Smith's cousin, Jeremiah shows up, which can't be for a good reason..Smith's cousin, Jeremiah shows up, which can't be for a good reason..Smith's cousin, Jeremiah shows up, which can't be for a good reason..
Bill Mumy
- Will Robinson
- (as Billy Mumy)
Allan Melvin
- Little Joe
- (voice)
- (uncredited)
- …
Dick Tufeld
- The Robot
- (voice)
- (uncredited)
- …
- Director
- Writers
- All cast & crew
- Production, box office & more at IMDbPro
Storyline
Did you know
- TriviaWill is wearing a Band-Aid on his chin claiming he cut himself practicing how to shave.
- GoofsAfter the exploding pie incident, Professor Robinson informs Colonel Smith that Dr. Smith has never resorted to violence before. This is inconsistent with the first few episodes of season one where Dr. Smith attempted to harm or kill the others.
Featured review
Totally ridiculous, but lots of fun
Once "Lost in Space" abandoned its serious roots and started turning into a space fantasy, there were many pathetically childish episodes that made one wince. This, thankfully, was not among them.
Yes, the plot is ridiculous as all get out. Let's count the extremely goofy things we are expected to swallow in this story. A man is thrown out of a passing spacecraft (that's 1) with a parachute (that's 2). Found by Will and Penny Robinson (awfully small planet there, that's 3), the man turns out to be Col. Jeremiah Smith from Earth. How he got involved in traveling with aliens is never fully explained (that's 4), but coincidence of coincidences, he happens to be the cousin of regular character Dr. Zachary Smith (that's 5). He's also bound and determined to murder his cousin so that he can claim Aunt Maude's inheritance. And unfortunately for the good Dr. Smith, Jeremiah is still on good enough terms with the aliens that they are willing to help him.
The first part of the episode establishes Jeremiah's character and motives, and he turns out to be a sly, crafty devil, which sets us up well for the second part, which resembles nothing so much as one of those cartoons where the coyote is always trying to kill the road runner. There's a silly (but very comical) duel of wits between the two cousins, and when neither succeeds in getting rid of the other, we move on to the third part of the story, which involves gambling.
Much like the Space Pod in season 3, Dr. Smith's gambling compulsion conveniently appears out of nowhere, and he is lured into a fixed game of "chance" alongside his cousin against a silly-looking "gambling machine". To say more would be to spoil the ending, but there are a few nifty surprises and plot twists before the episode is over, and John Robinson, who is already beginning to get moved into the background in the series, gets a chance to shine here as he comes up with a brilliant way to save the day.
So in the end, this is one of those plots wherein if you can turn your brain off and go with the flow, you'll enjoy it immensely. Like a good episode of "Batman", it's so absurd, it's great fun.
Yes, the plot is ridiculous as all get out. Let's count the extremely goofy things we are expected to swallow in this story. A man is thrown out of a passing spacecraft (that's 1) with a parachute (that's 2). Found by Will and Penny Robinson (awfully small planet there, that's 3), the man turns out to be Col. Jeremiah Smith from Earth. How he got involved in traveling with aliens is never fully explained (that's 4), but coincidence of coincidences, he happens to be the cousin of regular character Dr. Zachary Smith (that's 5). He's also bound and determined to murder his cousin so that he can claim Aunt Maude's inheritance. And unfortunately for the good Dr. Smith, Jeremiah is still on good enough terms with the aliens that they are willing to help him.
The first part of the episode establishes Jeremiah's character and motives, and he turns out to be a sly, crafty devil, which sets us up well for the second part, which resembles nothing so much as one of those cartoons where the coyote is always trying to kill the road runner. There's a silly (but very comical) duel of wits between the two cousins, and when neither succeeds in getting rid of the other, we move on to the third part of the story, which involves gambling.
Much like the Space Pod in season 3, Dr. Smith's gambling compulsion conveniently appears out of nowhere, and he is lured into a fixed game of "chance" alongside his cousin against a silly-looking "gambling machine". To say more would be to spoil the ending, but there are a few nifty surprises and plot twists before the episode is over, and John Robinson, who is already beginning to get moved into the background in the series, gets a chance to shine here as he comes up with a brilliant way to save the day.
So in the end, this is one of those plots wherein if you can turn your brain off and go with the flow, you'll enjoy it immensely. Like a good episode of "Batman", it's so absurd, it's great fun.
helpful•135
- Thomas_Veil
- Jul 1, 2008
Details
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- Runtime50 minutes
- Color
- Aspect ratio
- 1.33 : 1
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