Batfink

1966 – 1967 100 cartoons

Based on the campy 1966 Batman live-action TV series. Batfink's hero has supersonic sonar-radar and wings like a shield of steel. With his sidekick Karate, he attempts to thwart the plans of archvillain Hugo A Go-Go.

Cartoons

  1. Pink Pearl Of Persia

    April 21, 1966 No. 1 Hal Seeger Studios

    For once, Batfink cannot find any clues at a crime scene when the Pink Pearl of Persia is stolen.

  2. The Short Circuit Case

    April 21, 1966 No. 2 Hal Seeger Studios

    Hugo A Go-Go is to blame when the city is plunged into darkness.

  3. Skinny Minnie

    January 20, 1967 No. 10 Hal Seeger Studios

    Batfink is called upon to catch the eponymous evil-doer.

  4. Fatman Strikes Again

    January 20, 1967 No. 11 Hal Seeger Studios

    Fatman, the fattest criminal of all time, steals from all of the "Fatman Clubs." When Batfink asks why, the police chief replies: "Because he's already stolen everything from the thin men."

  5. The Kitchy-Koo Kaper

    January 20, 1967 No. 12 Hal Seeger Studios

    Hugo A Go-Go goes on a rampage of robbery using his new weapon, a tickle stick which incapacitates targets through the power of laughter.

  6. The Dirty Sinker

    January 20, 1967 No. 13 Hal Seeger Studios

    Batfink has to deal with mad scientist Hugo A Go-Go, who is scuttling boats in the harbor to further his nefarious schemes.

  7. Brother Goose

    January 20, 1967 No. 15 Hal Seeger Studios

    Batfink and Karate go after rhyme-spouting villain Brother Goose. This villain bases his crimes on Mother Goose fairy tales. Some jewels have been stolen, and the only clue is a rhyming not…

  8. The Chocolate Covered Diamond

    January 20, 1967 No. 16 Hal Seeger Studios

    Two crooks steal a diamond, and Batfink is called in after the gem falls into a chocolate factory.

  9. Myron The Magician

    January 20, 1967 No. 18 Hal Seeger Studios

    The title character steals the world's most expensive painting.

  10. Ebenezer The Freezer

    January 20, 1967 No. 3 Hal Seeger Studios

    Batfink and Karate must thwart a pair of villains who are planning to freeze the city and rob the bank.

  11. The Sonic Boomer

    January 20, 1967 No. 4 Hal Seeger Studios

    Sonic Boomer sees Batfink and Karate dealing with someone breaking every window in the city by the power of sonic energy. Along the way, they are encased in glass, but they eventually give…

  12. Big Ears Ernie

    January 20, 1967 No. 5 Hal Seeger Studios

    A criminal has been committing robberies in broad daylight, as his sensitive ears can hear a squad car from miles away. Batfink and Karate are called in to help, but Ernie can hear Batfink'…

  13. Batfink On The Rocks

    January 20, 1967 No. 6 Hal Seeger Studios

    Hugo A Go-Go causes the Niagara Falls to dry up.

  14. Manhole Manny

    January 20, 1967 No. 7 Hal Seeger Studios

    The world's greatest painting is stolen. Batfink and Karate explore the town's manholes, but Manny hears the intruders and turns on the water mains to flush them out.

  15. The Mad Movie Maker

    January 20, 1967 No. 8 Hal Seeger Studios

    Mr. Flick is using his movies to scare the city into thinking that a meteor is heading towards it, but Batfink sees through the scheme. After facing a popcorn gun and a vat of hot melted bu…

  16. Nuts Of The Round Table

    January 20, 1967 No. 9 Hal Seeger Studios

    Batfink is called by the Chief when robbers in suits of armor traveling by horseback are found pulling holdups all over town.

  17. M P F T B R M

    January 31, 1967 No. 20 Hal Seeger Studios

    Featuring Batfink, Karate, Brother Goose, Chief Of Police, Hugo A Go-Go

  18. Go Fly A Bat

    January 31, 1967 No. 23 Hal Seeger Studios

    Hugo A Go-Go steals the Gold Goddess of Gizmo from the museum by managing to harness the energy of lightning. Our heroes face electrocution when they hunt him down to his hideout. But even…

  19. A Living Doll

    January 31, 1967 No. 29 Hal Seeger Studios

    Hugo A Go-Go has a robot that looks just like Batfink, and he's using it to carry out crimes on his behalf.

  20. Brain Washday

    February 6, 1967 No. 19 Hal Seeger Studios

    Hugo embarks on a crime spree with brainwashing fluid and brainwashes Batfink. The scientist tells Karate to proceed with phase two ("Karate irons the brain. Karate irons the brain.").

  21. Spin The Batfink

    February 6, 1967 No. 32 Hal Seeger Studios

    The Junkman unleashes a tornado machine, which is used to rob banks and then turned on Batfink.

  22. Crime College

    March 1, 1967 No. 17 Hal Seeger Studios

    Hugo A Go-Go educates a bunch of wannabe crooks. Hugo tells the students at his school for underworld undergraduates to rob a police station, but when Batfink arrives, the crooks escape int…

  23. Ringading Brothers

    March 1, 1967 No. 24 Hal Seeger Studios

    Featuring Batfink, Karate, Brother Goose, Chief Of Police, Hugo A Go-Go, Ringading Acrobat, Ringading Ringmaster

  24. Goo-Goo A Go-Go

    March 1, 1967 No. 26 Hal Seeger Studios

    Batfink and Karate find themselves babysitting for Hugo-a-Go-Go's new baby while he's out committing a crime. Hugo eventually uses the baby to steal and cause problems. It's up to Batfink t…

  25. Gluey Louie

    March 3, 1967 No. 14 Hal Seeger Studios

    A devious criminal steals America's most precious possession, which is, of course, Benjamin Franklin's kite.

  26. Gloves On The Go Go

    March 3, 1967 No. 21 Hal Seeger Studios

    Featuring Batfink, Karate, Brother Goose, Chief Of Police, Hugo A Go-Go

  27. Out Out Darn Spot

    March 3, 1967 No. 25 Hal Seeger Studios

    A great English actor is making his American debut as Macbeth, using his original, priceless jeweled dagger. However, Hugo manages to steal it by using a spotlight to blind the actor.

  28. Sporty Morty

    March 13, 1967 No. 22 Hal Seeger Studios

    Featuring Batfink, Karate, Brother Goose, Chief Of Police, Hugo A Go-Go, Sporty Morty

  29. Bat Patrol

    March 13, 1967 No. 30 Hal Seeger Studios

    Hugo A Go-Go sets up an army camp with robots he has trained to rob banks.

  30. The Mark Of Zero

    March 13, 1967 No. 34 Hal Seeger Studios

    Masked robber Zero steals a manuscript.

  31. Dig That Crazy Mountain

    March 23, 1967 No. 31 Hal Seeger Studios

    Professor Vibrato makes a cello which can produce ultrasonic, high-frequency sound waves.

  32. Greasy Gus

    March 23, 1967 No. 33 Hal Seeger Studios

    Greasy Gus is on the loose with his grease gun and out to steal wages from the police.

  33. The Indian Taker

    March 23, 1967 No. 42 Hal Seeger Studios

    Featuring Batfink, Karate, Brother Goose, Chief Of Police, Hugo A Go-Go

  34. Stupidman

    March 30, 1967 No. 28 Hal Seeger Studios

    Batfink and Karate capture the world's worst villain, Stupidman, who tries to steal the Maharajah's jewel-studded turban. He fails, but he accidentally succeeds in stealing his $2 million s…

  35. Jumping Jewelry

    March 30, 1967 No. 37 Hal Seeger Studios

    Valuable items disappear from the diamond exchange (watches float and rings leave a store as if by magic). Batfink and Karate are called to the scene. A flea leads them to Professor Hooper,…

  36. Goldstinger

    March 30, 1967 No. 44 Hal Seeger Studios

    Hugo invents a magic wand that turns things into gold. However, the items are only gold-plated and therefore worthless, so he turns anyone who gets in his way into a gold statue.

  37. Crimes In Rhymes

    April 7, 1967 No. 27 Hal Seeger Studios

    Brother Goose returns. A set of gold golf clubs has been stolen- it seems that Brother Goose is behind it. Brother Goose feeds Batfink and Karate to a carnivorous plant. The heroes escape,…

  38. Karate's Case

    April 7, 1967 No. 39 Hal Seeger Studios

    The priceless golden hand of Kar-tay is stolen from the art museum, and Karate is the main suspect.

  39. The Beep Bopper

    April 7, 1967 No. 47 Hal Seeger Studios

    Hugo A Go-Go robs a bank and Batfink is called in to help, but his supersonic radar has been tampered with by Hugo.

  40. Swami Salami

    April 18, 1967 No. 35 Hal Seeger Studios

    Featuring Batfink, Karate, Brother Goose, Chief Of Police, Hugo A Go-Go

  41. Hugo For Mayor

    April 18, 1967 No. 41 Hal Seeger Studios

    It's election day, and the city bank is robbed. The Chief and the Mayor are found with the stolen money- but have they been framed?

  42. The Shady Shadow

    April 18, 1967 No. 45 Hal Seeger Studios

    Hugo A Go-Go has made a machine that is able to bring shadows to life.

  43. The Human Pretzel

    April 24, 1967 No. 36 Hal Seeger Studios

    The Human Pretzel has robbed a cargo plane full of diamonds. Can Batfink and Karate save the day?

  44. Roz The Schnozz

    April 24, 1967 No. 38 Hal Seeger Studios

    Batfink and Karate pursue Roz the Schnozz, a human bloodhound who can use her nose to sniff out money. But Roz isn't smart enough to outsniff Batfink and Karate. Karate discovers her weakne…

  45. Topsy Turvy

    April 24, 1967 No. 50 Hal Seeger Studios

    Topsy Turvy sees Professor Flippo steal the top-secret Topsy Turvy box from a government installation, and try to boil Batfink in molten lead.

  46. The Wishbone Boner

    May 1, 1967 No. 40 Hal Seeger Studios

    The oldest bone ever discovered, the Dinosaur's Wishbone, is stolen by the luckiest thief, Lucky Chuck.

  47. Bride And Doom

    May 1, 1967 No. 49 Hal Seeger Studios

    Hugo A Go-Go creates a mechanical bride.

  48. The Kangarobot

    May 1, 1967 No. 56 Hal Seeger Studios

    Hugo A Go-Go has a new invention that he uses to help him rob the city's heliport. Batfink and Karate are called in to help.

  49. The Super Trap

    May 12, 1967 No. 48 Hal Seeger Studios

    Hugo A Go-Go jams all electrical equipment in the city. All of Batfink's crime-fighting devices are useless against Hugo's jammer.

  50. Beanstalk Jack

    May 12, 1967 No. 54 Hal Seeger Studios

    Jack has stolen a million dollars from the state treasury, and his beans are causing chaos.

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