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Hot Rods and Racing Cars #70 (1964)

Charlton · 1964 · 36 pages

Free to read · restored edition by comicbooks.com · Issue details →

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ContinueHot Rods and Racing Cars #71 →
Contains 6 stories
The Gasser
6 pp · car

Ken King rolls solo as a hotrodder on the drag racing circuit—just him and his pal Bernie keeping his Plymouth-powered Willys competition-ready—until Labor Day weekend brings him to the Nationals for the ultimate test. As Ken faces off against class champions and battles through elimination rounds, a mechanical failure and the unexpected generosity of rival drivers teaches him that even a lone wolf needs a crew. It's a high-octane story about grit, speed, and discovering what really matters when the stakes are highest.

Day at Daytona
5 pp · car

Traveling south with his folks, Clint Curtis stops at Daytona and discovers that stock car racing at speeds of 150 MPH and up is a high art in the Southeast. When he reconnects with an old friend whose uncle is racing a Plymouth at Daytona, Clint gets the chance to prove himself behind the wheel of the Sandul Special—but he'll have to rely on nerve, skill, and strategy against experienced drivers like Fireball Farmer to make his mark on the track.

Nightmare at LeMans
1 pp · non-fiction; car

The legendary 24-hour race at Le Mans, France tests both machine and driver across an 8¼-mile circuit in a grueling endurance battle—Ferraris and Aston-Martins push past 175 mph as competitors battle extreme conditions for a full day and night. This fascinating look at one of motorsport's most demanding spectacles captures the raw intensity of the competition and the sheer relief when a victor finally crosses the finish line.

Tailgate Champ
6 pp · car

Joe Kincaid was a stock-car champion until two brutal crashes left him broken and broke, with every car dealer in the circuit refusing to put him behind the wheel again. Desperate to save his family's farm, he devises an unconventional strategy: nurse his underpowered '61 Chevy through a grueling 300-lap race by tailgating the fastest driver on the track, letting him draft to second-place money. What unfolds is a test of pure driving skill and nerve as Kincaid executes his plan against all odds and skepticism.

Nowhere to Go
6 pp · car

When Stashu Ridzinski, a junkyard kid with a beat-up car, approaches the Road Knights club asking to join, he gets a cold shoulder—until Clint Curtis sees potential in him. Working together with scrounged parts from his father's yard, Stashu and the club build a hot dragster from the ground up, turning the kid who spent his days tearing cars apart into the crew's star engine builder and pit crew member. As the "Gizmo" proves itself on the strip, Stashu discovers that being part of something matters more than racing glory itself.

Getting the Flags
1 pp · non-fiction; car

Getting the Flags This fact sheet does not contain an actual story narrative — it's an educational feature about racing signals. The OCR text shows page content explaining what different colored flags mean to drivers on a race course (green for "go," yellow for caution, red for stop, etc.), followed by unrelated advertisements. There is no plot, character arc, or story beats to describe. SKIP

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