The rabbit complicates matters
Before the rabbit arrived letting the
dogs out into the garden was relatively straightforward. You had only
to recognise that one, the other, or both of them needed to pop out
to powder their noses, open the door and let them out. Then either
remember to leave the door open or to let them back in.
Now there's a little brown rabbit taken
up residence. Nice. Cute little thing, it hops around, eats grass and
stuff and isn't out anywhere near the road, at risk of getting run
over, and that's all good. The letting the dogs out flowchart has
become more complicated now. First you have to check for the rabbit.
If it's away elsewhere, then no worries, proceed as previously. If
it's there, things change. If we're on the 'yes' arrow of the flowchart, then there's the
'bang on the glass' instruction, and another question. Did that work?
That is, did he scarper off and disappear, in which case proceed as
normal. If he stayed put or moved a bit but remained visible to the
canine eye, then you have to bang again, and consider cracking the
door open a bit and shouting at him (or her) to clear off or risk
injury or death.
Although she's caught them before,
white dog is no expert. She adopts a half-creeping up, half outright
“comin' right at'cha, rabbit” ram-raid approach, neither Arthur
or Martha, doomed to fail. She must've found a couple of rabbits too
laid back or bone idle to run away. Black dog? She'd just jog up to
say “hello Mr Bunny, what a lovely white tail you've got.”
21 Grams
We watched 21 Grams, BLISS and me,
yesterday. Inarritu directs magnificent films. I'm not really
film-picky, but when Hollywood is obsessed with 3D, CGI, sequels,
prequels, and, in all honesty,
just-the-same-thing-again-but-too-soon-to-be-called-a-remake-quels,
when something of real depth and quality hit the screen you're
watching, you can't miss it. BLISS had a brief chunter about the
non-linear approach, but after minutes she was too involved to care.
Cube, Hypercube, Cube Zero
In Cube, people wake up in a man-sized,
oversized Rubik's cube, where all the cubes have six entrances /
exits, some of the cubes have deadly traps, and every now and again,
just to make life extra-hard, the cubes have a shuffle round to stop
you reaching the edge. There's no explanation about what the Cube is,
why the people are there, or what the whole thing's about. It's
gloriously minimalist in terms of how and why and that focuses your
attention on the group trying to get out and their dynamics.
Hypercube is Cube but with mind games
and physical effects (gravity reversal, time slowing down or speeding
up, that sort of thing) replacing the cheesewire and flamethrowers.
There's some hints at a conspiracy theory, but again the focus is on
the people and not on what the environment they find themselves in is
all about.
Cube Zero is set about equally in the
Cube, a lower-tech version than the Cube one, so it's a prequel to
the first film, and the control room monitoring the progress of the
people in it. It seems they're all facing the death penalty and have
signed up for the Cube rather than face execution. Predictably the
control room guys become involved with trying to get people out and
the whole thing develops from there. There's the added bonus of the
chief control-room villain being a dead ringer for Rik Mayall.

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