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The Prisoner (video game)

From Alfawiki
Adapted from the English Wikipedia article The Prisoner (video game), available under CC BY-SA 4.0Updated 9 August 2025
Edu-Ware
Company typeVideo game developer and publisher
IndustryVideo games
Founded1979
FounderSteven Pederson and Sherwin Steffin
Headquarters
United States
ProductsThe Prisoner, Prisoner 2

The Prisoner is an adventure game developed for the Apple II and released by Edu-Ware in 1980. Inspired loosely by the 1960s television series The Prisoner, the game delves into themes surrounding the erosion of individuality within an authoritarian society. Players take on the role of a former intelligence operative who resigns from his position and is subsequently abducted to a remote island that functions as a personal confinement facility. The island's regime employs tactics such as coercion, deception, and psychological pressure to extract the reason behind the agent’s resignation, which is symbolized by a confidential code number. The game occasionally acknowledges its own nature by breaking the fourth wall.

In 1982, Edu-Ware introduced Prisoner 2, a revamped edition featuring improved graphics and design modifications.

Plot

Edu-Ware interpreted the Prisoner television series as a political and societal critique addressing the struggle to maintain personal freedom and identity within an increasingly technological environment—a metaphorical "collective prison." With the year 1984 approaching, these concerns felt particularly pertinent, motivating Edu-Ware to create a computer game that embodied the show’s message on the loss of individual autonomy.

Differences from the TV series

Though not officially licensed, the game incorporates stylistic touches reminiscent of the series, such as a customized Albertus font, while deliberately distancing itself to protect its thematic integrity:

  • The TV show’s main character is Number 6; in the game, the protagonist is identified simply as # (number sign).
  • The setting transitions from The Village to The Island.
  • The abduction occurs at an airport rather than from the character’s home.
  • The protagonist’s dwelling, called the Castle, carries the number 6.
  • The authority figure is renamed Caretaker and resides in building number 2.
  • The game introduces a Brotherhood conspiracy aiming to overthrow Island governance—a plotline absent from the television narrative.

These alterations underscore original gameplay and storytelling while preserving alignment with core themes.

Gameplay

Players begin with knowledge that # has resigned from his position for undisclosed reasons, represented by a secret three-digit resignation code. They are cautioned never to disclose this code, as repeated attempts within the game seek to trick them into revealing it, resulting in failure. # is then transported to an airport where tropical island destinations are offered; however, every choice leads to arrival at the Island.

Designer David Mullich drew inspiration from Franz Kafka's The Castle. The Castle serves as #’s home and is generated as a maze that players must navigate to escape.

Once outside the Castle, players explore twenty distinct Island locations searching for clues to secure freedom. Only four areas are visible on screen at a time, with a central panel displaying mostly trivial information except for a bank credit balance. After each return to the Castle, locations rearrange—some vanish or require specific items or timing to access. Notable locations include:

  1. Hospital, where psychological evaluations take place.
  2. Caretaker's Residence, featuring an ELIZA-style interactive dialogue with the Island’s leader.
  3. Town Hall, allowing players to manage aspects of Island life in a manner similar to (though predating) Sim City, with successful management rewarded by a gold watch.
  4. Great Chair, where # undertakes missions assigned by an underground resistance group known as the Brotherhood.
  5. Carnival, offering opportunities for escape attempts or Brotherhood-related tasks.
  6. Castle, serving as both starting point and fallback location after failed escapes; exiting demands correct identification—specifically, using the player's name rather than resignation code.
  7. Bank, enabling deposits, withdrawals, or loans following scavenger hunts symbolizing business acumen.
  8. Courthouse, featuring a hangman-style game themed around freedom and individuality.
  9. Theater, screening propaganda films and hosting Brotherhood meetings.
  10. General Store and Clothing Store, where items necessary for quests or access can be purchased.
  11. News Stand, providing clues and Brotherhood assignments such as modifying headlines.
  12. Library, testing susceptibility to propaganda; success here yields essential clues for victory.
  13. Schoolhouse, rewarding memory skills with a diploma upon completion.
  14. Cat and Mouse Bar, offering ping pong games alongside drinks that induce hallucinations resulting in murder accusations.
  15. Church, presenting ELIZA-style conversations and options for absolution.
  16. Milgram Experiment, where # undergoes identity-switching electric shock tests.
  17. Recreation Hall, featuring obstacle courses that lead to wilderness escape attempts—often ending in capture unless reaching a train station.
  18. Gemini Diner, where # can clone himself for 10,000 credits to assist in escape efforts.
  19. Slot Machines, offering possessions, clues, or chances at escape.

Each map segment contains kiosks allowing players to review inventory and statistics.

Many areas provide minimal guidance, reflecting the game's challenging nature. Several locations parallel episodes from the TV series—for instance, the Milgram Experiment echoes "Once Upon a Time," Gemini Diner references cloning themes, and Town Hall mirrors No. 6's leadership role in "Free for All."

Graphically, the game employs diverse styles: primarily top-down perspectives with # represented by a symbol; some segments utilize text screens with limited ASCII animation; others switch between Apple II low- or high-resolution modes.

Pressing the Apple escape key sometimes triggers messages like "Such thoughts are punishable," sending # back to the Castle; other times it aids progress. This inconsistent behavior is intentional to frustrate players.

Throughout gameplay, numerous attempts are made to deceive players into revealing their secret resignation code. A notable trick in Prisoner 2 simulates a crash displaying "Syntax error in line ###," where ### corresponds to the code. Players familiar with Apple II BASIC might attempt listing that line number—entering this code causes immediate failure since gameplay continues despite apparent crash. Ironically, analyzing or listing program code was one legitimate method of solving the game, consistent with its meta approach that occasionally breaks the fourth wall.

Victory requires entering a special string at Caretaker's Residence to reveal a "plug" that can be pulled using screen editing keys. Later versions demand reaching a minimum point total—accumulated through task completion and demonstrations of free will—even unsuccessful escape attempts contribute points—to enable this solution.

Prisoner 2

Edu-Ware introduced Prisoner 2 in 1982, an upgraded edition that incorporated color and enhanced high-resolution visuals. This follow-up abandoned the original's overhead viewpoint in favor of a first-person perspective and broadened its platform reach to include the Apple II, Atari 8-bit computers, and IBM PC compatible machines.

Reception

In the Softalk reader surveys of 1981, The Prisoner secured the position of the third most favored adventure game. The review by Peelings II gave it an A+ rating, suggesting that with the addition of high-resolution graphics, it might have earned the title of Game of the Year. Softalk commended the game’s dual-layered gameplay: players must gather clues to escape the Island, while the computer simultaneously lays traps, resulting in a captivating and dynamic challenge. Softline praised its intellectual demands and lauded David Mullich alongside Edu-ware Services for creating a mentally engaging experience. According to BYTE, the game is intricate and nearly impossible to master, appealing particularly to puzzle enthusiasts who appreciate its unconventional and socially detached style.

A.D. Young, writing in The Space Gamer No. 55, described The Prisoner as "a riot from go to woe," emphasizing its blend of both frustration and humor throughout gameplay.

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