Stroker and Hoop
Stroker and Hoop are hired by a high school band whose charity carwash keeps getting robbed by rival mascots. But when C.A.R.R. gets addicted to the gentle touch of a handwash, he starts scamming loose change to feed his habit and making lame excuses for not showing up on time. Now Stroker and Hoop have to nurse C.A.R.R. off the suds and solve the case at the same time.
...aka A Hard Act To Follow: Angel's birthday party for Keith looks like it's going to be a smash, until magician David Copperfield makes one of the children disappear--permanently. To solve the case, Stroker and Hoop must team up with The 5 Diamonds, the incredibly hot new supergroup featuring Dustin Diamond, Neil Diamond, Mike Diamond, Lou Diamond Phillips, and a talking diamond.
Strange things are afoot after Stroker buys his own billboard in an undesirable part of town. His first new client is a man who claims Ron Howard is controlling his mind. Distracted by the sudden disappearance of their appendixes, Stroker and Hoop aren't exactly hot on the case--until Ron Howard starts whispering dangerous thoughts in their ears.
Stroker and Hoop are forced into hiding in Mississippi after accidentally shooting a vicious Colombian drug lord. Once in town, the local sheriff enlists their help in solving a series of grizzly serial killings. Beauty contestants in the Miss Southern Delicacies Pageant are being battered and fried in the manner of the food they're named after. Could Hoop be the killer?
After Stroker and Hoop double-cross an adult-film director, he exacts his revenge by making an adult film parodying their detective skills. Stroker and Hoop take their new fame in stride--until they realize it's actually them in the movie, performing under hypnosis.
Stroker and Keith get an unexpected martial-arts lesson when ninjas attack their youth karate class. The fight leaves one ninja dead--and Stroker in possession of an ancient sword handle with supernatural powers. To escape the ninjas, Stroker must fake his and Keith's deaths. Meanwhile, Hoop falls hard for a beautiful but deadly karaoke singer.
When a greedy infomercial pitchman steals Double-Wide's million-dollar idea, Stroker gets suckered into taking the case. But he'll have to solve it without the help of Hoop, who starts behaving strangely after being stuck by a radioactive porcupine. Has it imbued him with super powers?
Stroker and Hoop are on the case when a gangster rapper's home movies are stolen right from under their noses. If they're made public, his street-cred as a hard-nosed murderer will be ruined. Meanwhile, C.A.R.R. finds a new job as the co-host of a lite-hits morning show.
When a wealthy widow hires Stroker and Hoop to find the cause of her late husband's death, the investigation leads straight to The New Hampshire Fuzzy Bear company--and the Haitian sweatshops where the bears are being manufactured by zombies.
After Santa is injected with a slow-acting poison, Stroker appears to be the only one who can save Christmas. Distracted by his ski vacation, Stroker isn't exactly hot on the trail of an antidote--until Santa dies a painful death on the side of the highway. Now Stroker and Hoop must enlist a mysterious apparition to revive Santa and save Christmas.
Two worlds collide when Stroker's annual morning jog is interrupted by a UFO's crash-landing. The ship's only survivor offers Stroker a huge reward in exchange for helping her elude the Feds and return to her home in time for mating season. Meanwhile, Hoop immerses himself in the production of a new David Mamet play.
Hoop's Mom's retirement gets off on the wrong foot when she's arrested for bashing her boss's head in with her retirement gift. To solve the case, Stroker and Hoop go undercover at her advertising agency--where Stroker's incessant boozing and sexual harassment quickly establish him as a creative superstar. Meanwhile, Rose must learn to survive on the inside after being targeted for death by a notorious Latina prison gang.
Stroker, Hoop and C.A.R.R. awaken one morning to find themselves dangling thousands of feet from a crane over a ravine in the middle of the desert. A mysterious phone caller informs them that a bomb inside Hoop's fanny pack is set to blow to blow in an hour. To win their release, they must solve cryptic clues that conveniently involve remembering old cases. Unfortunately for them, they've all got really crappy memories.