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Tippy's Friends Go-Go and Animal #2 (1966)

Tower · 1966 · 41 pages

Free to read · restored edition by comicbooks.com · Issue details →

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ContinueTippy's Friends Go-Go and Animal #4 →
Contains 5 stories
Go-Going Gone
6 pp · teen

Go-Go is all dolled up and eager for prom night, but her date with Animal turns into a comedy of errors when his clumsiness, forgetfulness, and questionable navigation skills derail the evening at every turn. Between getting lost en route, forgetting to buy tickets, and leaving Go-Go with bruised shins from his dancing mishaps, the night becomes a disaster she won't soon forget. When another boy finally asks her to the prom, Go-Go's response makes perfectly clear what she thinks of her usual date.

Getting the Shakes
4 pp · teen

When Animal's crush Go-Go tells him he's too heavy, he drowns his sorrows in milk shakes—so many that his friend Tippy has to stage an intervention to help him get his act together. With a reducing machine and some well-timed encouragement, Tippy tries to steer Animal toward real change, but winning back Go-Go's affection might prove trickier than either of them anticipated.

Disc Jockeying
6 pp · teen

Animal attempts to repair Go-Go's phonograph, but his fix goes hilariously wrong—launching records everywhere. To make up for the damage, Animal suggests a platter party where guests bring records as donations. When everyone shows up with bargain copies of the same cheap hit single, Go-Go ends up with a collection that's anything but varied, and Animal's "thoughtful" gift comes with its own comedic twist.

Donkey Business
6 pp · teen

When Central High's losing streak against Podunk reaches 43 games, Egghead devises a scheme to demoralize their rivals by kidnapping Podunk's mascot—a mule named Melvin. Disguised as a veterinarian, Egghead attempts to spirit the animal away, but his plan hits an unexpected snag when the Podunk team catches onto his plot. In this 1966 tale from *Tippy's Friends Go-Go and Animal*, brains must outsmart brawn to save the day on the field.

The Hard Sell
7 pp · teen

Animal is stuck minding her father's hardware store instead of attending the school bazaar, but she's determined to make a hundred-dollar sale on a battery-operated vacuum called the Gizmo so she can slip away. When her high-pressure sales pitch backfires spectacularly—the Gizmo runs amok through town, causing all kinds of chaos—Animal decides to take her enterprising spirit door-to-door to recoup the damage. By the time the dust settles at the bazaar's treasure hunt, her wild misadventures have actually brought her exactly what she was after, just not in the way she planned.

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