Square One TV

Season 5 Episode 4

Episode 504

0
Aired Unknown Sep 24, 1992 on PBS
6.9
out of 10
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Episode 504
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"Nobody's Inn" A segment about applying for sales tax and discount. "Downtown Julie Brown" Julie Brown comes on and says that if you use math, you'll be cool. "Sneaky Peeks" In this first installment of Square One TV's parody of Siskel & Ebert, critics Roz Sherbet and Gene Sisboombah take a look a clip of a movie called "Catman." (A parody of "Batman.") Sherbet doesn't think that there could possibly be much math in a movie about crimefighting, but Sisboombah thinks differently. They roll the clip. The plot is that a stinkbomb has been set up to go off in just a few minutes in a game show studio. Catman and his female assistant Kitty need to figure out a way to stop it before that happens. The villain who set up the bomb, The Rhymeseter, is present there. He's not about to tell our heroes the combinations to open the locks to the bomb, but will give them clues. He begins by calling them rubes and says that they can open the first lock by adding one to the largest two digit cube. So Kitty and Catman get to work on the problem. 1 X 1 X 1 doesn't work, as 1 multiplied by itself is always and infinitely 1. 2 X 2 X 2 doesn't even produce a two-digit number, so that's still too small. 3 X 3 X 3 gets a two-digit number, but is it the largest? 4 X 4 X 4 produces 64, which is pretty large. The next one, 5 X 5 X 5 is 125, which is three digits and therefore out of bounds. So 1 is added to 64 to make 65 and this number unlocks the first lock on the stinkbomb. The Rhymester gives the next clue: the second lock can be opened by finding the largest two digit square. Catman begins again by starting with 1. However, it's taking a long time and Kitty suggests an alternate strategy: working backwards. She starts at 10 X 10, which produces a three digit number: 100. However, the next one backwards, 9 X 9, produces 81, a two digit number. Therefore, the number for the second lock must be 81. 81 is entered and the lock opens. Then, Catman starts coughing. Kitty's not sure what's wrong and then the clip cuts away. Sherbet asks what's going on and Sisboombah says that she just wants to point out that she was right, there is a lot of math in this movie. Sherbet agrees, but wishes they could go back to the clip. The suspense is killing him. We return to the clip, where we learn that Catman is all right. It was just a hairball. The Rhymester gives the third clue: the third lock will open when they find the largest two digit number prime. Catman and Kitty deduce that "number prime" is just the Rhymester's way of saying "prime number" and making it rhyme. Kitty immediately suggests that they try working backwards again. After all, if they started at 10, it would take forever. So they begin with 99. But that has 3 as a factor, so it's out. 98 is even and the only even prime number is 2, so that's obviously not it. Then, they come to 97. They don't think that it has any factors other than 1 and itself, but it's a large number and it could take a while to test them all. Kitty suggests using a process called "trial and error." 97 could be the correct number, so they should just try it and see if they're right. If it's wrong, they can try something else. It is indeed the correct number and unlocks the third lock. They open the door and find... another lock! The Rhymester declares that he's got them now and also is now silent in terms of further clues. However, Catman notices a pattern. The difference between 81 and 65 is 16 and the difference between 97 and 81 is also 16. So perhaps the final number to unlock this last lock is 97 + 16, or 113. This number unlocks the final lock. The stink bomb's fuse is pulled. Catman calls the Rhymester a "worthless cur" and says that he'll spend his "final days in stir." Kitty complains that now Catman is rhyming too. Then, the Rhymester pulls out a mouse and starts teasing the heroes with it and the clip ends. Sherbert, impressed, gives the clip a perfect 10. Sisboombah gives it a 9.5, for an average score of 9.75. "Fax Headfull" Fax Headfull comes on the screen and says that math is like a power tool and that if you use it, you'll be cool. "Mathnet: The Case of the Mystery Weekend Part 4" Three guests have already disappeared from a mansion called "Wit's End," leaving only three remaining. Mathematicians Pat Tuesday and George Frankly are also at the mansion, having made a wrong turn while trying to get to another mansion to attend a mystery weekend game. Trying to solve the disappearances, the two mathematicians decide to look for patterns. In each of the previous disappearances, a newspaper clipping and a Statue of Blind Justice was left in the room of the disappeared guest. In each of the newspaper clippings, the guest was identified by a different name than that which going by now. Also, the invitation they received to come to the mansion beared their old name. Upon, questioning, the remaining guests admit that they all changed their names. Each of them had gone on trial for a crime, but had been found innocent. They also present the invitations they received to the mansions and they all bear their former names. Eventually, two of the guests, Sally and Miles, say that they're tired and that they'd like to go to bed. Pat and George think that they should all stick together, but they're overruled. Pat and George play a game of pool. However, it's different from normal pool. In this game, the balls all represent the colors of the rainbow. There's Red, Orange, Yellow, Green, Blue and Violet, plus a Black ball and a White cue ball. Pat thinks that she might have found a pattern. Using a schematic of the rooms as a prop, she points out that the guests disappeared from their rooms following a color pattern. First the one in the Red room disappeared, then Orange and then Yellow. If the pattern holds true, then next guest to disappear will be Sally, who's in the Green room. George points out something else. Each of the newspaper articles found in the rooms mentions a time that the guest who was found innocent left the courtroom. The times match the times at which the guests disappeared. A scream is heard coming from upstairs. Pat and George check the Green room and find... Miles! He explains that he had noticed the color pattern, the colors were going from "hot to cool." He convinced Sally to switch rooms with him, thinking that he'd catch the kidnapper when he tried to nab him. But apparently the kidnapper knows what they're doing. He caught on and nabbed Sally from the blue room. They all enter the blue room and find another newspaper clipping and Statue of Blind Justice. The remaining two guests go back downstairs, but eventually, Miles decides that he'd like to go back to bed. George goes upstairs to watch over him, while Pat remains downstairs. Miles had said that he got out of court around 1:00, while the other guest remembers the time she got out exactly: 12:45 P.M. Pat is downstairs watching, when the clock chimes 12:45. Shortly after, Pat hears a man's scream coming from upstairs. Racing up, she runs into George, who says that he heard a scream coming from downstairs. Pat races back downstairs, while George races up. Downstairs, Pat finds another newspaper clipping and a Statue of Blind Justice. George returns from upstairs, with the same. Both guests were let out of court at the same time, 12:45 P.M. Now Pat and George are apparently the only people left in the mansion.moreless

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SUBMIT REVIEW
    Barbara Feldon

    Barbara Feldon

    Anonymous Narrator (Season 1)

    Joe Howard

    Joe Howard

    George Frankly

    James Earl Jones

    James Earl Jones

    Chief Thad Green (Seasons 1-2), Booming Announcer Voice (Season 3)

    Gary Owens

    Gary Owens

    Lt. Dirk Niblick

    Larry Cedar

    Larry Cedar

    Various Roles

    Beverly Leech

    Beverly Leech

    Kate Monday (Seasons 1-3)

    Jim Thurman

    Jim Thurman

    Mathman's Instructor, Glitch, Minor Character Voices

    Recurring Role

    Downtown Julie Brown

    Downtown Julie Brown

    Herself

    Recurring Role

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