Atomic Mouse #18
☆ Be the first to review + Add to your collection — Join freeAtomic Mouse #18 is an anthology issue containing two stories. The lead story shows Atomic Mouse being awakened by Shadow, his dog, as Count Gatto attempts to steal him away in a truck, leading to a confrontation where Atomic Mouse must stop the villain. The second story, "The Funny Bunnies' Baseball Game," depicts a baseball championship between the Funny Bunnies and the Nutty Squirrels, in which the Funny Bunnies ultimately win through the help of Tiny Bunny, who inadvertently tricks the opposing team by blowing a bubble gum bubble that appears to be the ball. In a separate Atomic Mouse adventure, the hero uses a device to prevent a bather from going beyond a certain depth in the water, using an automatic whistle system to keep swimmers safe.
When Count Gatto and his sidekick Shadow convince Atomic Mouse they've reformed and turned over a new leaf, the hero lets his guard down—only to have them spring an elaborate trap using Professor Invento's ray technology to hold him captive. Now Count Gatto finally thinks he has the upper hand, but he's underestimated just how resourceful Atomic Mouse can be when his back is against the wall. This 1956 tale proves that in Mouseville, even the best-laid schemes of conniving villains rarely survive a confrontation with the world's mightiest rodent.
When Professor Invento demonstrates his new Atomic Mouzer—a gun that puts anyone to sleep for eight solid hours—the villainous Count Gatto seizes the opportunity to steal it and put Mouseville to sleep so he can take over unchallenged. Atomic Mouse must find a way to stay awake long enough to stop the scheming cat and his partner Shadow from making off with the town. It's a race against drowsiness as our hero tries to reclaim the invention before Count Gatto's plans come to fruition.
Happy the Magic Bunny gets the candid-camera bug after reading a photography book, and sets out to snap pictures of famous personalities—starting with millionaire J.P. Flintrock. When a suspicious camera emits strange gas and knocks Flintrock unconscious, Happy transforms into the mighty Captain Magic Bunny to investigate, tracking down clues that lead him to the real culprits and a hidden hideaway. It's a race against time as Magic Bunny works to rescue the millionaire and stop the criminals behind the mysterious camera menace.
When Atomic Mouse helps Professor Invento demonstrate a new safety device at the beach, the superhero ends up guarding the invention while the professor takes lunch—but Count Gatto spots an opportunity to turn the contraption into a trap. With his sidekick Shadow in tow, the villainous cat hatches a scheme involving a dummy, a rowboat, and a carefully positioned control lever to finally catch his elusive nemesis. What starts as a rescue mission becomes a battle of wits as Atomic Mouse must rely on his wits—and his special abilities—to escape the very machine meant to protect swimmers.
Fuzzy Bear's appetite for doughnuts gets the better of him when he decides a mid-lunch snack at the coffee shop is just what he needs—and one dozen quickly becomes two, then three. As Fuzzy keeps ordering more and more doughnuts, his pal Benny behind the counter can't believe how much the hungry bear can eat, leading to a perfectly ridiculous bit of logic that caps off this silly 1956 romp.
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Reprints
↩ Reprints Fawcett's Funny Animals #57 (1947), Fawcett's Funny Animals #65 (1949), Funny Animals #84 (1954)
Reprinted in Quella buffa dozzina I Grandi Autori dei Funny Animals USA #[nn] (2024)
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