George Pal's Puppetoons #9
☆ Be the first to review + Add to your collection — Join freeThis anthology issue contains at least two stories featuring George Pal's puppet characters. The first story involves King Neptune attempting to teach T-Jiminy a lesson about the ocean, with T-Jiminy eventually escaping Neptune's underwater domain and returning home. The second story depicts a dancing competition where multiple puppet teams, including Punchy and Penny, compete for a prize, with Sylvester and Penny ultimately winning the competition.
Rusty daydreams himself into ancient Greece as a bold general tasked with rescuing his captured king from barbarian captors—but the enemy's fortress walls prove too strong for a direct assault. When a frontal attack fails, General Rusty devises a cunning wooden horse strategy to infiltrate the stronghold and turn the tide of battle. It's a playful spin on the classic myth that reminds readers that brains can outmatch brawn, even in the heat of war.
When Punchy builds a homemade plane to impress Judy, the jealous Sylvester Buttery Barth sabotages it by sawing through the wings—but his scheme backfires in spectacular fashion once the aircraft takes flight. Punchy and Judy must navigate a mid-air crisis while Sylvester's own plane becomes his undoing, leading to a comeuppance that teaches him a valuable lesson about fair play.
Jasper disobeys his mother's warning and ventures too far out into the ocean on his rubber horse, where he's spotted by King Neptune himself—who doesn't take kindly to anyone else riding the seas. Dragged down to Neptune's palace and locked away to polish pearls for eternity, the homesick boy discovers that his tears might be the solution to a mysterious crisis threatening the ocean itself.
Sgt. Jan discovers a lucky horseshoe at the Puppetville barracks—just as he's assigned to guard two dangerous spies—and immediately hangs it up for good fortune. What follows is a comedic chain of mishaps involving escaped prisoners, mistaken captures, and the horseshoe's peculiar brand of luck in this George Pal's Puppetoons tale.
Jim Dandy dreams of becoming the king's court musician, but his violin audition is interrupted when the princess is kidnapped by villains. With quick thinking and his trusty violin, Jim must outwit the kidnappers to rescue the princess and claim his place in the royal court.
Rusty daydreams of becoming a flying hero—and his imagination takes him straight into combat, where Captain Rusty pilots a desperate mission to a Japanese-held island to steal food supplies for his starving men. With his plane shot to pieces and enemy fighters on his tail, Rusty must somehow make it back alive to turn the tide of battle.
When Punchy enters a dance contest with Judy, he's up against the wealthy and conniving Sylvester Buttery Barth, who's determined to win at any cost. Punchy struggles to master the steps from a how-to book while Sylvester brings in a private tutor, and as the contest night arrives, the stakes couldn't be higher for our underdog hero. What unfolds on the dance floor is anything but what anyone expected.
Scarecrow boasts endlessly about his ability to withstand freezing temperatures—claiming he swam in a frozen river, gave his clothes to George Washington's army at Valley Forge, and even visited frigid Siberia in nothing but a bathing suit—while Jasper listens with growing skepticism to increasingly outlandish tales. When the Scarecrow's tall stories finally push Jasper too far, the boy calls out his companion's exaggerations and tests whether the braggart's claims hold any truth.
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