George Pal's Puppetoons #1
☆ Be the first to review + Add to your collection — Join freeThis anthology issue features multiple puppet-themed stories. "Punchy and Judy" depicts a wealthy man named Sylvester attempting to hire a costume for a masquerade, only to be pressured by the persistent Punchy into an unfavorable agreement to deliver a package in exchange for costume rental. "Knotty Finds a Home," illustrated by John Messman, follows a lonely puppet named Knotty who arrives in Puppetville seeking acceptance and is invited by residents Peter Pinewood and Elmer Elmtree to undergo an initiation test to become a full member of their puppet community. "Jim Dandy and His Violin" shows Jim Dandy visiting hillbilly country where he attempts to play his violin for the local residents, humorously mistaken for a "Hatvallet" (hat valley) musician.
Jasper dreams of landing an acting role in a traveling play, but when he auditions with the Scarecrow—a boastful former performer who claims legendary success in Shakespeare—the director takes one look at the bird and offers him a job: playing the horse. The Scarecrow's inflated ego crashes hard against reality in this three-page comedy that proves even a star-struck dreamer can find his place on stage, however humble the costume.
Rusty the cabin boy sets sail with Captain Tregrassy to find buried treasure on Pirates Island, but the villainous Long John Gold has mutiny on his mind and will stop at nothing to seize the map. When the action moves ashore, Rusty discovers an unexpected ally in Ben Hallway, a castaway who knows the treasure's location—if Rusty can outsmart Gold and survive the island's perils. It's a swashbuckling adventure packed with double-crosses, narrow escapes, and the kind of high-seas chaos that makes for perfect pulp entertainment.
Sylvester thinks money can buy anything—including Judy's affection for the masquerade ball—but when he hires the town bully to sabotage Punchy's job, his scheme backfires in the most unexpected way. Through a series of comic mishaps and reversals, Punchy ends up winning the night, proving that sometimes the guy without deep pockets has more going for him than his wealthy rival ever imagined.
Jim Dandy arrives at a shepherd village ready for a musical gathering, but finds his friends in distress—their sheep have vanished without a trace. When the trail of footprints leads nowhere, Jim discovers that a clever tune has the power to expose what's hidden, setting him on a collision course with the very thieves who stole the flock.
Sgt. Jan is tasked with escorting two captured spies to headquarters, but a chance encounter with Mary Lou at a swing set leads to a mishap that allows the prisoners to escape. With his commanding officers breathing down his neck and an hour to recover the spies or face the guardhouse, Jan finds himself in an unexpected predicament—one that takes a wild turn when Mary Lou offers him a push on that very same swing. This wartime humor story from George Pal's Puppetoons delivers a lighthearted romp where a soldier's bad luck just might turn into something remarkable.
Young Rusty discovers a mysterious broomstick outside his window and touches it—only to be swept away into the night sky toward a castle on a cloud, where a scheming witch has trapped him as her prisoner. Armed with magic armor and a steel blade found in the witch's own lair, Rusty must find a way to escape her clutches and her giant black cat before the castle itself vanishes into thin air.
Punchy is broke but determined to take the sweet Judy to a picnic in his homemade soapbox, though he faces stiff competition from the wealthy Sylvester—who's willing to pay the town bully Herman Honkweiler to rough up his rival. When Herman's schemes go awry and he turns his fists on Judy herself, Punchy discovers the courage to fight back, and learns that some things really can't be bought with money.
When Jim Dandy wanders into hillbilly country with his violin, he stumbles right into the middle of a long-standing feud between two rival families—the Decoys and the Hatvalleys—who mistake him for the enemy. Trapped in their crossfire, Jim discovers that a well-played tune might be just the thing to get both sides to put down their guns and remember what really matters.
Jasper watches as the Scarecrow boasts about his incredible archery skills, regaling the boy with a tall tale of hunting in Africa where he supposedly felled both a lion and a tiger with a single arrow. When Jasper asks the Scarecrow to demonstrate his marksmanship, the braggart's shots go wildly astray, sending him scrambling for cover as his arrows fly everywhere but toward the target. It's a humorous comeuppance for a character whose confidence far outpaces his actual ability.
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