Today, I'll be covering the first episode of Goosebumps's
second season, which adapts a book that, had it not been printed as a
Goosebumps book, might be found in the "young adult magical realism
fantasy" section of the library, rather than the "children's horror short story anthology series"
section.
It's a very precise library. |
When
the ball gets to her, she trips while trying to grab onto it, falling flat on
her face and eliciting the standard joke from Judith.
Judith: "Have a nice trip, Byrd?"
But the coach tells Samantha to get back up and keep going.
Coach: "You're a natural, Samantha!"
No, she's just tall. I know how high
school coaches think.
Samantha: "A natural klutz."
Coach: "Now, that's enough of that. Come on, Byrd. You're
my tallest player; I need you on my team."
Hey, at least Coach here is honest.
Drills continue as Samantha's pal, Cory (Robin Weekes),
offers some encouragement, but Samantha seems to be pretty bad at most parts of
basketball. Catching the ball, throwing the ball, holding the ball.... She runs
to get the ball when she fails to catch it, giving us our first inevitable bird
joke from Judith.
Judith: "Why don't you fly away, Byrd? Take off! Give
the team a chance."
Really? "Fly away"? So Judith is mean, but she
makes up for that by not being clever.
But Samantha doesn't hear her words; she's more preoccupied
with the strange amulet she just picked up off the ground. She puts it on,
probably hoping that this is one of those magical amulets that improves your
stats. But instead of getting a much-needed DEX boost, she only
gets to watch as a couple of jerks in the corner play keep-away with the
basketball she went to retrieve. And then one of the kids decides to be an even bigger jerk and tosses the ball up into some ropes. I think we all knew a kid
who "accidentally" did that during gym class just to be a
smart-aleck, right?
Samantha climbs up to get it, but gets her foot stuck in one
of those... um.... loop things. You know, the ones gymnasts do their gymnasting
in. Sorry, it's been a few years since I've taken a
middle school gym class.
Coach: "Sam, it's okay. Just relax. I know you're
scared, just try to breathe. You just had the wind knocked out of you."
"The important thing to keep in mind is that you are
not severely injured and I am not liable for your actions. I'm going to hand you a form, now. If you could just sign it...." |
....Do what?
Girl: "Do what?"
Yeah, exactly.
Judith: "Fly away."
Judith, stop trying to make "Fly away" happen.
It's not going to happen.
Judith: "Bird-girl cleared for takeoff!"
I think your mixing your metaphors there. Is she a bird or a
plane?
"She certainly ain't Supergirl." |
Samantha apparently ends up fine, since we then cut to the
lunchroom, where she sits with Cory as Judith joins the other Plastics.
Samantha: "Wanna help me strangle Judith?"
Well, this episode seems to be taking a turn.
Cory: "Bad idea."
Samantha: "Why?"
"Because this show's rated TV-Y7." |
Cory: "Your basketball team will never win another
game."
Also, can we all just note that an episode of Goosebumps
made a murder joke? Not, like, a werewolf attack joke, or a joke about getting
eaten alive by a blob monster, but a straight-up joke about threatening to
murder somebody?
....Actually, it becomes less surprising when you consider
all the Goosebumps protagonists who end up committing murder to save the day.
Which, by the way, does not solve problems in real life. Don't murder. The
more you know.
Anyway, Samantha can't help but wonder why, out of all the
girls, Judith picks on her.
Samantha: "I did nothing to her."
But there are no answers. And sometimes, that's just life.
And all you can do is eat your sandwich while trying not to overhear the bully
gossiping about you from one table over.
Plastic: "The Bird actually tried to fly today."
Judith: "She's as clumsy at flying as she is at
basketball."
Samantha tries to defend herself through a mouthful of
sandwich, but only ends up giving the Plastics a new reason to make fun of her.
Samantha tries to run off, but only manages to run into a lunch lady. Cue the
entire cafeteria laughing at her, even though not everybody actually saw her
collide with the lunch lady. And I don't think all the kids can actually see her on the floor.
This time, Sam runs into a 1920s flapper. Like you do. |
Flapper: "I have been looking all over for this."
Okay. But... how did it end up in a middle school gym? I
think that's a reasonable question.
Flapper: "Isn't it amazing how lost objects... they
find their way to strange places?"
I'm calling it now. You're some kind of mentor figure who
planted that in a place where Sam would find it, because you were following her
and decided that she needed your help to become a more well-rounded person. You
can't fool me. That's how these things work.
Samantha hands it over, and the Flapper asks for some
additional assistance with getting to Moss Avenue. It's on the other side of
town, but Samantha is convinced to take this strange lady there by a simple
"please."
Samantha: "Sure, I guess it's not that far."
Oh, come on, Sam. Weren't you paying attention to the videos
they show you in, like, third grade? This is textbook "What Not to Do
Around Strangers"!
Samantha and the woman (named Clarissa) introduce themselves to
each other as they head off, and they make it to Clarissa's destination in the
space of a single cut. Said destination being some kind of dilapidated stone
structure. Sam tries to leave, having done her good deed for the day, but
Clarissa wants to give this nice young lady a gift.
Flapper: "Most young people wouldn't be so kind."
And that's because most young people actually remember the
words "Stranger danger."
Clarissa: "I shall grant you... three wishes."
Clarissa: "I shall grant you... three wishes."
I think this is the moment where Sam realizes that she just followed a crazy stranger to an isolated location. |
Clarissa doesn't even debate the point. If Sam has to leave,
then she has to leave. But she still gets her three wishes.
Clarissa: "Make your first wish."
Samantha: "Uh, okay. I wish I was the best player on the
basketball team."
And seeing as how this episode is called "Be Careful
What You Wish For," Sam will either do some kind of Freaky Friday-type
body swap with the best player, or the rest of the team will suddenly suck at
basketball.
Before Sam can finally get away from this crazy lady,
Clarissa also hands over the necklace Samantha found earlier as an additional
gift. And probably the source of the magic that'll be granting Sam's wish.
It's glowy. Glowy means magic. |
They suck.
And I'm going to assume that this is a new development,
since Coach wants to know why the team is struggling during the halftime
huddle. And honestly, the girls simply don't feel well. Except for Samantha,
that is. And that's why she manages to be the only girl on the team to actually
score a point.
After the game, Samantha walks through the halls, dejected
and confused, but Clarissa appears in a flurry of feathers from around a
corner, happy as can be. After all, Samantha's wish came true!
Samantha: "I was the best, alright, because everyone
else was terrible."
And considering that Samantha got turned around and nearly
made a shot into the wrong basket, that magic necklace had its work cut out for
it.
Clarissa: "Well, wishes are complicated. Magic isn't an
exact science, you know!"
Hmmm... interesting. I wrote an essay saying otherwise, but
this episode seems to operate under the idea that a wish, when spoken allowed,
is fulfilled to the letter... while disregarding the intent of the wisher.
Basically, the magic gem seems to be ballparking these
wishes.
Although, if the magic necklace continually misinterprets
her wishes along the same lines, or for the same reasons (Could Clarissa be
screwing up the wishes on purpose?), then that would seem to lay the groundwork
for some kind of actual rules governing magic, as random and chaotic as it may
seem to be.
Perhaps misinterpreting wishes is the magical equivalent of
having Siri misunderstand you?
You understand that, but the word "shovel" eludes your ability to process my speech, Siri? |
Clarissa: "The next time... you must be very careful
what you wish for. And very clear... how you phrase it."
Clarissa is itchin' to grant another wish, but Samantha
would rather get out of there. Which is probably for the best; these sorts of
wishes require a lot of thinking and planning. Personally, I would go home and
work all night on drafting my second wish to make sure there were no loopholes.
"I wish for one million dollars in unmarked, valid, legal
American hundred-dollar-bills to appear between my bed and the floor beneath my
bed tonight while I sleep. Specifically, the money I wish for has not been
stolen, is not counterfeit, and nobody will think it out of the ordinary that I
have this money, which I shall use as I see fit with no unfortunate and/or
ironic consequences for myself or anybody else. Furthermore, this money, once
it has appeared, will stay in existence as unmarked, valid, legal American
hundred-dollar-bills and will stay in my possession until such time as I see
fit to spend them, and neither I nor anyone I care about will be made a target
by nor the fact that I own such a large amount of money, nor anything else I
plan on doing with it."
And then I would workshop that mess by asking everyone I knew if they saw any problems with that wish.
But Sam apparently does no such thing. The next day, she
explains the situation to Cory in the stairwell, only for Judith to open a door
in Samantha's face and play the blame game.
Judith: "It's your fault we lost yesterday."
Actually, Judith has a point. They might have won if it
hadn't been for Samantha's wish. Not that Judith knows that, obviously.
Cory: "I didn't see you two making any great
plays."
Judith: "That's because we spent our time covering for
Bird-brain over here."
So Samantha has herself a minor freakout and a major slip of
the tongue.
Samantha: "I wish everyone would just buzz off!"
And as you might expect, everybody turns into flies. Not in
a horrifying Brundlefly way, but a simple POOF, and they're all insects, played
by cartoon dots or actual flies, depending on the shot.
Huh. Maybe they could have made "Why I'm Afraid of Bees," despite what I said in my "The House of No Return" Review. |
Once again, though, Clarissa blames Samantha for not
thinking her wish through.
Clarissa: "I'm not a mind reader."
"I mean, what do think I am, magic?" |
Well, in my DM experience, any D&D player worth their salt would find a way
to weaponize it. I knew a guy who was more than happy to get a venomous bite from a cursed bag every time he opened it up because one of the other players was a kleptomaniac. This was not the
same guy who played as a cursed chicken, by the way.
Clarissa: "They don't always backfire!"
Well, you're 0-for-2 at the moment.
But Samantha still has one more wish. And if she's smart,
she'll use it to undo her last two wishes. But since there's eight more minutes
left in the episode, I guess she won't be smart.
Not for lack of trying, though. She does take a few hours to
think it over.
Samantha: "I wish everything to go back to
normal..."
Good so far.
Samantha: "...the way it was before the flies..."
Which leaves you open for Clarissa interpreting this as
"reverse time until the point before flies even evolved," but you've
still got a chance.
Samantha: "...except I want Judith to be my
friend."
Well....
Samantha: "No, wait! I want Judith to think I'm the greatest."
Samantha: "No, wait! I want Judith to think I'm the greatest."
Dang it, you're screwing yourself over, Sam!
But in a flash, things are as they were. Nearly. All the
flies are back to normal, but Samantha gets a phone call from Judith. The next
day, they arrive at school in matching outfits, so I can only imagine that they
coordinated their wardrobes over the phone the night before. Apparently, Judith
took the liberty of decorating Sam's space in the locker room and doing her own
hair to match Sam's.
And apparently also putting ups signs underneath other student's spaces. Rude. |
The coach comes in to tell them to get dressed and hustle
up, shaking her head at Judith's sudden change of heart as she leaves. Judith
hands a freshly-cleaned uniform to Sam, which confuses the heck out of Judith's
usual partner in crime.
"Think, McFly, think!" |
Cory take note of Judith's out-of-character behavior and decides
to play along.
Cory: "Have you ever noticed how Sam has the coolest
colored pencils?"
I can only assume she has the ones with a different color at
each end.
Cory: "She can do so much with your eight basic
colors."
Judith agrees wholeheartedly, so Cory wants to discuss this
privately with Sam. But Judith makes sure to try and set a time to hang out
tonight before she leaves them to it.
Samantha begins to explain her magic wish to Cory, but ends
up making up a lame excuse regarding why Judith likes her now. Which makes
little sense, since she already told Cory about the magic wishes. Unless that
was undone by her third wish, but I don't think that was part of the magical
reset button.
But all things considered, Samantha isn't too thrilled with
the new status quo, especially since Judith ends up filling Samantha's
answering machine with "I guess I'll call back when you're there" all
afternoon.
But that night, as Samantha gets under her covers to go to
sleep, Judith pops out of her closet, having stayed in there all evening
waiting for her like a sane person.
Samantha's mom tells her from the other room that she's not
supposed to be on the phone, since she assumes that's why Sam's talking, and
Judith takes the moment to check Sam's hair and adjust her hairstyle
accordingly.
"If I wore your skin, we would never have to be apart." |
I don't know how this particular situation gets resolved,
but the next day, Judith meets Sam at her door, and the day begins for Sam and
her new bestest buddy in the whole wide world. And Sam is not looking forward
to it.
No matter what Sam does, she can't escape her new pal...
which is when she bumps into Clarissa again.
Clarissa: "I know, I know. You're still unhappy.'"
Sam blurts out that she wishes she never met Clarissa, so
Clarissa makes a deal.
Clarissa: "If that is what you desire, I will cancel
your last wish and give you another chance."
So much for "three wishes."
Samantha: "I wish I'd never met you. I wish you'd met
Judith instead."
There you go, Samantha. Now you're thinking like a D&D
player!
And so, the wish is granted as Clarissa calls Judith over to
give her the magic necklace.
Samantha: "So, you know what you're gonna wish
for?"
Judith: "What are you doing here, Byrd? Lose your
compass on your migration?"
Samantha: "She's back...."
For her first wish, Judith wishes that wherever she was,
people would gather around her and admire her.
"Kid, you're not even trying to make it hard for me to add an ironic twist." |
And it soon becomes her only
wish as Clarissa turns her into a CG statue.
The fact that it doesn't really cast a proper shadow is a bit of a giveaway. |
Hmmm.... This ending seems to be missing something.
I know what it is!
"Samantha Byrd is many things. Student. Basketball
player. And now perhaps a bit wiser after her walk to Moss Avenue with a stranger. A walk which took a short detour..." |
"...through the Twilight Zone." |
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