| Plot Synopsis by Erik: The Granddaddy of Yakmala movies. The greatest so-bad-it's-good movie
ever made. Gymnastics champion Jonathan Cabot is recruited by a
Bill-Bixbyish Government Intelligence guy to travel to the tiny nation
of Parmistan (or Par-MEE-stan, depending on who's saying it) to compete
in their national pastime, the Game. No outsider has won the Game in
five hundred years, including Cabot's father. To lose the Game is, well,
death. (No, really. I mean arrow through the heart, falling down into
jagged rocks type death. A bit more than just the agony of defeat.) To
insure Cabot's success, he is trained in a new technique blending the
skills of the west and the martial arts of the east—GYMKATA! (Please
note: this word never appears in the film.) Once ready, he and the
Rubali, princess of Parmistan, travel to Karabal, on the Capsian Sea, to
receive final instructions from Mackle (they call him "The Stork"). He
betrays them, but Bill-Bixbyish/David Birney guy comes to the rescue. At
long last they arrive in Par-MEE-stan and are greeted by the Kahn, the,
uh, king of Parmistan. There Cabot must compete against challengers like
Gomez, Hao, and Thorg before confronting the commie-loving Zamir and
saving Parmistan, Rubali, and democracy. Pay close attention to the
national cheer of Par-MEE-stan. |