Tippy Teen #12
☆ Be the first to review + Add to your collection — Join freeThe issue's cover promises "Let's Have a Valentine Party" with an illustration of two teens about to kiss inside a heart. The main story visible is "Animal in 'Nip and Tux,'" illustrated by Doug Crane, in which Ashley Hartford invites a friend to her coming-out party tonight, and the friend responds by asking if they can dig up a tuxedo, not knowing whose is buried in one. The issue also features advertisements for Magic Nail Formula #77 and promotes the companion title "Go-Go and Animal," with a subscription offer for six issues of that title plus a free membership in the Tippy Teen P.A.L. Club.
Tommy's got his eyes on taking Tippy to the school's first formal prom—but when he realizes he can't afford the tux, corsage, and gas, he turns her down cold. After landing a weekend job that finally puts cash in his pocket, Tommy rushes to ask Tippy out again, only to discover she's already accepted another date. Now Tommy's stuck watching prom night pass him by, wondering if he's lost his chance with the girl he cares about.
When Gogo's TV goes on the fritz right as Shindig comes on, she's desperate to salvage her viewing plans—but Tippy's got an unconventional solution that just might save the day. This lighthearted teen romp proves that sometimes the best fixes come from thinking outside the box.
When Tippy shows off her polka-dot wall decoration to Joyce, her friend is so impressed that she rushes home to try the same thing—but Tippy suspects Gogo might not find the process quite as easy as she makes it look. A quick check-in an hour later reveals how Gogo's decorating ambitions are actually panning out.
When Tippy attends the fair with her two eager beaux, a playful rivalry between them quickly spirals into an escalating series of contests—starting with a rigged shooting gallery game and culminating in an archery showdown that neither boy expected to take such a wild turn. As the competition heats up and a crooked carnival manager throws a sabotaged arrow into the mix, the boys' quest to win Tippy's attention takes a hilarious detour that neither Ashley nor Trippit could have predicted.
When two rivals compete in the annual yacht club regatta for the chance to take Tippy canoeing, Tom and his friend Animal discover their sailboat is mysteriously slowed by a hidden anchor—one that turns out to belong to their competitor Ashley. As the race unfolds with surprising twists, Tom finds a way to even the score and claim his prize.
Egghead's latest brainstorm—flavored ice cubes for cocktails—seems like it might actually work, until a stuck vacuum lid sends his creation spilling everywhere. What follows is predictable chaos as the gang scrambles to contain the mess, leaving Egghead with nothing but cleanup duty and a harsh lesson in consequences. It's a lighthearted romp through one of the mad inventor's signature mishaps, complete with all the slapstick mayhem his wild schemes are famous for.
Two teens hit the road in search of the ultimate ice cream experience, stopping at shop after shop as one of them keeps demanding more and more flavors to choose from. When they finally find a place with thirty-five varieties, they've got their answer—though happiness, it turns out, comes down to the simplest choice of all.
Go-Go needs a tuxedo for her cousin's coming-out party, and her boyfriend Animal decides the answer lies buried—literally—at a local funeral home. When a borrowed mortician's formal wear and a rented dinner jacket from a retired magician's collection prove to be comedy gold disasters, Animal finds himself stumbling through the evening in increasingly hilarious fashion at the Van de Kash gala. It's all harmless fun and misadventure as Animal learns that sometimes the best outfit is the one that gets you remembered for all the right reasons.
Tippy discovers that Peggy Fleagle's wealthy father has begun buying everything in town for his spoiled daughter—including the dress shop, the mayor, and even the boys Tippy cares about. As Peggy's buying spree spirals into absurdity, Tippy finds herself desperate to stop the madness before the whole town is renamed Fleagleville. It's a cautionary tale about greed and materialism wrapped in a twist that reminds Tippy what money really can't buy.
When the girls' softball team takes the field, Tippy quickly discovers that enthusiasm doesn't always translate to athletic skill—especially when half the team can't quite figure out which sport they're actually playing. As chaos erupts on the diamond, Tippy finds herself at the center of the madness, swinging wildly and somehow managing to create the kind of mayhem that leaves the coach questioning every life choice that brought him here. It's a five-page romp through one hilariously confused afternoon of teen sports gone completely sideways.
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Reprints
Reprinted in Tippy's Friend Go-Go #12 (1969), Tippy's Friend Go-Go #13 (1969), Tippy Teen Special Collector's Edition #[nn] (1969)
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