Super Weird Heroes #[nn]
☆ Be the first to review + Add to your collection — Join freeThis collection gathers a selection of delightfully bizarre but genuine characters from the Golden Age of comics, spotlighting oddities like the patriotic Green Turtle, the comedic Funnyman, and the mysterious Torgo. It also includes appearances by creators Jerry Siegel and Joe Shuster, alongside lesser-known figures such as Doc Gimmick and Sardonic Lazar, all presented with historical context and commentary. The volume celebrates the weird, wonderful, and often forgotten corners of comic book history, curated from IDW's Super Weird Heroes series.
In "Secrets of Super-Strength," the people of Centerville face a financial crisis until a mysterious visitor from Jupiter, Ikzip, arrives with a tempting offer: display his rocket in exchange for temporary financial relief. Written by Jerry Siegel and illustrated by John Buscema, this 2016 IDW issue sees the town's hopes rise—until Ikzip demands a shocking price. With the city’s youth endangered by his Hypnojive, Nature Boy steps in to stop the alien’s plan. Cover by Dick Giordano and Vince Alascia.
In "null," Jim Randall—newly imbued with the power of the Greek god Atlas—steps into a world of sudden responsibility, using his strength to stop an armored car heist and quietly guiding a young man toward a better path. The story captures the weight of power and the quiet moments that define a hero’s first steps.
In "null," District Attorney Jordan finds himself caught in a web of political ambition when Boss Kizer throws his support behind Jordan’s gubernatorial run—only to quietly manipulate the race from the shadows, turning a campaign for justice into something far more dangerous.
In "G -- goodbye, Bulletman!", Jo and Bulletman face their toughest challenge yet—not a supervillain, but the crumbling of their partnership. After Jo walks away, demanding recognition she feels she’s earned, they’re forced to reunite when two fake mediums threaten to expose a dangerous secret.
In "null," Captain Fearless is reassigned to Camp Valant under the guise of a private to uncover a mole within its ranks. As he navigates the camp's tense atmosphere, he begins to suspect that the commanding officer—someone he's supposed to trust—is secretly working against them.
In "null," Jo and his friends in Rivertown head to the city’s dam for a picnic—until a swim to a nearby anchored boat reveals John Wright bound and gagged. After freeing him, John urges the boys to flee and warn the town of an imminent threat from criminals planning to blow up the dam. Left alone, John takes Hadacol and transforms, stepping in to repair the dam and protect the boys from the danger they’ve just escaped.
In "The Vanishing Boy!", Captain Truth—still grappling with the fallout of a botched mission—finds himself homeless after a sudden eviction leaves him with nowhere to go. Staying with his friend Joey, he learns a shocking truth: his father is none other than the reclusive and mysterious Slug Warner. Now caught between his identity as a hero and his complicated past, Captain Truth must decide how to confront the man who shaped his life—especially for Joey’s sake.
In "null," a disillusioned 30-year-old paperboy named David snaps at being called "my boy" one too many times, sparking a quiet revolution among his fellow newsboys. Together, they form a tight-knit crew, turning petty insults into a lucrative, if bizarre, campaign of retribution—until David and Katie stumble upon a mysterious figure known only as Berko. From there, the story shifts gears with the arrival of The Catman and Kitten, whose motives remain as sharp as their claws.
In "The Demons of Death," the Deacon and Mickey answer a strange cry in the marshland, only to find a dying man whispering of devilish figures and a gold heist. When they track the shadowy figures to a bank robbery, they uncover a shocking twist: the so-called demons are none other than the Centreville Banks' Board of Directors, using the chaos to steal from their own institution.
In "null," Fantomah confronts a mad scientist whose serum has twisted the jungle's gorillas into hyper-intelligent beasts, turning the wilds into a battleground of mind and might. With quiet resolve, she stops his rampage, lets the creatures reclaim their nature, and leaves the jungle once more in balance.
In "null," the Fire-Man tracks a string of inexplicable vehicle fires, leading him to enlist Nancy in a risky undercover mission for the Acme Agency. Disguised as an orphan seeking shelter, Nancy infiltrates a hidden operation—only to be exposed by a reclusive professor who reveals his chilling method: a gas that turns men into living torches, used to torch cash-laden vehicles.
In "null," a mad inventor unleashes a high-tech car built for breaking into vaults and stealing from the rich, forcing Funnyman to respond with his gloriously chaotic junkmobile, the Jet-Jallopy. What follows is a wild, high-speed clash of wits and wheels, where every turn and explosion pushes the limits of both machines and madness.
In "null," a mad inventor unleashes a high-tech car built to crack open vaults and steal from the world’s most secure places, turning the city into a racetrack of chaos. Funnyman answers with his gloriously cobbled-together junkmobile, the Jet-Jallopy, and the two collide in a wild, high-speed showdown that turns the streets into a battleground of wits and wheels.
In "The Kute Knockout!", a mad scientist unleashes a robotic companion designed to lure unsuspecting victims into alleyways with a flirtatious smile and a dropped handkerchief—only to knock them out with a mallet and relieve them of their belongings. The story’s blend of absurd humor and retro-futuristic flair is brought to life with sharp, playful art that matches the tone of this short, slyly clever tale.
In "null," the Green Turtle's legacy is under siege when General Kimonak orchestrates a dangerous deception, using a Japanese officer in the Turtle’s likeness to strike at Chinese resistance fighters. As the hero’s name becomes a weapon of war, the line between protector and traitor begins to blur.
In "null," Rainbow Boy teams up with the disoriented Hydroman after the latter’s clash with the imprisoned Helium Gang, leading them to a mysterious signal from the Rock Island Lighthouse. When Hydroman is ambushed and forced into the water, he swims to the lighthouse, where the isolated keeper reveals a smuggling ring smuggling diamonds from South America. With the keeper calling for help, Hydroman takes action to stop the criminals before the Coast Guard arrives.
In "Case of the Rioting Trees!", Jeep—once a discharged hero of the Battle of France—retools his old Army jeep with a rocket attachment, turning it into a flying machine. With his new partner Peep in tow, the duo takes to the skies only to witness a bizarre crime wave: animated trees breaking into banks and pickpocketing citizens. When they track the chaos to a mysterious plane piloted by a scientist wielding a chlorophyll atomic animator, Jeep must deploy the Army’s Electronic De-Atomizer to stop the botanical rampage.
In "null," Kismet races against time when friend Jean warns him that a Nazi rocketship is headed for New York City with a deadly payload. Sneaking aboard, he redirects the bombs into the ocean and crashes the ship in France—only to discover a far more sinister plan: a group of innocent hostages held by a Nazi general and his wife.
In "The Gypsy Murder," Richard’s visit to his friend Jim’s country mansion takes a dark turn when he stumbles upon a yearly festival tied to a mysterious Gypsy band. When a murder occurs during the celebration—allegedly committed by Felipe, who’s in love with Maria—Madam Fatal is called upon to uncover the truth before the Gypsy Band demands justice.
In "null," Jo and Terry team up when Terry encounters an old woman pleading for help—her son faces execution for a crime he didn’t commit. With the help of the Messengers of Justice, they track down the real gang leader, leading to a tense confrontation at the mother’s home where Ricci attempts to trap Mr. E. The story unfolds with quiet urgency, blending moral stakes and unexpected alliances in a taut, character-driven adventure.
In "Nature Boy vs. the Jiver from Jupiter," the struggling town of Centerville faces a bizarre twist when a visiting alien named Ikzip offers to save their finances—on one strange condition. With the city's youth suddenly under the sway of a hypnotic jive, it's up to the green-clad hero Nature Boy to stop the interplanetary takeover before Centerville becomes a cosmic footnote.
In "Nightshade — Nemisis of Gangdom," Howard Hall dons the mantle of Nightshade to intervene when he witnesses a kidnapping in progress, rescuing a young woman and her child. The child’s mysterious bracelet, marked with the coat-of-arms of Balkania, hints at a royal plot as Prince Dumka’s hired thugs aim to seize the princess and eliminate her heir.
In "null," Phil Anson—returned from twenty-five years in Tibet after mastering the secrets of the Grand High Lamas—reemerges in America with a mysterious aura and a knack for vanishing in smoke. Taking up residence in a luxury hotel and hiring Whizzer McGee as his assistant, the duo soon finds themselves entangled in a high-stakes mission to rescue a captured professor whose invention could transform salt water into a potent fuel.
In "null," Jack uncovers a hidden conspiracy when a strange illness strikes his teammates during a crucial football game, leading him to suspect foul play in the school's water supply. With Whitey gone and the stakes rising, Jack steps into his role as Rainbow Boy to confront the dangerous gambler Gilioni, whose shady bets may be tied to the sabotage.
In "null," ghost detective Sergeant Spook teams up with a street-smart kid named Jerry to fight city corruption after a simple playground petition turns into a showdown with Mayor Griggs. When the mayor’s shady scheme threatens the safety of the new playground, Spook uses his spectral wit to expose the truth—just as the kids are about to get their first swing.
In "The Spider Widow Meets the Spider Man!", Jo and Dianne find themselves caught in a web of chaos when a mechanical spider named Herman begins terrorizing a factory owned by Dianne's uncle—only to discover the real threat might be the Spider Man behind the machine. The story unfolds with sharp tension and surprising twists as the two heroes must navigate a dangerous confrontation that tests their instincts and their trust.
In "null," Tim—on a Caribbean cruise—stumbles upon a hidden submarine base, uncovering its secrets and outmaneuvering its commanders. With his invisible suit activated, he tracks down and disables every sub in the network, turning the tide in a silent, high-stakes operation.
In "Adventure of the Crime School," newly freed criminal Topaz reinvents himself as an instructor, opening a school where he teaches his fellow inmates the finer points of crime—only to find his lessons might be taking a turn he didn’t anticipate. Written by an unknown author and illustrated by an unknown artist, the story follows Topaz’s bold experiment in criminal mentorship, where the real test isn’t in the lessons, but in who’s really in charge.
In "A Racket in Dolls," Detective Blair stumbles upon a strange trail leading from a junkyard to a hidden doll factory, where ragdolls conceal a shocking secret—steel bars meant for weapons, not stuffing. As he uncovers the truth behind the illegal trade, Blair must go from investigator to vigilante, becoming Zippo to stop the smuggling before it's too late.
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↩ Reprints Jungle Comics #4 (1940), Mystery Men Comics #10 (1940), Popular Comics #53 (1940), The Funnies #45 (1940), Weird Comics #5 (1940), The Funnies #48 (1940), Reg'lar Fellers Heroic Comics #3 (1940), Master Comics #9 (1940), Weird Comics #10 (1941), Speed Comics #13 (1941), Crack Comics #13 (1941), Popular Comics #64 (1941), Captain Fearless Comics #1 (1941), Captain Fearless Comics #2 (1941), Amazing Man Comics #24 (1941), Choice Comics #1 (1941), Punch Comics #1 (1941), Man of War Comics #2 (1942), Blue Bolt #10 [22] (1942), Reg'lar Fellers Heroic Comics #14 (1942), Blue Bolt #5 [29] (1942), Bulletman #9 (1942), Reg'lar Fellers Heroic Comics #15 (1942), Cat-Man Comics #6 (16) (1942), Clue Comics #1 [1] (1943), Clue Comics #2 [2] (1943), Feature Comics #66 (1943), Cat-Man Comics #8 (21) (1943), Cat-Man Comics #9 (22) (1943), Miss Liberty #1 (1944), Blazing Comics #2 (1944), Blazing Comics #3 (1944), Bomber Comics #3 (1944), Cat-Man Comics #1 [26] (1944), Yellowjacket Comics #2 (1944), Jeep Comics #1 (1944), Yellowjacket Comics #4 (1944), Gold Medal Comics #1 (1945), Jeep Comics #2 (1945), Liberty Comics #4 (12) (1946), Blue Beetle #44 (1946), Captain Flight Comics #11 (1947), Funnyman #1 (1948), Funnyman #2 (1948), Jeep Comics #3 (1948), America's Best Comics #27 (1948), Black Cobra #1 (1954), Black Cobra #6 [2] (1954), Nature Boy #5 (1957), Daring Adventures #18 (1964), Captain Hadacol #1
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