Doctor Who Project: The Sun Makers

Praise the company!

For all the humor, both intentional and otherwise, found in Doctor Who through the years, seldom does the series edge so deliberately towards comedy as in Robert Holmes’ “The Sun Makers” (Story Production Code 4W). Especially when juxtaposed with the rest of Season Fifteen’s dark, fear-tinged stories, this far future romp through an overblown capitalist dystopia comes across as tonally jarring—while also serving as a bit of a palate cleanser. It doesn’t always have to be moody horror and intergalactic conquest, after all; sometimes the Doctor and Leela just want to stir up a revolution of space cockneys and milquetoast bureaucrats.

Viva la Plutonian Revolution!

With the Fourth Doctor seemingly as incapable of piloting the TARDIS as William Hartnell’s First Doctor, our time travellers arrive unexpectedly on the ninth planet in the Solar System, which has not just a breathable atmosphere but also six separate mini-suns. Holmes makes no attempt to situate this story in Doctor Who‘s tortured canon of future Earth, whose fate has a more convoluted history than that of the Daleks. The Doctor seems utterly surprised by the state of Pluto, no less the engineering marvels than the dismal condition the humans there endure.

As an exercise in world building, “The Sun Makers” allows departing script editor Holmes to show off his prodigious narrative skills; through a few solid details, he creates a setting as rich and layered as in his other recent stories, “The Talons of Weng-Chiang” and “The Deadly Assassin.” Here, the human inhabitants of Pluto in the distant future toil under oppressive taxation on the necessities of life, with an extra levy on the overtime needed to pay for it all, just because. The nameless Company rules all, with profit the sole aim.

Endless Corridors in the Megropolis

Director Pennant Roberts, last at the helm of another atmospheric story, “The Face of Evil,” takes great advantage of location shooting in an industrial complex; the long, harshly lit concrete corridors, often framed in extreme long shot, give life to the Megropolis, the underground city where the last survivors of Earth toil in a warren of incessantly bright hallways. One can almost hear the infernal buzzing of the fluorescent lights. By contrast, the studio-shot scenes have a claustrophobic darkness to them that serves the story well, with executives being given the privilege of shade and shadow denied the working class.

Gatherer Hade and the Collector

Given the striking direction, Holmes’ story could easily—and powerfully—have been told straight, with the usual smattering of Tom Baker’s bon mots and pulled faces leavening the serious commentary on capitalism’s grinding treadmill, but Holmes and Roberts dive fully into camp, particularly as seen in the interactions between the human Gatherer Hade (Richard Leech) and the Collector (Henry Woolf), the avaricious ruler of Pluto who hails from the planet Usurius, a moniker worthy of inclusion in the Terry Nation Name Hall of Shame…

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Doctor Who Project: Image of the Fendahl

You know, I don’t think these cows know anything about the time scanner.

Set on contemporary Earth for the first time in six stories, Chris Boucher’s “Image of the Fendahl” (Story Production Code 4X) nevertheless ranges far back into the past for its antagonist—some twelve million years. While the Doctor and Leela confront mad scientists, evil cultists, and a gran with a mean handbag throughout the tale, their real foe turns out to be an ancient humanoid skull, dated some eight million years older than humanity’s earliest known ancestors. Being a skull, albeit one with a pentagram etched inside it, it doesn’t actually do much for most of the story’s four episodes, relying instead on the aforementioned scientists and cultists to carry out its nefarious plans. The gran, thankfully, turns out to be on the Doctor’s side.

The skull of the Fendahl

To Boucher’s credit, he keeps the audience guessing as to the source of the story’s danger, weaving multiple, broadly sketched plots in and out of focus, though all centered around the skull somehow. The resulting surprise when the various groups realize that they have been but puppets to the force within the skull comes as a refreshing twist on the otherwise tired tale of secretive covens bent on reviving their long-lost masters, as seen in “The Daemons,” “Pyramids of Mars,” and, most recently, “The Masque of Mandragora.”

Mad scientist hard at work

Doctor Fendelman (Denis Lill), a wealthy scientist, along with his associate—and part-time cultist—Maximillian Stael (Scott Fredericks), have been conducting experiments on the skull intended to examine the energy that he claims is locked within it. The “sonic time scan” they use generates a temporal disturbance so threatening to the fabric of space-time that the Doctor must investigate, leading him and Leela to a rural village, ostensibly somewhere in England, that just so happens to nestle near a haunted woods.

Thea Ransome and the Skull

The time scan does more than offend the Doctor’s sensibilities, however—it causes the skull to glow, which somehow also kills a nameless hiker in the nearby mist-shrouded woods and begins to control another scientist working with Fendelman, Thea Ransome (Wanda Ventham). The effects team overlays the amber-hued skull over Ventham’s face, shifting the focus back and forth in time with a droning background rhythm, while the hiker screams and stumbles, filmed by director George Spenton-Foster in quick cuts and jarring camera angles. The overall effect creates definite unease in the viewer, with the linkages between events both obvious and yet completely inexplicable; the tension persists palpably, at least until the Doctor starts talking to cows…

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Doctor Who Project: The Invisible Enemy

Contact has been made.

Early seasons of Doctor Who suffer from the TARDIS problem—with the ability to get the Doctor out of any trouble, through its inviolable walls and inter-dimensional time and space travel capabilities, the TARDIS requires writers to deploy all sorts of legerdemain to take its plot-skewing powers away from him. Only a change in the Doctor’s attitude, from risk-averse observer to inquisitive hero, solves the otherwise intractable dilemma, with the Doctor finally wanting to stay rather than to flee. Veteran writers Bob Baker and Dave Martin introduce another such problem in “The Invisible Enemy” (Story Production Code 4T) through their invention of K-9, an indestructible robot dog with formidable offensive capabilities and a databank rivaling that of the TARDIS itself. As will become all too common over the next four seasons, the solution here is to have K-9’s batteries run out right when its firepower is needed most. Luckily K-9 has a tow-hook welded on front.

Taking K-9 for a walk.

Which is not to say that this four-part story, focusing on an invasion not from without but from within, lacks for action. Leela racks up her highest body-count to date, K-9 zaps quite a few more, and the Doctor himself even blows up a giant base, all to stop the predations of a long-dormant, sentient virus disturbed from its slumber in deep space by a passing Earth shuttlecraft en route to Titan. Before it lands, all three members of the crew have been “contacted” by the Swarm, and they set about converting the refueling installation on Saturn’s largest moon into a hive that will serve as breeding grounds for future generations of the virus.

Disturbing the Swarm

The TARDIS also stumbles through the viral cloud, and somehow the core intelligence of the virus, the Nucleus, penetrates the shields, interfaces with the TARDIS itself, then passes into the Doctor, who promptly collapses. The virus then attempts to convert with Leela, but for some reason she is immune. With the TARDIS coordinates already set for Titan after the Doctor and Leela received a mayday from the base’s unconverted crew, Leela manages to materialize the ship and awaken the Doctor, who assures her that nothing is wrong. But contact has been made…

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Doctor Who Project: Horror of Fang Rock

You said I would like Brighton. Well I do not.

Doctor Who may be lovingly needled for its reliance on multiple sequences of people running down corridors. Long-time writer and former script editor Terrance Dicks opens Season Fifteen by slightly altering that formula, with “Horror of Fang Rock” (Story Production Code 4V) featuring multiple sequences of people running up and down a spiral staircase. To his and veteran director Paddy Russell’s credit, it is a very nice staircase.

A very nice staircase

The action of this fear-tinged story takes place almost exclusively on the four levels of an isolated, fog-shrouded lighthouse off the English coast in the Edwardian era, roughly around the turn of the century. Carrying on from the last story, the BBC’s fog machines get quite a workout, with most of the first half of the four episode story shot in low light suffused with haze. Sporadic electrical faults in the lighthouse provide further narrative justification for the omnipresent darkness. Given the lackluster quality of the special effects, the dimness works to the story’s favor, concealing, for instance, the obvious nature of the model ship that provides as the first episode’s cliffhanger—which, in motion, does not so much wreck against the rocks as bounce off them—to say nothing of the actual “horror” that lurks on Fang Rock.

Shipwreck on Fang Rock

The overall effect of the confined space and limited cast of characters (nine total, including the Doctor and Leela) does lend itself to a claustrophobic anxiety. Russell strives to keep the camera close to the action, shrinking the area further, as though the viewer were leaning into the shot; her solid work with blocking and camera angles adds more menace to the proceedings than Dicks’ tale of unseen horror frankly deserves.

As ever in Tom Baker’s era, the Doctor and Leela arrive on the heels of an unexplained murder, this time in the lighthouse. Just prior to the TARDIS materializing on the rocky shore nearby, a purple flash of light streaks through the sky into the surrounding sea. After dismissing the strange occurrence, the three lighthouse keepers spend several minutes debating the relative merits of oil versus electric light sources for lighthouses. The story’s pacing doesn’t pick up markedly from here, at least until the final episode.

The Lighthouse Lads, in happier times

After the pro-electric Ben (Ralph Watson) dies at the hands of an unseen assailant in the boiler room, much of the first episode focuses on keeping those boilers stoked. The electricity goes on and off unexpectedly throughout the story, drawing individuals to the boilers, where more often than not they perish, with no clue as to the assailant’s presence besides a chill in the air and an ominous green glow. Often the audience is granted a wider understanding than the characters in Doctor Who, but here there’s a real resistance to unveiling the culprit, which is only first seen in a blurry long-shot near the end of the second episode. This approach undoubtedly builds tension, but the fact that it’s just a green ball of goo may also have something to do with it…

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Table for One: James Bond 007 Assault! Game (Victory Games) Review

Though best known for their complex, incisive wargames, some of which remain the best simulations of their subjects to date, Victory Games also needed to pay the bills. This assemblage of ex-SPI staffers, working as an imprint under Avalon Hill, produced far more than just wargames during its nine-year existence, and they were by no means averse to license work. Whether a “couples” trivia game featuring Dr. Ruth or a cooking-based roll-and-move made in conjunction with spice merchants McCormick-Schilling, the Victory Games catalog features a wide range of topics and game types that one might not expect from the same company responsible for conflict simulations with thousands of counters and dense rulebooks.

Their most famous licensed game came in the form of a role-playing game, the James Bond 007 RPG, arguably the finest spy RPG of all time. But Victory Games’ James Bond license wasn’t restricted to role-playing games; they produced a range of board games using the license as well. Most of these were children’s games, fairly simple point-to-point races loosely incorporating moments from the movies, but one marks a valiant attempt to create a wargame in the world of 007: the James Bond 007 Assault! Game.

Overview

James Bond 007 Assault! Game
Victory Games (VG), 1986
Designed by Gerard Christopher Klug

James Bond Assault! Game, Cover Detail

The James Bond 007 Assault! Game comes in a cardboard slipcase box with the same dimensions as Avalon Hill and Victory Games’ boxed wargames, which, at 8 and 3/8″ wide and 11 and 1/2″ long, annoyingly do not fit a standard Letter-size sheet of paper. The game includes one and a half die-cut countersheets with 264 5/8″ counters, plus a small third sheet with three specialized die-cut markers. The single map, of standard 22″ x 34″ dimensions, is matte printed on thick paper. A lidded plastic counter tray, much like those in other VG offerings, two d10, a single black-and-white saddle stapled rulebook, and a folded paper range stick round out the package.

Units portray individuals, either Soldiers or Leaders. Soldier units are numbered and have icons indicating their weapon type, while Leader units are all depicted with a central star icon; the named Leaders, heroes and villains alike, carry the character’s initials, while unnamed Leaders have a generic identifier. As a result, there’s nothing really distinguishing James Bond or Tiger Tanaka from other MI6 leaders beyond a “JB” or “TT” on the counter, something of a disappointment.

James Bond Assault! Game, Counter Details

Indeed, the counters lean heavily into the functional, acceptable in a more traditional wargame but less forgivable in a man-to-man tactical combat game based on a license noted for its strong visual iconography, from the gun-filigree on “007” to the Walther PPK. Perhaps space issues played a role, as even with the larger 5/8″ counter to work with, the numbers tend to the tiny, the legibility not helped by some of the color combinations.

The counter graphics are immediately identifiable as being from Victory Games; the unit counters, featuring numbers around the perimeter, with a central icon, could come straight from the Fleet series, if there were spies and ninjas in those games. Ted Koller, in charge of art here, helmed the graphics direction for many of the Fleet games as well, so the similarity makes sense. Counter quality in my copy was acceptable, with several counters coming close to losing text off the side due to a lack of printing margin and/or poor die cutting. (Monarch Avalon strikes again.) Side nibs do make a regrettable appearance, but only on a few counters per row, the majority of counters held to the tree by their corners alone.

James Bond Assault! Game, Partial Map Overview

The color map, covered not with a hex grid but with center-dotted 5/8″ squares, depicts the volcano lair from You Only Live Twice, where Blofeld and SPECTRE—er, make that Karl Skorpios and TAROT—have been launching rockets to steal American and Soviet spaceships. Due to the long-running dispute regarding the ownership of SPECTRE at the time, Victory Games was unable to use the nefarious organization or its members in any of their licensed products, so they dropped in Skorpios and TAROT as one-for-one replacements. (Karl Skorpios is not, of course, to be confused with Hank Scorpio…)

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Doctor Who Project: The Talons of Weng-Chiang

I will now ask my eager volunteer kindly to step into the Cabinet of Death!

Take one part Pygmalion, one part The Phantom of the Opera, stir in a healthy dollop of Sherlock Holmes, then rent a fog machine, and you have Robert Holmes’ “The Talons of Weng-Chiang” (Story Production Code 4S), the most interesting story of Tom Baker’s run thus far. Though many a threat from the future has found its way to Earth’s past in Doctor Who, the setting in Victorian London feels fresh; there’s no invasion here, no plan to take over the planet, just individual greed, hubris, and tragedy on a smaller stage. Characters grow and change within the span of six episodes, and Holmes (also the series script editor) and veteran director David Maloney deploy the large cast with skill, slowly unveiling new plot dimensions without the audience being cheated or blindsided by sudden revelations. One even feels charitably inclined to overlook the dodgy giant rat. It’s a shame, then, about the blithe portrayal of the Chinese as a stereotyped other behind which a stranded time traveller works his malevolent plans.

A foggy Victorian night.

The historic verisimilitude of Victorian attitudes towards the Chinese notwithstanding (and, indeed, verisimilitude has often taken a back seat to dramatic necessity on Doctor Who), the overall treatment of the Chinese by the script feels at odds with the ethos of the series; the Silurians, the Ice Warriors, and even the Daleks have come in for more nuanced portrayals than the Chinese in “The Talons of Weng-Chiang,” with their supposed servility, fanaticism, and lack of individuality serving as plot points. Overbroad pastiches of Victorian England also feature prominently here, but the invocation of Cockney rhyming slang and overwrought fishwives is played for self-knowing humor rather than the slightly meaner presentation of the Chinese. To his credit, Holmes writes the Doctor as being above such beliefs. While not directly countering the prevailing attitudes, the Doctor does display an abiding respect for and interest in Chinese culture and language.

John Bennett as Li Hsen Chang

Casting John Bennett as the key character of Li Hsen Chang requires the use of extensive facial prosthetics, to the extent that the actor could not blink for fear of disrupting the heavy makeup; the overall effect is jarring and likely could have been avoided through casting an actor with a Chinese background. The casting seems stranger still given that many of the other Chinese characters are played by actors who seem to have such a background. This is not to take away from Bennett’s performance, which carries some depth of nobility amidst the stereotyped mannerisms and thick prosthetics, but rather to note that the casting, like the incessant stereotyping, creates an unpleasant dissonance in an otherwise engaging tale.

On the positive side, it does prevent one from spending too much time wondering why there’s an entire sub-plot devoted to giant rats in London’s sewers…

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