George Pal's Puppetoons #2
☆ Be the first to review + Add to your collection — Join freeThis is an anthology comic featuring three puppet-character stories. "Sylvester and Punchy" involves Punchy and other puppets digging a swimming pool and learning a lesson when the bully Sylvester is hired to teach them about sharing. "Sgt. Jan and the Doughnut Trouble" follows a general who sends Sgt. Jan to transport a truckload of doughnuts to troops, but Jan must navigate complications including a suspicious tapeworm soldier and a "no parking" situation. "Punchy, Judy and Jasper" in "Buried Treasure" shows Punchy and Judy encountering Jasper while strolling through a meadow, leading them on a treasure-hunting adventure.
Jasper, armed with boxing gloves from his mother, meets the boastful Scarecrow, who claims to be the legendary "One Punch Scarecrow" and a former heavyweight champion. As Scarecrow recounts his fictional knockout victory, Blackbird interrupts with a playful jab that leaves the Scarecrow dramatically floored, exposing his bravado as hollow.
Rusty, posing as the heroic D'Artan-Rusty, sets out on a secret mission to recover a stolen diamond needed for the queen’s ball, suspecting the outlaw knight Sir Gar. As he evades Sir Gar’s blackguards and races against time, the story unfolds with playful chases and exaggerated bravado, all while the queen’s marshmallow supply hangs in the balance.
Punchy and Judy team up to build their own swimming pool on a scorching day in Puppetville, determined to prove they don’t need Sylvester’s private pool—especially after he refuses to share it. When Sylvester tries to sabotage their efforts by secretly draining their pool, the duo’s quick thinking and teamwork turn the tables, leaving Sylvester stranded and frustrated.
Jim Dandy enters the Captain Marvel Puppet Contest in a homemade costume, only to have his balloons accidentally set loose while watching over Tony’s stand. As he’s carried into the sky by the escaping balloons, he must improvise a way to survive the woodpecker attack—turning his fiddle-playing into a surprising rescue. The story ends with Jim unexpectedly winning the contest, not for his costume, but for his daring flight.
Sgt. Jan is tasked with delivering a truckload of sugar-coated doughnuts to camp, but on the way, a mysterious cry for help leads him to a record player—only to return and find the doughnuts replaced with iron rings. As the camp demands justice, Sgt. Jan must uncover the culprit behind the prank before the real doughnuts are lost.
Rusty, inspired by a Western movie, imagines himself as the heroic Rusty Arrow and sets out to stop the villainous Six-Gun Sam from stealing a land claim. As he races to thwart Sam’s scheme, Rusty uses quick thinking and a clever lasso-and-arrow trick to save Daisy Bell and her father from a dangerous situation. The story follows his daring efforts to bring justice, all while playing the part of a cowboy hero in a high-stakes showdown.
Punchy, Judy, and Jasper follow a mysterious treasure map they find in the meadow, enlisting the help of Scarecrow and Blackbird—only to be interrupted by the arrival of Jim Dandy and Mr. Strauss, who calm an ogre with a waltz. As the group prepares to resume digging, Jasper reveals he was the one who drew the map as a joke, turning the hunt into a lighthearted prank.
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