Space Comics #4
☆ Be the first to review + Add to your collection — Join freeThis anthology issue features three stories: In "Super Pup," military officials in Washington, D.C. convene in secret to discuss Project Space Platform, an off-world launching base for rocket ships headed to the moon, when they receive an urgent radio message about a strange spacecraft approaching from space, creating a dangerous situation of unknown origin. In "Peter Rabbit," Peter receives television sets as a gift and invites two friends to watch shows, including a mystery program that makes them nervous, but the next day they encounter a real mysterious beast when their plane crashes in the jungle, forcing them to survive in the wilderness. Additional stories featuring the characters Space Mouse and Merry Mouse round out the issue.
A Martian hunter named Oozaf crash-lands near Space Mouse and Molly, determined to capture the pair for his planet's zoo—convinced they're the perfect specimens to complete his legendary collection. Trapped on Mars and forced into exhibition, Space Mouse must use his wits to break free, escape the alien world, and pilot a stolen ship back to Earth. But when he tells authorities the incredible tale, they dismiss it as fantasy—until the sky itself becomes evidence that something far stranger is about to arrive.
When military officials detect a mysterious spacecraft heading toward Earth's orbiting space platform, Super Pup springs into action to investigate the unknown threat. With the station's crew paralyzed and an aggressive foreign power plotting to seize control, Super Pup must stop an enemy takeover—and then face an even more sinister plan unfolding across the globe. This 1954 adventure pits the heroic canine against impossible odds in the vast emptiness of space.
Peter Rabbit gives his friend Dazy a television set as a gift, but it's stolen that very night—part of a string of robberies targeting newly purchased TV sets throughout town. When the police prove stumped, Peter decides to set a trap of his own, buying another set and lying in wait to catch the thief red-handed. What starts as a stakeout turns into a wild chase through a warehouse full of stolen merchandise, where Peter must use his wits and a little television trickery to outmaneuver the crooks and recover Dazy's gift.
Merry Mouse and his companion arrive in Africa for a hunting expedition, but find the local jungle gripped by fear of a mysterious half-man, half-ape creature terrorizing the natives. When their plane crashes in the jungle, the two must survive the night and track down the beast—only to discover it's far more than a simple monster. A wild adventure of robots, shrinking fluids, and jungle schemes unfolds as Merry works to outwit a scheming witch doctor and save the day.
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Reprinted in Space Comics #8 (1958)
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