Smash Comics #34
☆ Be the first to review + Add to your collection — Join freeIn "The Waltz of Death," radio reporter Dave Clark arrives in Hollywood for a movie premiere, only to find himself entangled in a deadly mystery after witnessing the murder of actress Joy Devine. As more of her associates fall victim in a pattern of chilling precision, Dave must unravel the truth before the killer strikes again. Written and drawn entirely by Jack Cole—his signature style on full display—this 1942 thriller blends suspense and noir flair, with a striking cover by Gill Fox.
Happy Terrill and his sidekick Bud arrive in occupied Budapest posing as newspaper correspondents, only to stumble onto a dangerous web of Nazi assassinations and underground resistance. When The Ray discovers a network of brave rebels planning to sabotage German supply lines, he must carefully balance his cover story with his true allegiances—risking everything to help the oppressed people of Hungary strike back against their occupiers. It's a tense game of espionage and heroism where one wrong move could cost innocent lives.
When Mad Merlin and his gang take over an old castle searching for hidden treasure, they capture Anne and John Haynes—who arrived first with the same prize in mind. Wildfire arrives on the scene and discovers the scheme, using her command of flames to free her friends and face off against Merlin's armored hoodlums in a desperate battle for the gold. Fast-paced action and magical mayhem ensue as the flame-powered hero works to outsmart the magician and his crew.
In the 1942 adventure tale "null" from *Smash Comics #34*, radio reporter Dave Clark arrives in Hollywood for a movie premiere—only to find himself entangled in a deadly mystery when actress Joy Devine is murdered. As more of her associates fall victim to a hidden assailant, Dave races to uncover the truth before the killer strikes again.
In "null," Captain Krass orchestrates a dangerous deception, swapping a captured American pilot with Major Hurtz—his own man—intending to send him deep into enemy territory as a spy. But Hurtz, known as the Marksman, carries secrets of his own, and his mission may not be what Krass thinks.
In "null," the Jester takes matters into his own hands when the police can't pin down Caraso, the owner of a shady gambling joint. With clever tactics and a flair for the dramatic, the Jester sets out to expose the truth—before the law can.
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Reprinted in Golden-Age Greats Spotlight #2 (2003), Men of Mystery Comics #49 (2004), Men of Mystery Comics #78 (2009), Sham Comics #3, The Golden Age #3
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