Atomic Mouse #11
☆ Be the first to review + Add to your collection — Join freeAtomic Mouse uses the magical "Open Sesame" command to infiltrate Ali Baba and his forty thieves' cave, discovering they have stolen a king's ransom. After hiding the stolen goods in the woods, Atomic Mouse is confronted by the returning thieves and their leader Benny Beaver, who knows his secret identity. In a separate story, Tubby and Tubby Junior go on a scouting camping trip where they plan a menu of pies, cake, and thick steak before encountering trouble during their outing.
Count Gatto tricks a visiting Saturnian into taking a sleeping pill, then swipes Atomic Mouse's belt while our hero is conked out cold—leaving Count free to scheme about commandeering the alien's super-fast spaceship. With his powers out of commission and time running short, Atomic Mouse has to wake up and figure out how to stop Count Gatto before the villain can pull off the ultimate heist. It's a race against the clock in this 1954 adventure where even a good nap can lead to big trouble!
Private Willie's prize-trained horse is commandeered by his commanding officer, leaving him to ride an old milk-wagon nag in the afternoon's race—and the laughing stock of the whole camp. When Winnie Worm gives Willie a lucky horseshoe for the saddle, neither of them expects the metal to attract lightning during a sudden storm, spooking the supposedly slow horse into a furious gallop that carries Willie to a shocking victory. It's a delightful tale of luck, loyalty, and how sometimes the underdog (or under-horse) just needs the right spark.
Benny Beaver drifts off to sleep while reading a thrilling tale, and his imagination transports him into an action-packed adventure where he becomes Atomic Mouse, determined to stop Ali Baba and his gang of forty rat thieves from plundering the town. After discovering their secret mountain hideout and the magic password that opens it, our hero must race against time to recover the stolen goods before the thieves return. It's a wild, high-energy romp full of combat and narrow escapes that'll have you grinning at Benny's bold dream.
Professor Invento plans to take a group of orphans to Funland Park for a day of fun, and Atomic Mouse generously flies the bus there to save gasoline money. But when they arrive, the park's new owner—the greedy Count Gatto—charges such outrageous prices that the Professor's $50 and the kids' meager savings won't cover even a fraction of the rides and food. With the orphans' day ruined, Atomic Mouse steps in with an unexpected solution to change Count Gatto's mind about his pricing scheme.
Tubby the Scout eagerly prepares for a camping trip with his Scout Master, Gerald Giraffe, helping with supplies before a long night of planning—only to realize he hasn't packed his own gear. By the time dawn breaks and the expedition finally gets underway, exhaustion catches up with the scouts, and what should be an adventure becomes something quite different.
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Reprints
↩ Reprints Fawcett's Funny Animals #64 (1949)
Reprinted in Super Mouse #1 (1959)
Key issues in Atomic Mouse
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