Studio: Nelvana
Director: Steve Whitehouse
Screenplay: J.D. Smith, Steve
Purcell, Hugh Duffy, Marty Isenberg, Robert N. Skir, Bob Ardiel, Jamie Tatham,
Tim Burns, Dale Schott and Tracy Berna
Based on the comic book series by Steve
Purcell
(Voice) Cast: Harvey Atkin as Sam;
Rob Tinkler as Max; Dan Hennessey as the Commisioner; Tracey Moore as Darla
"The Geek" Gugenhee; Patrick McKenna as Lorn the Friend for Life
An Abstract Candidate
It might not look much, but in two weeks they put me on fries. Then
they’ll pay!
By episode two, this show has
parodied 2001: A Space Odyssey (1968),
when tuning the monolith to stop it causing suffering leads to the simian
people living around it to discover roller disco for the better. This is
somewhat appropriate for this title, a one season adaptation of Sam & Max, originally a comic book
by Steve Purcell, adapting the
characters his brother Dave started in their youth, apatly being the result of
Steve parodying his brother’s own comics just to annoy him1. Most
will know the videogame adaptation by LucasArts,
the point & click game Sam & Max
Hit the Road (1993), as Steve Purcell
became a staff member and brought the characters with him. From their golden
age of these titles, Sam & Max was a strange game as much as a funny one, a
touchstone to weird Americana which this series gets into, a franchise which
would see a reboot in 2006, when with Sam
& Max Save the World, Telltale
Games would bring the characters back
in a series of episodic games. In the midst of this, was this Canadian animated
series that I actually saw an episode of on Fox
Kids on satellite television in the UK, the episode about a “glazed
McGuffin”, so I have had an emotional investment to track this series down.
Wondering why the series was cancelled,
effectively thirteen episodes with twenty four segments, I would not be
surprised alongside how precarious television is in general, where even a good
show will not be continued with, that a work which feels more inclined for
adults to appreciate it more was not going to succeed. It feels barely like a
children’s show, disguised as such when it is more a dissection of one, where
in episode two, going by each being ten minutes stories, the leads are looking
directly to the camera and breaking the fourth wall among many times, saying
that they will not have commercials only to cut to one. Even the music is
eclectic as it goes – the title theme is jazz verging on avant-garde, and
eventually with the Apocalypse Now
parody in a later episode, when the leads are in central park in New York City,
a literal jungle here searching for the commissioner’s lost keys, you get
psychedelic rock in the score.
The premise is scatter shot on
purpose aside from the fact that Sam in an anthropomorphic dog in a suit, Max
is a bordering psychotic “rabbit-thing” and both are true best friends forever.
As “freelance police”, in a world where New York City is even more rundown to
the point you get a joke about a rat literally carrying a baby on its back
away, they are the only sane thing to bring in for the weirder cases if they do
not get into their own mischief along the way. The original videogame was
already unpredictable, getting into a secret tribe of Bigfoot, as this show
gets into for an episode, and an apocalypse to be averted, so this is not
strange ground for the franchise. Even with prior awareness of this, however,
this show is still legitimately strange, the kind of show which does not try to
explain why it has shifted into a parody of the night Mary Shelley devised the story of Frankenstein, set in the period
past, to allow a story of Max’s tale being resurrected and developing
sentience, or how episode fourteen involving them having to deal with a giant
robot which has done its job, even if that means taking it over to Japan to
fight a kaiju sized baby.
Probably more striking before you
get into the plots or the visual look of the series is how verbose the dialogue
is. Likely to go over some adults’ head, and even referencing Aristotle at one
point, it is hilarious at times and shows how the series is able to get away
with pure disregard for logic, in how this show finds ways to be this gleefully
witty even when it is weird. A lot of the experience is just viewing the series
and not expecting what will transpire, but there are good episodes just by
themselves – a Die Hard Christmas
parody is funnier because you have Sam’s grandma, an awesome one-off of a woman
who apparently survived the Korean War and put most of the prisoners away she
now visits and gives gifts too on the series, even if being a stereotypically
lovable grandma, and armed with fruit cake both likely to be bulletproof and
proven to break a whole foot’s worth of bones when used as a defensive weapon. And
it is amazingly twisted in a lot of its humour as well, where the sense it is
merely pretending to be a children’s show is clearly obvious at times, in how
the Frankenstein parody gets into the idea of desecrating graves, only to get a
Victorian era drive-in fast food place to provide fake body parts, or helping
sentient rats on the moon avoid being used to stir into coffee by giant
cockroaches. There is one entire segment, about the practical uses of a
pancreas, such as being a door stop, which is just an excuse to get body organs
onscreen without being too gory.
There is also stuff in here I
wish, as original concepts from this TV series, returned into later videogames,
such as Darla "The Geek" Gugenheek, the sole female character in the
cast but a cool one as the most sober figure in the leads’ circle, as their
gadget creator and friend, cool in the sense of the straight man in their
comedy who still has the appropriate cynicism for the tone as a teen prodigy
able to accept the lunacy that transpires in this world. Some may not be as
fond, in his two episodes, for Lorne “the Friend for Life”, one of many ways
these shows were perversely mocking their own obsessive fan bases, something
you see even in the Comic Book guy in The
Simpsons, a super fan for Sam and Max whose enthusiasm is too much even for
them. That he willingly breaks the law, and eventually ends up hijacking a Swiss
tourist blimp to for his heroes to save the day in, is an ultra-cynical joke
contrasted by how potentially annoying or insulting the character could be, as
he really cuts down into the bone with hindsight about fandom for pop culture.
(The blimp episode would also not be acceptable, in its jokes, post 9/11).
A huge portion of the show, and
these characters included, is a fixation on weird and “lowbrow” Americana, the
world of the largest balls of string attractions, which was a prominent aspect
in locations in the first game, alongside junk food and general pop culture, be
it the bigfoot episode, explosive corndogs as a single episode joke, a Jerry Springer parody required to settle
the marriage problems of Greek Gods Zeus and Hera, or that one of the villains’
plans, only evil because he has the brains removed from the locals to turn them
into zombies for his lair, is to create sea monkeys which actually live up to
the years of false advertising. Said villain, Mack Salmon, also has to be a
hyper intelligent fish in a robot suit which, like Bob the Goldfish in the Earthworm Jim franchise, is general
weirdness that can also be found throughout the nineties in general. Fast food
employers, unwisely, are employed by a super villainess who wishes to extract
all the worst traits of tourists and use it as a biological viral weapon, and
like the game, Sam and Max clearly like their strange on the road attractions
as they do junk food and television. The glazed McGuffin episode I remember in
fact, a reference to the “McGuffin” Alfred
Hitchcock used as a term, is entirely
of its era of idiosyncratic (and highly unhealthy) junk food full of
preservatives and the streak of political correctness campaigners from the
time, as someone gets their favorite snack taken off the shelves and, in their
attempts to hound him to change his mind, ends with him snapping and trying to
murder them. Mocking fifties pop culture, at a time when nineties culture reflected
on the past, you get an entire episode, if slighter than the premise could have
become, about a figure from a children’s TV show named Dangly Deever being
brought into the then-present and being forced to accept a world worse than Rudy Giuliani’s worst nightmares.
As for the leads themselves, they
nonchalantly take most of this in, with the show having a streak of post-irony
to it all, the pair blasé no matter how dire the situation, such aliens running
a diner where they feed customers other customers, effectively riffing on Peter Jackson’s Bad Taste (1987) in as child
friendly form as they can. They do not act like cartoon characters in fact, as
in possibly one of the issues a viewer could have, they never go off-model as
anyone else in this world, a concept for comedic timing in animation of
distorting your characters for moments for emphasis in the moment, instead the
two figures appropriate for this highly details and vivid world standing back
and commenting in the absurdity until they need to get their hands dirty, even
in reference to being a fictional show. They are capable of nobility, such as
getting an artificial heart as quickly as they can to the President of the United
States, but they also willingly mess around with time travel and change it,
giving a caveman a rocket launcher, to see what happens in the future. It is
not with surprise these characters, in this version, were not going to take the
show over more than one season, for they seem as much reflections to their
writers, gleefully stepping on clichés in the medium, rather than making
something which is meant to have adventure and fill space between
advertisement.
I have nothing but admiration for
the show. It dangerously gets close to being too weird for the sake of it, but
the level of humour is so consistent that it succeeds, with how many jokes land
and even when something is so abrupt, in strangeness or just kneecapping
expectations, to cause me to laugh. The show is helped simply by the fact that
it is one season and cannot outstay its welcome. As much as I am fascinated by
the idea of how they could have continued this, a one-one season which knew it
was doomed, ending on a final episode which, in another inspired touch, is a
clip show using scenes that are newly animated from stories we never saw, there
was as much chance it would have been compromised if it managed to be hit. I
think, truthfully, its home in videogames where the big success came from was
where these characters can rightly stay, with this instead the tangent that we
really just need to be more readily accessible.
Abstract Spectrum: Eccentric / Metatextual / Surreal
Abstract Rating (High/Medium/Low/None): Low
====
1) The
History of Sam & Max: Part 1: The Early Years. From Telltale Games’ site, archived from the
original on January 3rd 2008 and preserved on the Wayback Machine.