Previously on Superman in Victory By Computer: Starring The TRS-80 Computer Whiz Kids and Special Guest Star Supergirl...
- Superman and Supergirl tried to sell some trumped up calculators to school children.
- Supergirl flirted with a teacher.
- Supergirl invented the concept of the internet.
- In a desperate attempt to avoid further contact with obnoxious sixth graders, Supergirl got herself trapped by bad guys.
Supergirl wakes up alone in a plush room. She can't see through the wall because her x-ray vision is too weak. She comes to the conclusion that the solar panels are emitting red solar radiation into the room, keeping her powerless. Which brings up a point anchormonster Morbo made after reading the first half of this review...

Regardless of the logic behind it happening, Supergirl is powerless and is fully aware of that fact. So, what's a girl to do?

There are two doors to exit the room. Outside one, a guard can be heard through the door, reading a magazine...
Hang on, did this just become a text-based adventure?
You awaken in a LUXURIOUS ROOM without any windows. There are two exits, one NORTH and one WEST.
>WEST
That door is locked. You can hear someone outside, reading a magazine.
>KNOCK ON DOOR
Are you sure you want to do that?
>KNOCK ON DOOR
He is probably a guard. Are you sure you want to KNOCK ON DOOR?
>NORTH
That door is locked.
>LOOK DOOR
The door is orange with two large letter P's and two dice decorating it. It is locked, though you believe you could probably pick the lock if you had the right tools.
>INV
You are carrying a TRS-80 POCKET COMPUTER.
>USE COMPUTER
That will not work here.
>LOOK
There is a desk.
>OPEN DESK
In the drawer, there is a paperclip.
>STRAIGHTEN PAPERCLIP, PICK LOCK, OPEN DOOR, NORTH
You are in GAME ROOM.

Rather than take the chance of being thought a practical joker, Supergirl turns to the TRS-80 Computer Whiz Kids. She figures out she's being held at the Purple Palace, a place that's recently shown up in some headlines, though she can't remember why despite having read every Daily Planet article ever written just a few hours earlier. She also can't remember how she got there or where the place is, even in general terms.
However, she has no trouble remembering the number printed on the phone that the TRS-80 Wonder Kids used the day before. Yes, it's up to the Alec and Shanna to use the not-yet-referred-to-as-internet to get Supergirl rescued.
And you thought it was pathetic when she couldn't beat up a stupid monster without Brainiac 5.
Fortunately, using the Videotek is as easy as one...


Thr--well, actually, there were about four steps there--five if you count listening for a high pitched signal as a seperate step. At this point, writer Cary Bates has completely given up on this story and is just copying his dialogue directly from the Videotek instructional manual. You can tell because if he were still trying to squeeze a good story from this nonsense, the kids would at least be saying something like, "Oh, wow! Far out! Super!" He also starts dropping deus ex machinas like he bought them really cheap because their expiration date is tomorrow.
The kids find some articles about the Purple Palace, including its street address, and call her back.

Deus ex machina #1: Superman arrives as soon as the kids hang up the phone.

Deus ex machina #2: she's found a secret escape tunnel.

Deus ex machina #3: Lex Luthor's gang shows up at that exact moment.

Deus ex machina #4: Supergirl red solar radiation wears off at that exact moment.

We learn the red solar panels were all part of Luthor's scheme to get out of prison by exchanging Supergirl for his freedom. Not to nitpick, but Luthor promised he would escape the day before, which he failed to do. Second, if he planned to use Supergirl as some kind of negotiating chip, shouldn't he have mentioned to someone that his goons had her in custody? He put a lot of time and effort into this plan just to forget the part where he actually demands a ransom of some sort.
Labels:
comic books,
Radio Shack,
Supergirl,
Superman
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