Spirou and Fantasio are famous - among other things, as the official
discoverers of that legendary creature, the Marsupilami, one of which
often accompanies them on their adventures. So when one of their
conferences is cancelled in favour of a documentary film from an
unknown author, they are understandably irritated... until, that is,
they realise the film is the very first to record the family life of
Nothing is ever simple with Gomer. Between his deplorable sense of timing, his absent-mindedness and his never-ending quest for new ways to avoid work, he causes a lot of fuses to blow - those of his colleagues, De Mesmaeker and poor Prunelle, of course, but also the actual ones at the office. And that is not at all to Alistair Bacus's taste - the accountant at Spirou Publishing ...
To work in the same building as a walking disaster like Gomer is no picnic. Between his `fun' chemistry experiments and his attempts at amateur rocketry, no one is spared - co-workers, secretaries, bosses, neighbours... We also discover that he's just as dangerous outside of work: day at the beach or in the country, weekend between friends or romantic outing - there's nowhere safe from the undisputed master of the goof!
Gomer is absolutely peerless when it comes to disrupting life at
Spirou Magazine, much to his boss Prunelle's and long-suffering Mr De
Mesmaeker's chagrin. But don't you go underestimating him! The truth
is that his laziness, his talent for invention and even his love of
animals - not to mention his antiquated lemon of a car- are perfectly
capable of spreading chaos anywhere, in any season. You can't even
imagine what he can do when it snows!
The disasters Gomer keeps causing at the Spirou office (and in town,
and out of town, and for the Army ...) sometimes drive his neighbours
and co-workers to regrettable excesses. They shout at him, lock him
up, occasionally try to strangle him a bit ... Yet he rarely even
resents it. Watch out, though! Gomer is also a friend to all
creatures big and small, and anyone going after one of his furry or
feathered companions is in for a nasty surprise!
Among the many obstacles to Spirou Magazine's productivity, two of
the most formidable are Gomer's little protégés: a very playful cat
and an evil-tempered black-headed gull. Between the bird's dive-
bombing attacks and the feline's recurrent bouts of madness, Prunelle
and the others don't have it easy. And yet, none of that compares to
the results of Aunt Hortense's overgrown cactus being brought to the
office by a clueless Gomer!
A plane carrying two Chinese government envoys goes down in the Palombian jungle. A crate is parachuted out just before the crash. It contains a baby panda, official gift of China to a neighbouring country. The young survivor is found and taken in by the Marsupilami's family, but they soon face a serious problem: their new charge only eats bamboo - the only local source of which lies inside the nearby native village...
After the Marsupilami causes a series of disasters, Spirou and Fantasio finally resolve to bring the strange animal back to its birth place, Palombia. Unfortunately, it's a nation in turmoil they find upon their arrival. The military is all-powerful, rumours of impending war are growing and a ruthless tyrant has seized power. To counter the dictator's plans, the two adventurers' only weapon is the Count of Champignac's latest outrageous invention: a mushroom extract that makes metals go soft...
Music soothes the wild beast ... and brings down walls! Among all
the things that make Gomer such a lovable rascal, there are two that
are instantly recognisable: his car, and his goofophone. His old
lemon, favourite target of the constabulary and every pedestrian's
nightmare, is responsible for half the pollution in town - as well as
many of the more ... exotic accidents. The rest of the latter are
mostly the result of the terrible `musical' instrument put together
by Gomer - stiff competition for the Trumpets of Jericho!
A meaningless little spat is keeping Spirou and Fantasio apart that day, when the young bellboy sees his friend in the company of a mysterious neighbour. Shortly afterward, a jewellery shop is robbed, and the owner identifies Fantasio, who has come to cover the event for his newspaper, as his aggressor. When the very next day a priceless Egyptian mask is stolen live on TV by ... Fantasio, Spirou is left with little choice but to investigate...
Spirou and Fantasio, during a daring night investigation, encounter a wounded man who is running from mysterious men. He claims they bombed an automobile factory to steal the plans of a highly advanced prototype, and that he took half of the plans and ran. Having sworn to take the documents back to their owner - who has the other half - the two adventurers are soon on their way to Africa. But of course, the bandits are in hot pursuit...
Welcome to the offices of Spirou Magazine. Everyone here is hard at work to keep the magazine ticking, from reporters to secretaries, including editor Fantasio and even, occasionally, Spirou himself. Everyone? Well, not quite... There's that office boy, Gomer. No one's entirely sure what his job description is, or how he got hired. One thing is certain, though: he's a walking disaster zone! From work-shirking scheme to disastrous invention, enter the hilarious world of the most famous layabout of all!
The Marsupilami, a mysterious animal that Spirou and Fantasio discovered in the jungle of Palombia, now resides in their local zoo. When he seems to drop dead suddenly, the reporters storm into the park demanding explanations. Much to everyone's surprise, though, the body has disappeared stolen! The two adventurers lose the thief after a night-time chase, but they will not abandon their friend, no matter where their loyalty may take them!
In Chiquito, capital of Palombia, the old Marsupilami in the
municipal zoo feels his end coming, and would like to die free, in
the legendary Marsupilami graveyard. Warned by an escaped parrot, our
Marsu sets off towards the city, along with Bip and Sarah, the two
jungle orphans, to free his elder. There's a problem, though:
Chiquito is in the middle of a revolution against its latest
dictator, Baby Prinz. And in Palombia, revolution is a national
A hairdryer sent by an unknown party temporarily turns Fantasio into a docile automaton. Coming to in a car that appears to be driving itself, he hears the voice of his abductor, who introduces himself as Zorglub. When an accident allows Fantasio to escape, the mysterious kidnapper tries again with Spirou. In fact, the abductions' only purpose is to send the Count of Champignac a message - he and Zorglub are old acquaintances. But what is the enigmatic genius planning?
Off the coast of Palombia, a freighter is at anchor, immobilised by mysterious engine trouble. It is transporting the Zabaglione Circus and its main attraction: a black Marsupilami! When the animal escapes thanks to a kind clown, he finds himself in the middle of a jungle he has never known. And as if helping out this clumsy newcomer wasn't enough for the local Marsupilami family, they also have to face the march of progress, as a highway is built through their home!
Arriving back at Champignac after their resounding victory over Zorglub and his Zorglmen - poor souls enslaved by a terrible will-negating wave - Spirou, Fantasio and the count discover the entire village paralysed! Another potential use of the zorglwave, and a sign that Zorglub's remorse and his promise to free all of his men may not have been entirely sincere. Discovering the truth will take time, though, and send our friends on a trip far from home...
Deep inside the Palombian jungle, a rickety old boat sails up a sluggish river. On board is one of the world's most famous hunters, and he's vowed to be the first to capture a Marsupilami. But that's no easy prey. The long-tailed creature is smart - much smarter than any human believes. And an alliance with the local natives isn't going to be much help: they hate the Marsupilami who keeps outwitting them, and they're desperate to find out what he tastes like...