Make Me Psychic

followup to Quasi at the Quackadero. Anita and Quasi take a trip to places unexplored by other cartoon characters. Anita purchases a magical device called a Mezerama which promises to increase psychic powers. At a night club, Anita unleashed her newly found power to create all kinds of unpredictable havoc. Animations by Sally Cruikshank., This animated film features quasi-human, quasi-duck figures and wildly anthropomorphized objects, drawn in vivid primary hues. Anita purchases a Mezerama, a magical device which increases her psychic powers. At a nightclub, she unleashes her newly-found abilities to create all kinds of havoc.
Complete catalog record
followup to Quasi at the Quackadero. Anita and Quasi take a trip to places unexplored by other cartoon characters. Anita purchases a magical device called a Mezerama which promises to increase psychic powers. At a night club, Anita unleashed her newly found power to create all kinds of unpredictable havoc. Animations by Sally Cruikshank., This animated film features quasi-human, quasi-duck figures and wildly anthropomorphized objects, drawn in vivid primary hues. Anita purchases a Mezerama, a magical device which increases her psychic powers. At a nightclub, she unleashes her newly-found abilities to create all kinds of havoc.
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Sources

  1. 16mm Filmography (legacy record) — title, creator, length, format, color, sound, genre, description, catalog record