League of Nations 1924
KoKo assembles fellow clowns from around the globe to defend earth from a martian attack.
KoKo assembles fellow clowns from around the globe to defend earth from a martian attack.
Max creates a penny arcade with a shooting gallery, much to the detriment of Ko-Ko and Fitz the Dog.
Ko-Ko competes against a rival clown in a race.
KoKo accidentally spills ink on Max’s letter. An irritated Max draws him an oversized sparring partner. Remarkably, KoKo somehow manages to win, and with no one watching him, wastes no time in retaliating against Max.
The Clown (yet to be named KoKo) holds a contest, offering 100 dollars to whomever can ride “Dynamite” the trick mule for five minutes. Once the crowd discovers the mule is mechanical, however, they chase the Clown in a fury. When they corner him, Max has to step in to stop the chaos.
The Inkwell Clown runs away from Max and winds up falling through a crack in the floorboards and into a fiery Hell.
Koko fights with his shadow while under hypnosis.
The Clown (yet to be named KoKo) provokes Max, suggesting that he would win handily in a fight if they were the same size. Max obliges, drawing a cartoon version of himself to step into the ring and settle the matter once and for all.
When Max dons a clown costume for a masquerade party, Ko-Ko takes to taunting him. Intending to get back at Ko-Ko, Max jumps into his own drawing—a serious tactical error, as he soon learns.
The Inkwell Clown and his three partners rehearse their parts in a show while en route to the theatre in Max's car.