Masquerade 1924
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.
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 runs away from Max and winds up falling through a crack in the floorboards and into a fiery Hell.
The Inkwell Clown and his three partners rehearse their parts in a show while en route to the theatre in Max's car.
Ko-Ko competes against a rival clown in a race.
Max creates a penny arcade with a shooting gallery, much to the detriment of Ko-Ko and Fitz the Dog.
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 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.
Koko fights with his shadow while under hypnosis.
KoKo assembles fellow clowns from around the globe to defend earth from a martian attack.