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Atomic Mouse #22 (1957)

Charlton · 1957 · 36 pages

Free to read · restored edition by comicbooks.com · Issue details →

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ContinueAtomic Mouse #23 →
Contains 12 stories
They Should Have Listened
1 pp · anthropomorphic-funny animals

When a grateful explorer rewards Atomic Mouse with a treasure map to an island full of jewels for the whole town, the heroic mouse has no idea that the "island" is actually a disguised sleeping whale—courtesy of the Count and his sidekick's latest scheme to get revenge. But before Atomic Mouse can dig into what he thinks is his fortune, an unexpected earthquake shifts everything, and the villains' carefully laid trap crumbles in the most ironic way possible. A fun romp about how the best-laid schemes don't always go as planned, published in 1957.

A Whale of a Treasure
7 pp · anthropomorphic-funny animals; superhero
Atomic MouseCount GattoShadow
Sunk When Shrunk
5 pp · anthropomorphic-funny animals; superhero

When Professor Invento unveils his latest invention—a reducer spray that shrinks anything to a fraction of its size—the villainous Count Gatto and Shadow seize the opportunity to shrink Atomic Mouse and carry out a crime spree he's powerless to stop. But the Professor's warning about hurrying to see the device concealed a crucial detail that might just turn the tables on the crooks.

Whatta Slugger
2 pp · anthropomorphic-funny animals

Atomic Mouse shows Li'l Mouse he's got real potential as a ballplayer—it just takes confidence. When Atomic Mouse offers to pitch one ball and prove it, he's got something clever up his sleeve to help his smaller friend discover what he's truly capable of.

The Genie in the Bottle
5 pp · anthropomorphic-funny animals; superhero

When Count Gatto and Shadow's jet-powered getaways leave Atomic Mouse outmatched, Professor Invento's discovery of a mysterious bottle containing a genie seems like the perfect solution—until the villainous pair steal it for themselves. Atomic Mouse must outwit his rivals to prevent the genie's power from falling into the wrong hands and turning Mouseville into a playground for chaos.

Going Fishing
5 pp · children

Timmy the Timid Ghost and his pal Maxie head out for a fishing trip, but what starts as a comedic mix-up on the water turns into real danger when their fishing line gets caught on a submarine. With Maxie trapped and the boat being dragged under, Timmy has to find his courage and come up with a clever plan to save his friend before it's too late.

Something for the Kiddies
2 pp · anthropomorphic-funny animals; superhero

Professor Invento unveils a brand-new invention designed to help children, and he's eager to show Atomic Mouse how it works—but when the contraption springs to life with unexpected results, our super-powered hero finds himself caught up in the chaos. Can Atomic Mouse figure out what the Professor has really created before things get completely out of hand?

Ohh, That Shadow
1 pp · anthropomorphic-funny animals

Count Gatto needs directions to Clover Street and tries to get his shadow to help out, but the shadow refuses to cooperate—claiming its tongue is stuck in its shoe. This silly one-pager captures the absurdist humor that made "Ohh, That Shadow" a delightful bit of mid-century funny-animal mayhem.

It Couldn't Hurt You
1 pp · anthropomorphic-funny animals

Atomic Mouse takes a tumble out of a car during a country drive, but his friend isn't concerned—after all, he's wearing his light fall suit! It's a quick, punchy gag that plays on the absurdity of cartoon logic, where the right outfit can make anything harmless.

Untitled story
0.5 pp · children
Gentle Hint
0.5 pp · anthropomorphic-funny animals
The Frog and the Fly
0.5 pp · anthropomorphic-funny animals

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