- Wipeout (Thursday, ABC) – back to one a week now, although apparently repeats on Tuesdays and Saturdays.
- Shooting Stars (9:30pm, Tuesday, BBC2) – the celebrity TV quiz of variable quality IS BACK! With Angelos Epithemiou now keeping the scores now Matt Lucas has other commitments. Jack Dee and Ulrika-ka-ka Jonsson are still team captains, and this week they are joined by rapper Example, Hairy Biker Si King, dancer Camilla Dallerup and Eastenders’ Linda Henry.
- Big Brother US (Sunday, Wednesday, Thursday) – enjoyed the series opener, quite clever opening challenge, the saboteur twist looks fun, contestants that seem intelligent and good looking… will continue to watch for a while yet. I’m still sort of follwing the UK one, but not watching it every night.
- Big Brother’s Tenth Birthday Proper (Wednesday, Channel 4) – although expect them to ignore it as they celebrated it last year, and they don’t want to be spoiling the narrative now.
- Fort Boyard (8:35 CET+1, France 2, France) – although it looks like they aren’t going online until Monday upsettingly. I’ve heard that they’ve really gone all out on the competition aspect, to the point where they’ve dropped any form of whimsy that used to make the show extra entertaining. This is a big shame, although I haven’t yet seen episode one to make an informed comment.
- Odd One In (7:15pm, Saturday, ITV1) – Bradley Walsh hosts a new show where celebs try and guess who out of a line-up of people has an unusal talent or thing. Sounds rather old-skool.
- Magic Numbers (8pm, Saturday, ITV1) – Old-skool as well, but for very different reasons. Premium phone-number at the ready! Holly Willoughby and JLS guest.
Show discussion: Fort Boyard 2010 Episode 1
Fort Boyard 2010 goes two team in a last throw of the dice that will either be a huge success, or bring the twenty-year old show to a close. I’m not-so-secretly hoping for the former, and that this will be the first two-team version that’s actually convincing. It’s on 8:35pm French time, which is 7:35pm in the UK – it’s unlikely you’ll find a live stream, but the official site will almost certainly have the new episodes after they’ve played out, and will almost certainly come under Divertissement on France Televisions’ new catch up service Pluzz, which doesn’t seem to mind if you’re from the UK. There is a fair chance that a new Fort Boyard post will go up weekly for people who want to discuss the episode, so people watching in Canada can avoid spoilers.
You can watch it on the Fort Boyard site.
Edit: For my money, it’s the most convincing two-team version of the show yet, but twenty years of history is likely to go against it. But if you had never really watched it before, I think you’d quite enjoy it. How does it work then? Please be aware that I’m working this out just as you are:
- 48 people are split into 12 teams (apparently balanced in ability by the producers). On the getting-together day before the first episode is filmed, the six match-ups are drawn from a tiger’s head. The winner of each match-up in the first part of the show meets the current champions in the second half of the show, for the first episode, the champions are a team of four made up from contestants who played the game right back in 1990-91 which is a really neat bit of fan service.
- Right, the first stage: the two teams attempt to collect keys. The team with the most keys goes on to face the Champions, but if a team takes an uncatchable lead then the segment is over. Games come in two flavours – duels and challenges. A duel is a race between teams on a game that’s been redesigned to work for two opposing teams. The winner of the duel wins a key, but the losing team also suffer a disadvantage in the individual challenges that follow. One of the duels is up in the tower with Pere Fouras – players ring a central bell as a buzzer.
- Each team then gets an traditional individual challenge, but this may be a traditional test as before or it may be what you used to call an adventure. Tests work exactly the same as they used to – get in, get the key, get out before the time runs out or you’re taken prisoner. Modified adventures are also timed by water timer, the key is in a box with a four-digit padlock, the game is won if they get the key in time. If they don’t, and the player hasn’t left the area in time (in games where they can), the key drops down the central pole of the box and becomes unobtainable and the player becomes a prisoner. Crucially, if your team lost the previous duel, then you must come out with the key or not at all. The teams get to select who plays each game.
- If a team takes more than one prisoner, each subsequent one takes the place of whoever was imprisoned last.
- After three duels and three rounds of individual challenges, the teams meet up in the Council to try and free their prisoner. Two duels are played, winning one will release your prisoner, obviously if you both have prisoners then you want to win both games to give yourself an advantage in the Crossbow Relay.
- The Crossbow Relay is the final game and worth two keys. It’s a four part relay of various challenges starting at the bottom of the fort and ending up the top – if you’re a man down then one person is going to have to do two parts which is going to be knackering. The team with the most keys goes into part two, the losing team is kicked off the fort.
- Part two works very similarly to part one except each game is worth a clue cannister (whcih doesn’t have a clue inside). Again, these can be what you’d used to call tests but played for a clue instead.
- Crucially, winning a duel at this point gives you a second advantage – not only do you force your opponents to play win-at-all-costs in their next challenge, but you also get to hear what the two challenges are and assign them to teams.
- Three duels and three challenges each it’s back to the council to try and release the prisoners. Obviously the stakes are much higher here, being a man down to collect treasure is a distinct disadvantage.
- Business done and dusted, it’s off to the treasure room. The treasure has already fallen, our teams now have 3:30 to work out the code word and collect as much as possible. Olivier dispenses clues from his whizzy table thing, every ten seconds the table unlocks another clue to teams that have earnt them. Teams can as usual sacrifice a player for an extra clue, although they tell Olivier they want to do it rather than putting their hands in a tiger’s head. Once they have decided what it is, they write it on a bit of slate, then access the treasure room through a tunnel (for no discernable reason). Each team has their own funnel to put their treasure in on either side of the central gate (which rises at 01:00 then starts falling again at 0:30).
- Collection over, and presuming everyone has escaped, each team gets their gold weighed – in kilograms and grams rather than monetary worth. The team with the most gold wins PROVIDED they also have the codeword correct – the team that collected the lesser amount of gold can still win if they are correct and the better team get the code word wrong.
- The winning team win €10,000 and come back as Champions the next episode, with a view to being one of the top three teams to come back for the €40,000 Super final.
Right, let’s get this out of the way, the classic adventure music appears to have disappeared for good, there’s not much room for comedy (it really is all about the competition), it’s going to take a while to get your head round the merging of test and adventure, it does that annoying American thing of having the contestant describe what they did in a sort of third-person commentary on games that really don’t require it. There is no more running around the Fort. This is not your mother’s Fort Boyard.
But. But but but but but. The game works. They’ve put much more effort into coming up with potentially interesting duels than previous two team versions have done that don’t just involve climbing. Laboulle has a proper presence and a point he’s been missing for several years. It’s still got Pere Fouras. The end game is the first two-team version that isn’t a gimme for the team doing best going into it. The Fort looks great, and the Council’s never looked better. It’s back down to about 90 minutes.
I was expecting to dislike it, but actually I can see what it’s gone for and I think it just about succeeds and look forward to next week. It’s just a shame it’s called Fort Boyard and it’s set on Fort Boyard, really – it’d be nice if they could find some of the show’s old personality at some point.
Show Discussion: 101 Ways to Leave a Gameshow
It’s Action Saturday! The most action-packed day of the year as not one but TWO exciting shows begin new runs this evening:
- 101 Ways To Leave a Gameshow features Steve Jones and Nemone (off of radio) in Argentina pushing people who don’t win at quizzes into a swimming pool in various fashions. For an hour. BBC1, 6:30pm
- Fort Boyard, which will get it’s seperate post.
Edit: Right watched it now:
- Eight contestants up a studio tower, in each round a question is asked with X number of answers, X-1 are correct (except in the final, where the final three battle to find one right answer). Each person picks their answer in secret, if they’re the only person to choose it then they own that answer automatically. If more than one person selects an, a buzzer question (neatly tangentally related to the subject of the main question) is asked, first to answer correctly owns it, everyone else must reselect from unclaimed answers. Rinse and repeat until everyone owns their own answer.
- Everyone lines up in a precarious position, each “lane” representing an answer. After some monster dragging out from Steve Jones, the person who owns the wrong answer is dispatched into the swimming pool in a number of apparently but actually not really spectacular ways. Each round is opened by DJ Nemone revealing the method of dispatch, and ends with Nemone interviewing the dispatched contestant.
- To break up the action, one round takes place at the “emergency exit” – whilst the contestants are strapped into wire descenders on a spinner above a hatch, they are randomly selected by tombola to answer a question. First one to get an answer wrong is sent down the hatch very slowly whilst gunge gets thrown at them, in a bit that’s a bit like the gunge tour of the house on Noel’s House Party.
- The actual quiz element is OK actually, you could take the stunts out and make an unspectacular but solid afternoon quiz out of that format, although the buzz in tie-breakers are a bit easy.
- The main problems is the immense dragging out of the dispatch. Not only do we get to go through everyone’s answers several times, alongside endless questions regarding how nervous they are, the correct answers are gradually revealed slowly, and then the final wrong answer revealed after a five second countdown, then another pause, and finally the answer, and then the Thing happens. If it’s meant to be tense and exciting, well actually it’s very boring.
- The methods of dispatch are meant to be spectacular, but actually are surprisingly dull, most of them seem to involve bungee cords, many whilst sitting in some sort of vehicle which falls beneath you as you leave a ramp (if 50 of the 101 ways are different vehicles, that’s pretty rubbish).
- I like the tower set, and the hosts’ rather contemptous attitude towards the contestants’ experiences is quite funny, and the disconnect between the feel of the studio area and the proper outside-y bit is quite interesting.
- As unusual as it sounds, the US version of this if/when it happens could be quite good, because the adverts will eat up 15-20 minutes so you’d have to assume there’d be a lot less dragging things out. As it is, it’s a show that reuqires a 45 minute slot when it has an hour to fill.
Edit: According to overnights posted on the DS Forums, this started at just under 3m but increased to just under five million as the hour progressed, increasing its share! So there we are, we’re all wrong.
DNS
It’s been a trial to update the Bar in recent days because of problems with the host’s domain name server, so I couldn’t update at home or indeed check my mail, except for a brief period last night. Fingers crossed it will all be sorted for Action Saturday tomorrow.
I really like the Titan robot task they’ve been doing on Big Brother across the last few days – it looks really impressive and it’s fun, but I’m rather less impressed with their other grasps of technology.
If you’ve been watching BBLB at all, in their news segment they’ve been putting up square barcodes (QR-codes), and if you’ve got a certain app on your phone you can scan the barcodes and it will take you to a webpage on your phone. It has been around since 1994, although it’s never really become mainstream, although they were used for a period to dispense clues on La Carte aux Tresors for a while. And in a Pet Shop Boys video.
Yesterday, the BB Team online really tried to push this – on yesterday’s BBLB, the barcode was going to take you to a site where some SUPER EXCITING SECRET NEWS about tonight’s eviction show was going to be revealed. They made a really big thing about this, what could be nature of this SUPER EXCITING SECRET news be? What EXCLUSIVITY does being on the very very cutting edge of 1994 technology get you?
It is, of course, the one thing everyone and his wife had correctly guessed, there are some new housemates going in. Cheers, then.
Good news for Jasper Carrott seeing as they don’t make Goldenballs anymore
Disney owe Celador $270m for not giving them enough profits from Millionaire, or something.
I can’t force myself to get excited about this no matter how hard I try, sorry. Is Jasper Carrott even still part of Celador these days?
Still, it would happen just as the pound seems to be strengthening a bit. Tch.
What is it you want? Redux
If you would like to take part in TV’s Paul Brassey’s survey, you have until Friday night to do so. Then he’s promising to write the report.
