Chase Yourself

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Story Analysis

A wandering tramp's mistaken identity triggers a ranch promotion while an outlaw threat looms.

· 7/10 · 11 min · 1926

Jimmie, Lavoris and Turpentine, three Knights of the Road (Bums/tramps), have just arrived in the West where Two-Gun Joe, the local bad man, surprises them while they eat. The sheriff runs him off but, in his haste to escape, Two-Gun drops a monogrammed pipe. Jimmie picks it up. Molly, on a nearby ranch, is having troubles with her foreman who, when he sees the pipe, thinks Jimmie is the outlaw and gets real peaceful. Impressed, Molly offer Jimmie the ranch-foreman's job. But they haven't seen the last of Two-Gun Joe.

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