Happy Comics #38
☆ Be the first to review + Add to your collection — Join freeHappy Comics #38 is an anthology featuring "Happy Rabbit" in "The Good Old Days," in which Happy Rabbit uses a magic word to transport himself to the era of the Three Musketeers, where he engages in swashbuckling adventures and duels. The issue also contains a story in which Happy Rabbit borrows Uncle Fuzzy's experimental "Zoomo-Cycle" invention, a vehicle designed to travel on land, sea, and air, but the contraption malfunctions spectacularly, causing destruction as Happy attempts to control it.
Happy Rabbit, daydreaming about the adventurous past, stumbles upon a book of magic words and uses one to travel back to the days of cave men, only to find himself in increasingly absurd predicaments. Each time he’s rescued by his own bravery—whether battling a bully, helping a lion, or facing a duel—he’s whisked away by the magic word, landing in new eras like ancient Rome and the time of the Three Musketeers.
Buddy Bear takes on his first job as a bill collector for the Grabbit Collection Agency, determined to be strict and firm—especially when tracking down a man named Mr. Herkimer who owes three dollars for a fishing rod. But when he arrives at the wrong house, he unwittingly confronts the notorious Dangerous Dan Mr. Bibble, leading to a chaotic chase through a theater, a coal chute, and a stage show, all while trying to do his duty.
Happy Rabbit stumbles upon a seemingly lucky day after finding a nearly new bicycle in the junk yard, only to land a last-minute delivery job that goes hilariously awry when he accidentally activates Uncle Fuzzy’s experimental Zumo-Cycle. As the flying machine careens through town, crashing into buildings and splashing through puddles, Happy realizes he’s been delivering Uncle Fuzzy’s own missing parts all along.
Happy Rabbit learns a series of cautionary lessons through a series of humorous, exaggerated "don't do it" scenarios, each highlighting a common safety mistake with playful, cartoonish consequences. The story uses a mix of visual gags and simple moralizing, all framed as a whimsical warning to young readers.
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