The Adventures of Superboy #[nn]
☆ Be the first to review + Add to your collection — Join freeThis collection brings together the 2010 DC series The Adventures of Superboy, featuring the early exploits of the teenage Clark Kent as he begins his superhero career in Smallville. The stories highlight his struggles with his emerging powers, his secret identity, and the challenges of adolescence, all while facing a variety of foes and learning what it means to be a hero. Written by various creators, this volume captures the classic spirit of the character with a modern twist.
In "Superboy!", a 2010 issue written by Don C. Cameron and illustrated by Joe Shuster with inks by Stan Kaye, Superboy races to save a family stranded in a hurricane, only to face a crisis when their infant son suffers a serious fracture. With power and communication lines down, Superboy must step into multiple roles to keep the town functioning while desperately trying to reach a famed surgeon who can guide Dr. Blythe through the life-saving operation. The cover, by Win Mortimer and Al Wenzel with inks by Win Mortimer and George Roussos, captures the urgency of the moment.
Superboy and his friends Squint, Tiny, and Lefty are enjoying a peaceful cruise on the Jolly Roger when a pair of escaped felons try to hijack their raft. Tensions flare fast when one of the criminals opens fire, leaving Clark Kent in the middle of a dangerous standoff.
When a reclusive scientist vanishes after refusing to hand over a revolutionary air-fuel formula, Superboy teams up with a quirky group of locals—including the oddball Tiny, the gruff Roscoe, and the eccentric Professor Henry Macon—to track him down. Their search leads them deep into the wilderness, where they uncover a hidden cave man living a surprisingly modern life.
In "Good Hunting," Superboy steps in when young Johnny Meadows, desperate to save his mother’s home from eviction, takes a dangerous path after uncovering the truth behind the looming foreclosure. With the help of his landlord Rufus Sludge, the sheriff, and a few unlikely allies like Pedro and Slug, Johnny’s quest turns deadly—forcing Superboy to intervene before it’s too late.
Superboy teams up with a group of local kids—Jim, Jerry, and their friends—to organize a high-stakes marbles tournament at Plummer Plastics, where the real prize isn’t just bragging rights but a hidden formula that could revolutionize the industry. With Mr. Plummer and his partner Withers watching closely, Superboy turns the event into a clever cover for uncovering a secret left behind by a dying inventor.
When Daffy Dilbert’s exposé on a milk delivery racket lands him in hot water, Superboy steps in to uncover the real story behind the sabotage. With a mix of schoolyard ambition and a growing mystery, the truth lies in the milk route — and only a young hero with a nose for justice can sort it out.
When a mix-up at the Kent farm sends rumors spiraling through Smallville, Betty Marr’s long-awaited 10th birthday party hangs in the balance—accusations swirl, and even her own family begins to doubt. Superboy, remembering his own forgotten birthday, steps in not just to clear the air, but to show that truth and kindness matter more than gossip.
In "Toytown, U. S. A.!", Superboy teams up with Joie Mayhew, a blind boy with a genius for crafting intricate model toys, to help him showcase his work at the county fair—or secure an investor who can fund his trip to Georgetown for an eye operation. With the help of Mary, Tommy, and the mysterious Cawley, Joie’s dream of seeing the world beyond his darkness takes shape in unexpected ways.
In "The Palace of Fantasy," Superboy and his botany classmates stumble upon a mysterious note that leads them into a surreal realm where Princess Blenda rules a palace of illusions. As Clark and his friends follow the clues, they're drawn into a strange world where a circus performer named Jack the Giant and a silent servant named Ifrin play key roles in a game far beyond their understanding.
In "Weather, Hurricane!", Superboy races to save a family stranded in a storm, only to face a new crisis when their young son suffers a serious injury. With the town cut off and no way to reach the famed surgeon Dr. John Wells, Superboy must step in as a lifeline—connecting doctors, calming fears, and doing everything he can to keep hope alive.
Superboy, Hoke, and Pedro are swept into a sky-high mystery when a kite-flying day takes a suspicious turn—what starts as a simple pastime quickly reveals hidden mechanics and a clever scheme in the clouds.
When the general store proprietor Charlie Ross scoffs at proverbs as mere clichés, his skepticism is put to the test when a mysterious treasure map surfaces in his yard—leading him to a chest of gold beneath the lake. Superboy, investigating the unusual event, finds himself caught between Charlie’s growing belief in old sayings and the surprising truth behind the prank the townspeople orchestrated for a very specific reason.
Superboy dives into a mystery at the local drugstore, where a flashy new game called "Multi-Millionaire" has his classmates buzzing—just as it catches the eye of the store owner and two curious friends. With the odds stacked against the players, Clark Kent sets out to expose the rigged machines before the scam takes another victim.
In "The Farmer Takes It Easy!", Superboy steps in to help a young boy manage his family’s farm while his father is too ill to work, all while proving to a skeptical Daily Planet reporter that heroism isn’t just about strength—it’s about heart. With quiet determination, Superboy shows that even the smallest acts of kindness can make a big difference, and that true courage often comes in unexpected forms.
In "The Whizz Quiz Club!", Superboy stumbles upon a rigged quiz show desperate to pay its $1,000 prize, where a down-on-his-luck promoter, Jack Smart, has resorted to cheating to keep the event afloat. With Johnny Lee and Bobby Wilkens competing and Al Devlin’s doughnut empire on the line, Superboy takes it upon himself to restore fairness—and even help the promoter reclaim his old job—before the whole thing collapses.
Superboy teams up with local teens Tom and Harry Vane to launch the Superboy Safety Squad after a string of close calls on the roads. With help from Joe Martin and Inspector Hamer, the young hero pushes for safer streets, even as the mayor watches closely—proof that saving lives doesn’t always require superpowers, just a little common sense.
In "The 33rd Christmas!", Superboy steps in when Nickolas Brown, the school janitor still grieving a past fire that left his wife injured, can no longer afford to be the school's secret Santa. With the help of students like Joe, Pete, and Alec, and a few unexpected allies including Tony the cab driver and Mr. Rudge, Superboy orchestrates a heartfelt holiday surprise that rekindles hope and generosity—proving that even in tough times, kindness can shine brightest at Christmas.
After winning the Metropolis semi-finals of the National Spelling Bee, Clark Kent and Oswald Murgatroyd head to the finals in Yellowstone National Park—only for Superboy to step in when Oswald and state geologist John Baker are captured by the geologist’s assistants, who are secretly gold smugglers hiding a rich nugget deposit.
In "Superboy, Toy-Tester!", Clark Kent faces a holiday dilemma when he loses his money for Miss Berry’s gift—until a chance eavesdrop on a dispute between toy store owners Mr. Moore and Mr. Drago leads Superboy to an unexpected solution. With a clever twist and a little help from a toy buyer’s visit, Superboy turns the situation into a chance to earn the cash he needs, all while keeping the spirit of the season alive.
When the Eastingham Institute announces a student invention prize, Gene Dekker is determined to win—until his father, Mr. Dekker, unveils a device that not only outshines every entry but also saves Gene’s life in a sudden crisis. With Superboy on the scene, the line between student ingenuity and heroic intervention blurs as the true meaning of invention begins to take flight.
Superboy teams up with Quentin Quale, the clever young Quiz Kid, when the boy sets his sights on winning a big prize on the popular radio quiz show *The Quiz Biz Broadcast!* to fund a new playground for his neighborhood. With the help of his teacher, Miss March, and the unlikely support of Radio Features, Inc. President Ray Sneed, Quentin takes on the challenge — but the real test may be more than just knowledge.
Superboy finds himself unexpectedly paired with Betty Brown for the school carnival when her date falls ill—just as Clark Kent struggles to find anyone willing to go with him. With his secret identity on the line, Clark must play sick to avoid being exposed, all while navigating the awkward charm of a first date under the radar.
Superboy steps in when Orville Orville, the town’s most privileged teen, tries to dominate every category of the Great Hobby Contest with his father’s wealth—pushing the limits of fair play in a competition that’s supposed to celebrate creativity, not cash. With Bobby, Pete, Teddy, Mary, and even President Antvar of a tiny European nation watching, the stakes rise as Orville’s lavish tactics threaten to overshadow the true spirit of the event.
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↩ Reprints More Fun Comics #101 (1945), More Fun Comics #102 (1945), More Fun Comics #103 (1945), More Fun Comics #104 (1945), More Fun Comics #105 (1945), More Fun Comics #106 (1945), More Fun Comics #107 (1946), Adventure Comics #103 (1946), Adventure Comics #104 (1946), Adventure Comics #105 (1946), Adventure Comics #106 (1946), Adventure Comics #107 (1946), Adventure Comics #108 (1946), Adventure Comics #109 (1946), Adventure Comics #110 (1946), Adventure Comics #111 (1946), Adventure Comics #112 (1947), Adventure Comics #113 (1947), Adventure Comics #114 (1947), Adventure Comics #115 (1947), Adventure Comics #116 (1947), Adventure Comics #117 (1947), Adventure Comics #118 (1947), Adventure Comics #119 (1947), Adventure Comics #120 (1947), Adventure Comics #121 (1947)
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