Harvey Atkin, Robert Tinkler, Steve Purcell, and a Sam & Max storyboard
(from the Press Kit supplied by the Fox Kids Network and Nelvana)
Created By: | Steve Purcell |
---|---|
Executive Producers: | Patrick Loubert |
Michael Hirsh | |
Clive Smith | |
Robert Ross | |
Gwenn Saunders Eckel | |
Producer: | Jocelyn Hamilton |
Production Company: | Nelvana |
Director: | Steve Whitehouse |
Promotional Materials Contact: | Shannon Dashiell |
Fox Kids Network | |
Publicity Contact: | Janice Aguilar |
Fox Kids Network Publicity | |
Press Representitive: | Nicole Cerwin-Nichols |
Fox Kids Network Publicity |
Max
A hyperkinetic 3-foot rabbity thing, Max's world exists only to
provide him with input for his pinball-like stream of consciousness.
He's uninhibites and unhinged. Max's unflappable spirit makes him
game for just about anything.
The Geek
We find the teenage brainiac known as "The Geek" in Sam & Max's
Sub-Basement of Solitude. She is an accomplished engineer, computer
dynamo, and Sam & Max's main information source concerning scientific
and technical issues. They will utilize her inventions as long as
they're convenient or entertaining, but they'll be readily tossed out
as soon as their novelty wears off. For Sam & Max, technology is a
mild diversion. To keep them interested, it had better be fun!
The Commissioner
The Commissioner is Sam & Max's only real contact with city
government. Sam & Max have never laid eyes on this guy, but they kind
of enjoy the mysterious quality of his phone calls, which are brief
and cryptic.
Card carrying pals for life, Sam & Max view the world as their own personal theme park. To them, society is ripe with a rich collection of off-keel characters, anything-goes experiences, and a wide selection of fine meats, all laid out for their amusement.
Based on Steve Purcell's enormously popular underground comic book of the same name, SAM & MAX overzealously trods on the coventions of tried and true TV fare, fighting crime and battling evil doers with its own unique, certifiable sense of humor. Thirteen new two part episodes are coming this fall. Sam & Max is produced by Nelvana.
The Second Show Ever
A boring "Career Day" for Miss Givens' Third Graders takes a turn for
the better when Sam and Max arrive to lecture on the inticacies of
Freelance Police work. Hey, what better way to show the kids what the
job entails than to cram them all into the De Soto, and zoom off to do
battle when a Giant Alien Floating Head bent on destroying the earth?
Field trip!
Bad Day on the Moon
With vague instructions and directions, Sam and Max set off in the De
Soto for a randezvous with danger and adventure on the lunar surface.
To the boys' surprise, they encounter a world inhabited by giant rats,
skyscraping cockroaches, and much to Max's ahagrin, one too many
fur-frying electrically charged space portals.
Max's Big Day
A slight mix-up in the seating plan for Sam and Max's flight home
results in their accidentally falling from the plane's landing gear,
only to splash down in th ecooking pot on a primitive tribe of New
Guinea Pigs. Max's ability to make a variety of sounds with his body
qualifies him as the savage's new king, a position that he revels in,
until his loyalty of Sam and his inability to spend too much time with
any group of people without insulting them leads to inevitable
abdication.
That Darn Gator
Sam and Max learn that parenthood is not all sunny days in the park
and pleasant banter at the Sunday night dinner table when they become
surrogate parents to a bouncing baby alligator! "John" (so named
because he was found in the commode) becomes the joy and the bane of
their lives as we follow his development from finicky infant to
snarling danger to society. Kind of an urban "Born Free" with scales.
We Drop at Dawn
Sam and Max don paramilitary garb and attitudes as they are parachuted
into an uncharted pocket of Central Park to recover the Commissioner's
lost keys. As is the case with most residents of the park, the
natives are none too friendly and th eboys must use all their powers
of deductive reasoning and diplomacy to retrieve their boss' rightful
property. And if that doesn't work, the lads may just have to rough
'em up a little!
The Tell Tale Tail
Our story opens in a 19th Century English drawing room where famous
literary figures of the period are gathered to do a little
brainstorming and snacking. Unfortunately, Sam and Max are also there
(they just are, that's how!) and the entourage of
intelligentsia are subjected to their less than erudite rendition of a
really scary story. It is a yarn that tells of a tragic mishap
that results in a Three Foot Rabbity thing in the prime of life being
physically separated from his fluffy rear appendage. It is a dark
story of his quest for reattachment, a quest that requires that he and
his partner face the terror of graveyards, a mad scientist, and the
kitchen of a Victorian Fast Food Restaurant in pursuit of a happy
ending to...The Tell Tale Tail!
The Monkeys from O.N.C.L.E.
While attending the Commissioner's daughter's wedding in an Unnamed
Alpine European Country, Sam and Max are dragged into a World of
International Intrigue and Danger!! Working as Freelance Agents for
O.N.C.L.E., the French version of U.N.C.L.E., the boys must race
against time to keep the leader of TRUSS, the Villainous Larvo, from
releasing a virus on teh world that has the strength of 1,000,000
Obnoxious Tourists On a Sweaty Tour Bus in Terromellnos! In a
thrilling climax at Larvo's Caribbean Island Headquarters, Sam abd Max
battle it out with the forces of evil in a desperate attempt to keep
the Loud Shirt and Bermuda Shorts Crowd from destroying the planet!
They Came From Down There
When an alarming number of inhabitants from a sleepy rural fishing
village are reported missing, Sam and Max head to the hinterland to
unravel the mystery. Little do they suspect that the answer to this
riddle will include zombies, mutant gamefish, and their old
nemesis...MACK SALMON!
The Dysfunction of the Gods
When a lover's spat between Zeus and Hera leads to dangerous
atmospheric conditions for the earth, Sam and Max, make their way to
Mount Olympus to serve as Marriage Counselors to the Gods. Summoning
all their knowledge on relationships, primarily based on Ambush
Television shows, the boys must orchestrate the happy reunion of these
two dieties before it is too late for the earth, and them!
The Friend for Life
Hero worship is taken to a dangerous height when "Lorne", Sam and
Max's greatest fan, starts getting just a little too close for
comfort. Lorne's overzealousness results in chaos for the boys' crime
fighting efforts, and almost in their personal demise!
Big Trouble at the Earth's Core
An urgent message from the Commissioner sends Sam and Max on a
dangerous mission via a Giant Salad Spinner to the Center of the
Earth! The boys discover that a race of disgruntled Mole Men
responsible for maintaining th etemperature for the earth's core are
planning a mass exodus to the planet surface in search of
entertainment, better food, and most of all...dates! Sam and Max must
act quickly to appease these lovelorn Keepers of the Core, before the
biggest boiler in the world goes on the permanent fritz.
[ed note: Could these be the same Mole Men as shown in `The Tick'?]
A Glitch in Time
When Max inadvertently discovers that the new watch Sam has given him
is capable of transporting the lads backwards and forwards in time,
the fun begins! However, blatant disregard for the old rule of not
changing anything in th epast during time travel results in bizarre
and catastrophic changes in the present day world of Sam and Max. Max
must draw upon all the resources in his walnut sized brain to rectify
the situation before his special friendship with Sam is severed
forever!
The Uglions From Outer Space
Sam, Max, and the Geek are alarmed to find that a new theme restaurant
in town called The Frying Saucer is being run by real aliens! Even
more shocking is the fact that the aliens want their patrons to not
only stay for dinner, but to become part of the menu! When the trio
try to report their findings to the authorities, they run up against
that old titanium wall of an oxymoron, Army Intelligence. Once again,
it's up to Sam and Max to take charge of the defense of the earth,
overcome impossible odds, and save mankind from annihilation. All
this, without even time and a half!
The Glazed McGuffin Affair
A casual trip to the supermarket turns into a nightmare for Sam and
Max when they learn that their most favoritest snack food ever, Glazed
McGuffins, have been banned for sale by the government! The boys go
from shock to despair and finally to rabid crusaders as they organize
a huge petition signing campaign to bring an end to the embargo.
Needing only one more signature to push them over the top, they
encounter a holdout who refuses to sign! It is now Sam and Max's
mission in life to convert this pagan and return the hallowed dough
balls to their rightful home on the country's grocery shelves.
It's Dangly Deever Time
Sam and Max fiddle with an experimental television set in The
Sub-Basement of Solitude, and disaster results. This TV only receives
signals of long forgotten programs, including an old kiddy show from
the '50s hosted by a marionette named Dangly Deever. When a power
surge brings Dangly to life in present day Manhattan, he takes a shine
to the old (well, new to him) town and runs amok! Can the boys return
Dangly to his former black and white home in time to avert the
greatest programming catastrophe since Sonny and Cher? Let's pray,
and don't touch that dial!
"Aaiieee, Robot"
Sam and Max are not happy when the Geek comes to dismantle the
MEGAMAX 3000, a giant Max-shaped robot that they have used in the past
to combat crime, save the world from destruction or to just tool
around in on a slow night in town. Instead of allowing it to be used
for spare parts, they take it on a road trip to Tokyo, a place where
they feel a supposedly "over-the-hill" Giant Monster Thingy will get
treated with a little more respect. Unfortunately, their is not the
only aging behemoth to seek a new career in the Land of the Rising
Sun, and they find themselves in a battle for Tokyo with Totzilla, a
gigantic Toddler who has missed his nap and is intent on making
everyone suffer for it.
The Trouble With Gary
Sam and Max are just giddy with excitement when they are summoned to
the military headquarters known as the "Rhombus", to oversee the
production of the government's Newest Top Secret Weapon. The lads are
crushed when they find out that the weapon is "Gary," a precocious 10
year old boy with a bad attitude, who has the ability to make anything
happen -- just by thinking about it. His parents are top scientists
at the Rhombus and they want Sam and Max to take the boy out on a "Big
Brother" outing and show him a good time. Not knowing much about
entertaining adolescents other than themselves, the boys meet with
varied success on their journey to find a cure for "The Trouble with
Gary."
Have a Heart
St. Valentine's Day has become a traditional day of celebration for
Sam and Max as they rejoice in the fact that they have absolutely no
romantic committments, responsibilities, or inclinations! This year,
however, they are dragged into all the garish trappings and emotional
instability of the day when during the course of an emergency mission
to transport an artificial heart to a super secret recipient in
Washington, D.C., the De Soto is stolen!. Our Baby! The irony
deepens when their search for the kidnapped car and heart leads them
to "Loveland" an Amusement Park for Lovers only. Only their devotion
to duty and their beloved DeSoto can inspire them to wade into a crowd
of dewy-eyed saps, and retrieve that which they cannot live wihtout.
Now that's true love.
Christmas Bloody Christmas
While visiting Sam's Granny on Christmas Eve, Sam and Max join her on
an impromptu visit to her former place of employment to bring the joy
of the season to some of the shut-ins. Well, actually, the
"cage-ins", as Granny turns out to be the retired warden for the Blood
Island Correctional Institute, home for society's most hardened
criminals. Their goodwill mission shortly takes on dangerous
overtones when some of the cons stage a daring attempt at a jail
break! Only Granny's personal knowledge of the layout of the
facility, and various martial arts disciplines stand between the
criminals and freedom. Oh, Sam and Max are also obstacles, but only
if they can keep up with Granny's blistering disciplination pace!