Fifties Superheroes in comic books represent an intriguing interim between the superhero booms of the 1940s and 1960s.
The intent here is to bring to light some neglected costumed crusaders who first appeared in the 1950s such as the original Captain Atom, Lars of Mars, the Fantastic Dr. Foo, and the Lemonade Kid, to name a few. You’ll find that many of these heroes were the creations of three great creators of the Golden Age of Comics, Jack Kirby (Captain 3D and Fighting American), Gardner Fox (The Avenger, Cave Girl, Jet Powers, Lemonade Kid, Strong Man and Thun’da), and Jerry Siegel (Invisible Boy, Lars of Mars, Mr. Muscles, Nature Boy, and Zaza the Mystic).
Fifties Superheroes Defined
A word about who’s included here, as just who should be considered a “super” hero is open to debate. Here I follow common practice in counting costumed crime fighters who have no super powers as superheroes. I do include jungle heroes who have special abilities or who face foes with special abilities. I also include “science” heroes if they have a uniform of sorts and operate in the present. Finally, I include narrators of horror/fantasy stories if they occasionally intervene in the stories they’re telling or provide details of their existence independent of those stories. DC’s Phantom Stranger fell into that category in the 1950s and later became a full fledged superhero. Ace’s Fate, who was the narrator for their Hand of Fate comic title, is the most intriguing character I’ve included here of that sort. I think he is one of most interesting heroes still not widely known. See if you agree.
Now a word about characters that I excluded. I don’t include DC or Atlas/Marvel heroes as they are amply detailed elsewhere. I also exclude costumed heroes who operated in the Old West (for a sample of some of those click here) and spacemen adventuring in the future.
Diversity (or Lack of It) in the Fifties
It probably will not come as a huge surprise that there isn’t a lot of diversity among the fifties superheroes to be found here. The only new superhero of color was the Fantastic Dr. Foo. While he embodies a number of stereotypical mimes there is also something delightful (and novel for the era) about such a potent Asian figure being a hero and not a villain).
Women didn’t fare any better. There’s Cave Girl who can speak to animals and Tom Boy who’s just a teenage girl in a costume for the most part. There is something mildly subversive, though, in a single character embracing the butch/femme dichotomy in one slender frame. Scroll down and discover how. Otherwise Miss Muscles and Nature Girl are mostly afterthoughts, pale female versions of Mr. Muscles and Nature Boy.
What little diverse representation that existed in fifties comic books was to be found for Blacks in jungle comic books and for Native Americans in comic books of the old West. Waku the Prince of the Bantu and Brothers of the Spear in Tarzan comics were fifties features that headlined Black heroes. And western comic books included figures like Pow-Wow Smith, Tonto (featured in own stories and comic book) and a raft of mostly minor Indian superheroes. But in both cases these heroes were in a sense exotic elements of jungle and western genres. Representations of people of color as heroes not limited to these genre were only to arrive for Black heroes beginning in the sixties. Arguably a wellspring of indigenous heroes outside of the Old West is yet to arrive.
The Evolution of Fifties Superheroes
At the end of the hero listings I’ve included a Fifties Superheroes timeline and incorporated the first appearances of some DC, Atlas/Marvel and Archie superheroes who debuted in the fifties to give a clearer idea of how what was deemed saleable evolved over time. In 1950 and 1951 the superhero boom was over and a number of science fiction themed characters began to appear. 1952 and 1953 saw the debut of supernaturally powered heroes like the Purple Claw, the Phantom Stranger and the Fantastic Dr. Foo. With the December 1953 return of Captain America, Human Torch and Sub-Mariner the instinct to return to safer ground with superheroes is evident but the time isn’t yet ripe for such a revival. No such revival or new characters like the Avenger or Fighting American prove successful. It is not until 1955 and 1956 and DC’s introduction of the Martian Manhunter and a new iteration of the Flash that the seeds of 1960s superhero boom are successful planted. It’s clear that by 1959 the so-called Silver Age of comic books is fully underway (the Fantastic Four would arrive in 1961). But I hope the timeline shows that the precise beginning of this new age of superheroes is a little messier than sometimes presented. I’d argue for the end of the Golden Age at 1954 with the end of Fawcett’s Marvel Family and the beginning of the Silver Age with the debut of the Martian Manhunter. All that said, I hope you discover a few fifties superheroes you never knew about and learn more about the ones you did!
The AVENGER
Secret Identity: Roger Wright, millionaire scientist
Origin: When Roger’s brother and sister-in-law are captured by communists, Roger is inspired by a child’s Ghost Rider (see below) mask to adopt the masked identity of the Avenger to rescue them. The communists hope to use Roger’s relatives as barter to obtain the secret behind his atomic-powered star jet. Roger defeats the communists, only then realizing they have already killed his relatives. After asking the defeated Russian general when his people will learn that “it is the individual man and not the state that is most important,” the Avenger vows to “prevent future crime and oppression you plan to bring upon the innocent people of the earth.”
Abilities: The Avenger’s star jet can travel at great speeds around the world, never needing to refuel.
Appearance: Roger Wright is a muscular, dark-haired man. As the Avenger, he wears a red uniform and cowl, with white gloves, belt and gun holster. He sports a large red “A” enclosed in a white circle on his chest.
Modus Operandi: Wright devotes his millions, his scientific expertise and his physical prowess to defeat the communists in their seemingly endless schemes.
Friends and Allies:
Claire Farrow. Roger Wright’s secretary and romantic interest.
Notable Adversaries:
General Sergei Viroshonky. The Russian general who had Colonel Ralph Wright and his wife kidnapped and ultimately killed in an effort to obtain the blueprint of the star jet. The Avenger lets him live to face likely execution for failure at the hands of his Russian masters. The Avenger 1 (1955).
The Player. To quote the villain himself: “I can beat any man alive at any game he plays! For years I’ve devoted myself to sports and games. I’ve become an expert at everything—and so there’s nothing left. If only there were someone—somewhere—who could beat me at something!” When he reads about the Avenger, he decides that playing a game of “cops and robbers” with the hero is just the challenge he craves. The Avenger 4 (1955).
Sightings: The Avenger 1-4 (Magazine Enterprises)
Original Chroniclers: Gardner Fox and Dick Ayers (Ghost Rider)
Active: 1955
CAPTAIN ATOM
Full Name: Unknown. Atom appears to be his last name though this is never explicitly stated.
Origin: “At 21 years, the scientific and inventive achievements of young Captain Atom, athlete, adventurer, scholar and outstanding American, have been so remarkable that they have brought him world-wide fame and recognition.”
Abilities: Exceptional intellect and above average fighter.
Appearance: Atom is a clean cut young man who wears a costume as a quasi-uniform.
Modus Operandi: “At the present time, Captain Atom’s amazing career is being sponsored Professor King, world traveler and adventurer in his fifties, whose business interests take him from one corner of the globe to the other. Among his many other activities, Captain Atom acts as pilot for the professor’s custom-built luxury turbojet airliner.”
Friends and Allies:
Professor King. World traveler and adventurer and wealthy businessman, whose “personality and scientific talents have already won great affection for him in the hearts of the professor’s traveling family.”
Mrs. King. Her “passion for the unique and glib tongue often get the ‘family’ into serious trouble.”
Jeff and Carol King. “Twelve-year old twins adopted by the professor when their parents were killed in a tragic accident.”
Jill Jordan. “Beautiful girl of nineteen, who acts as nurse and governess for the children,” and as a possible romantic interest for Captain Atom.
Rusty McQuigg. “Freckle-faced, bright young fellow of 25 who assists the Captain as co-pilot, navigator and radio man.”
Notable Adversaries:
None.
Sightings: Captain Atom 1-7 (Nationwide)
Original Chronicler:
Active: 1950-51
CAPTAIN FLASH
Original Identity: Professor Keith Spencer, atomic scientist
Origin: Spencer is accidentally exposed to cobalt radiation during a public demonstration in his hometown of Atom City.
Abilities: The cobalt radiation gives Spencer extraordinary strength and reflexes. His skin also becomes nearly impervious to harm. These abilities are at his peak when he claps his hands.
Appearance: As a civilian, Spencer has blond hair and wears glasses. As Captain Flash he wears a red costume with blue trunks, boots, gloves and cowl. A yellow belt and a lightning bolt insignia on his forehead complete his uniform.
Modus Operandi: All Keith Spencer needs to do is clap his hands and with a bolt of lightning, he becomes Captain Flash.
Friends and Allies:
Ricky Davis. The teen-aged son of one of Spencer’s associates, Ricky was in the crowd when Spencer’s demonstration went awry. He is thankful that the Professor saved those gathered by shielding them from the cobalt with his body. He accidentally learns Spencer’s secret and joins him, in a yellow, red and green costume, to fight crime.
Notable Adversaries:
The Actor. A master of disguise, the Actor uses a fast-acting chemical to alter his facial features in the service of committing crimes. Captain Flash 2 (1955).
The Black Knight. AKA Dr. Conrad Krueger, a noted authority on medieval times who lives in a reconstructed castle. Krueger’s also insane and obsessed with conquering the world. He wears a knight’s armor with a skull insignia, but instead of a horse rides a rocket glider and wields an electrically-charged lance. He forces his gang to wear medieval clothes and speaks in medieval-style language. Captain Flash 2 (1955).
Iron Mask. Mystery man who wears an iron gas mask and seeks to stockpile cobalt for unknown reasons. His true identity is never revealed. Captain Flash 1 (1954).
The Mirror Man. A white, spotted alien with tentacles for arms. Captain Flash summarizes what’s known of monstrous menace: “Something that eats silicon and can flow through mirrors! It changes to almost any shape at will! It’s out to destroy the best brains on earth!” The Mirror Man is always thwarted, but never apprehended. Captain Flash 1, 2 (1954-55).
Sightings: Captain Flash 1-4 (Sterling)
Original Chronicler: Mike Sekowsky (Justice League)
Active: 1954-55
CAPTAIN 3D
Original Identity: No other name given, only that he is the last of a race of beings who once thrived on earth.
Origin: Fifty thousand years ago, ago, two races vied for control of the earth: the D people, the race to which Captain 3-D belonged and the evil Cat People. The Captain’s people destroyed themselves through excessive use of the D bomb. They created The Book of D to contain the life force of the hero who would be the last survivor of their race. One human across the ages was always appointed as the guardian of the book, to protect it from the grasping hands of the Cat People. As fate would have it, soon after, a natural disaster largely destroyed the kingdom of the Cat People. Their numbers dramatically reduced, their hopes to dominate the earth were thwarted, hiding among humans in human disguise. The current guardian of Book of D, hunted by the Cat People and desperate, brings it to the used book store where teenage Danny Davis works and tells him never to sell it. He is then promptly killed. When Danny Davis opens The Book of D he finds 3-D like glasses. When he dons it, an illustration of Captain 3D, the last survivor of the D people, leaps from the book into full-bodied life.
Abilities: Captain 3D has fighting abilities and agility that appear far greater than that of humans. He also wears a power pack that allows him the power of “dimensional flight” via “a great force from the invisible fourth dimension.”
Appearance: Captain 3d is never shown in anything other than his colorful blue, red and yellow costume.
Modus Operandi: When Danny Davis puts on a special pair of 3-D glasses, Captain 3D emerges full blown from The Book of D. He must return there after battles as an essential part of his life force is contained within it.
Friends and Allies:
Danny Davis. Youthful owner of a small used book shop and latest guardian of The Book of D. Only he can summon Captain 3-D.
Professor Five. The creator of The Book of D, long dead from torture at the hands of the Cat People.
Notable Adversaries:
Iron Hat. Unhinged by a life-threatening construction accident which left him with an iron plate covering the top of his head, “Iron Hat” McGinty head a “destruction gang” that uses heavy equipment to destroy buildings. Captain 3-D 1 (1953).
KIng Solitaire. “King of the crazy playing cards.” King Solitaire’s battle with Captain 3-D was scheduled to be told in Captain 3-D 2, which was never published.
Tigra. Caped queen of the Cat People, who wears a spotted leopard skin dress and cowl over her human appearing face. The Cat People have survived for millennia, hiding among the humans, disguising their true feline appearance with make-up. Tigra controls a technology that allows her to create three-dimensional people from two-dimensional photos, in essence living paper dolls. Captain 3-D 1 (1953).
Sightings: Captain 3-D 1 (Harvey)
Original Chronicler: Jack Kirby (Captain America, Fantastic Four)
Active: 1953
CAVE GIRL
Original Identity: Carol Mantomer
Origin: When scientists and explorers Edward and Betty Mantomer are killed by Balu tribesman their young daughter, a giant eagle hungry for prey snatches her and flies her over unscalable mountains called the Barriers of the Moon. But dropping her in its nest, the eagle is killed in turn by Kattu the wolf, for the eagle had killed its cub. Kattu adopts Betty and the two live in the wolf’s cave from which she gains her new name. Over the years, Cave Girl grows tall and strong. By observing the men of the dawn lands she learns to use a spear, knife and bow and arrow. And by listening to all the animals, she learns their tongue.
Abilities: To quote Cave Girl herself, “All animals know and love me. I speak with them and know their language.” She is also physically agile and a formidable fighter.
Appearance: Cave Girl is blonde haired and beautiful, garbed in a white striped animal skin.
Modus Operandi: Cave Girl protects the animals and those she cares about from the brutal Beast Men of the broad valleys of the Dawn World and increasingly in the jungles of the modern world.
Friends and Allies:
Thun’da. See below. Heroic jungle man who operates in an apparently adjoining region in East Africa. Thun’da 3 (1952).
Luke Hardin. Handsome, dark-haired young archeologist, Hardin discovers the Dawn World and in it Cave Girl, who he suspects may be the lost Carol Mantomer, who if found would be a wealthy heiress. Luke falls in love with Cave Girl, but she is unimpressed by life in Nairobi. Cave Girl 11-12, 14 (1953).
Alan Brandon. Rich, young big-game hunter and a friend of Hardin’s. Both are equally smitten by Cave Girl, but Brandon is far more aggressive, on one occasion binding her while she sleeps to bring her back to civilization to marry. Cave Girl eschews vengeance, knowing that in his own way, he loves her. He appears again and behaves more admirably and working in concert Cave Girl and Hardin. Cave Girl 11 (1953-54)
Bobo the Pygmy. An overly confident pygmy hunter, the smallest even of his people. who Cave Girl befriends and must often rescue. Cave Girl 13-14; Thun’da 6; Africa 1 (1953-54).
Notable Adversaries:
Irana. Queen of an African city of Amazons, who commands able women warriors and in her first appearance extorts the superstitious Wamboli villagers with threats of Gulla the Vulture, Black Lord of Death. Cave Girl 11, 12 (Amazons only) (1953). See also Thun’da.
Ralph Norklander. Crazed and unkempt American scientist and nuclear physicist who discovers an ancient alien time machine in an African cave. Norklander finds that by placing animals or humans on its platform, he can bring the dead back to life by returning the individual to a time before their death or age an enemy by sending them into the future. These changes endure even after the individual leaves the platform. Cave Girl 14 (1954).
Sightings: Thun’da 2-6; Cave Girl 11-14; Africa 1 (Magazine Enterprises)
Original Chronicler: Gardner Fox and Bob Powell
Active: 1952-55
CRUSADER from MARS
Identities: On Mars, the Crusader’s name is Tarka. On Earth, he has assumed the identity of
Origin: Tarka was found guilty of murdering his rival for the affections of the beautiful Zira. Zira, in turn, was also found guilty “since she was the cause of the tragedy. This was the first crime committed on Mars in fifty years. Tarka proposes that he and Zira expiate their crime by fighting evil on Earth, a planet which has long been a concern of Mars given its primitive ways. The authorities agree, but if they are unsuccessful in changing Earth’s ways, Earth will be destroyed and the two of them along with it.
Abilities: Tarka appears physically superior to most humans but not exceptionally so. His advantages in battle including the use of his flying saucer and the occasional Martian weapon.
Appearance: The blond-haired Tarka doesn’t look any different from the inhabitants of Earth. The colors of his costume are changed in his second appearance, the neck piece, belt and now hand-covering gloves are changed to yellow, his trunks are changed to blue and his tunic and leggings are changed to red. He and Zira wear wrist radars to communicate with each other, which conveniently covers their “felon marks,” brands of shame which Tarka vows to turn into marks of honor.
Modus Operandi: Tarka and Zira fly to wherever they’re needed on earth on a Martian flying saucer, taking orders from their Martian superiors. In the second story in Crusader from Mars, those Martian superiors recommend their services to the Solar System Cabinet who assign them to the War Board as Lieutenants in the Solar System Task Force.
Governing Bodies:
The Criminal Investigation Division of the Secret Service. The Martian agency in charge of reviewing Tarka and Zira’s assignments on Earth.
The Solar System Cabinet. The solar system’s governing agency which in turn belongs to Galactic Parliament of the Milky Way.
Notable Adversaries:
The Black Hoods. A black-hooded and robed gang of bigots who terrorize “foreigners” who own farmland, despite the fact that they’ve lived in America for generations. After their capture, their leader is taken to Mars to dig canals there for several years as his punishment. Crusader from Mars 2 (1952).
Boris Zandrozov. Dictator of the distant planet Uralia who launches an attack on our solar system, looting space ships for their anti-gravity fuel. Crusader from Mars. Crusader from Mars 2 (1952).
Vlashti Drobinko. Prime minister of Herzegovina (an actual country in the Balkins!). “Tired of being made a puppet by the big nations,” Drobinko plans to drop bacteriological bombs on the United States as the first step towards dictating its will to the entire world. Crusader from Mars 1 (1952).
Sightings: Crusader from Mars 1-2 (Ziff-Davis)
Original Chronicler: Marvin Stein as artist (author unknown–a revision of the Lars of Mars concept)
Active: 1952
DOCTOR HAUNT
Original Identity: Unknown
Origin: Unknown, though he clearly has a timeless quality and has been present for a very long time. He notes humans has mistaken him “for a furtive blob of darkness, strangely darker than the other shadows … my dry voice for the in scratching of dead lives across your windowpane … my laugh for the long drawn-out wail of a train in the distance.”
Appearance: A mysterious figure nonetheless cloaked a colorful clothing of greens, dark purple, yellow and orange. Doctor Haunt notes that his face will never be fully seen but has a light blue tinge.
Abilities: A supernatural entity, Doctor Haunt appears to not have the human need to breathe, as he observes one happening underwater, and presumably can transport himself anywhere in the world in his role as an omniscient observer who can see into the hearts and minds of those he observes. In This Magazine is Haunted 14, Haunt also reveals that should a listener take hold of his hand he could transport that person to the scene of the story he’s telling.
Modus Operandi: Doctor Haunt laments that is unable to interject himself into the affairs of the humans he observes. His only role is to observe and then tell the haunting tales of those observations. Yet he is clearly present at every moment of the lives he sees to their final fates.
Friends and Allies: None noted.
Notable Enemies: None noted.
Sightings: This Magazine is Haunted 12-16 (Charlton)
Original Chronicler: Steve Ditko as artist (author unknown)
Active: 1957-1958
The Fantastic DR. FOO
Origin: Dr. Foo’s origins are cloaked in mystery, though he is reputed to be over three hundred years old.
Appearance: Elderly, gaunt Chinese man with a long, drooping mustache and a two-pointed goatee. He may be the most potent mystic of his age but he still needs to wear thick-brimmed glasses. He also wears loose-fitting, Chinese style trousers and jacket, green with yellow trim and a green cap.
Abilities: Thought telepathy and hypnotic eyes can force individuals to confess whether they have committed a crime or not. He can “charm the birds of the air and the fish of the sea. He also can command inanimate objects to bend to his will, whether it is for a statue to reach out and stop a knife in flight or a gun to bend and twist into makeshift handcuffs. Though it hardly seems as though he would need modern tools as well, Dr. Foo nonetheless employs his “specially invented, extra-sensitive electronic receiver” to gather information on his adversaries.
Modus Operandi: Popularly known as “the Fantastic Dr. Foo.”
Friends and Allies:
Nalya. Dr. Foo’s female ward, a beautiful Chinese woman.
Don Grady. The man of a thousand faces is utilized by Dr. Foo on a case. Grady reluctantly takes credit for its resolution, Dr. Foo preferring to stay in the background. Crime Mysteries 3.
Notable Adversaries: None noted.
Sightings: Crime Mysteries 2-9, 12; Secret Mysteries 19 (Trojan)
Active: 1952-55
FATE
Original Identity: He appears to have always been Fate, though on one occasion he briefly relinquishes his role to another so it is possible he is one of a long line of Fates.
Origin: None noted.
Abilities: Fate’s powers reach a cosmic level. He notes that “I bridge the gap between this world and the next, holding in my hands the skeins of each man’s destiny … Before the threads break, I attempt to warn men that Fate metes out punishments to those who fight me.” Fate is sometimes shown carrying the Book of Fate, in which the destiny of every human being is written.
Appearance: When he chooses to appear before a mortal man or woman, Fate is a white cloaked figure, with a somber face and hands with have a pale lavender /gray tinge. On one occasion Fate adopted a human guise before revealing himself.
Modus Operandi: Fate appears before men and women to warn them that they are about to seal their fate if they continue along their evil and/or reckless path. He generally gives mortals two or more warnings, sometimes even showing what their destiny may hold if they don’t change their ways. On occasion Fate will actually take action in their lives beyond these warnings, though this is rare.
Allies:
Death. Fate sometimes works in concert with a personification of Death, who wears a similar–though typically green–robe and hood, though he has a skull’s head for a face. On one occasion, Fate refers to him as Brother Death, while on another Death refers to Fate as “master.” Like Fate, Death will sometimes converse and warn victims of what may be coming their way if they don’t change their evil ways. On one occasion, Death adopted a human guise before revealing himself. Hand of Fate 12, 15, 20, 25
The Three Weird Sisters. Clearly the Fates of Greek legend, they weave the fates of mortal men and women before they cut their thread at the time of their death. They appear to work in concert with Fate, perhaps the means of the power he claims. Hand of Fate 13.
Notable Victims of Fate:
Biff Stone. Handsome and fit adventurer whose business is trapping supernatural creatures. In his arrogant overconfidence, Stone’s fate doesn’t turn out to be death but–after attempting to trap a mermaid for a collector who has hired him–becomes a trapped merman himself. Hand of Fate 21.
Dr. Otto Marlin. Anxious to learn the forbidden secrets of his past lives, the sinister Dr. Marlin ignores Fate’s warnings and learns he was among the persecutors at the Salem witch trials, Merlin at the time of King Arthur, and Marlotep, an Egyptian necromancer in ancient Egypt. Marlin meets his death as Marlotep, thus insuring his death in the present as well. Hand of Fate 19.
Ozias, Master Astrologer of the Universe. A figure of cosmic power, Ozias is able to teach mortals how to bring the signs of the zodiac to destructive life. When he teaches Carl Dunnock these abilities, Fate warns them both of their impending destiny. Hand of Fate 24 (1954).
Roger Dunning. AKA, the man who would be Fate. Dunning is an adept in supernatural ways, beginning his quest for power by stealing the Indian Book of the Occult. Ultimately Dunning becomes so powerful that he communicates with Fate directly and declares his intention to become an entity as powerful as him. Fate then willingly abdicates his role, giving it to Dunning. The new Fate is initially exhilarated by his new power but ultimately his human mind can’t hold the knowledge of the fate of every human being and he is destroyed. Hand of Fate 24 (1954).
Ramon Blagdon. A professor of psychology, Blagdon pursues occult science in order to take control of his own life and the lives of others. Blagdon is adept enough that he can summon evil spirits and is able to send his spirit out of his body to do physical harm to others. Hand of Fate 14.
Voris Denham. Denham poisons husband after husband with the deadly concoctions of an old gypsy witch named Opha. When Opha ceases to be of use, Denham sees to the gypsy’s death who as a ghost declares Denham’s end will happen when she marries a man she cannot kill. Her prediction comes true when Denham marries a handsome man who is actually Death in disguise. As such, Denham’s fate is to be the Bride of Death. Hand of Fate 20.
Sightings: Hand of Fate 8-25 (Ace)
Original Chronicler: Not clear
Active: 1951-1954
FIGHTING AMERICAN
Original Identity: Nelson Flagg, a feeble bodied investigative reporter for his brother’s commie-exposing program, The Voice of Freedom, on Station U.S.A.
Origin: When Johnny Flagg (Nelson’s muscular, if crippled brother) Johnny is killed, the government rebuilds his body into one revitalized and stronger and asks Nelson to participate in a mind transfer experiment. The procedure is successful, and Nelson’s mind now resides in the superior body of his dead brother.
Abilities: Strength and agility exceeding that of a normal man.
Appearance: Now a handsome and fit fellow, Johnny Flagg dresses in red, white and blue (and touches of yellow) as Fighting American.
Modus Operandi: Nelson continues his brother’s program as Johnny Flagg. But mostly he fights the communist menace with his youthful partner, Speedboy.
Friends and Allies:
Speedboy. An unnamed pageboy who works at Nelson’s television studio. The page’s quick thinking and courage in helping Flagg foil an assasination attempt on his life leads the hero into adopting the young fellow as his crime fighting sidekick. Christened Speedboy, the young teen is tough, quick and agile.
Mary Stewart. Johnny Flagg’s secretary.
La Mombo. Female Central American bandit who sports a small black eye mask. She dreams of meeting and assisting a fellow bandit named Yafata in overthrowing a local tyrant. Yafata turns out to be an American youth named Harvey Nibble, who nonetheless is devoted to the same cause. Fighting American v2/1 (drawn in 1955, published in 1966).
Madame Butterscotch. Japanese government agent dressed in a red kimono and dedicated to fighting communist along with her sumo wrestler associate, Togo. Fighting American 4 (1954).
Space-Face. Blue-skinned alien from Saturn capable of assuming any form. Fighting American 7 (1955).
Notable Adversaries:
Doubleheader. Twins, their two heads sharing a single body, Doubleheader “is” the secret king of the crime syndicate. The brains of the operation, the smarter, better dressed head, invented the telekinetic energy flinger that can move objects or men across the room. Fighting American 2 (1954).
Invisible Irving. Homely, former house painter turned criminal after he invented an invisibility paint. While his gang members are often totally invisible, Irving often opts to allow his head to be seen, giving it an eerie floating in air quality. Fighting American 5 (1955)
The League of Handsome Devils. A group of very ugly criminals headed by Big Deal who wear handsome face masks to aid them in the commission of their schemes. Their unofficial motto was “Who needs good looks … or muscles! We’ll tak money any day of the year! They hate Fighting American for being who they pretend to be. Fighting American 2 (1954).
Peter Piper. Communist agent who killed Johnny Flagg. Fighting American 1 (1954).
Poison Ivan. Poison Ivy is a clever propagandist whose storytelling skills can turn blatant mistruth into convincing truths. He is also a physically formidable fighter. Fighting American 3 (1954).
Rhode Island Red. Stout and tough talking communist agent who operates with the assistance of her associates Count Yuscha Liffso and the diminutive Sawdoff. Fighting American 4 (1954).
Round Robin. So fat he’s round, Round Round is a devious thief who rolls and bounces out of trouble, his rolls of fat protecting himself from a hero’s punches doing him any harm. Fighting American volume 2/1 (drawn in 1955, published in 1966).
Sightings: Fighting American 1-7, Fighting American volume 2/1-2 (Prize, Harvey)
Key Chronicler: Joe Simon and Jack Kirby (Captain America)
Active: 1954-55, 1966
INVISIBLE BOY
Secret Identity: Danny Blake
Origin: Danny seeks to fight crime like his father and is offered use of an invisibility serum by his friend, Professor Crown.
Abilities: By inhaling the fumes of Professor Crown’s concoction, Danny can become invisible.
Appearance: A healthy boy in his early teens.
Modus Operandi: Being the son of a police commissioner allows Danny to get inside leads on the activities of criminals.
Friends and Allies:
Professor Willard Crown. Extraordinarily gifted chemistry professor who has any number of unique concoctions, including one that can turn lead into gold.
Police Commissioner William Blake. Danny’s father.
Notable Adversaries:
“Scars” Mason. Escaped prisoner and gangster who breaks into Professor Crown’s lab.
Sightings: Approved Comics 2 (St. John)
Original Chroniclers: Jerry Siegel (Superman, Funnyman, Nature Boy, Mr. Muscles, Zaza the Mystic) as writer (artist is not known)
Active: 1954
JET POWERS
Original Identity: His first name is never given, “Jet” presumably a nickname. Powers is also known as “the master of science.”
Origin: In what are presumed to be tales of his early career in American Air Forces, Jet was a pilot with the Air Force before being selected for his exceptional duty as the costumed hero.
Abilities: Jet powers is a brilliant scientist and inventor. His most useful weapon is his graviton gun which cab release the mass of any object making it float away or exert a gravitational pull that can tear objects apart. He also navigates the world in his atomic-powered aerocar which can travel in the air, under water or on the ground. Powers ultimately uses it too traverse space as well.
Appearance: Despite the featured image on the cover of Jet, Powers’ form-fitting shirt was blue not red with the symbol of the atom emblazoned on it.
Modus Operandi: Powers operates as a conventional pilot in the stories featured in American Air Forces. In the first two issues of Jet he devotes himself to global threats, based out of his “cave-laboratory built beneath a mesa in the southwestern United States.” By the third issue, the Earth is passing through a cosmic radioactive dust storm which wreaks massive damage on the planet an a terrible loss of life.
Friends and Allies:
Queen Sessile. Lovely ruler of Mars. Jet assists her first in turning back an invasion from Venus and later an internal threat from Count Brula, who wants to rule over Mars with Sessile at his side. Jet 3-4
Su Shan. Originally the chief assistant and associate of Dr. Sinn (see below), she is cast aside when he needs a last minute escape. Su Shan continues to show criminal tendencies until Jet 2 when Powers finally wins her loyalty and heart. She is his companion in adventure thereafter. Jet 1-4 (1950-51).
Notable Adversaries:
Count Brula. Martian aristocrat who seeks dominion over Mars and hates Powers for his assistance to Queen Sessile, whom he desires. Jet 4 (1951).
Mr. Sinn. From his base somewhere in Southern Asia, the scientist used a device of his own invention to cause massive earthquakes across the globe, all to serve his ultimate goal to rule the world. In his first appearance in the narrative he laments how Adolf Hitler, who he brought to power failed him. When Powers next encounters him, Sinn is operating out of a metal moon orbiting around the earth. In his final battle with Powers, Sinn has combined alien technology and his own brilliance to create a cadre of robots, operating one from within its metal structure. Jet 1-2 (1950-51).
Professor Mikla. A deranged scientist with his hair combed back into two hornlike wisps, Mikla has invented a multipliciter that can duplicate living things. But when he falls into his machine, its impact on humans is different and he is turned into hundreds of tiny copies of himself. Jet 3 (1951).
Sightings: Jet 1-4, The American Air Forces 5-9, 12
Original Chronicler: Gardner Fox (Hawkman, Avenger, Cave Girl, Thun’da, Strong Man) and Bob Powell (Avenger, Cave Girl, Strong Man)
Active: 1950-1953
Active: 1950-1953
JUDO JOE
Also Known As: Joe Smith, 17-year old high school student
Origin: Joe is the only son of Japanese missionaries. Dr. John Smith, Joe’s physician father, saved the life of Wan Tung—the foremost judo expert in Japan. After that, Wan Tung regards little Joe as his foster son. Throughout World War II, Wan Tung teaches Joe “the most closely guarded Japanese secrets, many of which no white man has ever known.” In 1953, Dr. Smith decides his son should complete his formal education in the United States. In this way, America is introduced to “Judo” Joe.
Abilities: Joe is extremely proficient in judo.
Appearance: Joe sports a short blond crew cut and wears red sweaters over a white shirt and bow tie.
Modus Operandi: Because of his renown as a judo expert, local authorities sometimes approach Joe for help on a case. He even teaches judo to local police officers.
Friends and Allies:
Judy. A pretty girl who befriends Joe in the United States. Romance blooms, as does Judy’s skill in judo as taught by Joe. She even defeats a burglar on her own in issue 3 as “Judo Judy.”
Spike. A former bully who straightens up his act after Joe beats him in a fair fight.
Principal Harrison. Joe’s high school principal, who often asks for Joe’s assistance in cleaning up problems at the high school.
The Chief. Local police chief who frequently calls on Joe for help.
Notable Adversaries:
“The Fascist Gang.” Unnamed in this adventure, the members of this gang of kidnappers disguise themselves with masks of famous fascists: Hitler, Mussolini, Stalin and Hirohito. Judo Joe 2 (1953).
The Hypnotist. A renegade psychiatrist specializes in treating wealthy clients with heart conditions. He proceeds to hypnotize them into having terrible nightmares in their sleep, which result in fatal heart attacks. Judo Joe 3 (1953).
Sightings: Judo Joe 1-3
Original Chroniclers: Dr. Barney Cosneck and Paul W. Stoddard
Active: 1953
LANCE LARSON, Soldier of Fortune
Alternate Identities: A master of disguise he adopts many alternative identities. He is known across the world as “the man of a thousand faces” and “the one man-army” due to his prowess.
Origin: The reasons for Larson adopting this life of adventure for a fee were never presented.
Abilities: A master of disguise and an expert in all forms of judo.
Appearance: A good-looking, athletically built man with red hair. His appearance shifts with his every disguise, which includes every ethnicity.
Modus Operandi: Seeks situations in which he can both do good and earn a healthy fee. On his missions, Larson explained, he uses a “special compact kit made up for my by experts in the U.S. counter-intelligence corps. I can get a thousand disguises out of it and I always carry it with me.”
Friends and Allies:
Usually finds a beautiful woman in whatever country he is in who is willing to help him.
Notable Adversaries:
The Countess Vara. Seeking independence for (and domination of) Catalonia from Spain, the Countess is a lovely blonde who possesses a drug that weakens the will of men and enables her to manipulate them. Soldiers of Fortune 7 (1952).
Kurt Wiegend. Nazi general who escaped to North Africa with a fortune. He intends to use his fund to start an atomic war between Russia and the United States, and in the ensuing devastation become the new fuehrer of the world. Wiegend sports a monocle, goatee, and spokes cigarettes from a cigarette holder. Soldiers of Fortune 8 (1952).
Zortan. Communist agent who seeks possession of plans for a new cosmic-ray weapon. He hires Larson to help him find them, a big mistake. Soldiers of Fortune 1 (1951).
Sightings: Soldiers of Fortune 1-9
Original Chronicler: Charles Sultan as artist (author unknown)
Active: 1951-52
LARS of MARS
Original Identity: Referred to Lars of Mars even on Mars!
Origin: “The most daring adventurer” of Mars was–for that reason–assigned to go to Earth to “eliminate the possibility of interplanetary warfare by waging a constant battle against the forces of evil on Earth,” a concern prompted by Earth’s development of an H-bomb. He is to stay on Earth until all evil is banished from the planet.
Abilities and Weapons: “Super intelligence and advance scientific, crime-fighting gadgets as weapons.” These weapons include a jetpack strapped to his back capable of propelling him forward at supersonic speed and to take short cuts via space warps through the fourth and firth dimensions. Other Martian technology includes a telescopic viewer allowing him to see what is going on at great distances and a ray gun with settings for magnetic rays, freezing gas, power blasts. Lars also possesses powers of telepathy and hypnosis. Finally, given his experience of breathing in the thin atmosphere of Mars, he can endure shortages of oxygen that would cause Earth people to pass out.
Appearance: Lars of Mars wears a red and purple uniform with a jetpack strapped to his back.
Modus Operandi: Lars receives instructions and related intelligence from the Martian Supreme Council.
Friends and Allies:
Martian Supreme Council. The governing body of Mars.
June Conway. Television producer of a planned Man from Mars series–rebooted as Lars of Mars after the hero “rescues” her from dangerous robots who turn out to be stunt men in robot costume. June has the inspiration to pretend Lars actually is from Mars and not just an actor, Lars agreeing to the ploy believing it will be the perfect front for his secret activities on Earth.
Notable Adversaries:
Professor Rogov. Brilliant Russian scientist and communist, also known as Dr. Rasgov. Rogov has longish gray hair brushed into a “ducktail” like upswing behind his head. He also wears a knee length green jacked with buttons going down either side of it, cinched together at the waist. In his first appearance, Rogov sends Russian agents to destroy an atomic power plant with his own creation, an explosive that nearly rivals the power of the atomic bomb. In his second appearance, now called Rasgov, the sinister Russian invents an absolute zero ray gun. Lars of Mars 10, 11 (1951).
Schemer. Last name Bixby, a criminal mastermind who conceives all of his inspirations from watching television. Members of his gang include Silk and Slugsy. Lars of Mars 10 (1951).
Sightings: Lars of Mars 10-11 (Ziff-Davis)
Original Chroniclers: Jerry Siegel (Superman, Funnyman, Invisible Boy, Mr. Muscles, Nature Boy, Zaza the Mystic) and Murphy Anderson
Active: 1951
LEMONADE KID
Alternate Identity: Tex Mason, ranch foreman of B-Bar-B ranch and guardian of Bobby Benson.
Origin: Mason adopted the costume and identity of the Lemonade Kid when operating as a security officer for the American government. He earned his name due to his fondness for drinking lemonade.
Abilities: Mason is expert shot, incredibly swift and shoots with guns in both hands. He is also good with his fists.
Appearance: Mason is blond-haired and handsome, wearing green trousers and cowboy hat, yellow boots, and a yellow and green shirt.
Modus Operandi: Mason is secretly an F.B.I. agent who fights crime as the Lemonade Kid.
Friends and Allies:
Bobby Benson. Resident of B-Bar-B Ranch.
Harka. Native American employee of the ranch who often assists Mason on his mission.
Notable Adversaries:
The Brain. AKA Moll, the beautiful dark-haired leader and strategist of a criminal gang. She uses her looks to disarm her enemies who can’t imagine her crooked aspirations. Bobby Benson
The Egg. A bald and decidedly egg-shaped gangster who dresses entirely in white save for his blue shirt and black tie. Circles beneath is eyes create additional egg shape and freckles on his cheeks complete a unique appearance. Despite his “Humpty Dumpty” like appearance he is a snappy dresser and very deadly. Bobby Benson 11 (1951).
The Gun. Black-gloved mob assassin, Tommy “the Gun” is a small, slope-nosed enforcer who murders his targets with a machine gun. Bobby Benson 8 (1951).
The Spider. Costumed Mexican kidnapper who captures his wealthy prey in giant “spider web” nets and then seeks sizable ransoms. The Spider wears a horrific black and red spider suit with eight limbs to terrify his enemies. He was secretly the police chief of the Mexican city whose mayor called in the American government for assistance. Bobby Benson 4 (1950).
The Terrible Three. A trio of criminals who coerce and train slum neighborhood children into working for them. The Terrible Three are comprised of Monster, a bald and hirsute former pro wrestler, Bigfist, a retired boxer who never lost a fight though some were fixed, and Forty-Five, a gun for hire. Bobby Benson 9 (1951).
Sightings: Bobby Benson and his B-Bar-B Riders 1-13
Original Chronicler: Bob Powell and likely Gardner Fox (Hawkman, Sandman, Dr. Fate)
Active: 1950-52
MR. MUSCLES
Also Known As: Brett Carson
Origin: When Carson was diagnosed with polio as a boy and told he would be paralyzed for life, he was determined to prove the doctors wrong and through physical therapy and determination regained full use of his limbs. Having learned to “never accept discouragement, never to lose faith” he continued to develop his body until he became known as “the world’s most perfect man.”
Abilities: Exceptional strength and gymnastic ability. His stomach muscles are so taut that a man can jump on them from considerable height and only bounces off.
Appearance: Carson is powerfully built and often goes about his activities in an ersatz workout costume with an “M” insignia on his chest.
Modus Operandi: Carson owns his own gym and hold physical development classes there. He once gave a scrawny zookeeper who imprisoned him out of hate and envy for his perfect body the choice, go to jail or be trained by him to obtain the body he always dreamt of. The zookeeper chose the latter. Mr. Muscles will seek out criminals when he sees them threatening the community, otherwise they often attack him out of similar jealousy.
Friends and Allies:
Kid Muscles. A muscular teenager who works out at Mr. Muscles’ gym, Kid Muscles’ civilian name is never given. He presumably was taken under Brett Carson’ wing and training and also likely gave him his nickname. Kid Muscles often accompanies and aids Mr. Muscles in his adventures, but also has adventures on his own. His “costume” if it can be called that consists of yellow, form-fitting workout gear. KId Muscles is strong enough to lift up the front end of a car, also seems to have gymnastic abilities, and not surprisingly is good in a fight. Mr. Muscles 22-23 (1956).
Miss Muscles. A pretty, auburn-haired young woman who also maintains a rigorous work regime imbuing her with remarkable strength. She too has been attacked by others who are jealous of her athletic achievement. Miss Muscles’ civilian name is never given, but her celebrity and beauty has led her to dating movie stars and also Carson himself. Mr. Muscles enlisted her help in breaking up the extortion racket of Black Rodgers. Mr. Muscles 22-23 (1956)
Notable Adversaries:
Black Rodgers. Gangster and extortionist who runs the crooked Crystal Club. Mr. Muscles 23 (1956).
Jake Armbuster. Bald and burly professional wrestler sporting a droopy mustache. Armbuster believes he can beat Mr. Muscles in a fight and resorts to drugging him in order to make it happen. Mr. Muscles 22 (1956).
Sightings: Mr. Muscles 22-23
Original Chronicler: Jerry Siegel (Superman, Funnyman, Lars of Mars, Nature Boy, Zaza the Mystic) & Bill Fraccio.
Active: 1956
The Mysterious TRAVELER
Original Identity: If the Mysterious Traveler ever lived a mortal life is unknown.
Origin: The Mysterious Traveler appears to be a figure of great antiquity and cosmic power, though his precise origins are unknown. His presence dates back to at least ancient Greece and perhaps as far as the beginnings of time.
Abilities: The Mysterious Traveler himself notes: “Nothing is unknown to the Mysterious Traveler–neither the secrets of the farthermost reaches of the galaxy, nor the innermost recess of the humblest man’s heart.” While he rarely directly appears to men or directly intervene in their affairs, on one occasions he whispers to an infant prompting it to communicate to an adult nearby.
Appearance: The Mysterious Traveler wears a dark blue-back hat, trousers, scarf and overcoat.
Modus Operandi: In his role as an observer, the figure notes in Tales of the Mysterious Traveler 10 that “there is no country on earth unvisited by me! No epoch in history when my footfalls have not made soft stealthy sounds as I walked through the shadows.” While usually a passive storyteller, the Mysterious Traveler adds in issue 11 that “there are times when I am empowered to intervene.”
Friends and Allies: None noted.
Notable Adversaries:
The Swami. A bogus fortune teller who cheats individuals out of their savings. For reasons not entirely clear, his criminal actions prompt the Mysterious Traveler to project a legitimate image of the future into the Swami’s crystal ball, a police officer coming to arrest him. Tales of the Mysterious Traveler 11 (1959).
Sightings: The Mysterious Traveler 1 (Trans-World), Tales of the Mysterious Traveler 1-13 (Charlton)
Original Chronicler: Bob Powell as artist (author is unknown). The character originated on a radio program, serving as a host telling various tales.
Active: 1948, 1956-1959
NATURE BOY
NATURE BOY
Secret Identity: David Crandall, high school student
Origin: After a plane crash out at sea, Mr. and Mrs. Crandall lose their toddler son to the waves. Underwater, the gathered Rulers of the Elements decide to adopt the baby as their own, sensing in him the “seeds of greatness.” Each of them grant him “a fragment of control over our mighty powers.” King Gusto then sends the youth back to his parents with a mighty gust of wind. Thirteen years later the Rulers of the Elements revisit David and show him how, with a mere wish, he can transform himself into the costumed Nature Boy. He is charged with the duty to secretly better the existence of humankind.
Abilities: Nature Boy can control gravity and traverse the heavens riding on an electric bolt. Nature Boy can also evoke the powers of any of the elemental gods.
Appearance: A handsome, dark-haired young man, Nature Boy wears a form-fitting yellow uniform with blue boots and belt. He wears no mask.
Modus Operandi: David can most often found relaxing out of doors, propping his head against a tree. His parents, who don’t know his secret, see him as being a daydreamer. Nature Boy’s attunement to all things natural allow him to identify threats across the globe. Nature Boy can be heard expressing mystical sentiments, such as “Nature is glorious… powerful… healing!”
Friends and Allies:
The Rulers of the Elements. The deities that provide Nature Boy his powers. Most often evoked are King Neptune (to send water), King Electra (to send lightning), King Fura (to send fire), King Gusto (to send gusts of wind), and Queen Vega (to control plant life). Other lords include Queen Eartha (ruler of the earth), King Friga (ruler of the cold), Queen Allura (ruler of love), King Blasto (master of explosives) and Queen Azura (ruler of the skies). On one occasion, King Electra is referred to as Thor.
Nature Girl. Able to control gravity and command trees to fling her through the air, one after another. This teen-aged girl has a pet elephant named Bonga, and—though white—appears to operate out of Africa. She operates alone in her one brief recorded adventure. Nature Girl’s costume consists of a red skirt and blouse, accented by yellow boots and belt. Her relationship to Nature Boy is not explained. Nature Boy 5 (1957).
Nature Man. Appears in only one brief adventure as a man of mystery. “Nature Man can commune with the forces of nature,” the narrative explains, “for his heart is attuned, through the power of love, with nature’s manifold ways.” Nature Man’s costume is identical to that of Nature Boy. Is he a member of a “Nature Family” or is he Nature Boy all grown up? The ambiguity is never resolved. Nature Boy 3 (1956).
Notable Adversaries:
Iksip. AKA “the Jiver from Jupiter.” Iksip appears to be a six-armed, white-framed robot that smokes cigars. Originating from Jupiter, Iksip attempts to con humans into surrendering some of their cities to him, which it turns out his home planet desperately needs. When the humans of Centerville back out of a crooked deal, Iksip uses a strange musical instrument to produce “hypnojive,” which compels young people to follow him into his spaceship. Nature Boy 5 (1957).
Sightings: Nature Boy 3-5
Original Chronicler: Jerry Siegel (Superman, Mr. Muscles, Zaza) and John Buscema
Active: 1956-57
The PURPLE CLAW
Also Known As: Dr. Jonathan Weir
Origin: In 1943, while serving in the U.S. Army Medical Corps, Weir’s plane crashes in an African jungle. An African medicine man, who wears a mysterious purple claw nurses him back to healthy. Weir, in turn, identifies a malady devastating the medicine man’s tribe as malaria and saves the village when the old African man was unable to do so. In gratitude, the medicine man gives Weir his purple claw.
Abilities: The purple claw serves to at least partially protect Weir from supernatural threats. The purple claw can tear into the flesh of demons and otherwise repel or hurt them–how it precisely works is never made clear. On one occasion, Weir exerted extraordinary will, calling on the supernatural power that protects the earth from evil and sending it out in a power blast from the claw. It appears he was only beginning to understand how many ways the claw could be utilized.
Appearance: Handsome man, physically fit, likely in his thirties. Has a streak of white that runs down the center of his head of hair.
Modus Operandi: Weir is often called upon to intervene on matters involving supernatural phenomena. Demons and other sinister creatures often comment when they encounter him that they are aware of Weir and the power of his Purple Claw.
Friends and Allies:
“Old Man.” The previous wielder of the Purple Claw, and African medicine man who gives his marvelous weapon to Weir. While Weir never apparently returned to Africa, the Old Man was wise and generous and might be able to further train Weir in the use of the claw.
Notable Adversaries:
Brima Stone. Stone is a sinister, red-haired beauty whose hair curls up near her forehead to resemble horns. Later it is revealed that her hair is concealing actual horns. A female gangster, it emerges that Satan has granted Stone a demonic gun that can act on its own to kill people and do whatever possible to protect her. Brima Stone can appear and disappear in a flash of fire, leaving the scent of brimstone behind when she does. Purple Claw 1 (1953).
Countess Arachni. The Countess is an supernatural creature who has the power to transform herself into a human-sized venomous spider. A beautiful, brown-haired woman, the Countess favors slinky evening dresses. Purple Claw 2 (1953).
Dr. Gool. This sinister physician has discovered a way to inject the recently deceased with “living radioactive fluid,” which brings them back to apparent–if listless–life but which actually has turned them to mindless, zombie like creatures under his control. Gool hopes to use this method to create an army of men entirely under his control and in that way conquer the world. Gool is balding, short in stature, and has a perpetual crazed look in his eye. Purple Claw 1 (1953).
Leera. A weresnake, Leera is an apparent priestess of a serpent worshipping cult. Purple Claw 2 (1953)
Sightings: Purple Claw 1-3 (reprinted in Tales of Horror 9-11
Original Chronicler: Ben Brown and David Gantz (artists)
Active: 1953
STRONG MAN
Original name: Never revealed.
Origin: As a young circus aerialist, nearly every one of his bones were broken in a fall after a swivel “snagged” during a routine training session (without a net) on the trapeze. His parents gave up hope that he would ever recover but a midget named the General and a circus strongman named Hercules helped him build his body back to near perfection. After the death of his parents in a storm-related “blowdown,” Strongman quits the circus and opens a school of physical culture. He also becomes a crimefighter in an effort to avenge the subsequent murder of Hercules.
Abilities: Besides his exceptional, if entirely natural physical strength, Strong Man has learned several other useful skills. From his uncle, Wandami the Great, Strong Man learned various magician tricks. From the famed martial arts master, Hirokino, he learned judo. From Tim Thorpe, rodeo star, he learned how to wield whips and ropes. And from the showman, Professor Wisdom—“the man with the encyclopedic memory”—he developed his intellectual capacity.
Appearance: A very muscular blond-haired man who wears a yellow leopard skin tunic and calf-high, brown, leather boots.
Modus Operandi: A firm believer in everyone’s ability to transform themselves through physical training, Strong Man battles crime whenever he encounters it. A “showman born,” Strong Man promotes his business by driving a gaudy red sports car with leopard skin side panels and a license plate with only two letters: SM.
Friends and Allies:
The General. Strongman’s mentor and best friend, a midget and former circus performer. The General wears a red military uniform and cap reminiscent of a circus ringmaster.
Notable Adversaries:
The Big Man. A behind the scenes mastermind of racketeers, the Big Man turns out be a very small man. With his sloping forehead and receding hairline, the Big Man rather resembled a chimpanzee in a pin-striped suit. The General is instrumental in his defeat. Strong Man 2 (1955).
Robin Hood. Unseen thief who is known only by his calling card. As Strong Man explains, “After he’s made a good haul, (he) scatters money around in poor neighborhoods, with his card attached.” Strongman calls him a robbin’ hood, instead. Robin Hood uses misdirection to successfully commit his crimes, including dressing up a stooge in a Robin Hood costume. The robbin’ hood is actually an ex-con named Georgie Reade. Strong Man 4 (1955).
Sightings: Strong Man 1-4
Original Chronicler: Gardner Fox and Bob Powell
Active: 1955
THUN’DA
Original Identity: Roger Drum
Origin: During World War II, aviator crash lands into a lost land of prehistoric creatures and cave men. Captured and enslaved by the cave men, Drum manages to escape. Recognizing his relative weakness, Drum trains his body until he becomes the powerfully muscled Thun’da.
Abilities: Besides being exceptionally strong and agile, Thun’da is equally adept using his knife, spears or bow and arrow.
Appearance: Initially the dark-haired Thun’da only wears a loin cloth but at some point begins wearing a animal skin with a strap over one shoulder.
Modus Operandi: Thun’da operates both in the prehistoric setting of the Lost Lands and the modern jungles of Africa where he is known as the King of the Congo.
Friends and Allies:
Pha. A beautiful member of a more advanced tribe inhabiting the Lost Lands, Pha becomes Thun’da’s mate.
King Rex. Brave and admirable ruler of a Bantu tribe in the Congo. Thun’da 6 (1953).
Notable Adversaries:
Jan Kenyon. “Greatest living trainer of animals in the world,” he adopts the identity of Pooka-Namba, King of the Animals, with an odd form-fitting long-sleeved red shirt and head covering and black trunks and foot coverings. He extorts gold from villagers, promising animal attacks if they don’t comply. Thun’da 4 (1953).
Irana, Queen of the Amazons. Irana seeks Thun’da as her mate. When he refuses, she says he must meet her greatest warrior and if defeated, he must comply. Thun’da loses unaware that he’s been drugged. Pha must rescue him. Later Thun’da rescues Irana, still up to her old tricks, who along with Pha has been captured by Shiek Ibn Ben Surad, a Bedouin enslaver of women. Thereafter, Irana swears her friendship. Thun’da 4, 6 (1953). Also see Cave Girl.
Mugongo. A vicious 100 foot gorilla terrorizing the Dawn World. Unlike his far smaller fellow gorillas, Mugongo eats meat. Cave Girl 14 (1954).
Tanyana. Dark-haired ruler of Eyre, the realm of the Bird-Women. Tanyana and her female followers all ride atop giant birds of prey. Thun’da 5 (1953).
Sightings: Thun’da 1-6; Cave Girl 11-14; Africa 1
Original Chronicler: Gardner Fox and Frank Frazetta
Active: 1952-55
TOMBOY
Secret Identity: Janie Jackson
Origin: The origin of her Tomboy identity was never given but presumably involved her being inspired by her father’s police work and a desire to prove, to herself at least, that she isn’t just a passive, girly girl that everyone sees her as.
Abilities: She has no extraordinary powers.
Appearance: Tomboy is an adolescent girl who wears a costume consisting of a green short-sleeved blouse, black skirt and eye mask and red boots, gloves and cape.
Modus Operandi: “Mention the name Tomboy and the underworld shudders and crawls into its hole. Mention the name Janie Jackson, and her friends and family will tell you she’s a perfect little lady. But nobody in the whole wide world knows that Tomboy and Janie are one and the same.”
Friends and Allies:
Notable Adversaries:
The Claw. Tomboy’s “most deadly enemy.” The Claw is a maniacal fellow who sports a mustache, black cape and hat, and gray, animal-like paws complete with claws, hence his name. The Claw heads up a large gang of thieves. Captain Flash 1 (1954).
Sightings: Captain Flash 1-4
Original Chronicler:
Active: 1954-55
WILD BOY
Real name: David (last name unknown)
Origin: After his parents died, a 12-year old boy was left in the care of his Uncle Clyde in Africa, who arranges for his “unfortunate” demise by a tribal uprising so that he can garner his inheritance. An unexpected earthquake kills Clyde and leaves David trapped in the deserted Lost City. Four years later, David has become a muscular youth who is agile and strong and lives with another orphaned youth name Keeto in the Lost City.
Abilities: Wild Boy is an excellent fighter and good with a spear or knife. He is able to communicate with animals and can summon them to his side by blowing his shell horn.
Appearance: Wild Boy has long blond hair and a red loin cloth. He sometimes wears his shell horn around his neck.
Modus Operandi: Wild Boy is believed by the indigenous tribesmen to be a promised figure of legend, half boy, half spirit, who is destined to help them. He is metes out jungle justice in the lost valley where dinosaurs and giant apes reside and also in the modern jungle.
Friends and Allies:
Keeto. Another orphaned youth, Wild Boy’s best friend and companion. He has wavy hair and darker skin than Wild Boy but not as dark as most African tribesman.
Kimba. A monkey.
Daro. A fierce panther protector.
Kaw. A falcon who often sits perched on Wild Boy’s shoulder.
Notable Adversaries:
Jogo. A nephew of a tribal witch doctor who has been corrupted by his education with White men. He returns to his people in Western attire, arrogant and dismissive, telling his uncle upon arrival, “Get these dirty savages away from me and prepare some food for my friend and I.” Soon enough Jogo is using a whip on his people, who he has forced into hard labor in a diamond mine. When his uncle objects, he shouts, “Do you think I want to stay here and rot” and Jogo shoots him. Wild Boy 11 (1951).
Laga. Chief of the prehistoric Ice-Age Men, released when an ancient iceberg cracks open. Laga leads his men in an attempt to reestablish their dominance in this new time and place. Wild Boy 12 (1951).
Pierre Latour. Powerfully built Frenchman who escaped from a prison ship transporting him to an island prison. He convinces tribesmen that he is “the God of the Jungle” by shooting and killing a man and then volunteering to be shot (with a gun full of blanks) to demonstrate his invulnerability. Wild Boy 12 (1952).
Sightings: Wild Boy 10-12, 4-8 (Ziff-Davis); Wild Boy of the Congo 9 (new stories), 11-15 (reprints) (St. John)
Original Chroniclers: Likely Jerry Siegal (Superman, Jon Juan, Nature Boy) and Paul Hodge
Active: 1950-53
ZAZA the MYSTIC
Full name: Never revealed
Origin: The daughter of Gypsies, Zaza learned the art of appearing to tell fortunes, but actually uses her powers of observation to discern hidden truths about people.
Abilities: Zaza has excellent observational skills and a keen intelligence. She also has dreams that appear to anticipate the future, which even she does not totally trust.
Appearance: Zaza is a dark-haired beauty. In everyday life, she wears modern, stylish clothes. But while appearing as a psychic, Zaza wears a red gypsy blouse and a full yellow dress. She wears an ornamental yellow headband, gold earrings and a layered, beaded necklace.
Modus Operandi: While Zaza operates as an amateur detective, she generally relies on the police, and her boy friend in particular, to handle the physical apprehension of criminals.
Friends and Allies:
Lt. Bob Nelson. A handsome, blond-haired police officer who is dating Zaza. Zaza never reveals whether her psychic powers are real, leaving Nelson perpetually intrigued. Nelson handles himself very well in a fight.
Notable Adversaries:
Vera. Leader of a “well organized gang of international thieves,” Vera uses her remarkable resemblance to Zaza to impersonate the famous psychic, thus helping her gang to rob unsuspecting, wealthy patrons. Zaza the Mystic 11 (1956).
Sightings: Zaza the Mystic 10-11
Original Chroniclers: Jerry Siegel and Charles Nicholas
Active: 1956
Fifties Superheroes Timeline
Year of first appearance. Heroes published by DC, Atlas (Marvel) and Archie are bolded.
1950 Captain Atom, Jet Powers, Lemonade Kid, Marvel Boy, Wild Boy
1951 Captain Comet, Fate, Lars of Mars
1952 Cave Girl, Crusader from Mars, Dr. Foo, Phantom Stranger, Thun’da
1953 Captain 3D, Purple Claw, (Captain America, Human Torch & Sub-Mariner revival begins)
1954 Captain Flash, Fighting American, Invisible Boy, Tomboy
1955 The Avenger, Martian Manhunter, Strong Man
1956 Batwoman, Flash (Barry Allen), Mr. Muscles, Nature Boy, Zaza the Mystic
1957 Challengers of the Unknown, Doctor Haunt
1958 Legion of Super-Heroes
1959 The Fly, Green Lantern (Hal Jordan), the Shield (Lancelot Strong), Supergirl
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