Young Bloggers

The Story of Marvel by Schamil Saeed, 11

Superheroes, from Ancient Greece to Norse mythology, man has always been fascinated by the allure of beings possessing powers beyond human imagination. Something about gods and demigods brings awe, hope, and envy to our imagination. You may have heard of Spider-Man, The Hulk, Thor, etc. But did you ever hear about the Sub Mariner, or Street Poet Ray?  Enter the imagination of the man, the myth, the legend, Stan Lee and his empire of heroes and villains  in various universes. I will attempt to chronicle the humble start of Stan Lee’s comic empire to prove that it’s nothing less than the ‘super’ billing it’s given. Without further ado, let’s dive in, going back 85 years to 1939. World War II was slowly escalating, but, stateside, thanks to the so-called ‘protective bubble’ Woodrow Wilson had spread from sea to shining sea. In a country reeling from the aftermath of Prohibition and the Great Depression, with Nazi Germany a looming threat, heroes were needed, and one of the first, published in 1938’s Action Comics No.1, was a certain caped alien with a weakness to green rock. Meanwhile, a rival company, one Timely Comics, watched from afar. They had seen their rivals succeed with spandex-clad, muscle-bound heroes, so it was only natural for them to do the same. The first of these was designed by an obscure artist by the name of Bill Everett. Though his name holds little significance in history, his creation, Namor, the Sub Mariner, a pale-skinned, half Atlantean who wielded a trident, and for some odd reason, had wings on his ankles. (It is important to note, however, that this came from DC’s much more vaunted but similarly-themed Aquaman.) His first public appearance came in Marvel Comics No 1., a full year after Superman, and just a few short months after Detective Comics, which gave the world its first look at Batman, and inspired National Comics to unofficially be renamed DC. But still, in a world where superheroes were still the new fad, there was a cordial reception to the fishy fiend, which inspired Timely to work on others, like the Human Torch, an android with no relation to the Fantastic Four character that would appear 20 years later. Eventually, their big break came in 1941: a star-spangled, boot-wearing guy with underwear on the outside–Captain America. Designed by an all-star writing team, and some guy called Stan, this was the killer comic. And on the front of issue number one? Cap socking Hitler. In the noggin. This was controversial, mainly because the USA hadn’t even joined the war yet. In fact, the New York police had to intervene, and Mayor La Guardia had to issue an official statement to the enraged packs of America-Firsters trying to swarm into the Timely offices. They had struck gold; there was no doubt about it. And, save for a brief dark age in the ‘50s, that was what propelled Marvel on its road to fame. And so, in the famous words of Stan Lee, “‘Nuff Said!”

Scar Island, Reviewed by Arjun Nair, 12

It is said that guilt is perhaps the most painful companion of death, but Jonathan Grisby feels he deserves far worse. After a terrible accident that leaves his family in despair, Jonathan takes responsibility for a crime that he did not commit. He is soon sent to the Slabhenge Reformatory School, a place that was once a prison and, in some ways, still is. As time passes on the forlorn island, chaos erupts like magma from the Earth while Jonathan sinks in guilt. Scar Island is a thrilling work, for author Dan Gemeinhart did an exceptional job crafting this story. The moment he arrived on the island, Jonathan faced his harsh treatment. The head supervisor of the island, the Admiral, kept a firm grip on everything that took place. The boys were forced to take care of every task that needed to be done, leaving the Admiral and his colleagues living in luxury. To ensure their comfortable and extravagant life was eternal, they extended the stay of many boys much longer, excusing themselves by saying, “There’s still more work to do.” Although he faced an excruciating life, Jonathan made a few friends who helped guide him in his new life. Just as he seemed to be getting used to Slabhenge, a strange event occurred on the island. On the second morning of Jonathan’s stay, a brutal storm swept through the island. The Admiral lifted his sword into the air during the morning’s event, completely unexpecting what was about to happen. As all the officials were standing in deep puddles, the outcome was inevitable. They were dead before they hit the ground. By this point, the magma had become lava, seeping through the crevices of the island, melting any form of peace to little more than dust. While this novel incorporates many thrilling elements, it also contains some meaningful value. Throughout the book, Jonathan struggles with guilt that he doesn’t deserve. In life, you should never blame yourself for things you did not do because it will only cause the downfall of your mental health. As the book goes on, Jonathan begins to understand this, something important for everyone to recognize.  Altogether, Scar Island by Dan Gemeinhart is an excellent book with ideas scarcely found in others of its genre. Author Gemeinhart managed to compose a riveting plot and convey a strong message at the same time, something that made this book a wonderful read. Thus, I recommend this book to the ages of 10-13, as it holds components perfectly suited for those of this age. Scar Island by Dan Gemeinhart. Scholastic Press, 2018. Buy the book here and help support Stone Soup in the process!

The Rise of Nintendo by Schamil Saeed, 11

Nintendo. The console that changed the world, for 40 years and still going, there’s no escaping that video games have influenced multiple generations. We’ve all seen the ads; Mario’s mustachioed visage is as familiar to us as Santa Claus or Uncle Sam. But how exactly did this come to be? To figure this out, we have to go back to the year 1981, in the city of Kyoto, the headquarters of Nintendo Japan. The company was a sort of jack-of-all-trades, having dabbled in (successively), playing cards, hotels, and even a taxi service. Their most recent pursuit was electronics, buoyed by the success of their handheld gaming line, the Game & Watch, which was selling like hotcakes in their home country. Recently, however, President Hiroshi Yamauchi, whose great-grandfather had founded the company, had been thinking about trying to reach North American audiences. He soon learned that they preferred the full color, heart-racing action of arcades. Seeing how fellow company Taito had burst onto the scene with Space Invaders, Yamauchi asked his R&D group to develop another space shoot-em-up; the result was Radar Scope, a semi 3-D adventure where you pilot a starship. While the results were positive within the land of the rising sun, the USA release was a disaster. Shipped to the newly founded, short-staffed Nintendo of America in New York City, it had the misfortune to release around the same time as the likes of Pac-Man, and paid the price, with only around a third of the cabinets being sold. Dismayed, Yamauchi asked a new hire to the company, one Shigeru Miyamoto, to come up with a game to quickly reprogram the unsold cabinets with. A year later, he promptly came up with one, featuring Popeye navigating mazes, but the project hit a bump when the company wouldn’t give licensing. No matter, however; Miyamoto quickly replaced series antagonist Bluto with a giant, muscular ape, and Popeye himself turned into a mustachioed man you may have heard of. To prevent animating his hair, our hero got a red cap; and soon the maze was replaced with a rickety construction site filled with barrels. And so Donkey Kong was created, and a star was born. Soon, they couldn’t keep up demand, and the money kept flowing. Sequels poured in; and nothing could stop them, not even a lawsuit from Universal on America’s new favorite ape. Looking forward from arcades, Nintendo saw a new horizon: the console. This came at an especially opportune time in gaming, as, in 1983, the gaming market imploded in America. Atari’s massive stock market crash meant that the field was free of challengers. So, starting in Japan, the same brilliant brainstormers behind Nintendo’s arcade successes devised the Family Computer, or Famicom, coming in an elegant red and yellow color scheme, in 1984. It was an overnight success; but the real greatness would come with the US release. Renamed and redesigned, this would prove to be what put the company in the history books, and it was proven with every timeout hero, with his new, well ‘super’ look, stomped on that Goomba. That much is indisputable. So next time you see, hear, or play Super Mario, or any of Nintendo’s other games just remember it’s not just a game, ‘it’s-a him, a-Mario!’