Showing posts with label From the Archive. Show all posts
Showing posts with label From the Archive. Show all posts

Friday, April 17, 2020

Memory Bank: The Bermuda Triangle






As you no doubt recall, the Bermuda Triangle is an area in the North Atlantic Ocean where -- across the long decades -- many ships and planes have allegedly disappeared without a trace.  Stories of such vanishings were being reported as early as 1950, but it was during President Carter's 1970s that America’s obsession with this “cursed” area of the sea really took hold on a colossal scale.



One of the most famous stories involving the Bermuda Triangle involves the disappearance of a training mission consisting of five Avenger fighter planes in December of 1945.  To this day, the planes have not been located, and there are reports that the pilots reported “green smoke” or mist before they literally went off the radar.  If you saw Steven Spielberg's Close Encounters of the Third Kind (1977), you'll remember that film's explanation: alien abduction in the Bermuda Triangle!

As the 1960s became the 1970s, several authors began writing about the vanishing of Flight 19 and other strange incidents in The Bermuda Triangle (like the 1881 case of the Meta).  Interest began to rise. 

In 1969, author John Spencer published a book called Limbo of the Lost.  And in 1974, two additional texts on the subject were published Richard Winer’s The Devil’s Triangle and Charles Berlitz’s The Bermuda Triangle, the latter of which became a best-seller, moving over twenty-million copies world-wide.

After those successes in print, the floodgates opened in terms of visual media.  TV movies such as Satan’s Triangle (1974) starring Doug McClure and Kim Novak, and Beyond the Bermuda Triangle (1975) starring Sam Groom, Dana Plato and Fred MacMurray soon began terrifying at-home audiences.   

The most memorable and weirdest of these 1970s TV-movies, however, was likely Rankin-Bass’s The Bermuda Depths (1978), starring Connie Sellecca, Burl Ives, and Carl Weathers. The plot concerned a giant turtle, a mysterious woman from the sea named Jenny, and the Triangle itself.


Not to be outdone, several ambitious filmmakers began to produce documentaries on the subject of the Bermuda Triangle.  Sunn Classic Pictures -- the Utah outfit behind In Search of Noah's Ark (1977), The Lincoln Conspiracy (1977) and In Search of Historic Jesus (1979) -- released The Bermuda Triangle in 1979, but that was relatively late in the game, following efforts such as The Devil’s Triangle (1974), narrated by Vincent Price, and Secrets of the Bermuda Triangle (1978).

On television, the subject was all the rage as well.  An episode of the Saturday morning series Jabber Jaw -- basically Scooby Doo with a talking shark instead of a talking dog -- in 1976 aired a story called “The Bermuda Triangle Tangle.”  Lynda Carter's Wonder Woman got into the act as well with “The Bermuda Triangle Crisis.”  

Most notable of all, however, was The Fantastic Journey (1977), a short-lived sci-fi series about a group of students who plunge through a green cloud in the Bermuda Triangle and end up on an island that straddles all periods of time.  The series starred Jared Martin, Ike Eisenmann, Katie Saylor, Carl Franklin, and Roddy McDowall.

Even non-fiction programs such as Nova (“The Case of the Bermuda Triangle”) and the Leonard Nimoy-hosted In Search Of (“The Bermuda Triangle) in the 1970s featured stories about the mysterious realm where people and vehicles would disappear from the face of the Earth.


I remember from my childhood that tales of the Bermuda Triangle absolutely fascinated the hell out of me.  

It was a mystery that could have involved time travel, aliens, or even monsters.  It was a promise, implicitly, that we had not yet learned everything about the world, and that, in some dark, mysterious realms…the impossible could still exist.     I still love the idea that we haven't explored everything, and that great mysteries still require our attention.

Of course, there a million things that could explain the various Bermuda Triangle disappearances over the years in different, more science-based terms.  But isn’t the idea of a “Devil’s Triangle” a lot more fun, spooky…and downright imaginative?  

Readers, viewers and filmmakers in the 1970s certainly thought so... 

Wednesday, June 19, 2019

Memory Bank: Zombies (1983)



One of the greatest (and coolest) video games I ever played on my old Atari 800 in the 1980's was Mike Edwards' Zombies (BRAM Inc; 1983), later re-released by EA in 1984-1985 as Realm of Impossibility.

This game was available on both cassette (!) and floppy disk, but my memory is that I played the game on disk.  It was so long ago now, I'm not entirely certain about that detail, however.

Regardless, my father was vice principal at Mountain Lakes High School in New Jersey, and was close friends with a 1980's Atari guru, one who was outfitting the school with a number of computers as the PC era began in earnest.  One day, out of the blue, my Dad arrived home from school (on his motorcycle...) with a bundle of video games on disk and cassette.  I had never heard of any of these games, but it felt like Christmas morning.


They had titles like Blue Max, Trains, Murder on the Zinderneuf, Bruce Lee, Astro Chase, B.C.'s Quest for Tires, Caverns of Mars, and last -- and best -- Zombies!

In Zombies, the goal was to recover the "enchanted crowns of the middle kingdom" from an evil wizard named Wistrik.  The cleric had apparently stolen the crowns and stored them in a variety of hellish dungeons where they were protected by rampaging zombies, giant spiders and poisonous snakes.  The realms had ominous, mythological-based names such as "Cankaya Keep," "The Abyss," "The Stygian Crypts," "Tartarus" and "The Realm of Impossibility."


Designer Edwards was inspired in part by his love of TSR's Dungeons and Dragons, as he wrote in the marketing booklet for Zombies. But he also wanted to get away from simple shoot-em-up games of the era.  Thus he devised Zombies with a few diabolical and genius twists.  

Among these were the fact that as a player you were not awarded multiple lives.  When you died...you died, and had to begin the game again.  

Secondly, there was no "elimination" of the supernatural enemies and vermin.  Instead, you had to drop crucifixes around yourself (while you ran...) as supernatural barriers to the surrounding threats.  Additionally, the player could acquire scrolls with spells such as "Freeze," "Protect" and "Confuse."  Believe me, these came in handy...

And thirdly, the game was two-player compatible, but the two players did not compete against one another.  Rather, they had to work together, in unison, to avoid the zombies and retrieve the crowns.  This made the game perfect for when my friends came over after school, or on Saturday afternoons, for surviving Zombies was an exercise in team work.


Zombies also featured, according to the promotional material: "3-D graphics, on-line instructions,"..."74 different screens, high-score save to disk, full sound and color, zombies, poisonous snakes, giant spiders, evil orbs, scrolls, talismans, magic spells, lost crowns and spectacular underground scenery."

On that last front, Zombies showcased unbelievable, M.C. Escher-inspired screens that, despite the young age of the form, were authentically mind-blowing in terms of viewer perspective.  I've written here before how I'd like to see a consistent set of aesthetic criteria applied to video games because I do consider them an art form. When I think about it, Zombies is likely the game that began me thinking along those terms, even as a teenager. The game was beautiful to behold, and completely immersing.  For instance, I remember (I hope correctly...) that when the zombies touched you during the game, your life energy would bleed away quickly, but also that the game screen would pop and crackle, like you had been struck by electricity.  If you ask me, I can still "feel" that shock, though of course, no such physical shock was actually delivered.  

I can't even begin to estimate how many hours I spent during my teenage years navigating Tartarus, the Stygian Crypts, or the Realm of Impossibility.  But it was a lot, I'm certain.  I have wonderful memories of playing this game with my best friends in high school.

The graphics may look primitive today, but the game play was absolutely incredible.

Makes me miss my Atari 800...

Monday, October 16, 2017

Memory Bank: Trick or Treat (For UNICEF!)



Given my penchant for horror films, it won’t surprise you to learn that Halloween is a big holiday at the Muir house. 

I still dress up with Joel every October 31st, and head out into the neighborhood collecting candy.  We have one amazing neighbor up the street who only gives out “movie”-style candy, giant, over-sized boxes of Raisinets and the like.  I pretty much have to muscle Joel out of the way to get to them.

Just kidding. I let Joel get the loot.

My love of Halloween goes back to my earliest memories in the seventies.  I grew up in Glen Ridge, New Jersey, a picturesque Essex County suburb, and the trick-or-treating there was pretty great.  Glen Ridge is a small town, so a kid could cover a lot of ground in one night, if he or she was willing to do a lot of walking.  

My sister and I would get started on Halloween at about 4:30 pm (in costume), trick-or-treat for an hour, eat dinner, and then go back out and trick-or-treat until nine o’clock at night.  

Then, we’d return home, dump our bags out on the kitchen table, and assess the sweet loot.  For many years, it seemed, we went trick-or-treating “for UNICEF” (United Nation’s Children’s Fund) as well, and I still remember carrying along those little orange boxes filled with change.

Part of the fun of Halloween in the 1970s involved those classic, if flimsy, Ben Cooper costumes, as my Pop Art post earlier today hopefully illustrates. One year, I went out trick-or-treating as Ben Cooper’s Steve Austin, the Six Million Dollar Man.  As you can tell from the photograph, however, I look more like President Ronald Reagan than Colonel Austin.  

Another year, I went out as Ben Cooper’s Darth Vader, and the next year, as the same company’s Cylon from Battlestar Galactica.  If I’m being honest, these costumes weren’t really very good, and certainly not “show accurate” to any degree.  And after a long night of wearing those masks, they always smelled like sweat.

I still went trick-or-treating in high school, and one year dressed up as Freddy Krueger.  I had an Indiana Jones fedora, a red-and-white sweater, a Freddy glove and a pull-over mask.   

Instead of focusing on trick or treating, however, I focused on scaring my sister.  I remember that I waited until it was about 8:30 pm, and I found a great perch at the nearby railroad tracks where we had often played as children. The tracks were near -- I kid you not -- a graveyard. 

As my sister crossed the railroad tracks on her return journey, I jumped out from behind a tall signal post and scared the heck out of her.  And man, was it fun.

It’s Halloween.  Everyone is entitled to one good scare, right?

Actually, I had my own bad scare one year while trick-or-treating in Glen Ridge. 

I think I must have been nine or so at the time.  I’m pretty sure it was the year I went out as a Cylon.  There I was in my costume, collecting candy in Glen Ridge, when I approached a large suburban house from the side. 

I should have stayed in the light, and out on the front walk. Instead, I ran up the side yard trying to beat the other kids.  I ran by a large hedge, and then quite unexpectedly fell into a seven or eight foot hole, dug right out of the yard.  It was quite a shock.  I remember wondering what the hell happened, but fortunately I was rescued after about a minute or so “buried alive” in that ditch. 

One good scare indeed!

Just two weeks until Halloween now, and I’m super excited to go out trick-or-treating with Joel. I’m probably going as Mr. Spock, as I often do. 

I’ll make certain, however, we both stay on the path, and avoid any ditches…or dream demons.

Saturday, September 09, 2017

Saturday Morning Cult-TV Blogging: Ark II: "Orkus" (December 18, 1976)


Our retrospective of Ark II comes to an end with this fifteenth and final episode, “Orkus.” 

Interestingly, “Orkus” is an episode that feels more like an installment of Logan’s Run: The Series (1977) or The Fantastic Journey (1977) than one from the Filmation series’ own catalog. It’s very much in the nature of a 1970's, prime-time “civilization of the week” tale.


Here, the Ark II team stops for repairs and investigates reports of pollution.  Unfortunately, Ruth and Adam fall prey to that pollution, and deadly toxins super-age them in a matter of moments.  Unless an antidote can be developed, Ruth and Adam will die of old age in mere hours.

Then, out of the blue, an imperious man named Orkus (Geoffrey Lewis) utilizes his high-tech powers to hijack the Ark and seize control of it.  Jonah matches wits with this duplicitous leader of a Utopian community ensconced behind a protective force field, and tries to free the Ark and save his friends. 

Orkus is virtually immortal, Jonah learns, and made so by his society’s super-computer, called “The Provider.”  Furthermore, Orkus requires Ark II’s power source to continue protecting his own people and city from the atmospheric pollution.  “We can only save ourselves,” he insists.  Also, as Jonah learns, Orkus and his people are actually responsible for the pollution in the first place.

Now Jonah must not only apply a cure for Ruth and Adam, but destroy the source of pollution, and transform Orkus’s society to one of more human dimensions.  Fortunately, he gets help from some of Orkus’s more independent-minded followers…


“Orkus” is a more hard-edged Ark II segment than some, albeit one with many familiar ingredients from 1960's and 1970's cult television.  There’s the super computer that governs a stagnant society (“Return of the Archons,” “Guardian of Piri,” Logan’s Run, “Turnabout”) and a disease that causes extreme, instantaneous old age (“The Deadly Years.”) 

In the end, order and “normal development” are restored, as immortality is destroyed (“The Apple,” “Guardian of Piri”), and something more “human” replaces it.  It’s not a particularly original episode, but it is fascinating to see the Ark II crew pitted against a dyed-in-the-wool liar and “black hat” like Orkus, for a change; especially with crew-members imperiled and on the verge of death.

With this episode, our retrospective of Ark II is complete.  The series’ strongest points remain the technology and production design, in my opinion.  The vehicles, sets, props and uniforms are all genuinely impressive, even today. 

Less impressive is the kind of loose-minded, indistinct “background” detail underlying the post-apocalyptic world of Ark II’s future.  

In Star Trek, episode wrap-ups would frequently see Captain Kirk noting in a log that Federation advisers, teachers or helpers were on the way to help a planet changed by the Enterprise’s visit.  Ark II could have used some of that specificity, particularly since Jonah and his people are trying to rebuild a world, and that agenda requires more than a cursory one-off visit to troubled villages and towns.


Yet the missions undertaken by Jonah and his crew are generally pretty loosely-structured, and there’s very little sense of follow-up or persistence.  Many episodes involve the idea that bad actors and evil-doers, once confronted with their anti-social behavior, will see the error of their ways and do right.  That is not a strong enough basis upon which to re-build a ruined world in my opinion.  

The series should have featured, at some point, back-up personnel helping to smooth transitions and usher in the positive changes first initiated by Jonah and his team.  Also, I would have found it fascinating to feature a story in which Jonah and the others run across a villain who won’t back down, but only doubles-down, thus forcing them to confront their “non-aggressive” mission strategy and actively fight.  In other words, I would have liked to have seen a stronger test of the protagonists’ values.  

I must confess: this is the very thing that bothers me the most about Star Trek: The Next Generation. It’s easy to preach noble values when you live in paradise; when you have a full stomach and the time to “enrich” yourself educationally and otherwise.  But what happens when you don’t live in paradise?  Then what?


Because of the series format, the Ark II team often over-matches the bad guys.  The vehicle’s crew has science, technology, knowledge and force fields on their side.  Accordingly, many episodes do not feature an adequate or deep sense of menace.  Thus the episodes that I remember best are those, like “Orkus,” which present a real challenge.  Other examples are episodes such as “Omega” (about a mind-controlling computer), “The Cryogenic Man” (about an entitled 20th century businessman) and “The Lottery,” which features a kind of “phantom zone” pocket universe where a tyrant banishes enemies.

Another highlight of the series is the episode “The Robot,” which features Robby the Robot as a learning machine, and includes an abundance of colorful character interaction.

Every Ark II episode carries a message about morality, and some adults may find this aspect of the series tiresome.  But if you remember the program’s original context – as a Saturday morning show for children – the didacticism is easily understandable.  I don’t have any problem with the moral framework of the series, and feel it’s an excellent program for kids to watch since it meditates on ideas about how best to “build” a better tomorrow.

Finally, I can’t help but feel that an adult-oriented Ark II would be a great subject for remaking today.  This is a “sci fi” world that could certainly stand some deepening and maturity, but which is already interesting and unique enough to merit interest from audiences. 

The problem, of course, is that probably not enough people remember the series in the first place.

Saturday, August 26, 2017

Saturday Morning Cult-TV Blogging: Ark II: "The Cryogenic Man" (October 23, 1976)



Ark II conjures up a surprisingly sharp and witty installment this Saturday morning with “The Cryogenic Man,” an episode guest starring Gilligan’s Island actor Jim Backus -- Thurston Howell himself -- as “Arnold Pool.”  Pool is a twentieth-century business tycoon awakened into the twenty-fifth century, along with his assistant, Norman Funk (John Fiedler).

In “The Cryogenic Man,” Jonah, Ruth, Samuel and Adam revive these two men from five hundred years in the past, and the episode pauses first for a Planet of the Apes joke.  Upon seeing Adam, the talking chimpanzee, Pool exclaims “Good grief, we’ve been taken over by apes.”

After that nice self-reflexive bit of humor, the tale gets down to the meat of its social commentary.  Pool takes one look around the primitive village that represents his new home and asks: “Where are the high rises?  And the shopping centers?  Where are the stores?”  These are the things that a rich man of the twentieth century misses first, the teleplay notes.

Then, Pool promptly asks the confused leader of the village whether he is a “Democrat or a Republican.”  Ruth’s answer is charming and forthright: “There are no Democrats and Republicans anymore…”


Even though he’s awakened into a new and post-apocalyptic world, the entitled Pool believes he can still buy happiness with his vast fortune.  He offers the villagers cold hard cash (ten dollars an hour) to build him a big new house in the center of town.  Naturally, they’ve never even seen money. 

They’re a sick group,” Pool notes condescendingly.  “They don’t know what money is.” 

Before long, Pool learns that the villagers are starving, and can’t grow food successfully because of contaminated soil.  The problem is that their village stands on the location of Pool’s old industrial factory, where he produced a product known as Pool’s Power Plant, a kind of “miracle grow” for vegetation. 

Unfortunately, as Ruth confirms, the product is actually a toxic chemical; one harmful to human beings.

Rather than accept the facts, Pool derides the Ark II crew as “bureaucrats” not “scientists,” and warns that bureaucrats will always take “food” from people’s mouths.   He then instructs the villagers to trap Ruth and Jonah in the cryogenic chambers.

While Samuel and Adam attempt to rescue Ruth and Jonah from their enforced slumber, Pool starts up his factory, and it begins to spew poison into the atmosphere, thereby creating another serious problem.


Finally, the Ark II crew shuts down the factory (with a well-placed laser blast), and Pool promises to change his ways; to think about ecology, not just making money. 

At episode’s end, Jonah notes in his log that we can either “make the same mistakes over and over again…or learn and grow.”

“The Cryogenic Man” is particularly prescient in understanding a dynamic that we are, alas, all too familiar with today.  A businessman who stands to make vast sums of money wishes to deride “scientific findings” as socialist “bureaucracy” and ignore hard evidence…with the safety of the community endangered as a result of his selfishness. 

I guess Ark II saw the same problem in 1976, and made this episode in response.  But it’s discouraging that we haven’t taken many steps to change the problem in the intervening thirty-six years.  It’s one thing to be in favor of capitalism, another entirely to be in favor of irresponsible, unfettered capitalism.  One person’s right to personal wealth ends, I submit, when that quest harms another person’s right to breathe clean air, or drink clean water.   


But overall, today’s world suggests that Jonah’s belief that we can “learn and grow” has not yet come to pass in the real world.  Instead, we seem to be making the same mistakes over and over.

In terms of Ark II, this episode’s wholly unexpected sense of humor leavens the didacticism a bit. The writing here is clearer and edgier than many installments, making this one of the series’ smartest entries.

Finally, the idea of a money-hungry, irresponsible businessman awaking up in a future sans capitalism is an idea that also appeared on Star Trek: The Next Generation (1987 – 1994), in the first season finale, “The Neutral Zone.”

Next week: “Don Quixote.”

Saturday, August 19, 2017

Saturday Morning Cult TV Blogging: Ark II: "Robin Hood" (November 6, 1976)


This week, Ark II takes a step down in interest and excitement from “The Robot” and “Omega,” the two previous series entries.  Here, the titular vehicle and its crew enter Sector 25 to investigate reports of “hunger and widespread unrest.”


The team soon discovers that a group of outlaws have modeled themselves on the mythical Robin Hood and are fighting in Sector 25 an evil tyrant named Lord Leslie.  At first, Jonah is amused by the strange conflict and personalities the Ark II encounters.  He puts up a force field barrier between opposing armies during one battle.  But then, Lord Leslie captures the Ark II and Jonah’s crew is taken hostage.

While hoping to convince Robin and his merry men that “robbery isn’t the answer and neither is violence,” Jonah nonetheless requires their assistance if he is to retrieve the ark and its personnel.  

Fortunately, Jonah also has help – of a sort, anyway – from inside the Ark II.  The intelligent chimpanzee Adam has been taking driving lessons and, in a slapstick comedy scene, takes the craft on a wild joy ride, all the while firing lasers and even doing an embarrassed face palm.

Soon Jonah reclaims the Ark and the local villagers reject Lord Lesley.  Now Robin and his men will have to build a better society together, and Jonah marvels at how difficult it is to “keep the Lord Leslies of the world at bay.”

“Robin Hood” is a weird and borderline amusing episode of Ark II.  The idea of post-apocalyptic people taking on the characteristics of a hero from literature doesn’t seem that farfetched given other examples of this genre, like Star Trek’s “A Piece of the Action,” which saw an alien culture model itself on a book about the Chicago Mobs of the 1920s. 


But one of the more interesting and bizarre images to come out of Ark II is certainly “Robin Hood’s” visual of Lord Leslie’s flamboyantly-dressed minions riding trikes in the desert. It’s like The Road Warrior meets the Crusades…in the Planet of the Apes Forbidden Zone.

Also, this is also the only episode (at least thus far) to devolve into out and out slapstick humor, as Adam drives the Ark II into danger.  It’s a unique experience to watch the huge Ark moving erratically, knocking things over, and otherwise proving a real road hazard.  By the same token, these scenes reveal just how difficult it is to maneuver this unwieldy (but gorgeous…) cult-tv vehicle.  The Ark II is huge, and doesn’t look like it corners very well…

Next week: “The Cryogenic Man."

Saturday, August 12, 2017

Saturday Morning Cult-TV Blogging: Ark II: "Omega" (October 9, 1976)



“Omega” is one of those more-interesting-than-usual installments of the 1970s Filmation Saturday morning series Ark II.  

The reason that this episode is more intriguing than most segments is that it -- like “Robot” or “The Lottery” -- features a specific science fiction concept other than just the one featured in the premise; that of a post-apocalyptic world.  In this case, that concept is a villainous, sentient super-computer, a Colossus for the Saturday morning set. 

Here, the Ark II team runs afoul of perhaps the most powerful nemesis it has yet grappled with: a super computer “built by a society that no longer exists.”  The super computer -- re-activated in a primitive village three weeks earlier -- is called a “checkpoint” device, model “Omega.”  And, in addition to its other functions, the machine can easily dominate and control human minds.  Visually, Omega resembles the Monolith from 2001: A Space Odyssey (1968).


As the episode begins, a kindly grandfather (played by Harry Townes), realizes that his daughter Diana, portrayed by a very young Helen Hunt, is now under the control of Omega.  Thus, Jonah and his team set out to de-activate the machine and free her from machine enslavement.  Unfortunately, Omega proves so powerful that Samuel begins to fall prey to its commands too.  He rejects Jonah as leader and serves Omega instead.

Jonah attempts to defeat the super computer by executing a series of “chess” moves designed to destroy the device.  Finally, even that strategy isn’t enough, and Jonah himself nearly succumbs to the machine’s wishes.  Finally, it is Adam the chimpanzee – whom Omega has derided as some kind of strange animal – who is able to pull Omega’s plug.


After the computer is defeated, Jonah notes that Omega will never again be able to impose “de-humanizing ideas” upon mankind.  Specifically, he’s referring to the idea that Omega has made all the elders of the local village the slave to youngsters, like Diana.  As Omega reports early on, “young minds are quicker” to accept him.

I enjoyed this episode of Ark II, because drama works better, in my opinion, when heroes are outmatched or over-matched by villains. And that’s the case here. The high-tech Ark II crew is nearly defeated by the high-tech machine.  Omega thus proves a powerful and insidious force and infuses the episode with a welcome sense of menace.  I also enjoyed seeing Harry Townes play a crucial role here -- as a fearful would-be-slave of a super computer -- since he played a similar character in Star Trek’s “Return of the Archons” back in the mid-1960s.

Saturday, August 05, 2017

Saturday Morning Cult-TV Blogging: Ark II: "The Robot" (October 2, 1976)





This week on Ark II, Robby the Robot of Forbidden Planet (1956) fame guest stars as Alpha 1, or “Alphie,” in “The Robot.” 

Samuel has been working on the construction of this highly-intelligent machine for four months, and he puts the finishing touches on Alphie just as the crew stops lake-side in Sector 9, Area 15 to enjoy a picnic.  Unfortunately, Alphie -- like most young children -- is prone to accidents and clumsiness, and Captain Jonah has a difficult time trusting him.

After Alphie snaps off the knobs of the Ark II’s mapping computer, Jonah orders the machine shut down while the team investigates a strange “sickness” in a nearby village.  Alphie begs not to be de-activated, because he believes he can help resolve the problem.  When Jonah won’t acquiesce, Alphie breaks free of restraints, knocks-out Samuel, and heads out into the wilderness to act on his own.

It turn out that Alphie is right.  As the robot learns from a girl named Nestra, all the villagers are suffering from exposure to a toxic gas, one which turns them into vacant, zombie-like sleep-walkers. Alphie discovers the source of the leak in a nearby crevice, but finally must sacrifice his very life to seal it up and save the humans.


After Alphie’s noble act, Jonah realizes he was wrong to harshly judge the robot.  As Ruth notes at one point, “robots make mistakes…but so do people.”

Along with “The Lottery, “The Robot” is likely one of the best and most enjoyable episodes in the Ark II series catalog.   The writers, Len Janson and Chuck Menville, along with director Ted Post, really bring their best game on. 

There’s a real vibrancy to this installment (at least compared to others), in part because there’s more banter between the characters here than in all the other episodes combined.  They joke, tease, laugh, and show real ease with one another.  Who are these people?

Perhaps even more importantly than the new-found esprit de corps, not everyone is nice all the time in this episode.  Jonah is still the good guy captain, but he reveals impatience and temper with Alphie.  That doesn't make him evil, it makes him human.  


Samuel, meanwhile, displays powerful emotions when he realizes that his creation has died heroically.  These are welcome colors that the characters could have used on other occasions too, so that they wouldn’t always seem so perfect…and cardboard. 

Visually, "The Robot" is well-vetted.  The show opens with some new footage of the Ark II at an idyllic lakeside, for instance.  And Robby himself -- shiny and upgraded for his starring appearance here -- makes a great visual anchor for the proceedings.  It’s entirely possible (with apologies to the late Jonathan Harris…) that Robby is actually the best and most versatile guest star in the Ark II stable.  He gives a command performance hero, and his heroic death is actually pretty touching.

As usual, the weakest part of an Ark II episode involves the obligatory jet jumper, the rocket pack that Jonah wears to conduct reconnaissance in every darn segment.  It was interesting to see the jet jumper in action probably four or five times early on, but now it’s just a momentum breaker.  The jet jumper interludes inevitably slow down the narratives.

Finally, Ruth makes a comment in this episode that obliquely involves one of my curiosities about the show.  I’ve often wondered about the organization that built the grand Ark II, and whether the vehicle is the only one of its kind.  

In “The Robot,” Ruth notes “It’s the only ark we have,” which, on the surface, seems to suggest the Ark II is indeed a one-of-a-kind.  On the other hand, she may simply be referring to the crew.  It’s the only ark this crew has, in other words.  So we almost get clarity, and then we get robbed of clarity...

Next week: “Omega.”

Saturday, July 29, 2017

Saturday Morning Cult-TV Blogging: Ark II: "The Wild Boy" (September 25, 1976)


This week on Filmation's post-apocalyptic Saturday morning TV series Ark II,  Captain Jonah (Terry Lester) and his crew conduct a geophysical survey in Sector 14, Area 31.  The mission is to discover “rare minerals.”  But before long, a primitive-appearing young human, Isaiah (Mitch Vogel), interferes with their work, and Jonah is nearly trapped in a dark cave.


Local villagers warn the Ark II team that Isaiah is dangerous and that they plan to “put him in a cage and take him out to the great desert.”  Rather than allowing this exile to happen, the crew attempts to befriend the wild boy.  Isaiah is welcomed aboard the Ark  II vehicle and taught how to operate the craft's systems.  However, when Isaiah spots the recently mined crystals, he grows violent and angry, and runs away.

Soon, Isaiah's reasons are all too clear.  The crystals release a dangerous gas that sucks up oxygen, making the Ark II crew suffer from lassitude and fatigue.   While Jonah and Ruth go off to find Isaiah, Samuel loses control of the Ark II, and Jonah must re-board it while the great vehicle is in motion.


Isaiah reveals that his parents died in the cave where the minerals were recovered, and now he fears both it and the crystal.  Understanding this, the villagers make peace with Isaiah and welcome him into the family.  Jonah, meanwhile, arranges for the cave with the dangerous minerals to be permanently sealed.

The twin lessons on Ark II this week are “trust and affection can accomplish more than fear,” and, no less important, even evolved, peaceful folks like Jonah and Ruth can “still learn from those who haven’t had,” the same level of education.


In less didactic terms, “The Wild Boy” is a cool episode of this 1970's Saturday morning TV series for a few reasons.  

The first is that this story provides for the closest thing to a car chase we  get on the program's roster.  Samuel loses control of the Ark II, and Jonah and Ruth must catch up in the Roamer and board the craft in motion.  This sequence is well-shot, and amps up the action quotient of the episode and the series considerably.

Secondly, and I know this probably seems minor, but this episode features a great aft-to-fore pan of the interior Ark II set.  It’s one thing to see the set in close-ups, or in establishing shots.  It’s quite another to track the whole set, and see the breadth and scope of it.  It’s really an impressive design, and so far as I can discern, this is a new shot.

Next Week: Robby guest stars in “The Robot.”

Saturday, July 22, 2017

Saturday Morning Cult TV Blogging: "The Drought" (November 13, 1976)



In “The Drought,” the Ark II goes in search of a time capsule containing a pre-apocalypse “cloud seeder” to help avert a deadly drought in the nearby desert.  During the mission, Samuel programs the Ark II to run on voice control. 

 This proves a poor selection when the crew’s old nemesis, the scoundrel Fagon (Jonathan Harris) stages a trap for Jonah and steals the vehicle.


It turns out that Fagon and his gang of young “Flies” want the cloud seeder as well, and now, with Ark II, have the means to get it.  Unfortunately, Adam, Samuel and Ruth are all captured in the village of the time capsule by a primitive witch doctor who believes that the Rain God is angry with them.  He orders them to be sacrificed in “The Cave of No Return.” 

The young Flies want to help the kindly crew members, but Fagon refuses to join them.  Meanwhile, Jonah attempts to convince Fagon to give up possession of the high tech vehicle because “you can have everything in the world, but without anyone to share it with, you have nothing.”


Fagon helps to free the trapped crew members and show the witch-doctor the error of his ignorant ways. The Ark II continues on its mission, and this time, Samuel programs the vehicle to respond only to the voice commands of the vehicle’s crew.

Jonathan Harris guest stars here as the Ark II equivalent of Harry Mudd, a selfish, roguish man who proves a constant foil for the good-intentioned Ark II team.  What remains a little baffling about this episode is that Jonah and the others allow Fagon to attain a position of authority in the witch doctor’s community.  He promises to teach the villagers “irrigation” methods, but this is a variation of what he promised in “The Flies.”  There, he assured Jonah he would educate the wayward youngsters, but we see in this episode that he did no such thing.  

So why would Jonah trust him again now? 


There’s an old saying:  Fool me once, shame on you.  Fool me twice, shame on me.  There’s every reason to suspect that Fagon will remain just as foolish and selfish in the future as he has been in the past.   This is hardly “mission accomplished” and the unsatisfactory conclusion of “The Drought” only points out again the kind of amorphous missions that the Ark II conducts.   The crew’s goals and rules are not always clear or carefully established.  Accordingly, it hardly seems like good procedure to leave the untrustworthy Fagon in charge of an important project.

In terms of Ark II technology, this episode introduces the “magnetic force beam” -- a kind of tractor beam-- that Fagon utilizes in order to steal the cloud seeder.  He gains the knowledge by using the Ark II’s technical manual…which looks a lot like a script book.

Next week: “The Wild Boy.”

Saturday, July 15, 2017

Saturday Morning Cult-TV Blogging: Ark II: "The Lottery" (November 20, 1976)


This week on Ark II (1976), the post-apocalyptic exploratory vessel and its crew head into an area called “The Forbidden Zone.”  The Ark II doesn’t find a half-buried Statue of Liberty there, but rather a primitive community that has “squandered its resources.”  

Captain Jonah’s (Terry Lester) mission is to render aid to the community and help with the resource shortage. In particular, the society has run out of water.

As Samuel (Jose Flores) soon learns, the community in the Forbidden Zone is built on the ruins of an old, pre-apocalypse laboratory that once conducted experiments in "time and space."  

Now, the community's authoritarian leader, Kane (Zitto Kazann) exploits that old old experiment, ordering dissidents to “face the lottery.”  If they lose the lottery, they are sent off across a plain…where they disappear into another dimension…a rip in the fabric of reality.


Ruth (Jean Marie Hon) volunteers to travel inside the pocket dimension – a zone of mist and darkness – to rescue the dissidents, while Jonah and Samuel deal with the despotic Kane and his trickery.

In short, “The Lottery” is one of the most enjoyable episodes of Ark II I’ve yet watched, and that’s a direct result of the fact that the episode (by Martin Roth) contends with a strong sci-fi concept: alternate universes.  For once, the matter at hand is not simply teaching some poor, cowed villagers a lesson (although that element is also here), but reckoning with a compelling sci-fi mystery.

As a Saturday morning series, Ark II boasts a low budget, and if you look closely, that low budget is  apparent here.  The “alternate” dimension seems to be confined to only two people, Ruth and the dissident Steven (David Goldmund).  

And yet, the depiction is not entirely ineffective.  It’s actually frightening in a way, and the fact that we see so little of this "other world" contributes to the narrative's sense of anxiety, especially when it looks as if Samuel and Jonah can’t rescue Ruth.



The moral of the story -- and Ark II remains incredibly didactic in nature -- is that when faced with shortages, some planning is necessary.  Jonah delivers a lecture to the villagers that they “should have planned instead of doing nothing” when water first became scarce, while reminding Kane and his minion, Borg (Eric Boles) that they are not off the hook; that they set out to deceive and obfuscate rather than tell the truth about the lottery.  In fact, they discovered a new water source and were keeping it for themselves...

In some ways, “The Lottery” is a thinly-disguised remake of  an earlier episode called “The Slaves,” with the Ark II crew again seeing through the deceit of a tyrant (here Kane instead of Baron Vargas), but the addition of the overt sci-fi concept makes the episode a little more exciting, and adds a level of tension to the proceedings.  

Often times on the series, the Ark II crew seems free from peril.  They possess the technology and the vehicles and the know-how to always carry the day.  So the fact that Ruth is almost trapped in a dark dimension adds a new layer of danger to the storytelling this week.

Next week: “The Drought.”

50 Years Ago: The Food of the Gods (1976)

A pro-football player, Morgan (Marjoe Gortner) and two friends spend a weekend in the country and unexpectedly meet up giant animals in the ...