George Pal's Puppetoons #6
☆ Be the first to review + Add to your collection — Join freeThis issue features multiple stories centered on the puppet characters. One story depicts soldiers conducting battle maneuvers under a general's orders, with characters encountering romantic situations in a camp setting before a fortune teller reads futures and a gypsy appears. Another story involves a character riding a horse through various obstacles and hazards, including a water crossing and hedge jumps, with the rider and horse eventually parting ways after the horse proves too rough to handle around the hedges.
In a whimsical twist, Rusty finds himself transformed into the legendary Prince Dipper, a celestial hero whose beam guides ships through stormy skies. As the Storm King plots to sabotage a voyage with fog, lightning, and shooting stars, Rusty must use his light and quick thinking to outwit the villain and keep the crew safe. The story ends with Rusty snapping back to reality, still daydreaming—just in time to face a stern teacher’s reminder to focus on his homework.
Jasper, fascinated by a magician’s act, sneaks into the Great Magico’s dressing room and accidentally activates a magical powder that transports him to a fantastical realm where magic is law. Trapped in Magic Land, he’s captured by its inhabitants and forced to prove he’s a real magician by performing tricks—though his clumsy attempts only make him look like an amateur. As he scrambles to find a way back, he discovers a book of magic and must quickly learn its secrets before being permanently trapped.
Sgt. Jan is put in charge of leading his company through battle maneuvers, but his attempts to impress the general are hilariously derailed by a series of comical misorders and distractions. As he struggles to keep his troops in line, a surprise visit from the general threatens to turn his embarrassment into a serious punishment—unless he can recover his composure before the big moment.
The Scarecrow, frustrated by a flat tire, argues with the Blackbird over how to fix it, claiming he’s a skilled driver despite his mishaps. As the Blackbird warns him about speeding, the Scarecrow’s reckless driving leads to a crash, after which he delivers a comically mistaken lesson about car parts.
Punchy’s grandfather arrives in town, causing a stir when Sylvester, jealous of Judy’s affection for Punchy, tries to shame him for his humble appearance. As Sylvester boasts about his own distinguished lineage, Punchy’s grandfather proves he’s got both brains and brawn—much to everyone’s surprise.
Rusty, a young man with a flair for adventure, finds himself mistaken for the kidnapped king of Rugomania and thrust into a royal deception. When he’s captured by the villainous Prince Fenda and thrown into a dungeon, he must use his wits and courage to escape and reach the coronation in time—before Fenda takes the throne for good.
Punchy and Judy accompany Sgt. Jan to army maneuvers, where a mix-up over tickets and mistaken identities leads to chaos when Judy’s jealousy over Sgt. Jan’s apparent new girlfriend, Mary Lou, causes a series of escalating misunderstandings. As the Black Army prepares to attack, Sgt. Jan’s confusion over orders—fueled by emotional distractions—leads to a surprising turn of events that reshapes the battlefield.
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