Ted Knight Movies

Actor Ted Knight dropped out of high school in order to enlist for World War II service. During the postwar years, Knight studied acting in Hartford, Connecticut. He became proficient with puppets and ventriloquism, which led to steady work as a TV kiddie-show host. Knight spent most of the 1950s and 1960s doing commercial voice-overs and essaying minor TV and movie roles (he was the nonspeaking cop who handed Norman Bates a robe at the end of Hitchcock's Psycho [1960]). Just barely making ends meet with TV guest spots and cartoon voices, Knight was rescued professionally in 1970 when he was cast in the role of vainglorious TV anchorman Ted Baxter on The Mary Tyler Moore Show. Three years into the series, Knight threatened to quit because of the one-note stupidity of his character. He was assuaged when the MTM producers "humanized" him with an understanding girlfriend (played by Georgia Engel) -- and it didn't hurt that the actor later won two Emmy awards for his portrayal of the clueless Ted Baxter. When MTM left the air in 1977, Knight attempted to headline a sitcom of his own. After a couple of false starts, he struck pay dirt in 1980 with Too Close for Comfort, playing a comic-strip artist with two nubile daughters. Too Close left the network for syndication in 1984, then matriculated into The Ted Knight Show in 1985. Though gravely ill, Ted Knight valiantly taped a years' worth of episodes before succumbing to cancer at the age of 62. ~ Hal Erickson, All Movie Guide
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  
 
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  
 
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 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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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  
 
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  
 
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  
 
Based on the novel Death on the Turnpike by William P. McGivern, Robert Altman's Nightmare in Chicago was expanded for theatrical release after it originally aired on NBC in 1964 on an episode of Kraft Suspense Theater. Filmed on-location in Chicago, this suspense thriller follows the story of a serial killer known as "Georgie Porgie." The Chicago turnpike is threatened over a three-day period as the police try to catch him by blocking the whole area. Starring Charles McGraw, Ted Knight, and Robert Ridgely. Original musical score by John Williams. ~ Andrea LeVasseur, 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  
 
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  
 
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  
 
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  
 
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  
 
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  
 
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  
 
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  
 
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  
 
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  
 
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  
 
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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1967  
 
This time Aquaman is pitted against the evil (if slightly myopic) Molemen, who invade Atlantis in vessels with diamond-tipped drills. The villains bore a hole in the ocean floor which threatens do destroy not only Atlantis but also everything on dry land. Making matters worse, Aquaman is captured, and Aqualad is unable to race to his rescue. But fear not! Imp, Tusky and a huge army of friendly underwater creatures are still at Aquaman's telepathic beck and call. ~ Hal Erickson, All Movie Guide

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1967  
 
The "ice dragon" is of course no ordinary dragon (by the way, has anyone ever MET an ordinary dragon?) Instead of breathing fire, this huge lizard spews out cold air which freezes its victims on the spot. Aquaman, Aqualad and the others would love to do battle against the dragon, but unfortunately they've been rendered immobile by a chilling blast. Somehow or other, the "Sea King" manages to free himself and turn the tables on the dragon, which ends up trapped in a huge iceberg--but not for long! ~ Hal Erickson, All Movie Guide

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1967  
 
Falling under the aromatic spell of a strange sea flower, Mera becomes the prisoner of an evil underwater war lord. To rescue Mera, Aquaman and Aqualad must journey to a strange new waterworld where no one has gone before. Captured by the war lord's minions, Aquaman is forced into mortal combat against a multi-headed Hydra. Thank goodness that Aqualad is free to lead an army of seahorses to the rescue. "War of the Water Worlds" later became the basis for a popular Aquaman video game. ~ Hal Erickson, All Movie Guide

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1967  
 
A band of plundering space aliens dives to the ocean floor, there to harvest sea-life specimens for their own private collection. Among the life forms sucked up by the aliens' demon machine is Aqualad's walrus pal Tusky, who is then miniaturized for easier shipping. In order to rescue Tusky--and by extention everything else beneath the waves--Aqualad and Aquaman must battle a fearsome Venusian sea monster, who fortunately proves susceptible to the "Sea King"'s magic mind games. ~ Hal Erickson, All Movie Guide

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