Saturday, 30 July 2011

Anderthon: Through the Heavens' Mighty Rage...

Supercar series 2
episodes 2-5


Precious Cargo

After playing it fairly safe with last week’s episode, the Andersons now begin to lead the series into new and unexpected directions. What we’ve lost perhaps is the sense of cutting edge technological development that the Woodhouses brought to the format; on the other hand, we’re now getting a more eclectic, freewheeling approach – less emphasis on straightforward well-plotted thrillers, and more on spectacle, wacky humour and sheer mind-bending “we’re making this up as we go along” bravado. I’m not sure which is better, as both have their merits. You can certainly cite other examples of cult shows that go off the deep end in subverting their own formats – not least among them The Prisoner and Gangsters, so you could say that Supercar is blazing quite a trail here. This week’s episode starts with Popkiss and Jimmy visiting Chicago (via film of the real city of course – you know how these things work by now), where they’ve been staying with Aunt Heidi, whom I presume is the Professor’s sister – she certainly speaks with the same mittel-European accent. Popkiss has been particularly enthused with the wine she’s been serving, so before they leave he gets the name of the vineyard, planning to order a case for himself. Meanwhile, back at the lab, humour is derived from Popkiss’s absence, as Beaker tries to cope without the Professor’s culinary skills. Yes, it turns out that Popkiss does all the cooking for the team – I can’t say that I was really cognizant of this fact previously (although I recall him cooking his breakfast in Crash Landing), so I guess it never figured very prominently in the scripts. Here though we see Beaker and Mitch desperately trying to clear up Popkiss’s beloved kitchen before the Prof gets back – a situation made worse when Beaker accidentally blows up the oven.

Anyway, Popkiss sends off his wine order to Monsieur Laval’s vineyard in France. At this point, the episode switches its focus to the vineyard, and picks up the story of Zizi, a young French girl who lives there. We learn that Monsieur Laval took Zizi from an orphanage, but instead of providing her with a loving new home, he works her like a slave. She has to do all the domestic chores about his house, and he expects her to work to a precise timetable and have his dinner ready on the dot. A seering indictment of child exploitation and the abuse of the French adoption system? Well, not exactly, because the story doesn’t really go anywhere with the idea, beyond making Laval a pantomime wicked villain. What’s interesting is that Zizi dreams of being rescued by Supercar. She’s got a comic book that actually has a Supercar adventure in it. (So there we go – Popkiss’s security concerns are right out of the window, and the team have released their own range of tie-in comics. In fact, Zizi might even be reading the Supercar strip in TV Comic. It’s something bizarrely metatextual, the series acknowledging the existence of its own spin-offs.) Reading the comic in bed, Zizi drifts off into a dream sequence, in which she telephones the “Supercar Rescue Service” – manned by Jimmy and Mike in matching uniform caps. Jimmy then pilots Supercar out to rescue her. The pointlessness of dream sequences aside, this is all an interesting departure for the show, letting us see our heroes as others view them. Waking up back to reality, Zizi manages to effect her own escape from the life of drudgery, by hiding herself inside Popkiss’s wine crate and getting delivered to the Black Rock lab. This leaves the team with the problem of what to do about her – she and Jimmy have to sit outside the control room as Mike and scientists are seen arguing inside. (They didn’t seem to have any problem taking in Jimmy and his monkey, but a French girl seems to be a step too far!) But all is neatly resolved at the end, with Zizi being taken in by Aunt Heidi and going to live in Chicago.


Operation Superstork

An episode that places our heroes in some real jeopardy, yet juxtaposes the threat with some frankly bizarre humour. We start with a new innovation, a voice-over introducing us to the lab – quite why this was thought necessary this late into the series is anyone’s guess. (Interestingly, the voice-over refers to “Mike Mercury and his team”. I thought it was Professor Popkiss’s team, and that Mike worked for him. That certainly seems to be the implication in the first series, although the idea that Mike is in charge was probably part of Gerry Anderson’s original conception – after all, it’s Mike who gets the starring credit in the opening titles – before the Woodhouses placed the scientists more to the forefront.) Anyway, the lab is currently a hive of activity, as we see Popkiss at work in the kitchen – so that’s something consistent with what we learnt last week – I do wonder though why the Andersons are depicting Popkiss as a chef rather than an experimental aircraft designer. Meanwhile, Beaker is busy at work on some new engineering project. This keeps him sequestered in his laboratory, leaving the team to wonder what he could be creating in there. The sounds of banging and drilling continue well into the night, keeping the others awake. Popkiss’s increasing frustration is played up to comic effect. Come morning, the noise seems to have stopped, and Popkiss ends up sleeping in. Mike and Jimmy drive into town to buy supplies – a place called Batesville this time. (I couldn’t find it on the map, but one presumes it’s a small town a bit closer to the lab than Carson City is.) In the local supermarket (which is actually a foreground counter in front of a back projected photograph!) we’re subjected to a comedy sequence as the shopkeeper Andy (who appears to have learning difficulties) struggles with a temperamental cash register that seems to shake the building to its foundations every time he uses it.

When they get back to Black Rock, Mike and Jimmy discover what Beaker’s been up to. His fabulous new invention is… a hot air balloon. It seems he only wants to indulge a passion for ballooning. Mike’s not particularly impressed – for him, nothing can compare to Supercar. I think though that Beaker is being a bit more inventive than he’s given credit for here – I’ve described it as a “hot air balloon”, but there’s no burner in evidence – rather he seems to have created a sealed, self-contained unit filled with a lighter-than-air gas. He’s not yet fitted a valve to allow him to release the pressure inside the balloon, which means there’s no way to check the balloon’s ascent – so obviously the thing isn’t ready for a flight yet. Despite this, he rather foolishly invites Mike and Jimmy into the basket to experience the sensation of floating for themselves. You can probably see where this is leading. Mitch the monkey decides to untether the balloon, and up it goes. Perhaps realizing what he’s done, Mitch tries to alert the recently-risen Popkiss to the situation, but he can’t get his meaning across. Meanwhile, with the balloon still climbing, Beaker explains that when they reach the upper atmosphere, the low air pressure outside will cause the balloon to burst, whereupon the basket will tumble to the ground and they’ll all be killed. He’s brought some emergency equipment with him – an oxygen cylinder and a parachute – not enough for all three of them though. It’s decided that Mike should use the parachute, as he’s the one with the best chance of reaching the ground and being able to fetch help. (Some film of a real man jumping and opening his ‘chute is cut in here.) Landing in the desert, Mike eventually makes it to Batesville, and wanders into another incongruous slapstick sequence involving Andy’s cash register. Using the supermarket’s phone, he manages to alert Popkiss, who flies out there in Supercar. Mike then takes the vehicle up to search for the balloon, while Popkiss co-ordinates search planes with the Air Force. But too late! The balloon bursts, and the basket plummets to Earth. Mike manages to swoop in at the last moment, and snag the basket’s ropes on Supercar’s nose, carrying Beaker and Jimmy to safety.


Hi-Jack

The voice-over narrator is back, this time introducing us to the episode’s location, the island of Bantonga, which he says only exists in the “realms of fantasy”, which seems a rather post-modern way of acknowledging the show’s fictionality – I wonder what kids watching at the time would have thought. Anyway, Bantonga is a South American banana republic ruled by President Gomez, the usual dictator with an over-elaborate uniform. His main worry at the moment is that his presidential aircraft is not fitting for his station – it’s a clapped-out old triplane he has to pilot himself. He wants to replace it with a Boeing 707, though as Bantonga can’t possibly afford one, his plan is to steal one. To that end, he has an American pilot called Captain Ross kidnapped. He intends one of his men, Lieutenant Swarb, to return to the US impersonating Ross – he’ll then enrol on a 707 pilot’s training course, and steal the plane in the process. Foolproof! Gomez has employed a couple of foreign advisers to help with kidnapping Captain Ross – yes, it’s Masterspy and Zarin! – and now it’s time to pay them off. The President invites them to his yacht that night, where he has his own private casino. He encourages Masterspy to play the roulette wheel, which is crooked. At the touch of a secret button, the agent starts to lose heavily, and before they know it, Masterspy and Zarin have lost all their ill-gotten gains. No honour among thieves, it seems.

Back at the Supercar lab, Bill Gibson is visiting. He announces that he’s about to start as an instructor on a Boeing 707 training course. There’s a surprise. (But is Bill qualified to do this? All we’ve ever seen him operating before is a light aircraft and a pick-up truck. When did he become an expert airline pilot?) Beaker meanwhile is back developing spy gadgets – this time a secret transmitter in his bowtie. Jimmy and Beaker decide to accompany Bill as passengers on his 707 training flight – Bill’s first pupil being none other than “Captain Ross”. (It just writes itself…) We’re treated to film of a real airport, and a real 707 taxiing and taking off; but once airborne, it becomes a model shot. In flight, Lieutenant Swarb pulls a gun and demands that Bill changes course for Bantonga. With his brother and Beaker as potential hostages, Bill doesn’t have much choice. He tries to warn Mike and Popkiss what’s going on when they radio in, by getting the Prof’s name wrong, and rather pointedly saying “Hi, Jack!” Despite this most obvious of clues, neither Mike nor Popkiss pick up on it. It’s left to Beaker to use his bowtie radio to alert them that something’s wrong. Mike launches Supercar to try and investigate, but even though he catches up with the 707, he can’t do anything to stop Swarb while he holds the others at gunpoint. But help comes from an unexpected quarter. To get back at Gomez for ripping him off, Masterspy phones the lab and explains what’s happening. The 707 is too heavy to land on Bantonga’s muddy airstrip, so Swarb is taking it to another island – meanwhile, Gomez is piloting his presidential triplane there to rendezvous. Armed with this knowledge, Mike intercepts Gomez’s plane, and “buzzes” it with Supercar. The slipstream from the jets causes Gomez to go into an uncontrollable tail spin – fortunately, the President is able to pull out just before he crashes into the sea. (Mike doesn’t seem to have considered what they’ll do if Gomez is killed…) Under this threat, Gomez is forced to order Swarb to turn the plane back to the US. He’s not prepared though for Mike “hijacking” him; and Supercar escorts the triplane back to America, where presumably Gomez will face justice.


Calling Charlie Queen

The team are all out in Supercar, leaving Mitch alone in the lab. He’s enjoying a quiet cigar (yes, really!) when a radio message comes in: “Calling Charlie Queen!” A desperate voice is asking for help, and saying: “He’s coming back!” When the others return, Mitch is unable to tell them what he’s heard – but fortunately, the message is repeated. We cut away to see the fellow transmitting – he appears to be standing in a giant-sized room, perhaps a workbench in a laboratory, surrounded by giant-sized apparatus. But then we realize perhaps it’s not the room that’s big, perhaps it’s him who’s small – for a man who appears to be a giant enters the room, picks up the desperate man in his hand, and tells him he’s going to be put back in his cage. (It’s quite an impressive shot featuring a puppet and a full-sized actor together in a full sized set.) Overhearing all this, the team can’t decide whether it’s a hoax or not, but think they have to investigate. (“Calling Charlie Queen” being a generic distress call to all stations listening.) Beaker manages to trace the signal’s source, so he and Mike fly out there in Supercar. They land near an isolated house, which has a radio mast on the roof – it must be the place they’re looking for. They ring the bell, and the door is answered by the sinister-looking Professor Karloff. Beaker tries to bluff his way in by saying they’re conducting a survey of amateur radio stations in the area – but Karloff cuts through all this by saying he knows why they’re really here. If they come in, he’ll explain the mysterious radio message over a cup of coffee. It all seems reasonable enough. Mike and Beaker are startled by a shape behind a curtain, but it turns out to be Mitch, who’s must have snuck into Supercar’s trunk to accompany them. Karloff comes back with coffee, but it’s a trap. The coffee is drugged, and pretty soon Mike, Beaker and Mitch are unconscious.

They wake up in Professor Karloff’s lab, and discover that they’ve been miniaturized! They also meet the man who sent the distress call: Karloff’s assistant, Hopkins, who’s been similarly shrunk and is locked in a cage on the workbench. He explains that Karloff has invented a formula that will reduce people to one third of their normal size. He plans to introduce it into the water supply of every city, and turn America into a nation of miniature people, over which he will rule. I can’t even begin to address the scientific impossibility of all this. (Actually Beaker does all that for me!) But you can’t reduce people – where does all their mass go? Why does their metabolism stay at the same rate? And how does ingesting this chemical formula cause their clothes to shrink with them? It just won’t do! They might just as well have said it was magic. At least then they’d have some plausible self-consistency. And once again, the Andersons give us a villain whose only motivation is that he’s crazy – at least Mike acknowledges this fact. They find the radio on the bench, but Karloff has put it out of action. Beaker climbs inside to repair it, and Mike manages to radio back to the lab. But too late! Having not hear from then, Popkiss and Jimmy have already left in the truck, driving all through the night to try and find their friends. Arriving at Karloff’s house, Popkiss tries to bluff his way in by saying they’re conducting a survey of amateur radio stations in the area! Inevitably, they’re invited in for a cup of coffee. In the laboratory, Beaker has discovered Karloff’s notebook containing the formula for an antidote – but he can’t understand all of Karloff’s notations, and therefore can’t find all the right ingredients for the mix. Good job they’ve got Mitch then: he serendipitously knocks a bottle over into the mixing bowl, and there’s a flash! Beaker’s finger, which was in the bowl, is restored to normal size. (A miniature Beaker with one normal-sized finger is certainly an amusing image.) The formula found, our heroes are able to restore themselves to proper size, and save Popkiss and Jimmy from drinking the coffee. They leave Karloff in Hopkins’s care until the police can arrive – that’s to say, the miniaturized Karloff now locked in the cage on the workbench. Hopkins does seem to rather relish taunting him, but I guess that’s understandable given what he’s been through.

One of the things to notice about this episode is how the ideas, and indeed some of the visual imagery – such as the puppets representing miniaturized people inserted into a real-sized environment – prefigure those we’ll see in The Secret Service in a few years’ time. In fact, given the way that Supercar often uses real film of locations, vehicles and backgrounds, integrated with the puppet characters in the close-ups, The Secret Service doesn’t seem quite as much of the far-out departure/innovation (delete according to your point of view) as is often claimed. They’ve done most of it already…

Monday, 25 July 2011

Anderthon: Lean Forward, Masterspy!

Supercar series 2
episode 1


When a programme is renewed for a second series, what’s the worst thing they can do to it? Sack the head writers? Lose or replace characters without explanation? Completely alter the style? No, it’s changing the theme music! OK, so I’m not being entirely serious – the other things mentioned are probably far worse crimes. It’s a tricky business revamping a show between seasons – producers are just concerned to make the show appeal to the biggest audience possible, but whatever changes they make risk alienating the existing fanbase. Compared to what's going to happen in the mid-seventies, the changes to Supercar might seem quite minor, yet there is a distinct change in the style of the show which I’ll be examining as we go on.

But that theme music! I’m going to make a shocking confession here: I don’t really like the music for Supercar. Now I’m normally a huge fan of Barry Gray’s work, but I hardly ever put the Supercar CD on for enjoyment. I don’t feel he’s quite hit his stride yet – giving us a rather simplistic march for Supercar in action, and “comedy” children’s music for Beaker and Mitch – though there are the first hints of weird electronic “outer space” music, and some of the lush orchestrations that will later be used to depict tropical islands and exotic alien worlds. As for the theme song itself, with its overly literal lyrics describing Supercar’s abilities, it’s very kids tv, isn’t it? Can you imagine if the Thunderbirds theme had similar words?

Thunderbird 2
It’s big and fat and green
Thunderbird 2
Got a pod with cool stuff in

OK, maybe not… Despite the lyrics, what the Supercar theme has going for it is that it’s big, bold and dramatic, with the vocalist giving it his all! And that impact is completely lost in the second series version – the instrumentation is weak and insipid, and the performance of the vocal group completely lacking in power (and the words are less clear too.) I wonder why they felt the need to change it…?


The Runaway Train

Interestingly, it’s not immediately apparent that there’s been a change in the writing staff. This episode starts out much like a first series tale. Beaker is working with the army, trying to devise a new method for transporting tanks over difficult terrain. He goes into his lab, and gets to work. Eventually, after some false starts, he comes up with a powerful electromagnet, which he demonstrates to Mike and Popkiss. Beaker has done his work too well, and the magnet is so powerful that it attracts every metal object in the building, including things like belt buckles. Much hilarity ensues… I have to say, Mike is somewhat brusque in his reactions to Beaker’s invention, and maintains a rather offhand attitude towards the good Doc throughout the rest of the episode. Maybe a flying metal object did him some rather sensitive damage that he doesn’t tell us about? Beaker fits the new magnet to the underside of Supercar, and demonstrates to the army its use to pick up tanks and deliver them across rivers and other tricky terrain. He also says that he’s going to leave this new device on Supercar, which leads me to suspect that it’s going to become important later on.

People who notice these things will spot a new name on the end credits: Derek Meddings, now permanently installed as special effects wizard. And one thing I noticed straight away is an improvement in the modelwork, with helicopters, tanks, cars and buildings. Even the laboratory, previously represented by a painting, is now a complete model building. There are some problems of scale however. When Supercar picks up the tanks, it just looks wrong to my eye: Supercar is too big in comparison to the tank. Previously, we’ve seen that the cockpit of Supercar is no bigger than the interior of a small car like a Mini (which is really obvious when all the team have to cram into it) – so even with its elongated nose and tail, the vehicle really shouldn’t be any bigger than the average saloon car. And yet here it dwarfs a tank! Later in the episode, Supercar actually picks up a car – which should obviously be about the same size – but again, Supercar is much larger than it should be. And since we can see the figure of Mike sitting in the cockpit, this makes him look like a giant! (And in fact, if you compare the two sequences, you’d get the impression that the car is as big as a tank as well!)

Anyway, what’s all this got to do with the episode title? Well, a new atomic-powered train has been built in England. Those very words tell us that, despite the early sixties setting, the Andersons are starting to lead us into their vision of the future, the whizz-bang labour-saving nuclear-powered utopia that we’ll see more of over the coming decade. (It seems hopelessly naïve and optimistic now – like the hover cars and personal jet packs we were all supposed to have by the year 2000 – but the Andersons really buy into that Look and Learn vision that must have seemed so exciting to young boys then.) It turns out that Dr Beaker has become so famous that he’s been asked to drive the train on its inaugural journey. (So he’s a qualified engine driver too? There’s no end to his talents.) This highlights another subtle change to the series format – after all Popkiss’s efforts to keep the Supercar project top secret in the first series, the team are now globally renowned. Indeed, Mike is referred to by a hotel receptionist as “the famous test pilot”.

The team decamp to London, represented naturally enough by real live action film of people walking past Big Ben. What they don’t realize is that staying in the same hotel as them are none other than Masterspy and Zarin. You’ll remember how much I was missing them by the end of the first series, so it’s good to see them back. To avoid detection, Masterspy books in under a cunningly fiendish alias: “Mr Masterspoon”! That night, he and Zarin break into the engine shed where the atomic train is being kept – there’s film of a real railway marshalling yard, real tracks and real engines, and yet bizarrely enough an unconvincing model shot of the Moon to indicate night-time. (What, there wasn’t any stock footage available of the Moon in the sky? Crazy!) On behalf of the hostile foreign power which employs them, they sabotage the atomic motor. So, the train sets off the next day with Beaker and Popkiss aboard, and pretty soon the engine runs out of control. I can’t be sure, but the back projection in the cab may well be the famous BBC interlude film London to Brighton in Four Minutes. As the train hurtles towards Brighton, Masterspy and Zarin drive there hoping to see the big explosion it will cause. (As with The Lost City, the Andersons really seem ignorant of all the health dangers associated with proximity to a nuclear detonation – even allowing that Masterspy wouldn’t be foolish enough to actually be standing at ground zero. If I knew that a nuclear bomb was about to go off in Brighton, I’d be making all haste to somewhere like Edinburgh…)

Beaker is unable to stop the train, so calls Mike on the radio. The time scale of the episode seems to stretch out here somewhat. Despite there being only minutes to impact, Mike has time to question the receptionist about “Mr Masterspoon” – then to track Masterspy’s car. And here, Beaker’s electromagnet finally comes into its own, as Mike uses it to pick up the car and deposit it on the top of a tv transmitter mast, where he leaves the villains to cool off. Thus precariously balanced, Masterspy and Zarin are left having to lean backwards and forwards to try and keep the car from toppling. Supercar then races after the train, and Mike again uses the electromagnet to grab hold of the engine. Then he fires reverse thrust, and manages to draw the train to a halt just as it pulls up to the buffers in Brighton station.

So overall, a good start to series 2. Despite some slight changes in style and outlook, we’re not really feeling the absence of the Woodhouses yet. Masterspy and Zarin come back in an espionage plot, and get a suitably comical comeuppance; and the carefully demonstrated application of science saves the day. Let’s see where we go from here...


Tuesday, 28 June 2011

Anderthon: Satisfactory... Most Satisfactory...

Supercar
episodes 23-26

The Lost City

It's another script from the pens of Gerry and Sylvia, and this one demonstrates perhaps most clearly how their approach differs to that of the Woodhouses. It's no dream sequence or jungle comedy, this is a straight down the line adventure story - but unlike the Woodhouses' reasonably well thought-out crime and espionage tales, what we get here is tacky pulp sci-fi. I wonder if this is how the Andersons saw their creations – not worth expending any thought on, at least not on the scripting side of things? Far more interested in the visuals and technical innovations, and seeing the story as merely a framework to hang all that wizardry on. (And here, once again, I'm reminded of how writers seem to be very minor cogs in the Anderson machine, and often overlooked by the fandom.) I'm also interested by the fact that, despite working for a civilian outfit, Mike suddenly and without explanation seems to have acquired a uniform. He's now kitted out with a huge peaked cap, complete with a Supercar logo badge fixed to the front. Actually, it makes him look like a milkman, but it does seem to establish the sort of futuristic military look that will typify the Andersons' creations for the next several years.

Anyway, Mike and Beaker are off to the Antarctic on a scientific expedition, with Mitch and Jimmy along for the ride. Flying over South America, Supercar goes out of control and into a dive. Fortunately Mike regains control just before hitting the ground. They find themselves amid the ruins of an ancient city, which fascinates Beaker enough that he doesn't seem to mind missing Antarctica. Mike and Beaker stumble upon a hidden lift, which whisks them down into a secret base beneath the ruins, manned by some rather flimsy-looking robots. At the heart of it all is a man Beaker recognizes – an English scientist called Professor Watkins who disappeared about ten years before. He's a sort of wannabe Bond villain, and true to form, he locks Mike and Beaker up and proceeds to explain his operation to them. Somehow he's built himself this base, an army of robots and a collection of nuclear missiles. His masterplan is to fire one of these at Washington DC. Quite apart from glossing over how he could afford to do all this, the script offers no clue whatsoever about his motivations. He's just a nutcase. (At least Blofeld was out to blackmail the world powers with the threat of nuclear destruction.)

Watkins sends a robot to the surface to capture Jimmy and Mitch – but they're able to destroy it with Popkiss's radioed assistance, by charging Supercar's engines to overload and catching the robot in the blast of the jets. Meanwhile, Mike and Beaker realize that the robots only respond to Watkins's voice, so Beaker reveals another of his myriad talents: mimicry. He impersonates the Professor perfectly, and gets the robots to release them. As they make their escape in Supercar, the writers at least allow Beaker to use science to save the day – realizing that it was the radio guidance beams for the missiles that originally jammed Supercar's controls, he's able to use the vehicle's radio to deflect the nuclear missile from its original course, and send it crashing back on top of the lost city – presumably destroying Watkins, robots, base and all. (And yes, needless to say, there’s stock footage of a mushroom cloud.) Supercar is bathed in a very harsh white light, effectively suggesting the flash of the explosion – I’m rather surprised our heroes aren’t blinded in fact. I'd also be rather worried by the ecological effects of a nuclear detonation in the middle of the Amazon, but where would an Anderson show be without a gratuitious big bang? Hey, at least Washington was saved...


The Magic Carpet

Beaker has come up with two new inventions – a hand-held miniaturized control console, which enables them to operate Supercar by remote control; and an engine noise suppressor which means the jets can fire with little more than a rush of air. I've got the feeling that both of these are going to come in useful in the next 25 minutes. Mike and Beaker are testing these outside the lab when Popkiss comes out waving a newspaper – the news is that Prince Nurid Hassan of Karrakhan is grievously ill. His country is almost cut off from civilization, and only Supercar can reach the Prince with life-saving medicines. Jimmy seems excited by the thought of flying off on a mercy mission to help a distressed foreign noble. If you recall, he wanted to do the exact same thing for the Princess Caroline of Bavania, and Popkiss flatly refused, saying it wasn't their business to interfere in the affairs of other nations – and forcing Jimmy into the dreaded dream sequence. I wonder what's happened to change the Professor's tune on this occasion.

As the episode unfolds, we actually see that this episode bears more than a passing resemblance to Flight of Fancy. Again there's a corrupt official trying to get rid of the rightful ruler and claim the throne for himself. The regent, Alif Bey, is simply waiting for Prince Hassan to die, relying on Karrakhan's remoteness to ensure that no outside help can reach him in time. It seems that there's nothing wrong with Hassan that modern antibiotics can't cure, but Alif claims the medicines simply aren't available. To legitimize his claim to the throne, he's planning to marry Hassan's sister, Princess Medina, the next day. What's interesting here is to note the choices this episode makes differently. Rather than a fairy-tale European kingdom, we get an isolated Middle Eastern sultanate, the sort of realm that would still have existed in 1960 (and familiar to viewers from things like Danger Man) – and the adventure is resolved with the usual mixture of science and ingenuity. It's as if the Woodhouses are subtly winding their employers up, saying this is how to do the story properly, without resorting to dream sequences and wise-cracking monkeys.

Arriving in Karrakhan, Supercar is initially mistaken for a magic carpet by a superstitious guard. Mike and the team are locked up by Alif Bey to prevent them from helping Prince Hassan. Using the remote control and the noise suppressor, they're able to get Supercar to lift off in the courtyard and hover across to the Prince's window. Princess Medina then takes the medical supplies from the cockpit and uses them to treat her brother. (see, I said those gadgets would prove important – the writers taking giving us a real Chekhov’s gun here.) The only witness to all this is the comedy guard: hearing the gentle whoosh of the suppressed engines, he thinks the foreigners have escaped on their magic carpet – but every time Alif looks into the cell, he can clearly see Mike and Beaker sitting down playing chess! With Hassan on the road to recovery, Mike sets about getting them free. Mitch climbs out through the bars and tries to find a file in Supercar's toolkit – cue some comedy business as the monkey repeatedly picks up the wrong tool. (Strangely, he seems to have reverted to being a dumb animal this week.) Mike and Beaker take turns filing through the bars, and then use knotted sheets to make an escape rope. In the morning, there's a tense stand-off between Mike and Alif Bey before the recovering Prince Hassan arrives to have his treacherous regent arrested.


The White Line

Rather a neat little crime thriller, albeit with a few gaping plot holes. Scotland Yard are baffled by some armoured car robberies occurring on a quiet stretch of road, with deliveries of gold bullion being snatched. Now I don’t know about you, but that sentence conjures up in my mind a huge van with reinforced sides, wire mesh over the windows, and a couple of hulking blokes in body armour and crash helmets driving it – and the robbery something like the opening scene in the movie Heat. Well, it seems in 1960s Britain, an armoured car was a normal family saloon being driven at night by a lone guy in an ordinary suit – but at least he’s got a (slightly) strong box on the front seat containing the gold. It’s emblazoned with the logo “Safe T Cars”, presumably the name of the company offering this courier service. Somehow I don’t think they’re going to be driving Securicor out of business. Once we get past the fact that the victims are leaving themselves wide open, the plan here is rather ingenious. The opening shots are of a look-out waiting beside a phone box, watching real film of a car’s headlights going past – with some lovely camerawork and a groovy jazz soundtrack. The look-out sends up a flare, and the villains up ahead go to work. They roll out special carpets that cover the road markings, and another that lays down fake markings leading to the edge of a ravine. Since a man driving on an unlit road at night will follow the white line, they’re leading the bank couriers to their doom. (Well, actually no one dies – after the cars plunge into the ravine, the villains capture the driver and lock him up in their hideout, an abandoned country house.)

Scotland Yard call in the Supercar team. As soon as he’s heard the tale, Mike instantly guesses it must be the work of the Chicago gangsters Joe and Maxie Hoyle. (I’m not quite sure how he came to this conclusion – it turns out he’s right of course – maybe he reads a lot of true crime magazines…) Mike and Beaker agree to help by transferring some bullion across London in Supercar – I’m not sure why, given the original robberies didn’t happen in London. When they arrive at the Bank of Kensington, they take the gold down in the lift to the vault, only to discover the Hoyles waiting for them inside. They take the gold, and leave Mike and friends locked inside the vault. (And there’s the gaping plot hole I mentioned – not only do there appear to be no guards in the bank, apart from a single police inspector, but if the Hoyles could get into the vault so easily, why didn’t they come back later and take the gold when there was no one else about?) Anyway, after this little upset, Mike decides to go back to a more sensible plan – following the routes of the armoured cars and finding out how the villains are doing it. So with Beaker driving the route, Mike, Mitch and Jimmy scout ahead in Supercar. Seeing the lookout’s flare going up, Mike uses the “clear view” system to watch the false road markings being laid out. He’s unable to warn Beaker though as the Hoyles appear and shoot off Supercar’s radio aerial with their tommy-guns. Mitch gets out of Supercar and decoys the gangsters into a chase around the woods, giving Mike time to get airborne again. Then Mitch leaps from a tree onto the back of Supercar, hanging on as Mike races to stop Beaker going over the ravine. Eventually, Mike has to land Supercar in Beaker’s path, and the scientist manages to pull up just in time. Realizing the game is up, the Hoyles try to make a getaway with their bullion – unfortunately, they fall into their own trap, following the fake white lines into the ravine! (And amusingly, it’s not their truck that goes over the cliff in the model shot, it’s a repeat of the car from the opening sequence – it’s a bit like ITC’s infamous white Jag…)


Supercar “Take One”

Professor Popkiss is away on holiday, but Beaker feels he can operate the console perfectly well on his own. Unfortunately, as Mike launches on one of his test flights, Beaker forgets to open the roof doors, resulting in a lot of wreckage falling into the lab, and amusingly a Supercar shaped hole in the roof. Supercar itself is made of sterner stuff, and only requires a bit of repainting. Later, Beaker takes delivery of a movie camera, which he’s planning to use to make film records of his experiments. But Jimmy persuades him to make a sort of home movie about Supercar. Beaker turns out to be a bit of a Stanley Kubrick-style perfectionist, making Mike go through 104 takes of charging up Supercar’s engines. Jimmy is the clapper-loader and Mitch acts as sound man. Beaker really gets into it, filming action sequences of Supercar in flight, and even underwater. (He’s wearing a full diving suit to operate the camera of course.) Beaker sends the film away to be developed, but when it comes back, the team are shocked to find it contains film of naval manoeuvres and secret plans for a nuclear power source. They’ve been sent the wrong film by the developers! The film has come from Satellite Film Productions in New York, which Beaker realizes must be a front for an foreign spy ring. They decide to fly to New York to investigate – but first Beaker insists on changing into a bowler hat and grabbing an umbrella. I’d say he was trying to emulate John Steed, but The Avengers had barely started by this time. As they prepare for take-off, Mitch reminds Beaker to open the roof doors this time. Worth his weight in gold, that monkey.

Arriving in New York, they land on top of the skyscraper that contains the film company’s offices. Beaker goes down to pay a visit, with Mike preparing to follow if he doesn’t return within half an hour. I was slightly disappointed, given the similarity of the setting, to discover that the villains of the piece weren’t Masterspy and Zarin – it might have been fun to see them again for the last episode of the series – and indeed, I realized then that (aside from the dream episode) they haven’t been seen for a whole thirteen episodes now. Instead, we meet Herman Gredenski and his glamorous assistant Miss Devenish, who are running the spy ring. Miss Devenish tricks Beaker into sitting in a certain chair, which is on top of a trap door – which deposits him via a chute into a strong room below. Inside, he finds the secret files of the spy ring. When Mike comes looking for Beaker, he’s also tricked into sitting in the booby-trapped chair. (Miss Devenish is so ridiculously insistent that it has to be that particular chair, you wonder why neither of them was the slightest bit suspicious of her motives.) Nevertheless, as Mike is deposited down the chute, he comes face to face with Beaker’s coolest moment in the entire series: leaning nonchalantly on a filing cabinet, he tells Mike he’s late. (“I expected you seven minutes ago.”) Now we discover that Beaker’s costume is not merely for decoration. The crown of his bowler hat conceals a radio (as indeed did John Steed’s some years later – I wonder if the writers of The Avengers took any pointers from this episode?) He calls Jimmy – who says Beaker sounds like he talking through his hat! – and tells him to call the police. Then Gredenski tries to kill his visitors by pumping deadly gas into the strong room. Fortunately, Beaker’s umbrella conceals a drill which he uses to drill out the lock. The two rush back up to the office, where Miss Devenish is being menaced by Mitch, whom she believes is an escaped gorilla. Beaker tells her that he’s in fact a very intelligent chimpanzee. So there we are – one thing Beaker’s not good at is primatology, if he can’t recognize the difference between a chimp and a monkey. (Come on, Mitch has got a tail!) With the police on their way, Gredenski and Miss Devenish announce they have a secret way out of the building – but Mitch activates the trap door and deposits them down into the strong room! (Except, wait a minute, Beaker drilled the lock out – so they’ll be able to escape and make use of their secret exit…)

This final episode is another script by the Andersons. It’s probably the best of their episodes so far. Aside from the incongruity of the secret agent version of Beaker, it’s certainly entertaining and amusing, although it does rely on convenient use of gadgets rather than the well-reasoned application of science and technology that the Woodhouses tended to employ. So it’ll be interesting to see how the second series develops, as sadly we’ve seen the last of the Woodhouses. Having discovered they can write their own scripts, Gerry and Sylvia don’t bother to invite them back. (I’m not sure if there’s any pattern in these things, but it’s odd how the chief writers seem to drop out of these shows – remember how Phil Wrestler disappeared before the end of Four Feather Falls?) If it weren’t for the DVD documentary, I doubt I’d even be aware of the major contribution that Hugh and Martin made to the series. (They get precisely one mention in Gerry Anderson’s authorized biography for example.) But it’s more than that: as I said before, by demonstrating what these fabulous machines could be used for in a civilian context (impossible rescue missions and the like) – rather than just employing them for military use as the Andersons will do in many of their subsequent shows – the Woodhouses have practically set up the premise of Thunderbirds.

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.