PHENOMENALITY: *marvelous*
MYTHICITY: *good*
FRYEAN MYTHOS: *adventure*
CAMPBELLIAN FUNCTIONS: *psychological, sociological*
The Joker’s second appearance, again
written by Lorenzo Semple, improves on the villain's first BATMAN ’66 outing.
Though the Riddler and the Joker are both associated with humor, the
Riddler is much more the clever narcissist; he has henchmen, but in
essence he works alone. The Joker, though, has a greater penchant for
bringing out the worst in human nature. One can find this both in
certain early stories like “Wanted: Practical Jokers” (BATMAN #7,
1941) and in the better-known story of the evil clown’s corruption
of his sometimes girlfriend Harley Quinn.
We’re back to an all-original TV
script here, as the Joker runs a scheme at Woodrow Roosevelt High,
the very seat of learning attended by Bruce Wayne’s youthful ward.
For reasons unknown, vending machines at the school start dispensing
high-priced bounties—cash money, stocks, and other valuables. At
the same time, a handful of jukeboxes in Gotham bars reveal that
they’ve been equipped with automated rifles, which keep the
bar-goers at bay while thugs loot the registers. Though there’s
nothing that technically ties the Joker to these endeavors, Batman
and Robin are instantly sure he’s the culprit. His motive, though,
seems obscure. Though the episode is filled with corny warnings about
the way “easy living” seduces young people to criminality, Batman
thinks it unlikely that the villain is simply trying to convert
honest youths into crooks. But he gives a little lecture to some
prominent students about the dangers of the Crown Prince of Crime—and
lo and behold, the Joker himself shows up to disrupt Batman’s moral
lecture. Apparently the career crook is out on parole, since the
heroes don’t try to arrest him for escaping prison. Further, Joker
even frustrates the Duo’s desperate attempt to pinch him for
“loitering” through his knowledge of jailhouse jurisprudence.
The big revelation to the audience,
though, is that though the Joker’s henchmen are just ordinary
dropouts turned to crime, he’s made a major conversion of head
cheerleader Susie, a member of Dick Grayson’s own class. Susie has
chosen to aid the Joker’s scheme because he buys her lots of pretty
baubles, and later Batman casts her in the role of Eve, being tempted
by the serpentine clown.
The automated jukeboxes don’t play a
major role in the story, though it’s suggested that this venture
gains Joker enough seed money for his real gambit. Joker traps the
Duo with one of his trick vending machines, and sets them up for a
death by one-armed bandit—even though the fiend claims that the
game isn’t rigged against them. The heroes never learn the truth or
falsehood of this statement, though, for they’re saved from
electrocution by a citywide power blackout. Susie, though, is present
for the attempted deathtrap, and unlike Zelda, she suffers no
last-minute remorse about sparing the white knights.
The heroes use voice-recognition
technology to ferret out Susie’s complicity with Joker, and this
leads to a scene in which Dick Grayson goes undercover at one of the
“bad student” hangouts, trying to convince Susie to recommend him
to the gang. This is the episode’s strongest camp scene, since one
of Joker’s thugs challenges Dick to smoke a cigarette—and
goody-goody Grayson instantly reveals that he can’t hold his smoke
to save his life. However, this botched spy game does make clear to
the villain that Susie’s been pegged as his ally, and thus she
becomes a liability.
The Joker’s sinister scheme is
finally revealed on Woodrow High basketball court. The players,
highly favored to win their next game, use one of the vending
machines, and it gives them the full answers to a major test. Joker
and his hoods happen along to take a picture, and the players realize
that their possession of the answers will disqualify them—making it
inevitable that their opponents will win. Joker plans to win big by
betting on the less favored team. However, Batman and Robin reach
Susie in time to save her from the villain’s tender mercies, and
her intel allows them to foil the fiend’s plans and put him away.
The Joker’s plan to fix a high school
basketball game would have no more chance of succeeding in real life
than his earlier attempt to steal an ocean-liner. However, where the
first plot lacked resonance despite its grandiose conception, this
humbler concept proves much stronger, if only because it’s the
Crown Prince of Crime messing with school kids. As corny as Batman’s
speeches against easy living may be, they’re ably counterpointed by
the utter heartlessness with which the Joker attempts to poison Susie
with a gift of perfume. Thanks to the Susie scenes—including an end
coda where she goes away to a troubled girls’ school rather than
prison—one can more easily overlook a blah deathtrap and an
unremarkable end fight-scene.
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