^ Jump up to: a b Manning, Matthew K.; Gilbert, Laura, ed. (2012). "1960s". Spider-Man Chronicle Celebrating 50 Years of Web-Slinging. Dorling Kindersley. p. 25. ISBN 978-0756692360. The Amazing Spider-Man #13 saw [Stan] Lee and [Steve] Ditko return to the creation of new super villains. This issue marked the debut of Mysterio, a former special effects expert named Quentin Beck.
Spider-Man (1982) Questprobe Featuring Spider-Man Doctor Doom's Revenge The Amazing Spider-Man (Amiga) The Amazing Spider-Man (Game Boy) The Amazing Spider-Man vs. The Kingpin Spider-Man: The Video Game The Amazing Spider-Man 2 (1992) Return of the Sinister Six Arcade's Revenge Invasion of the Spider-Slayers Maximum Carnage Lethal Foes Separation Anxiety Spider-Man (1995) Web of Fire Spider-Man (2000) The Sinister Six Enter Electro Mysterio's Menace Spider-Man (2002) Spider-Man 2 Ultimate Spider-Man Battle for New York Spider-Man 3 Friend or Foe Web of Shadows Toxic City Total Mayhem Shattered Dimensions Edge of Time The Amazing Spider-Man (2012) The Amazing Spider-Man 2 (2014) Spider-Man Unlimited (2014) Spider-Man (2018)
Gabriel Vargas Gabriel Vargas Captain Universe/Silver Surfer #1 (2005) A discharged Marine of the United States Marine Corps that was wounded in action and was honorably discharged. First Captain Universe to get arrested by the Kree after he stopped a group from killing Kree Civilians (Annihilation Wave Sympathizers). He was then assigned to Peter Quill's Special Ops group. During his mission he accidentally killed teammate Deathcry who was attempting to kill him after he 'stole' one of her kills. The Uni-Power leaves Gabriel after he cures the airborne Phalanx virus. Gabriel is killed by Phalanx Select Blastaar sometime after the Uni-Power leaves him.
I thought of something else that has to be considered in the rise of the superhero. As Joe Crawford notes, superhero comics and science fiction hit the mainstream together, sharing creators, distributers, and reading publics. Both deal with science and technology and their effects in society — in a characteristically (for the ’30s) optimistic manner. A man will come from a faraway planet and act as the world’s protector; another will use his wealth and brilliance to develop tools that will be used to fight crime in the streets. No problem — even those caused by science and technology — can not be solved by the application of science and technology. By the ’50s, with the advent of nuclear technology and the revelations of the Holocaust, this optimism is somewhat tempered — the new crop of superheros that emerged in the decades after WWII (Hulk, X-Men, Spiderman) were hunted, persecuted, plagued by superpowers they did not want, which they carried as a burden (and of course the resurgence of Batman and Superman put them into a similar mold).
The thousands of Halloween postcards produced between the turn of the 20th century and the 1920s commonly show children but not trick-or-treating. Trick-or-treating does not seem to have become a widespread practice until the 1930s, with the first U.S. appearances of the term in 1934, and the first use in a national publication occurring in 1939.
The custom of guising at Halloween in North America is first recorded in 1911, where a newspaper in Kingston, Ontario reported children going "guising" around the neighborhood. In 19th century America, Halloween was often celebrated with costume parades and "licentious revelries". However, efforts were made to "domesticate" the festival to conform with Victorian era morality. Halloween was made into a private rather than public holiday, celebrations involving liquor and sensuality de-emphasized, and only children were expected to celebrate the festival. Early Halloween costumes emphasized the gothic nature of Halloween, and were aimed primarily at children. Costumes were also made at home, or using items (such as make-up) which could be purchased and utilized to create a costume. But in the 1930s, A.S. Fishbach, Ben Cooper, Inc., and other firms began mass-producing Halloween costumes for sale in stores as trick-or-treating became popular in North America. Halloween costumes are often designed to imitate supernatural and scary beings. Costumes are traditionally those of monsters such as vampires, werewolves, zombies, ghosts, skeletons, witches, goblins, trolls, devils, etc. or in more recent years such science fiction-inspired characters as aliens and superheroes. There are also costumes of pop culture figures like presidents, athletes, celebrities, or characters in film, television, literature, etc. Another popular trend is for women (and in some cases, men) to use Halloween as an excuse to wear sexy or revealing costumes, showing off more skin than would be socially acceptable otherwise. Young girls also often dress as entirely non-scary characters at Halloween, including princesses, fairies, angels, cute animals and flowers.