The Simon and Kirby Library #[nn]
☆ Be the first to review + Add to your collection — Join freeThis volume from The Simon and Kirby Library collects the legendary duo's superhero work from the 1940s through the 1960s, featuring creations like Fighting American, Stuntman, The Fly, and Captain 3-D. It includes stories of Danny Davis, Dan Sprite, Don Daring, Fred Drake, Johnny Flagg, Sandra Sylvan, Speedboy, and Tommy Troy, showcasing Joe Simon and Jack Kirby's dynamic storytelling and bold artistic style across multiple genres and publishers.
"The Whistler" is a pulse-pounding wartime thriller from the legendary duo of Jack Kirby and Joe Simon, showcasing their sharp storytelling and dynamic art in a gripping tale of espionage and survival. When an American pilot is shot down over the Pacific and stranded in Tokyo, he’s caught in a deadly web of Japanese mobsters and communist agents—only to be rescued by the unlikely duo of the Fighting American and Speedboy. With Kirby’s bold visuals and Simon’s precise inks bringing the action to life, this 1940s classic is a must-read for fans of early superhero adventure.
In "Break the Spy Ring!", Martha Von Lohded, Mary Stewart, and Peter Piper find themselves entangled in a high-stakes game of espionage and betrayal. When the Army repurposes a fallen hero’s body to fight a hidden enemy, the line between justice and vengeance begins to blur—especially as secrets from the past threaten to unravel everything.
In "The League of the Handsome Devils!", the Fighting American and Speedboy face off against a mysterious gang of killers known only as the Handsome Devils—ruthless criminals whose charm is as deadly as their methods. As the duo races to stop the next attack, they're drawn into a web of deception that pits them against a new kind of villainy, led by the enigmatic Big Deal and his strikingly dangerous allies.
When a mysterious gambler known as Doubleheader [Casper Dewberry] unleashes a device that manipulates sports outcomes with stolen energy, the city’s heroes must track down his hidden lair before he fixes the game for good. With Mary Stewart caught in the crossfire, the race is on to stop him—before the odds are rigged beyond repair.
In "Investigate the City of Ghouls," Mary Stewart finds herself caught in a deadly clash at Mount Shasta, where the Reds face off against the mysterious Ghosts of Shasta. With the Fighting American and Speedboy at her side, she must survive the chaos as ancient forces and wartime enemies collide — and a devastating air strike looms.
When a mysterious new food turns people into whatever they believe they are, the fate of the world hangs in the balance. The Fighting American and Speedboy race against time to stop Z Food from falling into the hands of a rogue trio of villains—John, Marsha, and Rammerhead—while navigating a web of espionage involving Schwartz, Fodrick, Nutwelder J. Cloudball, Crawlby Wormwood, and Comrade Farkriminisch.
In "Tokyo Run-Around!", a downed American pilot fights to survive in the neon-lit streets of 1950s Tokyo, caught in a deadly game between the enigmatic Ginza Goniff, the sinister Massamuttin, the cunning Madame Butterscotch, and the mysterious Togo—all while Uncle Samurai and the heroes Fighting American and Speedboy close in. With danger lurking around every corner, the pilot must trust the right allies before the city’s shadows swallow him whole.
In a dreamlike vision of the year 3000, Starman Zero returns from a distant world, his tales of alien wonders unfolding in a future where the past still echoes. With Kleeter by his side, he shares stories that blur the line between memory and myth, leaving the dreamer—Johnny Flagg—wondering what’s real and what’s just a memory of home.
In "Operation Wolf!", a rogue ensemble of eccentric villains led by Rhode Island Red and her henchman Doraymirio Wolfirosoff launches a scheme to defraud wealthy single women, funneling the loot into their radical communist agenda. With a cast of flamboyant conspirators including Rimsky, Korsakoff, Count Yuscha, Sawdoff, and the enigmatic Geegee La Swill, the story unfolds with a blend of pulp intrigue and satirical flair.
In "The Year Bender," Speedboy comes to the aid of Gregory, a young boy facing down bullies, only to find himself swept into a wild adventure when Gregory’s grandfather’s time machine malfunctions—sending them all three hundred years into the past. With no way back and a future to reclaim, the unlikely pair must navigate ancient dangers and unravel the mystery of the machine before time itself runs out.
In "Deadly Doolittle," a high-stakes chase unfolds when Marilyn Biltrite flees with Munneybelt's stolen diamonds, pursued by the mob and a dangerous new threat. With help from Fighting American and unexpected allies like Icy-Fingers McTouch and Stickpin, she must navigate a web of deceit and danger—before the next move costs her everything.
Super Khakalovitch, a communist super-soldier sent to assassinate Fighting American, finds himself unexpectedly drawn to the freedoms of America—only to face a crisis of loyalty when his mission clashes with his growing affection for the land he was meant to destroy. With Charity Bizarre caught in the crossfire, his allegiance begins to shift in ways no propaganda could predict.
In "Sneak of Araby," Fighting American and Speedboy are whisked to the desert kingdom of Kishmir by a mischievous genie, where they must thwart a shadowy plot by the villainous Little Abdul, Colonel Flopkin, and Scarlet O'Haircut. With the fate of the region’s oil—and the balance of power in the Middle East—at stake—heroes and rogues alike converge in a high-stakes game of intrigue, where even the sorcerer Shishkabob and the enigmatic Alikhan may have more to hide than meets the eye.
In "Roman Scoundrels," a rogue’s gallery of misfits—Shepard Shoestring, Rupert Blatzbier, Theda Barracuda, and Eric Von Junkheap—find themselves entangled in a farcical conspiracy when a film shoot in Hollywood turns deadly. With Commissar Yutz pulling strings from the shadows, the line between performance and peril blurs in this chaotic, high-stakes romp.
When Bosworth Nibble pleads with the Fighting American to rescue his missing son Harvey Nibble from Mexican bandits, the mission takes a bizarre turn upon discovering the mysterious Viva Yafata and the enigmatic El Ropo—both with secrets of their own, and a moustache that might be the key to it all.
In "Sneak Attack," the Shield intercepts a seemingly unstoppable enemy bomber fleet threatening an unsuspecting nation, unleashing lightning and daring acrobatics to dismantle the aerial threat. As the Army dismisses the chaos as a natural disaster, the Shield vanishes—silent, unseen, and already watching from the shadows.
In "The Strange New World of the Fly," young orphan Tommy Troy stumbles into a mysterious haunted house after overhearing criminals plotting. There, he discovers a strange fly ring that opens a portal to another world, summoning Turan of the Fly People—a civilization of advanced beings who once ruled the stars but now live as insects, waiting for a worthy champion. With newfound powers of super-strength, wall-walking, and keen perception, Tommy dons a costumed identity and takes on the crooks who prey on the helpless. Now, as The Fly, he must deliver justice before returning to his ordinary life.
In a haunted house, a young boy named Tommy is sent on a grocery run, only to be knocked down by fleeing crooks. He meets Dolly, a girl nearby, and rubs his ring, transforming into The Fly and discovering his buzz gun. With a burst of stinger fire, he takes down the crooks, then reverts to his normal self and returns to the haunted house—only to be spanked for his trouble.
In "Come into My Parlor," a young orphan named Tommy Troy investigates a string of waterfront thefts, only to find himself tangled in a web of danger when he confronts the elusive Spider Spry—master of nets and a nimble swing through the city’s rooftops. With the Fly’s confidence shattered by a sudden flash and his balance undone, Tommy must outwit the spider-like criminal in a tense showdown at his hidden water tower lair, where every move could mean the difference between escape and capture.
In a gritty city where talent meets danger, Mister Marco’s failed performance at a talent show ignites a dangerous scheme: a hypnotic billboard with giant eyes, funded by mobsters, begins manipulating bankers and jewelers into stealing for criminal hands. When The Fly uncovers the truth, he discovers the eyes aren’t just a trick—they’re a weapon, broadcasting hypnotic commands through hidden periscopes and speakers. Now, facing a mind-controlled city and a mastermind behind the spectacle, The Fly must outwit Marco before the eyes claim their final prize.
In "Tim O'Casey's Wrecking Crew!", a mischievous sharpie named Drews finds himself pursued by a furious leprechaun who believes he’s stolen Finn MacCool’s legendary treasure. When giant robots are unleashed to punish him, the unlikely hero Tim O’Casey steps in, aided by the mysterious Mr. March and the enigmatic Bertrand. As chaos unfolds, secrets from the past surface—leading to a twist that redefines who’s really behind the mayhem.
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↩ Reprints Prize Comics #7 (7) (1940), Prize Comics #8 (8) (1941), Prize Comics #9 (9) (1941), Stuntman #1 (1946), Stuntman #2 (1946), All-New Comics #13 (1946), Stuntman #3 (1946), Black Cat Comics #7 (1947), Black Cat Comics #8 (1947), Captain 3-D #1 (1953), Fighting American #1 [1] (1954), Fighting American #2 [2] (1954), Fighting American #3 [3] (1954), Fighting American #4 [4] (1954), Fighting American #5 (5) (1954), Fighting American #6 (6) (1955), Fighting American #1 (7) (1955), The Double Life of Private Strong #1 (1959), The Double Life of Private Strong #2 (1959), The Fly [Adventures of the Fly] #1 (1959), The Fly [Adventures of the Fly] #2 (1959), Fighting American #1 (1966), Fighting American #[nn] (1989)
Reprinted in Fighting American #[nn] (2011)
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