people to involve themselves in hideous difficulties, along with their entire inability to turn a hand to help themselves, the more they giggled. “Satire,” said Swift, “is a glass in which we see every countenance but our own.” The comic strip and the ad, then, both belong to the world of games, to the world of models and extensions of situations elsewhere. MAD magazine, world of the woodcut, the print, and the cartoon, brought them together with other games and models from the world of entertainment. MAD is a kind of newspaper mosaic of the ad as entertainment, and entertainment as a form of madness. Above all, it is a print- and woodcut-form of expression and experience whose sudden appeal is a sure index of deep changes in our culture. Our need now is to understand the formal character of print, comic and cartoon, both as challenging and changing the consumer-