Jerry Dexter

1975 
 
Teenaged farm boy Tucker "Tuck" Holland (Stewart Petersen) is shy and lonely, afraid that he will be ridiculed because he stutters. As he walks home from school -- alone, as usual -- Tuck notices a construction site, where a new skating rink is being built. For the next several weeks, he hangs around the site, eagerly anticipating the rink's opening. Sure enough, once the building has gone up and Tuck has strapped on his skates, he manages to overcome his shyness and reticence by becoming a champion on the ice -- and absolutely no one cares that he still has trouble getting his words out! This ABC Afterschool Special is based on a novel by Bob Rodgers, and features Ron Howard's father, Rance Howard, as Tuck's dad. ~ All Movie Guide

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Starring:
Stewart PetersenJerry Dexter, (more)
1968 
 
The Brain returns, this time equipped with a gigantic computer (they were ALWAYS gigantic in the 1960s!) which gives him access to all known facts about Aquaman. Using the information at hand, the Brain figures that the best way to vanquish the "Sea King" is to use an Oxymite buoyancy ray, which causes everything on the ocean floor that isn't nailed down to float upward--including Aqualad and Tusky. To save his friends from certain death at the ocean's surface, Aquaman enlists the aid of an enormous "cyclops" fish. ~ Hal Erickson, All Movie Guide

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1968 
 
While harvesting precious phosphorous in the Valley of the Glowing Rock, Aquaman, Aqualad and Tusky run up against the cunning and capricious Sea Scamp, who is something of an underwater "Mr. Mxyzptlk". From the safety and comfort of his submarine, the Sea Scamp creates an ersatz phosphorous beast, the better to help his "Bulk" henchman capture the Aqua-Team. But the prankish villain has reckoned without Aquaman's uncanny ability to telepathically gather together an army of his own powerful sea creatures! ~ Hal Erickson, All Movie Guide

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1968 
 
Aqualad accidentally releases Snork the Great, a prankish genie who offers to grant three wishes. Not surprisingly, Aqualad's first wish is for a robot to do his household chores. Alas, because the boy has not been specific as to what kind of robot he wants, chaos ensues. Forced to waste his second wish on getting rid of the troublesome robot, Aqualad then asks Snork to give him Aquaman's telepathic powers--and surprise of surprises, this third and final wish also has devastatingly destructive results! ~ Hal Erickson, All Movie Guide

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1968 
 
Vassa, evil queen of the Mermen, is back to bedevil Aquaman for a third time. On this occasion, Vassa is using five tunnelling ships to drill a hole under Atlantis, thereby flooding the city. Things begin to look really grim when a vortex sucks Mera into Vassa's ship, and Aqualad is felled by a laser beam. Fortunately, Aquaman is still free and able to fight fire with fire--or in this case, water with water--making certain that Vassa will pay a hefty price for her subterranean skullduggery. ~ Hal Erickson, All Movie Guide

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1968 
 
On a secret government assignment, Aqualad and Tusky pay a visit to the all-water world Planet Q344. Soon the pair find themselves embroiled in the never-ending war between the froglike Bimphars and the fishlike Quatix. One thing leads to another, and by episode's end Aqualad is leading the Bimphars against the Quatix--who are being commandeered by none other than Aquaman (where's a good mediator when we need one?) And oh yes, there's also a giant squid in the midst of the fray. ~ Hal Erickson, All Movie Guide

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1968 
 
Navy test pilot Mark Bartholomew asks Aquaman to help him try out the experimental vessel "Devil Fish", a combination jet and submarine. Anxious to get his hands on the invention, the Black Manta conjures up the Great Whirlpool to caputre the drylander. Leaving Aqualad behind on this occasion, Aquaman prepares to do battle against the Black Manta--but the Devil Fish proves to be a most formidable weapon when it is in the proverbial "wrong hands". Shudderin' Shad! ~ Hal Erickson, All Movie Guide

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1968 
 
The Octomen, a sinister race of multi-tentacled, scientifically advanced sea creatures, use giant suction cups to capture Aqualad and thereby lure Aquaman into a trap. It turns out that the King of Octo-City intends to steal Aquaman's power of telepathy--and if ordinary methods of persuasion fail, the villain is prepared to unleash his fearsome electronic Octo-Giant. But Aquaman figures out a way to turn the tables on the Octo-Men, proving (in this case at least) that two hands are better than eight. ~ Hal Erickson, All Movie Guide

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1968 
 
In the previous episode, Aquaman and Aqualad did battle against the "Terrible Trio" The Brain, Black Manta and Queen Vassa. This time out, the Aqua-Duo is up against the "Awesome Threesome"--namely those mechanical monstrosities Torpedo Man, the Magneto and the Claw. Uncovering a plot to ambush Aquaman in an underwater junkyard, Aqualad and Mera swim off to warn Aquaman--but the villains may be too fast and too strong for the heroes on this occasion! ~ Hal Erickson, All Movie Guide

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1968 
 
Aquaman's enemy on this occasion is modern-day pirate Captain Barracuda (not to be confused with the Marvel Comics villain of the same name). Accompanied by extraterrestrial starfish Starro, Captain 'Cuda intends to plunder the riches possessed by the underwater Jewel People--and to expedite this mission, he utilizes a paralyzing "pinwheel" ray. But though Aqualad is rendered immobile, Aquaman is still able to move freely about, as Captain 'Cuda and Starro quickly learn to their painful dismay! ~ Hal Erickson, All Movie Guide

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1968 
 
After years of living in peace, the Tortoids and the Lizard Men go to war over possession of a silver sphere. Hoping to end the conflict peacefully, Aquaman offers to enter an athletic competition to decide which of the two races will win possession of the sphere for one year. Alas, Aquaman's good intentions are scuttled by the Black Manta, who, evidently emulating Marlon Brando in The Wild One, steals the sphere and runs off to parts unknown! ~ Hal Erickson, All Movie Guide

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1968 
 
Aqualad is captured and imprisoned in the orbiting globe commandeered by underwater buccaneer Captain Sly. Actually, Sly isn't all that interested in the "tadpole": he's merely using Aqualad to lure Aquaman into a trap. Though Aquaman manages to rescue his sidekick, he must still fend out Sly's army of motorized reinforcements--to say nothing of the villain's "limpness light ray." But as often happens on this show, Captain Sly ends up hoist on his own petard, courtesy of ever-faithful Tusky. ~ Hal Erickson, All Movie Guide

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1968 
 
The wreckage of an ancient pirate ship turns out to be the headquarters of the evil, shapeshifting Torpedoman. Using methods both foul and fouler, Torpedoman manages to capture both Aquaman and Aqualad, the first step in his master plan to become the supreme ruler of the sea. But Aquaman is a lot fleeter of foot and fin than most cartoon superguys, and manages to do turn Torpedoman's own fiendish intellect and arsenal of weaponry against the villain. ~ Hal Erickson, All Movie Guide

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1968 
 
While the Aqua-duo performs a maintenance check on the pipeline which pumps oxygen into Atlantic, the demonic Mephisto and his equally satanic minion Sandman prepare to lull the Altanteans to sleep with gigantic knockout pellets. Though Aqualad manages to catch the villains in the act, the pellet sends him to slumberland just when he's needed most (Holy haddock!) Will Aquaman be able to counterract Mephisto's deadly vibrobeam and save the day, or will he need outside help from a friendly bull whale? ~ Hal Erickson, All Movie Guide

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1968 
 
Slithering onto the scene in his crab-shaped sea vessel, the Fisherman uses his endless reserve of angling equipment in his efforts to destroy Aquaman and conquer Atlantis. Among the Fisherman's "hammerhead" minions is a bomb expert who plants a booby trap in the Aquacave. The ensuing explosion convinces the villain that the Aqua-duo has been permanently eliminated--but he's wrong, thanks to the quick-thinking Tusky. The climax finds the Fisherman attempting to skewer Aquaman with a gigantic fishhook (ouch)! ~ Hal Erickson, All Movie Guide

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1968 
 
Ever the good Samaritans, Aquaman and Aqualad lend a helping hand to the downtrodden victim of an evil--and unidentified--villain. Imagine the good guys' surprise when the "victim" turns out to be the villain in disguise: namely, an ancient Sea Sorcerer with awesome spellbinding powers. Using his crystal ball, the Sorceror conjures up such obstacles as a sandstorm and a dragon as the Aqua-Duo try to subdue him. Luckily, Imp and Tusky are able to summon assistance and prevent Aquaman from becoming the Sorceror's permanent slave! ~ Hal Erickson, All Movie Guide

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1968 
 
It's a dark day for the Atlanteans when those three formidable villains The Brain, the Black Manta and Queen Vassa combine their powers and weaponry. In an effort to nullify the Aqua-duo, the Brain entraps Aquaman in a pillar of salt, while Black Manta and Vassa prepare a full frontal assault on Atlantis. But with the help of trusty Tusky, Aqualad is able to keep the bad guys (and that bad girl) at bay long enough for Aquaman to free himself. Leapin' lampreys! ~ Hal Erickson, All Movie Guide

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1968 
 
The supervillain-of-the-week is The Brain, who kidnaps Aqualad for more mental mischief. In what seems like record time, the enslaved Aqualad is not only brainwashed, but he is also endowed with superstrength, transforming him into the perfect weapon against Aquaman. Only after several awkward confrontations with his confused mentor does Aqualad regain his memory and rejoin the good-guy team, thereby affording Aquaman ample time to work out a strategy to outsmart the Brain and save the day again! ~ Hal Erickson, All Movie Guide

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1968 
 
The Brain is back, and if anything he's nastier than ever. This time out, the Brain has teamed up with Reflecto from the planet Imago for the purpose of creating an Aquaman clone. Their master plan is to replace the orginal with the duplicate, then conquer Atalantis. At first, the ever-trusting Aqualad doesn't realize that the Aquaman lookalike is a phony, but the evil doppelganger soon reveals his true nature--just in time to be vanquished by the genuine "Sea King." ~ Hal Erickson, All Movie Guide

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1968 
 
An offshore oil rig in the Gulf of Mexico is attacked by the scurrilous Scavo and the Sea Scavengers. Swimming to the rescue, Aquaman and Aqua-lad discover that Scavo has outfitted himself with a "mech", namely a Subma-Robot which rips things apart and spews out deadly steel bubbles. For bad measure, Scavo deploys a thermal ray gun, rendering the ocean boiling hot! But Aquaman is able to telepathically summon his finny friends to help him save the day. ~ Hal Erickson, All Movie Guide

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1968 
 
A practical joke on Aquaman is anything but funny when those merry pranksters Mera and Aqualad find themselves surrounded by the Stickmen from the water-planet Stygia. The invaders intend to lure Aquaman out into the open, then enslave the "Sea King" by zapping him with their immobilizing ray. But Aquaman is able to turn the tables on the Stickmen by deploying the trick flashlight with which Aqualad had hoped to fool him at the beginning of the episode (remember?) ~ Hal Erickson, All Movie Guide

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1968 
 
When Tusky vanishes, Aquaman and Aqualad ask for help in finding their walrus friend from all-knowing Oceanus, the Old Man of the Sea. Oceanus directs the Aqua-Duo to a volcanic region of ocean land, surrounded by illuminated water. Alas, it turns out that the two superheroes have fallen into a trap laid by their old nemesis The Fisherman--and before long, Aquaman is entrapped in a pile of rapidly hardening molten lava! It is up to Aqualad to rescue his companions with help from a few friendly whales. ~ Hal Erickson, All Movie Guide

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1968 
 
Mad scientist Dr. Lamprey has created an underwater Trojan Horse--actually a huge replica of a Portuguese Man-O-War, surrounded by a force field which "entrances" its victims. Lured to the gigantic structure, Mera is compelled to open it up Pandora-style, thereby unleashing thousands of deadly radio-operated robot fish. As the tiny mechanical army threatens to destroy the dome surrounding Atlantis--thus destroying the city and everyone in it--Aquaman and Aqualad conduct a frantic search for Dr. Lamprey's hidden radio transmitter. ~ Hal Erickson, All Movie Guide

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1968 
 
The Saturnians are a race of extraterrestrials (from guess where?) who look and act like demons. Anticipating global warming by several decades, the Saturninans intend to melt the Arctic Circle in order to flood the earth so they can take over everything. Though Aquaman and Aqualad mete out a lot of painful punishiment to Saturnians, it's Aqualad's walrus pal Tusky who infiltrates the enemy's submarine in order to save the world from "the big meltdown". ~ Hal Erickson, All Movie Guide

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1968 
 
Aqualad is terrified when he confronts a fearsome-looking Gill-man (who bears a striking resemblance to the Creature from the Black Lagoon). It turns out, however, that the Gill-man is a good guy who has come to Aquaman for help. A huge and relentless Mastadon Man is destroying the Gill-people's village, and of course Aquaman agrees to swim to the rescue. Meanwhile, poor Aqualad finds himself at the mercy of the menacing Mastadon, and nearly ends up becoming a submersible shishkabob! ~ Hal Erickson, All Movie Guide

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