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Koko and Kola #4 (1947)

Magazine Enterprises · 1947 · 37 pages

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

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ContinueKoko and Kola #5 →
Contains 6 stories
Swish, the Wishing Goldfish
7 pp

Koko, Kola, and Raymond rescue Swish, a magic goldfish who's fallen out of her pond, and she promises them a wish in return—but getting her safely back home turns into a wild adventure through the city park full of unexpected obstacles and mishaps.

Oscar the Dragon
6 pp

Koko and Kola meet Oscar, a good-natured dragon who uses his magical abilities to help a struggling farmer save his strawberry crop with his tears, then whisks the children away for an unforgettable adventure on the clouds. With Oscar's unique talents—from creating strawberry ice cream in the stratosphere to skywriting with dragon's breath—the three share food, fun, and a bond that transforms the children's understanding of what a dragon can truly be. When the day's festivities wind down, Oscar reveals his surprising secret and the children discover they may see their new friend again whenever they wish.

The Rodeo
4 pp

Koko and Kola dream of becoming cowboys when a rodeo rolls into town, so naturally they head straight for the action—but their attempts to experience the thrills of bucking broncos and roping calves quickly turn into a comedy of mishaps and tumbles. What starts as fun quickly teaches them that the real cowboy life might be more than these pint-sized adventurers bargained for!

Inside the Vacuum Cleaner
6 pp
Trolley Folly
2 pp · children

When Raymond spots the Tick Tock trolley rolling slowly through his neighborhood, he and his friend Kola can't resist hopping aboard—only to discover that trolleys don't always move at a leisurely pace. As the car speeds up and obstacles block their escape, the two find themselves trapped aboard until the motorman parks it in the car barn for the night. Stuck inside with nothing but warning posters for company, our young friends learn a hard lesson about what happens when you don't heed a mother's advice.

The Grandfather Clock That Ran
6 pp

When Raymond discovers a magic searchlight that brings inanimate objects to life, Koko, Kola, and Raymond aim it at a dusty grandfather clock—only to unleash a newly animated antique who's eager to escape the house and experience the world. As the spirited clock embarks on a wild adventure that includes playground antics and a disastrous swim, the three friends must chase after their runaway timepiece and figure out how to convince him that home is where he belongs.

Restored edition © comicbooks.com. Our digitization, remastering, and presentation are our own work.

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