Creepy Worlds #205
☆ Be the first to review + Add to your collection — Join freeAn anthology featuring multiple supernatural and adventure tales. "Ghost Girls Don't Play Football!" tells of Lila Simmons, the prettiest girl at Obendorfer College in 1909, whose ghost returns to play the sport she longed for in life. "The Deadly Doll!" depicts a scientist named Eric who has created a lifelike mechanical doll as a solution to an unspecified problem, leading to catastrophic consequences when the doll falls from a bridge. Additional stories include "The Haunted Brush," which involves a painting revealing the future, and an espionage tale featuring Lt. Jones and Skooby intercepting secret documents from undersea agents disguised as fishermen, with a criminal mastermind known as "The Wharf Rodent" orchestrating the plot.
A young artist named Jose Pindaro falls under the spell of a mysterious brush that once belonged to his master—a brush that grants extraordinary talent but comes with a dark, supernatural price. As Jose uses the brush to achieve the greatness he's always craved, he discovers it possesses the power to reveal the future, and his hunger for success begins to corrupt everything he touches. Watch as ambition and a magical tool blur the line between genius and damnation in this chilling tale from 1982.
In 1909, Lila Simmons dreams of playing football at Obendorfer College, but must settle for cheerleading—until a tragic accident with the victory rocket changes everything. Fifty-eight years later, her ghost returns to help Dan Crown's struggling football team save themselves from disbandment by taking the field herself, though Dan has no idea what she really is. When a crucial game against rival Parsnip U arrives, Lila gets her chance to prove that a ghost girl can play football just as well as anyone—supernatural helpers and all.
Eric Fenn, a brilliant mechanical engineer, has finally achieved the impossible—his experimental toy prototype, Peter Plastic, springs to life after a lightning strike during a violent storm. But when the tiny mechanical being begins leaving destruction in its wake, Fenn must grapple with a creature that's far more intelligent and calculating than anyone realized, one that now demands a companion of its own kind. With the military closing in and Peter growing increasingly dangerous, Fenn faces an impossible choice between building what the creature wants and finding a way to stop it.
Lieutenant Jones and his partner Skooby set an audacious trap to snare "the Pirate," a cunning mercenary working for T.H.E.M.—they'll pose as fishermen picking up a secret document, knowing the villain won't resist targeting them at sea. When the Pirate makes his move with a smoke screen and a magnetic aircraft, our heroes find themselves fighting for survival aboard a hijacked boat while the real threat closes in from below. Loaded with high-flying action and a villain resourceful enough to keep even an undersea agent on his toes, this caper proves that sometimes the best bait is yourself.
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↩ Reprints Adventures of the Jaguar #1 (1961), Space War #13 (1961), Undersea Agent #4 (1964), Unknown Worlds #53 (1967)
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