NoCelebrity
15-11-2009, 11:33 PM
Well, I pulled out my old copies to refresh my memories and decided to do summaries of the two episodes apparently being redone in the new "The Prisoner" 6-hour (vs. 17 hr.) beginning in ninety minutes here in the U.S. I will not do synopses of the new version, but I may refer to the original versions in my reviews. Here are the first two (and I may not do the rest!):
Episode One of The Prisoner (Original Series)- “Arrival.”
OPENING: Dis- Agent S.A.M. drives his classic McLaren (?) sports car “KAR 120C” to HQ to resign his commission in Great Britain’s most secret service. He pounds his fist on his superior’s table emphasizing his decision to resign the service for good.
Driving home to pack his meager belongings S.A.M. is shadowed by figures in a larger luxury coupe. A mystery gas is injected into his apartment, knocking him unconscious with the realization his escape has been thwarted. He awakes in a strange bed. He looks out the window to an unfamiliar, deceptively serene setting.
In the corner of his mind, S.A.M. realizes the game has begun, but what game? He is terrified, and excited at the same time. Confident in himself, he attacks the situation with vigor.
S.A.M. hounds the first person he meets with questions, an older waitress at an outdoor cafe. She answers each of his questions without hesitation while giving him no useful information.
Sent to a nearby phone, the operator asks S.A.M. “number, please.” Without a number, there is no information to be had. He walks through the empty streets to find an information booth. He presses a button and instantly a taxi arrives with a female driver in The Village Uniform.
“Where to?” she asks in English and then French.
“The nearest town!”
“We’re only local service...”
“Take me as far as you can...”
More questions, more evasions. Thirty seconds later his fare is postponed as he is dropped in front of a local shop with the ubiquitous, “Be seeing you.”
He asks for a map, and is given a simple map with lines of elevation and only vague generic descriptions and names on it. Nothing useful or recognizable. “A larger map, please.” This one is in color and has “The Village” on it.
Frustrated, he leaves the store as a good morning announcement comes across The Village P.A. system. He runs around and stops in front of his new apartment, with the name “No. 6” on a post by the door. The door opens automatically, he steps inside, and the doors shuts behind him. He looks out the window to see an older waitress running away, down some steps. A wooden doll on a writing desk with flowers bids “Welcome to your home from home.“
His phone with a “6” on it rings, the operator asks “Is your number six?”
“Yes...”
Number Two invites him to breakfast.
A light, choppy verse of “Pop goes the weasel” plays on his way to “The Green Dome.”
He pulls on the door signal to be greeted by a short balding butler wearing tails and is escorted to the central control room. A civil English breakfast is served as S.A.M./No. 6 is introduced to No. 2’s array of hi-tech gadgetry.
No. 2 is blunt. The information in No. 6’s head is both valuable and dangerous. “THEY” want to know a lot of things. 6 refuses to play games, but he can’t escape. A dossier is presented to him of one of his last missions. The number of photos is staggering. It becomes apparent even he became aware of the surveillance. “THEY” knew he was thinking of resigning. 6 gives no new information, except that he likes lemon in his tea.
2 sympathizes, reasons, bribes, subtly threatens, saying “Sooner or later you’ll tell me. Sooner or later you’ll want to.”
“I will not make any deals with you. I resigned. I will not be pushed, filed, stamped, indexed, briefed, debriefed, or numbered. My life is my own!”
“Is it?...”
“Yes. You won’t hold me.”
No. 2 attempts to prove otherwise, taking No. 6 for a helicopter ride above The Village pointing out all the amenities. A Social Club and a Graveyard. They land by the shore where the first crowd of people appears. Senior citizens engaging in all manner of retirement home activities. The P.A. announces todays flavor of ice cream (“Strawberry”) along with an ominous warning.
“There is a possibility of light showers...”
The Village is alive with activity. No. 2 argues with No. 6 across a courtyard. The people obey 2’s command to stop. A tiny white balloon appears in a fountain and rapidly inflates to track down a rebellious Villager. He is swiftly dealt with, disappearing with the balloon..
“What was that?”
“That would be telling...”
2 rejoins 6 and asks, “Well, how do you like it?”
“Charming...”
Taken to a sort of registration, 6 is told to take a chair. 2 sits in the only chair in the room. 6 leaves almost immediately.
A personal maid awaits 6 in his apartment, whom he quickly tells to get out. Soothing music plays, his apartment has been altered, a divider raises to reveal a kitchen and dining area. Notes are written in a diary. He destroys the speaker but the music continues. The maid returns, fearful, playing on 6 for sympathy, confiding in him. 6 sends her away again, knowing he is watched and the maid is playing from a script. A repairman arrives to replace/fix the speaker.
6 goes for a walk. Polite word games and a patrolling balloon. 2’s bald unnamed assistant directs security to collect 6. 6 defeats the guards, takes their motorized cart. 6 is eventually stopped and stunned by the balloon, picked up, and awakens in The Village Hospital. 6 asks another patient “Cobb” for information, who avoids answering. Perhaps “Cobb” is a victim like 6. The Doctor shows 6 various unorthodox treatments as he takes him to be examined.
2 watches the medical exam as he talks to his invisible superior. 6 is cleared to leave the Hospital in the morning, only to discover “Cobb” has jumped out the window to his death.
Upon his release, 6 heads straight for Number 2’s building. Number 2 has been replaced with a new Number 2. Files of facts and doublespeak. The game begins again. 6 is fed up with his new designation.
“Six of one, half a dozen of another...” 2 replies glibly. 2’s appraisal of 6 plays as he returns to his Village apartment. 6 leaves to follow a parade, a funeral for “Cobb.” A woman in tears gets 6’s attention. They meet again to discuss the plan she had with “Cobb” for stealing the helicopter.
She meets with 2 in the meantime as 6 picks up a game of chess. 6 sees her leaving 2’s building and is suspicious when she brings the electro-pass necessary to steal the helicopter. A balloon guards the helicopter, but 6 is able to enter it and fly off. 2 watches as his assistant takes control of the helicopter remotely and flies 6 back to the Village. The woman watches hopefully only to see 6 returned to the Village. The man who played chess with 6 tells her “We’re all pawns.”
“Cobb” and the new 2 bid each other farewell as the balloon escorts 6 back to his new home.
# # #
Episode One of The Prisoner (Original Series)- “Arrival.”
OPENING: Dis- Agent S.A.M. drives his classic McLaren (?) sports car “KAR 120C” to HQ to resign his commission in Great Britain’s most secret service. He pounds his fist on his superior’s table emphasizing his decision to resign the service for good.
Driving home to pack his meager belongings S.A.M. is shadowed by figures in a larger luxury coupe. A mystery gas is injected into his apartment, knocking him unconscious with the realization his escape has been thwarted. He awakes in a strange bed. He looks out the window to an unfamiliar, deceptively serene setting.
In the corner of his mind, S.A.M. realizes the game has begun, but what game? He is terrified, and excited at the same time. Confident in himself, he attacks the situation with vigor.
S.A.M. hounds the first person he meets with questions, an older waitress at an outdoor cafe. She answers each of his questions without hesitation while giving him no useful information.
Sent to a nearby phone, the operator asks S.A.M. “number, please.” Without a number, there is no information to be had. He walks through the empty streets to find an information booth. He presses a button and instantly a taxi arrives with a female driver in The Village Uniform.
“Where to?” she asks in English and then French.
“The nearest town!”
“We’re only local service...”
“Take me as far as you can...”
More questions, more evasions. Thirty seconds later his fare is postponed as he is dropped in front of a local shop with the ubiquitous, “Be seeing you.”
He asks for a map, and is given a simple map with lines of elevation and only vague generic descriptions and names on it. Nothing useful or recognizable. “A larger map, please.” This one is in color and has “The Village” on it.
Frustrated, he leaves the store as a good morning announcement comes across The Village P.A. system. He runs around and stops in front of his new apartment, with the name “No. 6” on a post by the door. The door opens automatically, he steps inside, and the doors shuts behind him. He looks out the window to see an older waitress running away, down some steps. A wooden doll on a writing desk with flowers bids “Welcome to your home from home.“
His phone with a “6” on it rings, the operator asks “Is your number six?”
“Yes...”
Number Two invites him to breakfast.
A light, choppy verse of “Pop goes the weasel” plays on his way to “The Green Dome.”
He pulls on the door signal to be greeted by a short balding butler wearing tails and is escorted to the central control room. A civil English breakfast is served as S.A.M./No. 6 is introduced to No. 2’s array of hi-tech gadgetry.
No. 2 is blunt. The information in No. 6’s head is both valuable and dangerous. “THEY” want to know a lot of things. 6 refuses to play games, but he can’t escape. A dossier is presented to him of one of his last missions. The number of photos is staggering. It becomes apparent even he became aware of the surveillance. “THEY” knew he was thinking of resigning. 6 gives no new information, except that he likes lemon in his tea.
2 sympathizes, reasons, bribes, subtly threatens, saying “Sooner or later you’ll tell me. Sooner or later you’ll want to.”
“I will not make any deals with you. I resigned. I will not be pushed, filed, stamped, indexed, briefed, debriefed, or numbered. My life is my own!”
“Is it?...”
“Yes. You won’t hold me.”
No. 2 attempts to prove otherwise, taking No. 6 for a helicopter ride above The Village pointing out all the amenities. A Social Club and a Graveyard. They land by the shore where the first crowd of people appears. Senior citizens engaging in all manner of retirement home activities. The P.A. announces todays flavor of ice cream (“Strawberry”) along with an ominous warning.
“There is a possibility of light showers...”
The Village is alive with activity. No. 2 argues with No. 6 across a courtyard. The people obey 2’s command to stop. A tiny white balloon appears in a fountain and rapidly inflates to track down a rebellious Villager. He is swiftly dealt with, disappearing with the balloon..
“What was that?”
“That would be telling...”
2 rejoins 6 and asks, “Well, how do you like it?”
“Charming...”
Taken to a sort of registration, 6 is told to take a chair. 2 sits in the only chair in the room. 6 leaves almost immediately.
A personal maid awaits 6 in his apartment, whom he quickly tells to get out. Soothing music plays, his apartment has been altered, a divider raises to reveal a kitchen and dining area. Notes are written in a diary. He destroys the speaker but the music continues. The maid returns, fearful, playing on 6 for sympathy, confiding in him. 6 sends her away again, knowing he is watched and the maid is playing from a script. A repairman arrives to replace/fix the speaker.
6 goes for a walk. Polite word games and a patrolling balloon. 2’s bald unnamed assistant directs security to collect 6. 6 defeats the guards, takes their motorized cart. 6 is eventually stopped and stunned by the balloon, picked up, and awakens in The Village Hospital. 6 asks another patient “Cobb” for information, who avoids answering. Perhaps “Cobb” is a victim like 6. The Doctor shows 6 various unorthodox treatments as he takes him to be examined.
2 watches the medical exam as he talks to his invisible superior. 6 is cleared to leave the Hospital in the morning, only to discover “Cobb” has jumped out the window to his death.
Upon his release, 6 heads straight for Number 2’s building. Number 2 has been replaced with a new Number 2. Files of facts and doublespeak. The game begins again. 6 is fed up with his new designation.
“Six of one, half a dozen of another...” 2 replies glibly. 2’s appraisal of 6 plays as he returns to his Village apartment. 6 leaves to follow a parade, a funeral for “Cobb.” A woman in tears gets 6’s attention. They meet again to discuss the plan she had with “Cobb” for stealing the helicopter.
She meets with 2 in the meantime as 6 picks up a game of chess. 6 sees her leaving 2’s building and is suspicious when she brings the electro-pass necessary to steal the helicopter. A balloon guards the helicopter, but 6 is able to enter it and fly off. 2 watches as his assistant takes control of the helicopter remotely and flies 6 back to the Village. The woman watches hopefully only to see 6 returned to the Village. The man who played chess with 6 tells her “We’re all pawns.”
“Cobb” and the new 2 bid each other farewell as the balloon escorts 6 back to his new home.
# # #