DC Universe, up to and including examples of how to map out and execute mega-crossovers.

There is no equivalent book from Marvel, but I do want to point out that anyone interested in seeing how books are put together on that side of town to track down the Rough Cut editions of Avengers (Vol. 3) #1, Thor (Vol. 2) #1, Captain America: Sentinel of Liberty #1 and X-Force #102. These editions feature the complete plot and the pencils to those issues, giving a nice look at Marvel-style writing.

Few names are as well-regarded in the field as Alan Moore, so it’s a no-brainer that Alan Moore’s Writing for Comics from Avatar Press is well worth the read. This is a slim volume that collects a couple of essays Moore wrote on the topic, and they talk mainly about approach and execution with few examples. Moore’s scripts are legendary for being long and extremely detailed — try to read the full scripts in the supplementary volumes in the Absolute Editions of the League of Extraordinary Gentlemen  and see how far you get before mental exhaustion sets in.

Lastly, there’s Comic Book Lettering: The Comic-Craft Way, by Richard Starkings and John “JG” Roshell. I include this because I used to do print design and production work and enjoyed this peek at how to put all the pieces together exactly into the final package. If you don’t want to know what point size and kerning settings to use on comics type, this may not be for you. But reading this would be essential for anyone looking to letter a comic.

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