Wednesday, 1 June 2011

Anderthon: It Can Journey Anywhere...

Supercar
episodes 18-22

Hostage

Our tour of ITC national clichés continues: this week we’re in Ireland. It’s that same Ireland that Simon Templar or John Drake would have visited – a country pub (called the Shamrock Inn naturally enough) with its sign swaying in the wind, a landlord who still believes in the “little people” with a no-nonsense daughter who hasn’t got time for all that, and dodgy goings-on in the countryside. Instead of the Saint though, it’s Doctor Beaker who’s come here on holiday. He’s watching from a booth as two unsavoury characters enter the pub and start to demand food and supplies from the landlord, Mr O’Farrell. It’s pretty clear that this has happened before – and although O’Farrell is reticent to comply, he doesn’t seem to have much choice. These two are working for “The Big Man”, who apparently runs everything criminal between Dublin and Tralee. It should perhaps come as no surprise that the two villains are Harper and Judd – who seem to be the only criminals allowed to operate in the whole of the British Isles. What’s interesting to me is to trace Harper’s descent into the criminal world – from industrial sabotage to theft and now this: they appear to be involved in a smuggling operation on behalf of “The Big Man”. Judd in particular is very uneasy about this, saying it’s not in his usual line at all. Is it just me, or is there a definite subtext here? They’re smuggling for a mysterious “Big Man” who’s only at the end of the telephone, and operating out of a run-down isolated farmhouse in the middle of nowhere – what this says to me is: they’re running guns for the IRA! (Of course, this being a children’s show, they can’t come out and actually say this.) In order to ensure O’Farrell’s compliance, Harper and Judd decide to take his daughter Eileen with them as a hostage. Once they’ve departed, Beaker wastes no time in phoning the lab and calling in Supercar.

Mike has got himself a natty new flying jacket, which is just as well as it’s going to be a long flight – five hours, flying into the dawn. (As Popkiss explains to Jimmy about crossing time zones Eastwards – for once, the kid’s questions elicit some helpful scientific information.) Mike and Beaker decide to use a briefcase with a radio transmitter to track Judd and Harper to their base. They stuff it full of money, so when the villains arrive to collect from O’Farrell, they can’t resist taking that with them as well. Unfortunately, the case is fitted with a two-way transmitter and Mike accidentally knocks the switch over to “transmit”. Which means Harper and Judd hear them discussing their plans. Taking advantage of this, Harper announces a fake rendezvous with a helicopter, luring Mike into a trap. (Despite the crooks reciting this staged conversation in the most obvious over-dramatic way imaginable, Mike still falls for it.) He races out to their farmhouse hideout in Supercar, unaware that Judd has buried a load of dynamite under the landing site. (See, they’ve got plenty of dynamite stashed away in the farmhouse – more evidence for who they’re working for, in my opinion.) Mike gets the last laugh though – not wanting Supercar to fall into their hands, he’s arranged for Popkiss to fly the craft back to the lab by remote control if he’s not back in the cockpit within a certain time. There’s a rather tense scene – with again, some really moody lighting – as Mike has to bluff the villains into not detonating the dynamite until he knows Supercar’s been removed from the scene. The explosion is huge and they believe that Supercar has been destroyed. In reality, Popkiss brings it back to the lab, refuels and then flies back to Ireland – meaning that Mike and Eileen are held prisoner in the farmhouse for over ten hours, while Beaker keeps watch from amidst the bracken outside. When Supercar returns, Judd and Harper go to investigate – and fall into the crater caused by the dynamite! Popkiss has brought back-up: Mitch the monkey, armed with a truncheon, which he uses to keep the villains insensible in a splendid display of cartoon violence!


The Sunken Temple

Beaker is visited by Professor Terman, a tall athletic chap, who’s a classical history scholar. Mike expresses his surprise, saying he assumed Terman to be a football player – which is a nice touch, neatly illustrating that academics can come in all shapes and sizes, and not just the usual “mad professor” stereotypes and caricatures. Terman is also an accomplished diver, and he’s busy excavating underwater sites in the Mediterranean. He believes he’s discovered the location of the lost Temple of Poseidon, but it’s too deep to make careful exploratory dives – his air supply just won’t last long enough. It sounds like a job for Supercar. So the team all bundle into the vehicle, and fly out to Terman’s campsite. They make a big thing of Mitch having to travel the whole journey in the trunk, as there’s only space for four in the cockpit, which seems rather cruel to me – I also don’t recall this being an issue the last time they all went out together. Mitch certainly doesn’t seem happy about the prospect – but he cheers up later on, and gives an impromptu display of dancing to Terman’s harmonica playing. That night, the camp is visited by a local, Antonio the gypsy. Mitch seems suspicious of him – he’s no fool, that monkey! – but the others entertain the gypsy reading their fortunes in the flames of the campfire. Antonio prophesies mortal danger if they should disturb the ancient gods. Mike, trusting only in science and reason of course, thinks it’s a load of baloney.

The next day, Mike and Beaker take Supercar under the sea to seek out the lost temple. (They seem to have sorted out the problems with the leaking hull now – and they’ve obviously done something to alter the way the ballast tanks are filled, since they’re now able to dive straight into the sea from the air.) They’ve also installed a jack socket in the hull enabling Terman to plug in a telephone cable so he can talk to them from inside his diving helmet. Once they locate the temple, they’re able to carry Terman there, riding on Supercar’s wing – thus preserving his air supply for the examination of the site. Oddly, beneath a semi-collapsed statue of Poseidon, Terman finds what seems to be a strongbox. Back on the surface they discuss this find, unaware that Antonio the gypsy is eavesdropping – except it turns out, he’s not a gypsy – he’s really Spiros the bandit and the strongbox is hiding some diamonds he’s stolen. To try and prevent the team discovering this, he empties one of the air tanks on Terman’s suit – Mitch actually sees him doing this, but his urgent attempts to warn the others are just seen as so much monkey-screeching and ignored. So Terman soon finds himself out of air, and has to quickly surface – lucky he doesn’t get the bends. Later, he goes back down on his own. Spiros escalates his threat by unleashing some home-made depth charges – basically, sticks of dynamite fired from a catapult. The huge stock footage explosions dislodge the statue of Poseidon, which falls trapping Terman beneath it. Mike and Beaker set off to search for the source of the explosions, whilst Popkiss takes Supercar down to rescue Terman, using the jets to move the statue clear of him. Meanwhile, Mike tracks down Spiros amongst the rocks – by shooting at his crate of dynamite, he catches the bandit in a comedy explosion that blows him through the air to land dazed on top of an outcrop. Meanwhile, Mitch has been left to take care of bandaging Terman’s broken leg. The only problem now is: who’s going to go down on the next dive? The episode ends with Mitch suiting up! They should just let that monkey run the whole show. If they’d listened to him in the first place, most of this trouble could have been avoided.


Trapped in the Depths

A bit of a change of pace – this is a mostly serious episode. The US Navy are conducting tests with a new bathysphere, diving down into a deep ocean trench off the coast of New Zealand. It’s a big news story – cue stock footage of printing presses! Jimmy and Popkiss are listening to the story on the car radio, and Jimmy asks some of his usual questions – but as this gives Popkiss the chance to explain how bathyspheres and ASDIC transmitters work for the benefit of the young audience, it’s again acceptable here. The bathysphere is lowered from the USS Mistral, part of a naval flotilla represented by stock footage of real ships again. Something inevitably goes wrong, and it ends up stuck on the ocean floor with two men trapped inside, and the Navy unable to get down deep enough to retrieve them. Oddly, all this seems to happen whilst Popkiss and Jimmy are driving along, as we next see them listening to news of the disaster on the car radio – it’s like only a few minutes have passed. Meanwhile, Beaker has invented an ultrasonic gun which he’s fitted to Supercar’s nose. He and Mike are testing it in the lab – amusingly, Beaker sets up a coconut shy as a target. But this attracts the attention of Mitch, who gets into the line of fire just as the gun is building up to fire. There’s no time to stop it! Luckily, Mitch leaps out of the way in time, and is found swinging from the roof beams. (The ultrasonic gun is a bit of a step into more far-fetched sci-fi, since it seems to be some sort of disintegrator weapon.) Just then Popkiss and Jimmy return, and Popkiss suggests that Supercar be used to rescue the trapped bathysphere. (He’s changed his tune a bit – usually he wants to keep everything under wraps.) Mike and Beaker race off to New Zealand.

Inside the bathysphere, Fraser and Commander Keefe are running out of options. They’ve dropped the ballast, but they still can’t surface. They’re not sure if the float is holed, or if it’s just that they’re jammed between some rocks. They resort to desperate measures, such as trying to lighten the sphere by dropping all but one of their power batteries. This causes further problems though, as the strain on the remaining battery causes it to overheat, and acid fumes fill the cabin. Keefe tries to clear it out by releasing some of the air supply – not realizing that it’s the reserve supply, all they’ve got left. This is a terrific depiction of two men under immense pressure – pretty stark stuff for a kids show – showing them losing track of time, making irrational decisions, trying to lighten the mood with gallows humour. As the air starts to run out, they also think they’re suffering from delusions. When Supercar arrives outside, they initially refuse to believe it can be real. But as the truth dawns, there’s a fantastic and uplifting moment of hope. Amazingly, despite the immense depth, Supercar manages to withstand the pressure just fine – obviously, those extensive deep sea trials really paid off. At one point they’re attacked by a large and aggressive fish, and destroy it with the ultrasonic gun – which seems a bit harsh and violent. (Previously, you may recall, Beaker was able to scare off a big fish by broadcasting white noise from the radio.) Mike discovers that one of the floats is holed, but the others seem to be alright – the damage probably being caused by that same fish. The bathysphere is still trapped, but Mike thinks he can use Supercar’s nose to nudge it free. He asks Beaker if it will work, and is faced with the scientist’s usual prevarication as he tries to calculate the odds. “Just guess!” Mike snaps. Fortunately, Beaker guesses right, and the bathysphere is safely floated to the surface.


Crash Landing

Mike and Beaker have taken Supercar out for another test flight, with Jimmy and Mitch as passengers. Everything seems to have gone well – when suddenly the starboard engine blows out and it goes into a dive. Completely out of control, they’re going to crash into the jungle below. At the last moment, Beaker recommends firing the air brakes at ground level, which cushions the impact enough for them to make it down in one piece. This is an odd script, once more from the pen of Gerry and Sylvia – but this time, they seem to have taken a leaf out of the Woodhouses’ book by making Supercar an unpredictable and dangerous experimental vehicle that throws our heroes into danger. Yet what follows is all fairly light-hearted – with a running gag of Popkiss back in the lab being woken up or interrupted at his breakfast by the team radioing in – and comedy squabbling between Mike, Beaker and Jimmy as they try to sleep together in a tent. As Beaker works to repair Supercar, they face random dangers such as a really neat puppet snake. Mitch volunteers to stay on guard for the night, but he’s grabbed from behind by a mysterious figure and disappears. The next day, Jimmy thinks they should look for Mitch, but Mike and Beaker don’t seem bothered, suggesting that Mitch has probably just decided to return to his natural habitat. (So I guess this is their chance to get rid of the monkey at last!) Beaker has lost his hat, and improvises by tying a hanky round his head. He repairs Supercar’s engines, but inadvisedly tests them in the confined jungle clearing and burns down a tree. They decide to have Popkiss test fly Supercar on remote, all the way up to supersonic speed. Everything seems to be fine now – but the sonic boom startles a herd of stock footage elephants which stampedes towards our heroes. (It’s quite amusing to see puppet characters reacting to film of real elephants – never in shot at the same time of course – rather like used to happen in old Tarzan movies.) They resolve the problem by having Supercar fly low over the elephants so a second sonic boom drives them in the opposite direction. With still no sign of Mitch, Jimmy resorts to faking an illness so that they don’t have to leave – which backfires somewhat when Beaker diagnoses him as suffering from an unusual tropical disease. Then they hear a rare sound, a monkey mating call, which ultimately leads them to find out what happened to Mitch. He’s found himself a mate – although we dip into fantasy somewhat as we find her rocking him in a hammock – and you can tell she’s a lady monkey because she has pouty lips and long eyelashes! Mike says they’re leaving and gives Mitch the chance to come or stay behind with his girlfriend. And just for a moment, it looks like Mitch might remain – but eventually he leaves a lovelorn female monkey behind… Or does he? Back at the lab, the team find that the lady monkey has stowed away (presumably in Supercar’s trunk) and now they’ve got two primates on their hands!


The Dragon of Ho Meng

Mike, Jimmy and Mitch are out in Supercar, when it’s caught in a typhoon, and Mike decides to seek a safe landing until the storm has passed. They’re somewhere round the Chinese border. What are they doing out there? They never say. Still, there’s a great potential for adventure here – a secret, experimental American aircraft forced down inside a Communist country – might they be arrested as spies? – how would they stop the Chinese getting their hands on Supercar? No, I’m kidding. It’s a load of cultural stereotypes again. They land on an island in the middle of a lake, where they find an ancient Buddhist temple. Investigating, they discover that the temple is the home of Ho Meng, who appears to be an ancient-style Chinese mandarin. (Did any of those still exist by the 1960s? I wouldn’t have thought they’d be tolerated under Chairman Mao…) He lives here with his daughter Lotus Blossom, and initially thinks that Supercar is a dragon, which is a bad omen. Mike takes him up for a flight (Ho Meng is at least aware of the concept of aircraft or “mechanical kites” as he calls them) – but he still believes that the presence of a dragon in the temple is prophesied to spell disaster. And sure enough, a villainous type called Mr Fang turns up at that moment. It seems that Mr Fang wants to destroy the temple, because he believes that a treasure is buried beneath it. Taking Ho Meng prisoner, he locks the others inside the temple with Supercar, and proceeds to place dynamite around the building. Armed with a last message from Ho Meng: “Look for the fish”, Mike and the others find a fish motif in the temple decorations, pressing which triggers a secret trapdoor. They get into Supercar and descend into a series of tunnels beneath the temple. Eventually getting back to the surface, Mike is able to confront Mr Fang, while Mitch sneaks around unplugging the detonators from the explosives. (I’m finally convinced that the monkey is the real brains of this outfit.) I don’t know, it’s all a bit inconsequential really – proof that even the Woodhouses could write nonsense on occasion. Aside from the “ah so” stereotyping, there’s also the question of Mr Fang’s villainy, seeking to destroy the temple on the vague and unsubstantiated belief that it conceals a treasure. It just seems like a real filler of an episode, and was a bit of a disappointment for me.

Thursday, 26 May 2011

Martin Woodhouse RIP

Sadly, Martin Woodhouse, one of the creative forces behind Supercar, died last week. With his brother Hugh, he wrote the majority of the scripts for the first season - and if you've been following the blog, you'll have seen how much enjoyment I've been getting from them. And really I think that's the best legacy that any writer can leave.

I can't think of any better tribute than to continue celebrating the man's work, so be assured that "Anderthon" will be back very soon.

Monday, 16 May 2011

Normal service will be restored soon

For those of you wondering where the next part of Supercar has got to, don't worry. I'm just off on holiday at the moment, and largely out of contact. Expect something in about a week's time.

Sunday, 8 May 2011

Anderthon: Full Boost Vertical

Supercar
episodes 14-17


Phantom Piper

Moorlands, heather, a creeky old castle, a cantankerous laird, a dour retainer who doesn't hold with new-fangled technology, and the legend of a ghostly piper: yes, we're in Scotland this week. Or rather, that version of Scotland that tends to pop up in sixties adventure television, where everyone still wears kilts and not much has changed since the Battle of Culloden - never mind that Scotland is a modern, industrialized nation with major shipbuilding and oil industries. It's another clear example of how this series (like most from the ITC stable) is being made primarily for export, and showing the American audience the Britain they only think exists. The characters depicted here are entertainingly silly, and normally I wouldn't mind the clichés - but I suppose here they're just a bit too familiar and grating. (Still that's a criticism of ITC adventure shows as a whole, rather than Supercar itself. I suppose the writers have to work within that world.) Anyway, why are we in Scotland? Beaker's cousin Felicity Farnsworth has come back from Malaya, and is currently staying at the castle of her great uncle Angus, who's the McCrail of McCrail, the local laird. He's got wild hair and mad eyebrows and looks alarmingly like Private Frazer from Dad's Army (which hadn't been made then, of course, although John Laurie was already well known as a Scottish actor - he used to do readings of Burns poetry - so it seems possible the puppet was deliberately based on him). He's also got a bandaged foot because of the gout afflicting him - caused, says Felicity by his habit of adding a "wee dram" to everything he drinks!

The castle is being haunted by the phantom piper of Inverlachen - as is the way of these things, he walks the battlements at midnight playing the pipes and foretelling doom upon the McCrails. Felicity phones Beaker and gets him to come and investigate. So the whole team bundle into Supercar and fly to Scotland. They land some way from the castle, and disguise the vehicle with bracken and heather. (Despite a photographic backdrop of rolling hills, the moorland itself is another impressively deep and spacious set.) The idea is that Mike and Beaker will hide out there at midnight and keep watch on the battlements. If the ghostly piper appears, they'll turn on the "clear view" system. If the piper shows up on the tv screen, then he can't be a real ghost. It's a nice example of how this series champions scientific rationalism as the answer to problems. When the phantom appears on the screen, it's clear that he's no ghost. The team decide that the piping is a cover for some illicit activities in the castle. A quick investigation reveals that the target is the Great Cairngorm of McCrail, a piece of quartz crystal that's the symbol of the clan. It's been coveted by their arch rivals the McBlaines since the time of the clan wars centuries ago. The Cairngorm has been set into a barred alcove in the foundations of the castle - but it's clear that the bars have been partially filed through. The sound of the piper is to cover the noise of this work. That night, they intend to catch the villains in the act. So when the piper appears on the battlements, Mike flies Supercar low over his head. They quickly capture the villain, who turns out to be our old friend Harper. (Yes, the disgruntled electronics engineer who tried to steal Beaker's circuits.) Meanwhile his accomplice Judd is down below sawing through the bars. With the villains apprehended, the only mystery is how Harper learnt to play the bagpipes - Mike reveals that he's been miming to tape recordings of Great Uncle Angus's own piping! The episode ends with Mitch playing the instrument.

It's interesting to see the returning characters in this instalment. Felicity's presence serves to give some plausibility to the Supercar team's involvement. I was a little bit surprised to see Harper again, branching out from his original opportunistic crime into full-blown villainy. (Judd on the other hand we can suppose is an habitual criminal.) It's as if the writers, having established one set of UK-based villains don't want to complicate things by adding any more.


Deep Seven

Mike and Beaker are on the Californian coast, testing Supercar's performance underwater. (It's been submerged before, in Island Incident - but that was at shallow periscope depth - this time Mike's going down to the ocean floor.) Bill Gibson has also come along, seemingly because they used his truck to carry Beaker's equipment to the coast. As the test proceeds, we learn that Supercar has ballast tanks just like a submarine, which need to be flooded so it can submerge - which seems like a believable process and indicates that the writers have thought about the scientific principles concerned. (It does seem at odds with the sudden and dramatic dive into the water that Supercar executes in the opening titles - but I suspect those were designed foremost to be spectacular, and probably filmed long before the Woodhouses started to work the details out.) There are a few problems as the test proceeds: the engines won't charge and fire at full capacity underwater; and the cockpit canopy can't stand up to the increased pressure and starts to spring a leak. I rather like the fact that Supercar doesn't function perfectly, but has a number of teething problems for our heroes to sort out - it makes it seem more like a real experimental test-bed prototype (and probably not the wonder machine that Gerry Anderson originally envisaged). Again this is the Woodhouses treating scientific advances in a realistic fashion. Disaster strikes when Supercar becomes snagged on the tether cable of an old sea mine.

Fortunately, Bill Gibson has brought an old-fashioned diving suit with him, and volunteers to go down and have a look. In a nice realistic character moment, he says categorically that he's no hero and won't put himself at risk tangling with a mine - but if he can do so safely, he'll try to get Mike free. Meanwhile down below, Mike's having trouble with a huge scary-looking fish that takes an instant dislike to Supercar: lots of teeth and what appears to be a light bulb suspended from its head - from which detail, Beaker deduces it's a deep ocean fish. He recommends that Mike retunes his radio frequencies to send out an ultrasonic signal that ultimately deters the fish's attacks. Bill turns up and manages to cut through the cable - and the mine floats to the surface. By now, Mike is worried that the water in the cockpit will short out the electrics, so he's shut down Supercar's systems. He plans to blow the ballast tanks and let the vehicle float to the surface. But Beaker is worried that he'll still collide with the now free-floating mine. Fortunately, it turns out that marksmanship is another of Beaker's myriad skills, and he uses Bill's rifle to shoot at and explode the mine on the surface. (Courtesy of some stock footage of a real mine and explosion - again, it's like a clash of reality with the puppet world, but not as bad as the anti-aircraft gunners in Island Incident.) Mike risks restarting Supercar and gets back safely to the surface - but asks if he can borrow Bill's diving suit for the next sea trial!


Pirate Plunder

Mike finds the notion of piracy in the modern age extremely unlikely, which suggests that he’s never taken Supercar anywhere near Somalia. (Seriously though, it does sound odd to the modern ear to hear a character sceptical of the existence of pirates, considering how much it’s been in the news in recent years.) Nevertheless, the newspapers are full of tales of Black Morgan, a pirate using a modern fast vessel to pray on millionaires’ yachts in the Pacific. Beaker is intrigued by the pirate’s name, wondering whether he could be a descendant of the original Henry (“Bloody”) Morgan. He also comes over all Daily Mail reader by suggesting that anyone who takes their jewels and valuables with them yachting is looking for trouble. (“It’s a point of view,” says Mike.) On the other hand, Mike decides that they need to do something about Black Morgan, and Supercar is the vehicle to do it. So the whole team set off for the Pacific. Mike has contacted the millionaire V. Jason Monroe and asked for his assistance – basically, Monroe will let it be known around the Pacific harbours that he’s got a huge priceless diamond aboard his yacht, the Argosy. Then he’ll put out to sea and wait for Black Morgan to be lured by the bait. Meanwhile, Supercar is waiting submerged beneath the Argosy, ready to pursue Morgan’s ship back to its base. From studying charts, Beaker postulates that Morgan is operating from one of several uninhabited Pacific islands. He keeps in touch with Supercar using communications equipment installed aboard the Argosy. Under the water, Mike encounters the light bulb fish again, though he doesn’t seem to recognize it. Nor does the fish attack Supercar again – obviously it learnt its lesson last week.

All goes according to plan, and before too long Morgan turns up in his ship, the Cuttlefish. With guns turned upon the Argosy, there’s nothing to stop him coming aboard, leaving Beaker with just enough time to hide the communications equipment. However, due to Beaker’s spectacular inability to act innocent, Morgan begins to suspect that they’ve covering something up and begins searching the cabin. It’s down to Mitch to stop himdemonstrating his intelligence and understanding once again – by throwing a cup at Morgan’s head. The pirate is distracted and gets on with the business of stealing the diamond. As he takes his leave, he tells his victims not to try following him, as the Cuttlefish is equipped with homing torpedoes. But Mike has already started his pursuit. Spotting Supercar through his telescope, Morgan thinks that the Argosy has somehow managed to launch a plane to follow him. (It’s interesting to note that this idea of an aircraft hiding beneath the waves, and then launching into the sky at a 45 degree angle to engage the enemy is like a dry run for the concept of Skydiver ten years later.) Morgan lets off his torpedoes against the Argosy, but luckily Beaker manages to turn the communications equipment into a radio jammer to block their guidance systems – just in the nick of time. Meanwhile Mike dives towards the Cuttlefish as Morgan unleashes a hail of cannon-fire against him. (It seems that Mike has given up his plan of finding the pirate’s base and now just wants to take out his ship.) He’s had a bazooka fitted to Supercar’s nose just for this mission, and fires off a shell. The resulting explosion is spectacular, as you might expect from an Anderson show, but ridiculously over the top. You can quite clearly see that the upper cabins of the ship are blown clean off. In the next shot however, there’s just some smoke and Mike reports the Cuttlefish holed below the waterline. Morgan is taken into custody, where he laments the fact that Mike and he should be on opposing sides – what a team they’d make!


Flight of Fancy

Oh God, it's the dream episode... You probably know me well enough by now to realize that I’m not going to find much to enjoy here. Basically, Jimmy is reading a magazine in bed which has a picture of the Princess Caroline of Bavania. (That’s one of those mittel-European states that pop up in ITC shows that’s no one’s ever actually heard of…) She’s apparently disappeared, and there are rumours that her father King Rudolf is about to be deposed. Jimmy wonders if Supercar can go and look for her, but Mike and Popkiss tell him they can’t just go rushing around interfering with other country’s affairs. Good for them! So, Jimmy falls asleep and starts to dream. (The picture starts to spin round – so I’ll at least give credit to the producers that they signpost this is all a dream right at the beginning of the story, rather than wait to pull the rug out from under an interesting storyline in the usual unsatisfying way.) In the dream, Jimmy wakes up and decides to use Supercar to search for Princess Caroline. He needs someone to operate the ground control console, so it’s fortunate that Mitch can now speak – he has the accent and speech patterns of a New York beatnik, amusingly enough. They fly to Bavania, and find Princess Caroline locked up in a castle. Inside the castle are Marjak, the Prime Minister of Bavania, and his aide Hertz. They’re dressed in Napoleonic style uniforms, and look suspiciously like Masterspy and Zarin. Jimmy and Mitch overhear their plan: they’ve stolen the one document that proves King Rudolf’s hereditary right to the throne, and plan to declare Bavania a republic with Marjak as president – and they’ve got Caroline captive to ensure that Rudolf doesn’t try to oppose them.

Searching the castle, Jimmy and Mitch find the missing genealogy scroll, and the key to Caroline’s cell. Meanwhile, Marjak and Hertz have left for the capital. The declaration of their coup d’état has to be made at precisely 12 noon to be legal and binding. Freeing Caroline, Jimmy and Mitch set off for the capital in Supercar – the only vehicle that can get there in time. At the palace, Marjak tells King Rudolf (who strangely looks just like Professor Popkiss) about Caroline being held hostage, and prepares to make his declaration. Arriving just in the nick of time, Jimmy is able to switch the declaration scroll (which Hertz has conveniently left lying on a table) for the genealogy scroll – so that when Marjak starts to read it out, he inadvertently declares Rudolf’s right to the throne before he realizes what he’s doing. Marjak and Hertz are locked up (the guard on their cell looks oddly like Mike Mercury) and Jimmy is made a prince. Mitch though is unable to accept an honour from the King, as he suddenly loses the ability to talk! And so Jimmy wakes up, to find that it was all a dream – but never mind, because today’s papers say that Princess Caroline has been found.

It’s sporadically amusing, but ultimately this episode is a complete load of nonsense. Even allowing how much I hate the “it was all a dream” episodes, the point is that usually what they do is stretch the status quo of the series format, placing the characters in unusual situations and showing how they would react. So, an episode in which, say, Mike has been incapacitated and Jimmy dreams that he has to take control of Supercar to fly some vital and desperate mission would have been acceptable within the usual limitations – not some rubbish with fairy tale Princesses trapped in Ruritanian castles. Despite the end credits, the behind the scenes documentary on the DVD reveals that Hugh and Martin Woodhouse didn’t write a word of this claptrap – they were bitterly opposed to it in fact – and the script instead comes from Gerry and Sylvia Anderson. I think this fact (as well as the way the Woodhouses have given Anderson’s super vehicle various technical limitations in recent episodes) might demonstrate one of the differences between producers and writers: the former concerned with spectacle, style over substance, and the latter thinking more of the characters and the internal logic of the series. I also note that Dr Beaker doesn’t appear in this episode at all, either in reality or in Jimmy’s dream. I like to think that he has more integrity.

Saturday, 30 April 2011

Anderthon: Watch It Flying through the Air...

Supercar
episodes 9-13



High Tension

Dr Beaker has gone shopping in Carson City, which is basically a bit of back projected film. It’s another jarring example of the clash between real location backgrounds and puppet foregrounds, but taken to extremes in this case: despite being in Nevada, Carson City looks alarmingly like a British high street to me. Behind Beaker, we can see a jewellers’ shop and a branch of Woolworths. (I wonder if he went in for the Pick ’n’ Mix.) Anyway, Beaker is hailed by a passing motorist, who asks him for directions. It’s pretty obviously Masterspy – but as usual, Beaker is completely taken in by his disguise of a deerstalker cap and a fake moustache. Beaker foolishly agrees to get in the car and ride a short way, so that he can point out the directions properly. (And they’re always telling kids not to get into cars with strangers – what sort of an example is this setting? Then again, the fact that the driver turns out to be Masterspy might be seen as a sort of cautionary tale.) Once Beaker’s in the car, Masterspy reveals his plan. He’s kidnapped Beaker to exchange him for Supercar.

Back at the lab, Supercar is in a state of some disrepair. Beaker’s been working on the electrics, and has left loads of wires hanging out of the dashboard. Masterspy phones up with his demand: Mike is to take Supercar to a place called Green Ghost Wells, where he can hand the vehicle over in exchange for Beaker. It doesn’t look like they’ve got any choice – once again, Popkiss is dead set against calling the police. (I’m really starting to believe that Supercar is some sort of black-ops project that no one, not even the authorities, is allowed to know about – but surely the cat’s out of the bag by now?) Mike takes off, being careful of all the unfinished wiring that Beaker’s left behind. It’s at this point that Jimmy Gibson starts to become really irritating, as he constantly asks Popkiss what’s going on and has to have the storyline laboriously explained to him. Now, I’m aware that part of the point of having a character like Jimmy in the show is to provide an audience identification figure who can ask questions to clarify the plot. (Although it has to be said, kids don’t necessarily like watching other children in their tv shows, and are just as likely – if not more – to want to watch shows with older teenagers or adults as the protagonists. The Andersons seem to realize this after Supercar, which is why we don’t get another child lead character for a good few years.) In this particular instance however, Jimmy’s questions seem to be there just to pad out the episode, as everything he asks about has already been explained.

Green Ghost Wells is a series of mysterious holes in the desert. They may be extinct volcanoes or meteor craters – no one knows. Zarin is scared of the place, seemingly for no other reason than its name! But for Masterspy, it’s the ideal location: he has Beaker hidden inside one of the wells, and he can keep watch on Supercar’s arrival, to make sure Mike doesn’t try anything. But Mike foils him by flying over at high altitude and using the “clear view” system to spot which well Beaker is inside. Then he lands some distance away and quickly jumps out. While Mike continues on foot, Popkiss is able to fly Supercar on to the rendezvous by remote control. So, while Masterspy and Zarin are emerging from their hiding place to approach the landed Supercar, Mike is already sneaking into the well to free Beaker. It looks like Masterspy might have successfully captured Supercar however. But then Beaker reveals the reason for all the rewiring: he’s installed a new defence system in Supercar to keep wild animals away when its out in the field. Switching it on produces an electric current through the hull, which leaves Masterspy and Zarin quivering with electric shocks! (Time to hand them over to the police now, perhaps?)


A Little Art

Beaker has bought a painting from the Steindorf Gallery. What he doesn’t know is that Steindorf is a bit of conman, selling bad paintings by lesser artists at inflated prices to pretentious types with more money than artistic judgement. As a gallery owner, naturally Steindorf has a little goatee beard. Before he got into the art game, he used to be a proper crook – as he’s reminded when one of his former acquaintances turns up at the gallery. Jody Maddern has just been released from the state penitentiary, and strangely he’s come looking for one of Steindorf’s paintings. His old cellmate, Bud Hassler, has died in chokey after serving thirty-odd years for counterfeiting bank notes. His printing plates – supposedly the best counterfeit plates ever made – were never discovered. Hassler was also an artist, and before he died, he told Maddern that the location of the plates was hidden in one of his paintings “Mexican Plain”. Unfortunately, Steindorf has just recently sold the work the work in question. Guess who to! They try phoning Beaker, telling him that what he thought was a genuine Hassler has actually turned out to be a fake, and offer to buy the painting back, plus something extra for the inconvenience. Beaker though is not Steindorf’s usual customer – the material value of painting is immaterial to him. He actually appreciates it for its artistic qualities. They try increasing the offer, but he’s quite adamant that he wants to hang onto the painting. His attempts to teach art appreciation to Mitch don’t meet with too much success however. “Mexican Plain” is a sort of pastiche of Salvador Dali’s “Persistence of Memory” showing a desolate desert view with some mountains in the distance, a cactus and a clock face prominently featured in the foreground. Whether Mitch’s lack of interest is the producers’ comment on the value of surrealist art, I couldn’t say.

Steinforf’s interest has made everyone suspicious about the painting. Mike is sure he recognizes the terrain depicted. Popkiss remembers the name of the artist, Bud Hassler, as his arrest for counterfeiting was a big news story back when he first came to America in 1929 (which they say was about thirty years ago – so that confirms for the first time the contemporary early sixties setting for the series). And Beaker begins to wonder whether there might be another painting underneath – a stolen old master that Hassler has painted over to hide it. He sprays on a special solvent which will dissolve the paint overnight. That night, Steindorf and Maddern break into the lab and steal the painting, cutting it right out of its frame. They get in and out with such apparent ease that I have to wonder whether Popkiss has bothered to install any sort of alarm system (or locks come to that!) – especially odd considering his usual concerns for the security of Supercar.

Steindorf and Maddern head out to Mexico, where they locate the scene in the painting. The meaning of the picture becomes clear now. The shadow of the cactus resembles a pointing human finger, and the clock face shows the appropriate time: the counterfeit plates are buried at the tip of the cactus’s shadow. Unfortunately, they can’t find the cactus – it’s obviously died or been uprooted in the intervening three decades. They try to look at the painting to determine where it might have been – but by now, Beaker’s solvent has done its work and there’s nothing left but a messed-up blur of paint on the canvas. The two villains fall out and give up their quest. A few moments later, Supercar arrives. Mike and Beaker have remembered where they’ve seen the location depicted in the painting: they flew over it on their way to the Amazon. (A nice continuity reference back to episode 2.) Fortunately, Beaker has kept a photograph of the painting, and he’s able to ascertain where the cactus originally stood – he has the bemused Mike stand on the spot and imitate the cactus’s pose, so that they can find where the plates are buried. (Don’t worry, they’re going to hand them over to the US Treasury.) Beaker is a little upset to have lost his painting, but Mike reveals that Mitch is painting a new one for him. Mitch appears to be an exponent of the action painting school – either that, or he’s just chucking paint randomly onto the canvas.


Ice-Fall

The team are getting ready for a day out. It’s a bit of a squeeze for the five of them all in Supercar, especially with the picnic basket and a load of equipment that Beaker wants to bring. (So who’s manning the control console today then? I guess maybe they don’t need it when they’re not actually having an adventure…) What amazes me most about this little jaunt though is that they’re going out for a joyride in a top secret experimental vehicle. What about the security implications? I don’t know, Popkiss seems very lax about it all. (Actually though, it’s only when someone suggests calling in the police that the Professor gets all jittery about the need to maintain secrecy – do you think he’s got some reason for avoiding the cops?) They land on a desert plain, near the entrance to some caves and settle down for a picnic. All except Beaker, who it turns out is a keen potholer – speleology being another of his many disciplines. He wants to investigate the caves straight away, as there’s an interesting feature he wants to see. He says he’ll only be half an hour – just enough to locate the feature – then he’ll be back for lunch. To ensure he doesn’t get lost, he takes a leaf out of Ariadne’s book and ties the end of a ball of string to the cave entrance, unwinding it as he goes.

One thing that really stands out about this episode (and indeed the previous few) are the fantastic desert sets, really open plains with a great sense of depth to them. It’s like a return to the glory days of Four Feather Falls and a welcome respite from all the back projection. The cave set that Beaker explores is also really impressive, complete with real dripping stalactites. What Beaker doesn’t realize is that Mitch has followed him into the caves, untying and then gathering up the string as he goes. Someone really needs to keep an eye on that monkey! (I’m not seeing much evidence of his supposed intelligence in this last couple of episodes, I have to say – unless he knows exactly what he’s doing and is out to wind Beaker up! That said, he does seem to understand Beaker’s warnings that the cave roof is unstable, and therefore he needs to keep quiet.) Beaker has found what he’s seeking: a rare phenomenon, a completely frozen waterfall. Stepping behind it, he finds a paleolithic painting on the cave wall. Excited by his find, he raises his voice and causes the waterfall to collapse, burying him behind a solid wall of ice! Once the others realize what’s happened, Mike decides the only way to help Beaker is to take Supercar into the caves and use the jets to melt the ice. It’s a tricky job to manoeuvre through the narrow passages and turns of the cave system, not to mention the risk that they might bring more of the roof down on top of them. The tension is nicely drawn out, and again seems like a precursor to the “race against time” action of Thunderbirds.


Island Incident

The team are sitting down to breakfast – all except Beaker who’s in his lab making the toast. Being Beaker, he’s incapable of actually using a toaster, and is subjecting each slice individually to 25,000 watts of electricity using a massive machine. (I’ll be generous and assume he’s testing a new piece of equipment and simply killing two birds with one stone. It’s also a very funny sequence.) When Mike calls for more toast, he’s not so happy with the charred piece that Beaker produces. Meanwhile, Mike’s reading the newspaper: there have been several UFO sightings in Wyoming. (At Devil’s Tower, perhaps?) He wonders if they could have been Supercar. So they must have been doing test flights over in Wyoming – which seems odd when they’ve got plenty of empty space right here in Nevada. He also reads about the president of the island nation of Pelota, General Sebastian Laguava, who’s previously seemed a benevolent ruler, but recently has been arresting political opponents and the like. (Time for a UN resolution and some air strikes then? It’s funny how such a tale sounds relevant to my contemporary ears – I guess some things never change.) Just then Beaker receives a phone call, asking Supercar to come to a secret rendezvous in Southern California – the call apparently coming from President Laguava. Mike is immediately suspicious, remembering that the last time they answered an unexpected distress call, it turned out to be Masterspy. (A nice bit of continuity back to episode 4.) Popkiss though doesn’t believe Masterspy would try the same trick twice, and thinks that Mike ought to go.

At the rendezvous, it turns out that Mike’s contact is indeed President Laguava. He reveals that the news stories coming from his country are true in all but one detail – he’s been usurped by his brother, Colonel Humberto Laguava, and it’s he who’s turning the country into a police state. He’s heard of Supercar, and wants their help to get his country back. (So much for Popkiss’s security concerns then.) Mike and the President fly back to Pelota, and attempt to get to the presidential palace. But Colonel Humberto orders his men to open fire on the mysterious flying machine. (Maybe he thinks it’s a UFO – or a UN-sanctioned air strike coming in…) This results in Mike trying to negotiate his way through stock footage of real anti-aircraft guns, complete with real soldiers firing them! It’s another moment when the intrusion of reality shatters the consistency of the puppet realm, and it jars terribly. On Beaker’s advice, Mike pretends that Supercar has been hit and crashes it into the sea. Then they proceed towards the island underwater. Upon landing, they hear the sounds of a big party, and Laguava realizes that his brother has ordered a fiesta to celebrate repelling the attack. The guards will be getting drunk, and this will be the perfect moment to get to the palace. He doesn’t want to kill Humberto however – though he’s proved himself unfit to wear an officer’s uniform, he’s still his brother. At the palace, they encounter Humberto, and a shootout ensues. Mike demonstrates shooting skills of which Tex Tucker would be proud, shooting the gun from the Colonel’s hand, and even shooting the epaulettes from his uniform. As Sebastian Laguava takes control of his country once more, Mike finds himself awarded the Supreme Order of the Golden Star of Pelota.


The Tracking of Masterspy

Mike returns to the lab, and announces that he met a representative of the Greyburn News Agency in town, who are coming to do a feature on Supercar. Popkiss though denies that any such thing is happening – Supercar is top secret after all. Mike just assumed that Popkiss had decided it was time to lift the veil – considering the Professor’s lax and inconsistent attitude to security over the last few episodes, it’s no wonder that Mike’s got confused by it all. (But hang on a minute! Mike took the supposedly top secret Supercar into town? Where did he park it? And presumably Popkiss didn’t have a problem with that.) As it turns out, the Greyburn News Agency is a front for Masterspy. He’s had Zarin following Mike, to find out where his base is. (But Masterspy knows where the lab is – he’s been there, as long ago as episode 3. I’d also quite like to know how Zarin managed to follow Mike when he was piloting an airborne supersonic vehicle!) Masterspy soon turns up at the lab, and again acts as if he’s never been there – and as if he’s never seen Supercar before, completely forgetting that he’s already stolen it once before, and very nearly a second time. It’s just annoying that after the accurate continuity references in the previous few episodes, here it seems as if the writers have forgotten almost everything they’ve previously established. This episode is so inconsistent that I almost find myself hoping that this one will turn out to be a dream episode – and you know how much I hate those!

Fortunately things pick up once Masterspy gets to work. He opens a fuel valve and spills aviation spirit all over the floor, then starts waving a lighter around, threatening to burn the place down and destroy Supercar into the bargain. In this way, he manages to steal all the plans and drawings for Supercar, which is probably more sensible and convenient than trying to steal the vehicle itself. Just then Beaker enters with some new gizmo he’s built – Masterspy demands to know what it is, and the others watch amazed as Beaker explains that it’s a new guidance system for Supercar – so Masterspy steals that too. He causes a small explosion to cover his escape, forcing the team to combat the flames rather than giving pursuit. It soon transpires that Beaker has been smarter than the others have given him credit for. (So, now who’s a fool?) His machine is actually a new tracking device – Mike will be able to follow the signal straight back to Masterspy’s lair. Soon, Supercar is flying over New York (though they just call it “the city” ) – and lands on the roof of Masterspy’s building. Mike bursts into the villains’ office, catching them off guard. He reveals the truth about the tracking device, but then bluffs them into believing it’s also a radio transmitter – he reports his location and calls for the police to be sent. Masterspy would rather give up the stolen plans than fall into the hands of the police. (So, I guess Mike leaves him at liberty once again…!)

Monday, 25 April 2011

Anderthon: Now who's a fool?

Supercar
episodes 5-8


What Goes Up

I still can’t work out who our heroes work for. This week, the team are collaborating on a research project with Colonel Lewis of the US Air Force, which seems to suggest that they have some sort of government connection. But when, as is the way of these things, the project inevitably goes wrong and Supercar is the only thing that can save the day, they’re almost reticent to show it to the Colonel, as it’s top secret and he doesn’t have security clearance. (But who decides the levels of clearance? It implies there’s some higher authority they answer to…) Colonel Lewis’s people have sent up a high altitude balloon carrying lots of atmospheric measuring equipment. It seems Beaker is an expert in this field as well, and that’s why he’s helping out by studying the instrument readings. Once all the measurements have been taken, the test canister is to be blown up – hence the whole operation is called Project Fourth of July. Jimmy asks the most obvious question: why don’t they bring the canister down again, by parachute? But they can’t do this as it contains a quantity of explosive rocket fuel. The jolt of landing would be enough to cause an explosion. So, despite the cost of losing the expensive instruments, they’ve got to detonate it by remote control. (Which all sounds fine in principle – but what doesn’t make sense is why the volatile fuel is inside the test canister in the first place – its only purpose surely is to cause a bloody big explosion. Without it, why couldn’t they have brought the canister down safely? Have the Air Force thought this through properly – perhaps they just want to see a big bang?) So they count down to a remote detonation. Interestingly, Mitch seems able to follow this, as he cheekily bursts an inflated paper bag when it gets to zero (and earlier he seemed to understand what Jimmy was saying to him). Unfortunately, the actual canister fails to detonate, and Beaker calculates that it’s likely to fall to Earth and explode smack in the middle of a city.

There’s only one thing for it. Someone has to go up and blow the thing up while it’s still high enough not to cause any damage. Conventional aircraft can’t climb high enough, so there’s no option but for Mike to take Supercar up. (Though they haven’t tested it at high altitude yet, so they’re taking a bit of a risk – it seems the theme song’s promise that it can travel in space is a little bit premature.) Colonel Lewis provides a rocket launcher which is quickly fitted to Supercar’s nose – but there’s only one rocket, so Mike has to get it right first time. As Mike will be ascending to the edge of space, he needs an oxygen mask and a foil suit to protect him against cosmic radiation. Beaker is worried that the seals on Supercar’s pressurized cockpit won’t hold up, and insists that Mike does a manual check. Just as well – there’s a small hole in the canopy that’s letting out air. Fortunately, Beaker’s had the foresight to pack a puncture repair kit (yes, just like the sort you’d use to mend your bicycle tyre – as he sticks a rubber patch over the hole, even Mike comments it’s like repairing a tyre from inside the tube.) Because of the thin atmosphere at this height, Mike can’t trim Supercar properly using the wings, which means he can’t aim the rocket accurately. To be sure of hitting his mark, he has to fly in closer than the recommended safe distance, and risk being caught in the explosion himself. It’s a moment of selfless courage (exactly the sort of thing we’ll be seeing from the Tracy boys in a few years – once again it seems like Supercar is a dry run for Thunderbirds). Of course, Mike succeeds and manages to get Supercar away from the explosion – that’s why he’s our hero – but not without charring the bodywork. They’ll send Colonel Lewis the bill for a new paint job.


Keep It Cool

It seems that Beaker’s been inspired by the antics of the Air Force last week, because now he’s developed a ridiculously powerful and volatile new rocket fuel. It’s so dangerous that Popkiss won’t let him make it in the lab, so he has to have it brought in by truck. Keeping it all in the family, Beaker employs Jimmy’s brother Bill to drive it for him. It seems Bill runs a company called Gibson’s Transport – on the evidence presented here, it could just be a “one man and a van” outfit. The dangerous nature of the fuel means it has to be kept at a temperature below zero, so transporting it at night is the best option – even so, they have a refrigeration unit rigged up on the back of the truck. Despite Beaker’s best efforts at navigation, the truck gets lost in the desert. As it turns out, this is because the signposts have been altered and moved by none other than Masterspy and Zarin. Their next trick is to leave a large rock in the road that wrecks Bill’s suspension and leaves the truck stranded. Bill has to turn off the refrigerator to save the battery, as he’ll need all the power left to keep the radio going. Beaker doesn’t seem too worried by this, as the freezing night-time temperatures in the desert will keep the fuel safe until morning, by which time Supercar will have found them – Mike being able to home in on the signal from the truck’s radio. But then Masterspy and Zarin reveal themselves, and tie Bill and Beaker up. They want to steal Beaker’s new fuel – presumably to sell to an oil company or foreign power. Zarin fetches a can of the fuel from the refrigeration unit, and smashes the truck’s radio. Bill and Beaker manage to flatter Masterspy’s ego, and so delay the villains’ departure until after dawn – by which time the increase in heat starts to have an effect on the can of fuel, which starts bubbling angrily even as Zarin holds it on his lap. Supercar is already airborne by this time, but without the radio signal from the truck, Mike can only make a very general wide area search. Then the fuel can explodes, sending up a massive plume of smoke that serves to guide Mike to the area. Masterspy and Zarin are unharmed of course – despite finding themselves sitting amid the devastated wreckage of their van, they themselves only end up with blackened faces. (Realism goes completely out of the window here – but then these are cartoon villains, it seems quite appropriate that they should come out of these mishaps no worse off than Wile E Coyote. We shouldn’t forget that this is still very much a children’s programme, full of daft humour and its own surreal internal logic.)


Grounded

Beaker has invented a new guidance system, and they’ve brought Supercar to an electronics firm in England to have it built and installed. (This is apparently to help maintain secrecy, because Supercar is becoming too well known back in America. Are they worried about industrial espionage, some other manufacturer stealing a march on them? That’s if Supercar is the prototype for a new kind of vehicle eventually to be marketed. Or is it a secret research project with ultimately military applications? All this concern for security, and yet they think nothing of taking Supercar out on joyrides and rescue missions. It’s yet another instance of the rather nebulous and unexplained backstory.) This trip to England gives the excuse for lots of jokes and stereotyping – Mike grumbles about the weather and says he’d rather be back in the desert. Still, at least Beaker seems happy to be back in his native land for a while, and it’s intimated that this may be the real reason for choosing JFP Ltd for this work. The managing director, J Farleigh Prothero, is a completely over-the-top depiction of a public school chinless wonder, with a little moustache and ridiculously high-pitched cut glass accent. (“Rather bad form, what?”) Similarly exaggerated are the villains of the piece: Judd is an expert safecracker with flat cap, a fag stuck in the side of his mouth, and “Blimey Guvnor” dialogue – his partner is Harper, a weasely disgruntled employee of JFP, who thinks he’s been passed over for promotion. It's just the sort of Americanized vision of what the British are like common to Hollywood films, that it’s odd to think this was shot by Englishmen in Slough!

Harper’s plan for revenge is to steal Beaker’s new circuit boards and sell them to an unspecified foreign buyer. (An enemy agent perhaps? Hey, maybe it’s Masterspy!) The episode opens with a rather lovely night-time tracking shot through model scale sets, past a warehouse to a van parked outside the offices of JFP Ltd. (Is it just me, or does the firm’s logo look just like the APF symbol with the letters slightly changed?) Inside, Judd and Harper crack the safe – but before they make their getaway, Harper enters the warehouse where Supercar is being stored and sabotages the vehicle. The theft is discovered the next day – Mr Prothero wants to call the police, but the team are dead set against this because of the secrecy of their project. Then Beaker gets a phone call from Harper, calling from a phone box. (Of course he’s in a phone box – they have to stick a red phone box in just in case American viewers have forgotten we’re in England!) He tells Beaker that they’ve stolen the circuits and even the location of the airfield they’re heading for. Beaker believes that Harper has a psychological desire to brag about his crime, but really he just wants to goad them into using Supercar to give chase – that’s why he sabotaged the vehicle earlier. It takes some time before Mike can take off however, as Professor Popkiss needs to rig up a temporary ground control console. (Now this implies that Supercar can only be operated properly when Mike’s in communication with the console. Obviously the controls are too complex for one man to handle alone.)

Because he’s not launching through the laboratory roof for once, Mike is able to extend the stabilizing wings while Supercar is still on the ground – this is fortunate since it’s one of the wings that Harper has sabotaged. Supercar loses lift and crashes back to the ground. If this had happened at normal cruising height, Mike could have been a goner. The broken wing amusingly looks just like someone’s snapped a balsa wood model (which is in fact the case!) With flight denied to Supercar, it looks like the villains are going to get away with it – but Mike decides that he can drive along the motorway to catch them. It will of course mean breaking the speed limit – but no one will be able to catch them to give them a speeding ticket, and they’ll be out of the country before the law can catch up with them. (I don’t know – is this a responsible attitude for our upright heroes to be demonstrating?) So Mike races along a back projected motorway – film of a real motorway with real cars – this is another really glaring example of the way that back projection clashes with the puppets/models in the foreground, and takes the characters out of their own self-contained world. Interestingly, Supercar isn’t actually driving (still no wheels!) but is in fact flying at a very low altitude – so it’s functioning as a ground effect vehicle. It’s also made clear that this is the first time they’ve tried to do this (so again the theme song’s assertion that “it travels on land” is a little over-optimistic). Mike is able to beat Judd and Harper to the airfield – especially since the villains manage to miss their motorway exit!


Jungle Hazard

Masterspy is trying on a new jungle hat, because he and Zarin are off to Malaya. They’ve just heard that an estate there has recently passed to a English spinster, Miss Felicity Farnsworth. The estate is a bit run down, so Masterspy is hoping to con her into selling it to him for a low asking price – because really it’s a prime rubber plantation and with a bit of work could be really profitable. (I don’t know – as villainous schemes go, it’s not exactly big league stuff – why does he call himself Masterspy again?) Out in Mayala, and calling himself Mr Smith, Masterspy tries to convince Miss Farnsworth that the estate needs too much work to be profitable. She agrees, and so offers him a job working for her on the estate! Despite this setback, Masterspy decides to stick around and try to talk her into selling.

Meanwhile at the lab, Beaker is working on some dangerous-looking concoction – more of his rocket fuel perhaps? Mike is alarmed when Beaker emerges from the test chamber with a great steaming pot of the stuff, but it turns out to be a curry made to an old family recipe – Curry Farnsworth. Yes, Felicity Farnsworth is none other than Beaker’s cousin – that would explain why she basically looks like Beaker in a dress, and speaks in the same drawn-out way as well. Beaker has a letter from his cousin where she tells him about her visitors who are looking to buy the plantation – Mr Smith and Mr Zarin. (Damn, they didn’t think of a pseudonym for Zarin! Poor planning there, Masterspy!) The name alerts Beaker to what’s going on, and he and Mike plan to set out for Malaya in Supercar right away. Mitch the monkey demonstrates yet again that he can understand English and knows what’s going on, as he brings Beaker his pith helmet unbidden.

When Mike and Beaker get to Malaya, they find Miss Farnsworth gone. The houseboy tells them that she set out overland to the nearest town to buy some supplies, and her two visitors accompanied her. As Supercar won’t be able to follow them through the jungle, Beaker elects to track them on foot, while Mike follows overhead, guided by radio. Masterspy’s plan is to murder Miss Farnsworth en route. He seizes the chance when she uses a native rope-bridge to cross a swamp. Masterspy saws through the ropes with a machete, and Felicity falls into the swamp where she gets sucked down into quicksand. But Beaker arrives just in time, knocking Masterspy and Zarin out with his umbrella – and Mike is able to lower a harness with which to pull Miss Farnsworth out of the swamp. Felicity thanks her cousin for saving the honour of the family – just as the elastic snaps in her bloomers and they fall down round her ankles. Good job she’s wearing a long skirt. Beaker has to hide his eyes behind his umbrella. (But do they hand Masterspy and Zarin over to the authorities? What do you think?)

Saturday, 23 April 2011

Anderthon: Engines Charging, Interlock On...

Supercar
episodes 1-4

For years, I believed that Supercar was the first Anderson/supermarionation series. Not that I’d ever seen it, but I remember reading features in Look-In about the Andersons’ work, and they always seemed to start with Supercar. Poor old Four Feather Falls always seemed to get missed out, quite undeservedly as I’ve recently discovered. But I can see why Supercar is seen by some as the start of a trend: just like the next few shows the Andersons will produce, it is centred around (and indeed even named after) a fantastic vehicle. Now, I know that for a lot of people, the vehicles and the technology are what the Anderson shows are all about – that’s why for instance there are a lot of scratch model builders involved in the fandom. I have to say, it’s never really been my primary focus. I prefer stories and characters. Supercar is of course a children’s puppet show, so I don’t expect gritty adult drama, but as my appreciation of Four Feather Falls demonstrated, there can be can still be an appeal to the adult viewer, through inventive plotting and especially knowing humour.

One thing that’s struck me from watching these initial episodes: I’m finding it very hard to get a handle on the setting of the series. Now, it’s often said that Supercar is the start of the run of science fiction shows the Andersons produced. (That’s probably another reason why Four Feather Falls sometimes gets overlooked.) There are very few clues in this first batch of episodes, but it seems as if Supercar is set in the present day (the early 1960s) – as aside from Supercar itself, all the vehicles shown appear to be contemporary, as do the character’s costumes. There have also been few science fiction elements in the storylines so far – they’re mostly adventure and espionage tales, like a junior version of Danger Man. If the high-tech car is our only futuristic element, I guess that makes the series about as much of a science fiction piece as Knight Rider.

In terms of visual look, very little has changed since Four Feather Falls. The puppets are still mainly grotesques and caricatures – interestingly, this time even the hero Mike Mercury has rather an exaggerated appearance with his long nose, Dennis Healey eyebrows and amazingly prominent chin. Perhaps they didn’t want the haunted look of another Tex Tucker type. Suffice it to say, I’m not reading much emotional baggage into Mike. He’s also got a silly adventurous-sounding surname, as will several of his successors!

One thing I have noticed – and I had been warned about this – is the use of back projection. Nearly all the scenes of Supercar in flight (and also, for instance, the backdrop of an airfield seen from the control tower windows) are done with back projected film of real sky or locations. It was a common technique in sixties television, so one imagines that at the time, it would have seemed perfectly normal. It’s a little jarring to the modern eye though, and never really looks real. That said, I watch a lot of sixties tv shows, so I’m used to it and usually I can dial it out. Why it doesn’t really work here is that we’re seeing real backdrops behind artificial characters and settings. In Four Feather Falls, the prairie locations were all done for real (in puppet scale of course) which gave the whole thing a real depth – but also it meant that it was a self-contained, consistent world. Here, there’s a real clash of visual inputs, reality and the puppet realm competing with each other.


Rescue

Bill Gibson is flying a light plane, with his little brother Jimmy and Mitch the monkey as passengers, when the engine packs up and he’s forced to ditch in the sea. There’s a thick sea mist, and air sea rescue helicopters are unable to locate the survivors in their life-raft. Things get really bad when Mitch accidentally throws the survival rations into the sea! Meanwhile, Professor Popkiss is putting the finishing touches to his invention, Supercar. It’s an odd machine really. Why do they call it Supercar? It’s not really a car – it hasn’t got wheels for a start – and (at least in these episodes) it doesn’t travel on land either. It’s got a bubble canopy like an aircraft’s cockpit, and they call Mike the pilot rather than the driver. It seems more like an advanced amphibious aircraft than a car. The episode doesn’t make clear just what Supercar was built for, nor who funded it. Is it a government project? Is it funded by industry? One imagines that the developmental costs of such a vehicle would be quite prohibitive – did it all come from Popkiss’s own pocket? But if so, why? Is he hoping to market the technology? (It’s not good enough – I want some proper background!)

Professor Popkiss is a kindly-looking scientist type with a pronounced Eastern European accent and round glasses. Also on the team is Doctor Beaker, whose role is undefined. Sometimes, he seems to be a medical man, sometimes a scientist, sometimes an engineer – so, a real multi-disciplinarian. He has a spectacular Bobby Charlton style comb-over, and a peculiar drawn-out way of speaking, with long pauses for thought – and never uses one-syllable words when he can use twenty words instead. (He does seem to be a spiritual ancestor of Brains from Thunderbirds.) I like him, and I suspect he’s going to be one of the real stars of the show.

Hearing about the Gibsons’ plight, Mike persuades Popkiss to bring Supercar’s test flight forward, so he can go and rescue them. Fortunately, Beaker has invented a system called “Clear View”, a tv monitor system that can look through fog and smoke, so Mike will be able to locate the life-raft where the search helicopters have failed. They bring the Gibsons and Mitch back to their laboratory to recover. (Wouldn’t it have made more sense to take them to a hospital? Especially since Bill has a broken leg? Well, I guess Beaker can handle it.) Having a monkey running around the research base may not be such a good idea though, especially as Mitch gets into Supercar and starts fiddling with the controls. “I think we’ve found a co-pilot,” says Beaker. I presume he’s taking the piss.


Amazonian Adventure

Mitch the monkey falls ill, and Beaker ascertains that he’s suffering from a disease known to be peculiar to his particular species. Beaker reads up on the subject and learns that in their native Amazon, the monkeys are sometimes seen to cure themselves after eating the leaves of the clogai plant that grows there. As Mitch falls into a catatonic state, Mike determines that they need to take Supercar to the Amazon to collect some of the plant. Popkiss seems reluctant to allow this use of the vehicle, until Mike reminds him forcefully that Mitch is one of the outfit. (Hang on! When did that happen? Last week, Jimmy was just a kid they’d rescued and Mitch was wrecking the place. Now suddenly, they’ve joined the Supercar team. But what happened to Jimmy’s brother? They don’t mention him. And should they be taking a kid away to work on a research project like that? What about his schooling? Is he going to be home-tutored by Popkiss and Beaker? They also don’t mention what Jimmy’s parents think about the arrangement – in fact, I don’t know if there are any parents. Maybe they’re dead and Bill is Jimmy’s legal guardian – in which case, you can understand why a young go-getting chap like that wouldn’t want to be saddled with a kid brother to bring up, and would happily accept the first people to want to take Jimmy off his hands. I’m just speculating wildly here. Did the writers even think about any of this? Just like with the lack of background given in the first episode, it’s like some of the exposition has been missed out.)

Well anyway, Mike and Beaker take off for the Amazon. This seems to be Beaker’s first trip in Supercar, as he’s initially quite nervous about the prospect – but he soon calms down and decides that Mike is a fairly competent pilot. Landing in a clearing in the rainforest, Beaker dons a pith helmet, and they set out to look for the clogai plant. Before very long, they’re captured by some natives and imprisoned in a hut. In addition to botany, Beaker displays his knowledge of anthropology when he concludes that their captors are members of the Twarka tribe, long thought to be extinct. Unfortunately, they’re known to be a tribe of headhunters – rather amusingly, there are some mummified puppet heads displayed at the back of the hut. Mike manages to escape by working a hole in the back of the hut, and gets back to Supercar. He then flies low over the native village, while down below Beaker calls out incantations to make the tribesmen think he’s some kind of god calling down a sky chariot. This reduces them to abject fear, and they give Beaker the required clogai plant as a tribute. (Presumably for budgetary reasons, the Twarka tribe seems to consist of only a witch doctor and a tribal chief. And was that chief actually Red Scalp from Four Feather Falls? It certainly looked a lot like him…) Presenting the tribe as silly superstitious savages is a little galling after the magic realism and sympathetic portrayal of the Indians in Four Feather Falls.


The Talisman of Sargon

The series format is being developed as they go along. So far, it looks like Supercar is just going to be employed to run the occasional errand of mercy. But here we get a bit more complexity added with the introduction of some proper villains. I say introduction, but actually Masterspy and Zarin are just thrown at us as if we’re expected to know who they are. Again, it’s like the writers forgot to give us the necessary exposition. (Which is possibly the case. Hugh and Martin Woodhouse were writing these things ridiculously fast – at a rate of about one a week!) Without a proper introduction, it’s hard to work out exactly who they are. They operate from an office possibly somewhere in New York state (there's a view over some water to what appears to be Manhattan Island) and would appear to be freelance villains out for their own gain rather than espionage agents employed by an unsympathetic foreign power. So the name Masterspy is a bit of a misnomer, given that he’s not actually spying for anyone – though his services could be for hire, I suppose. But wait a minute! He’s actually called Masterspy – it’s not exactly the most undercover of names, is it? And Beaker recognizes him – since we’ve never had any indication that they’ve met before, this implies that Masterspy is famous enough that his face has been in the newspapers. So internationally famous and using a name that’s a dead giveaway – when it comes to his chosen profession, he hasn’t really thought it through. Still, I’m prepared to overlook some of these anomalies as the two characters are amusing. Masterspy is fat and bossy, Zarin is stupid and cowardly, and both are clearly incompetent comedy villains – let’s face it, they’re basically Pedro and Fernando updated to the James Bond era – so I hope they’re going to provide as much entertainment as the Mexican bandits did.

Masterspy has come into possession of an ancient tablet that apparently reveals the location of the fabled Talisman of Sargon, which he believes will grant him great power. He can’t translate the cuneiform inscription however – so he heads off to the Supercar lab to consult Dr Beaker. It seems palaeography is another of the Doc’s skills. Needless to say, Masterspy has to adopt one of his amazing disguises. Here’s an example of the show having a bit of fun with the adult viewer, since Masterspy’s false moustache and eyepatch is not in the least convincing. (Indeed, it’s not too long after he leaves that Beaker realizes who his visitor was!) Armed with the translation – “in my mouth lies the door to power” – Masterspy and Zarin rush off to the desert kingdom of Mustapha Bey. (He’s just the sort of sunglasses-wearing, hookah-smoking sheikh that appeared in Danger Man and similar shows.) They persuade him that they’re archaeologists interested in the tomb of the ancient ruler Sargon, and he grants them access. Masterspy works out the meaning of the inscription – there’s a hidden catch inside the mouth of Sargon’s effigy that opens the sarcophagus to reveal a hidden chamber beneath, where the talisman is located.

By this time, Mike and co have arrived in Supercar - but Masterspy seals them inside the tomb. Beaker though works out that there’s a second meaning to the inscription – a secret speaking tube built into the sarcophagus that would have enabled a priest to hide in the chamber and issue proclamations apparently through the mouth of Sargon. They use this to call to Mitch, who’s been left up top, and the curious monkey reaches inside the effigy and triggers the release catch. It’s another example of how we’ve substituted science and deduction for the magic of Four Feather Falls. Our heroes are delayed clearing sand out of Supercar’s air intakes, but eventually they catch up with Masterspy, who’s trying to use his possession of the talisman to take control of Mustapha Bey’s realm – he believes that Mustapha’s superstitious subjects will obey whoever wields the power of Sargon. (At least, Masterspy has some practical objective in all this: he's really after the oil wealth to be found under the desert sands.)


False Alarm

Masterspy says that the Supercar team have thwarted him numerous times now (so they must have had plenty of off-screen encounters). He’s got a scheme though: he and Zarin are going to steal Supercar. The lighting in this scene is incredibly well done, very film-noirish with lots of shadows – it really makes our incompetent villains seem quite sinister for a moment. Masterspy relies on the fact that Supercar is always answering distress calls. (So that seems at least to give some foundation to what the team actually do – they’re like a prototype version of International Rescue.) Here, Masterspy phones the laboratory pretending to be a policeman, and reports that two geologists out in the desert have had an accident and that it’s proving difficult to get aid to them – Supercar could be their only hope. (Yes, that’s right – you can just phone Supercar up and ask for help. Why didn’t International rescue have their own phone line? – they wouldn’t have needed to muck around with a space station. I might consider this question again when I get to Thunderbirds.) Anyway, Mike and Beaker fly out to the desert. From their landing site, they haven’t got time to reach the geologists’ purported location before it gets dark, so they make camp for the night. Masterspy and Zarin drug them and tie them up, and then proceed to steal Supercar. Zarin is terrified of both the machine, and Masterspy’s inexpert attempts to work out the controls. But worse is to come. Back at base, Mitch the monkey hears Masterspy’s voice over the radio, and starts to muck around with the remote control for Supercar. (Now, it’s not clear if Mitch is deliberately doing this to thwart Masterspy, or if he’s just fiddling indiscriminately with the controls – they do tell us he’s a very intelligent monkey, and I suppose it would follow in the tradition of Rocky and Dusty to have clever animals saving the day. I’ll keep an eye on Mitch’s antics and see if I can determine just how smart he actually is.) Soon, Masterspy has had enough of the erratic flying he’s being subjected to and gives up. Popkiss steers Supercar back to where Mitch and Beaker are (they’ve managed to get themselves free in the meantime) – and they depart, leaving Masterspy and Zarin to have to walk back to civilization! (So didn’t they think of… I don’t know… handing them over to the police or anything sensible like that?)