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The Prisoner (video game)

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designed to be his own personal prison. The island's authorities will use any means—including coercion, disorientation, deception, and frustration—to learn why their prisoner has resigned, and every character, location, and apparent escape route seem to be part of a grand scheme to trick the player into revealing a code number representing the prisoner's reason for resigning. The game occasionally breaks the
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running tally of credits the player has in the bank. The locations are rearranged each time # returns to the Castle, and some may even disappear periodically. Some locations require the player to have certain possessions before entering, while some are entirely inaccessible at certain times. Each of the locations offers a different gameplay experience:
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typing such a BASIC command since, unknown to the player, the game was actually still running. Ironically, being able to list the program's code from within it was one way to solve and win the game by means of analyzing the program and deducing a solution. Yet such a solution was entirely within the spirit of the game, as its clues sometimes broke the
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There are also times where the escape key on the Apple's keyboard cannot be used, and doing so causes the message "Such thoughts are punishable" to appear onscreen and # may be returned to the Castle. At other times, pressing the escape key helps the player. Such constant flux in the game's rules are
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where # begins the game and returns after each failed escape attempt—literally being sent back to square one. Arrival in the Castle corresponds with a new day or adventure on the Island. To exit the Castle, the player must correctly identify himself/herself (the correct answer is # but it's possible
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stated that the game "is not for the easily frustrated ... The Prisoner is complex beyond belief, nearly unbeatable, and at times irrational on purpose". It warned, "if you follow the rules, trust your fellow man, or display anything less than a total commitment to anti-social, anti-island behavior,
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The solution to the game was to enter a special string in the Caretaker's Residence, which would display a "plug" that the player could pull out, although doing so required use of the built-in screen editing keys. In later versions of the game, a minimum number of points had to be scored before this
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The game begins with the player being told that # has resigned from his job for reasons known only to him. The player is given a three-digit number signifying #'s reason for resigning. The player is warned never to reveal this number, for the game will make numerous attempts to trick the player into
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programming language, and the logical step for users of the time would be to review the erroneous line of code with the command "List ###" (again substituting the specific number in question). Typing the secret three-digit code at any time resulted in the game being lost, however, and that included
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After leaving the Castle, the player can explore twenty locations on the Island in order to find clues about how to escape. Only four of these are displayed onscreen at any time, and in the center of the screen is another display providing information often of little value, with the exception of a
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television series was "a political and social statement concerning the problem of keeping one's individuality and personal freedom in a technological society... is a collective prison and each one of us is, in fact, a prisoner." With the year 1984 only four years away from the date of the game's
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Several locations are analogous to episodes in the TV series. For example, the Milgram Experiment building is thematically similar to the episode "Once Upon a Time"; the Gemini Diner references clones whereas the TV series has No. 6 encountering duplicates; the Town Hall sees # placed in charge of
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and incorporates that show's themes about the loss of individuality in a technological, controlling society. The player's role is that of an intelligence agent who has resigned from his job for reasons known only to himself, and who has been abducted to an isolated island community that seems
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publication, Edu-Ware held that many of the issues raised in the 1969 television series were as relevant as ever, and thus it was "appropriate that a show concerned with the theme of loss of individuality and influence over... own lives should inspire a game to be played on a computer."
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A major plotline within the game involves # working with a Brotherhood to overthrow the Island's government. There is no analogue to the Brotherhood within the Village (although No. 6 does engage in a short-lived conspiracy with fellow prisoners in the episode
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where # can go through several obstacle courses to escape into the wilderness area surrounding the Island. Here the player will be captured by "Rover" and sent back to the Castle unless he can make it to a train station, which offers a chance at
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where # is tested for susceptibility to propaganda, including subliminals, traditional values, and advertising techniques. Losing the test results in a book being burned, while winning is rewarded with a reference to a page in the
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doing so, which will cause one to lose the game. # is then taken to an airport where he is asked to choose from several tropical island destinations. Regardless of the choice made, he is always taken to the Island.
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The protagonist's residence in the Village is in a building with the numeral 6 on a sign in front of the door. The analogous building on the Island is called the Castle, and it too is labelled with the number
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where # can fulfill the initial assignment given to him by an underground resistance group called the Brotherhood. (Their final assignment, given the dystopian situation, is not unpredictable.)
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awarded the game an A+, its highest rating, and noted that if only the game had high-resolution graphics, it would have been a candidate for its Game of the Year Award. According to
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would work; points are scored by completing tasks and by certain actions that display free will (for example, most failed attempts to escape score points even if they do not work)
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The authority figure in the Village is called Number 2. On the Island he is called the Caretaker, and the building in which he is encountered is labelled with the number 2.
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where # can play a game of ping pong to win drinks. After consuming too many drinks, # will suffer hallucinations, including one that results in being accused of murder.
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is imaginative, well presented and thought provoking. Hats off to Dave Mullich and Edu-ware Services for bringing real mental challenge to the game industry".
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the Island much as No. 6 is briefly in charge of the Village in "Free for All," an episode that (like the game) also features a pub called the Cat and Mouse.
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The game continually tries to trick the player into revealing the secret three-digit code. One of the most nefarious attempts (which occurs in
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where # can deposit or withdraw money, or take out a loan after going on a scavenger hunt to retrieve items representative of business success.
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you will be hopelessly doomed to repeated failure", and concluded," it will appeal to puzzle solvers and seekers of the bizarre".
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where the player can engage in another ELIZA-style conversation with a priest, be rewarded with a cross, or be absolved of murder.
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which provides game clues and where # can fulfill an assignment for the Brotherhood involving changing a newspaper headline.
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In addition, each section of the map has a central kiosk where the player can check inventory and other statistics.
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In the television show, Number 6 is kidnapped from his home. In the game, # is taken from an airport to the Island.
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The game was reportedly not officially licensed, and despite the fact it used the same font (a modified version of
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The television show's protagonist is called Number 6, while the game's protagonist is referred to as # (the "
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which shows propaganda films incorporating nursery rhymes, but is also a meeting place for the Brotherhood.
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Very few of these locations provide any sort of instructions about how to proceed, particularly the
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where # can use a see-saw in an escape attempt, or fulfill an assignment from the Brotherhood.
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where # can spend time running the Island in a fashion quite similar to (but long predating)
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as Number Six, also used the name "The Island" for the location in lieu of "The Village".
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stated that the game "that exercises your intellect like few games", and concluded that "
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is a riot from go to woe and will have you cursing and laughing all the way through."
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where for 10,000 credits, # can make a clone of himself for use in an escape attempt.
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Different graphic styles are used throughout. The game is usually displayed in a
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where # can purchase clothing required to enter buildings or fulfill quests.
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view. In addition to the Apple II, this version was also available on the
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where correctly remembering number sequences will reward # with a diploma.
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where # can purchase items required to enter buildings or fulfill quests.
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https://strategyandtacticspress.com/library-files/Moves%20Issue58.pdf
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In 1982, Edu-Ware released a second version of the game, entitled,
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was the third most popular adventure game of 1981 in the annual
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with an acknowledgement that a computer game was being played.
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The game's documentation explained Edu-Ware's view that the
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which can win # possessions, clues, or a chance at escape.
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Commercial video games with freely available source code
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to be tricked into selecting the resignation code).
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Vol. 2, no. 1. pp. 32–33 210:The setting of the TV series is known as 591: 1295:Video games based on television series 164:In 1982, Edu-Ware released a remake, 7: 753: 751: 245:, strove to incorporate elements of 207:" in the United States and Canada). 14: 701:Williams, John (September 1981). 651:Martellaro, John (Jan–Feb 1981). 1113: 1112: 986: 949:Do Not Forsake Me Oh My Darling 728:Liddel, Bob (September 1981). 606:The Computer Wore Menace Shoes 564:No. 55. Young commented that " 187:Differences from the TV series 1: 1024:Opening and closing sequences 684:, by David Mullich (review)" 1285:Science fiction video games 323:where # can play a game of 1326: 475: 1310:Single-player video games 1305:Video games set in prison 1108: 984: 29: 963:The Girl Who Was Death 272:where # carries on an 270:Caretaker's Residence, 872:The Chimes of Big Ben 498:Atari 8-bit computers 241:The game's designer, 197:the television series 598:The 2000 episode of 554:A.D. Young reviewed 490:top-down perspective 430:top-down perspective 1270:Apple II-only games 766:Steve Jackson Games 384:Milgram Experiment, 907:Many Happy Returns 736:. pp. 386–387 626:Weyhrich, Steven. 608:", which parodied 502:IBM PC compatibles 422:Cat and Mouse Bar. 388:Milgram experiment 366:Cat and Mouse Bar, 1242: 1241: 1126: 1125: 956:Living in Harmony 935:It's Your Funeral 928:Hammer into Anvil 914:Dance of the Dead 678:TF (March 1981). 149:television series 128: 127: 1317: 1255:1980 video games 1173:Film adaptations 1153: 1146: 1139: 1130: 1116: 1115: 1059:Shattered Visage 990: 970:Once Upon a Time 942:A Change of Mind 893:The Schizoid Man 839: 832: 825: 816: 781: 776: 770: 769: 755: 746: 745: 743: 741: 725: 719: 718: 716: 714: 698: 692: 691: 675: 669: 668: 666: 664: 648: 642: 641: 639: 638: 632:Apple II History 623: 617: 614:Patrick McGoohan 596: 444:graphics modes. 394:Recreation Hall, 98: 34: 22: 1325: 1324: 1320: 1319: 1318: 1316: 1315: 1314: 1260:Adventure games 1245: 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B. and C. 847:The Prisoner 845: 805:The Prisoner 804: 794:The Prisoner 793: 774: 759: 738:. Retrieved 733: 723: 711:. Retrieved 709:. p. 20 706: 696: 687: 682:The Prisoner 681: 673: 661:. Retrieved 656: 646: 635:. 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Index


Developer(s)
David Mullich
Publisher(s)
Edu-Ware
The Prisoner
Platform(s)
Apple II
NA
Genre(s)
Adventure
Single-player
adventure game
Apple II
Edu-Ware
television series
The Prisoner
fourth wall
Prisoner 2
Albertus
the television series
number sign
The Village
David Mullich
Franz Kafka
The Castle
ELIZA
Sim City
hangman
Applesoft

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