Smarty Pants

Smarty Pants is a one-time villain in the stop motion show Action League Now. He appears in the episode A Flesh of Brilliance.

Role
Smarty Pants is a genius with a selfish desire for all of the knowledge in the world. He intends to acquire it by stealing books and CD's. Smarty Pants' theft begins when he uses a remote controlled robot to raid the repository of knowledge. The remainder of the world's knowledge is retrieved by the Action League and their colleague, Bill the Lab Guy. Bill decides to hide the remaining knowledge in the least suspecting place: the Flesh's brain. Thus, the Flesh undergoes an experimental procedure in which the remaining knowledge is transferred from a machine to his brain. The procedure is a success.

Later, the chief of the Action League decides to conduct a search for Smarty Pants. The Flesh stays at the league's headquarters. Melt Man, Stinky Diver, Thunder Girl, and the chief begin the search. Both sides use radios to stay in contact with each other. Everyone except for the Flesh arrives at the National Archives. The chief begins to explain his strategy but his grammar is corrected when he receives a transmission from the Flesh. Angry, the chief yells over the radio. The loud conversation attracts the attention of Smarty Pants who is standing on top of a bookshelf directly above everyone. Smarty Pants then commands his robot to push books off the shelf which land on the Action League.

Later, at Smarty Pants' hideout, The Chief, Thundergirl, Stinky, and Meltman are trapped in a net hung above a blender. Meltman asks Smarty Pants why they're in the net. Smarty Pants tells them he is going to destroy them. He turns on the blender, and The Chief tells him they hid the world's knowledge in a place he'd never think to look. Just then, The Flesh appears, and Smarty Pants traps him in a cage. The Chief is not happy with The Flesh, as he told him to stay at Headquarters. The Flesh tells him he finds it dull having all the world's knowledge when he can't show it off to anyone. Smarty Pants asks The Chief if The Flesh is where all the knowledge is hidden. He asks The Flesh what the capital of Ohio is, and The Flesh correctly guesses, "Columbus". Smarty Pants realizes he underestimated The Flesh, and wonders if a game of chess will prove who has the superior intellect. The Flesh likes this idea, and decides to propose a wager; if he wins, Smarty Pants has to set the League free, and if Smarty Pants wins, he can have the rest of the world's knowledge.

One hour later, The Flesh appears to be in the lead, as Smarty Pants' king is in great danger. Smarty Pants tells The Flesh he plays very well, but he's not finished. He presses the button on the clock, which launches a pawn, which lands on The Flesh's head, knocking all of the knowledge out of it and returning him to his normal low IQ. Smarty Pants is satisfied with his evil plan. The Narrator asks the viewers if the Action League will be destroyed, or if a brainless Flesh will win the chess game, then tells them to stay tuned for Part 2.

In the second act, Smartypants tells Flesh that his time is running out, and to move a piece, or the Action League will be lowered into the blender. The Flesh sees his knight, and, mistaking it for a horse, wants to ride it. As he jumps on the knight, he accidentally pushes his queen towards Smarty Pants' king. This causes The Flesh to win the game, and Smarty Pants grieves over having lost to an idiot. The League cheers for the Flesh's victory.

Later that day, after the League is set free and Smarty Pants is arrested, The Action Leagone likes him, and knocks it into a worker, who is holding a rope that some of the books are tied in. The books land on The Chief, Thundergirl, Stinky, and Meltman, who wish the Flesh was smart again as the episode ends.

Trivia

 * Smarty Pants is the one of the few villains who nearly destroyed the Action League. The other one is Hodge Podge.
 * Despite Smarty Pants' etiquette, he speaks with a slight lisp.