Series 9 ideas...
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We'll save that pun for either the knew dungeon master or the dungeon master's assistant. Or the Opposition.
Don't forget to add cryptic clues around...
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Cull: In the new series, Dungeoneers will be able to see anyway so I think the hands-on puzzle could be done. Regarding the morality ending, I think any team would do the right thing and rescue the maid - witness that team in series 2 who used FREE on Gretel instead of themselves, despite Treguard advising them otherwise.
Good point about the team using FREE.
But as for your suggestion fo the dungeoneer being able to see... well, sorry for sounding like a skipping 2 Unlimited record, but no, no, no, no, no, no, no, no, no, no, NO! You can't get rid of the whole "Helmet of Justice blindfolding the Dungeoneer" concept - that's part of what made the team work so vital to the quests success... otherwise, you may as well not bother with the advisors. And then you'd just be watching the dungeoneer wander about the dungeon themself... which sounds to me like Knightmare being dragged down to reality TV levels!
I never was happy about them bringing in things like Insight potions and spells so the dungeoneer could "see " their way round a room - beforehand, good team would be able to guide their dungeoneer perfectly well without help, and poor teams who couldn't were rightly killed off - letting the dungeoneer see is almost a cheat's way out of this in my eyes. -
I understand what you're saying. The Helmet was, however, introduced through necessity to make the game possible. Now, with VR headsets etc., the need to blindfold the Dungeoneer has been removed. Also, if the Dungeoneer can see it opens up a huge range of new possibilities for the show. Granted, the show will play very differently but I don't think that the X factor will be lost. The Dungeoneer will still have to rely on his/her team - decisions will have to be discussed, passwords looked up etc.
It basically bottles down to this:-
Problem: A Dungeoneer who is able to see will not be challenged by the Dungeon.
Solution: Change the Dungeon so that it IS a challenge.
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Didn't they have something like that on 'Virtually Impossible'??
I could never figure out whether or not the 'dungeoneer' in VI could actually see roughly what was going around them.
It would make sense for the VR theme but the advisors still had to guide them (as well as operate game controls fron their position), The dungeoneer refusing to respond unless told where to go.
Anyone able to educate me further???
AJK
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Virtually Impossible was indeed a full-VR show in a similar vein to Km. It was a good idea but the technology wasn't ready for it. Now that it is, the format can be developed - and the new Km is among the results.
I think the player could see what was going on but from a purely in-vision perspective. The advisors had others viewpoints and as such were able to offer additional information.
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Racks his brains for memories of Virtually Impossible
Mashes his head against desk in attempt to remember
...wasn't that on CITV at the same sort of time as Knightmare used to be? With games like "Tetris Towers" where they had to find as manay Tetris pieces as possible in the alloted time? If so, I remember that show... and I can see how the whole "Dungeoneer sees their view, dungeoneers see long-shot view" thing could work...
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I believe there were 10 teams, two succeeding.
They had some form of opposition as well. Some gloating woman.
The first round was usually the cart race, where you had to do a lap of a circuit, then collect some collectables (I don't know what they were, but you scored points from them), after shooting some evil things.
On only a couple of occasions did they use the tetris one, as A) It was awfully animated (So jerky, sadly) and B) It was too hard and you couldn't score many points.
The second challenge was, I think, a pinball table. Teams were generally rubbish on this.
The third (I think there were only 3 per team) was some kind of flight simulator shoot-em-up. It was't very thrilling.
Score 40000 points or more and you win! Something.
It wasn't a patch on even Fun House, unfortunately. The animated fish (why a fish?) wasn't as professionally produced as anything on Reboot either.
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Yes I can vagulilry remeber VI.
Two disstinct memories are of "The Opposition"
The Main Henchman was called "THE FREEZE" and looked like a cross between Skarkill and a Cyberman from Dr. Who.
They also had floating terrows like the Pooka's and Skulls. EXEPT THESE ONES WERE ICE CUBES !?!?!?!
"OH I'M REALY SCARED THE BIG FLOATING ICE CUBES GOING TO GET ME."
"PLESES EVEN RAPTORS MORE SCARY THEN THAT."
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'Codsby' was the fishes name.... ugh
He had already appeared in a 'pop-up video' style music show from Channel 4 late-night and I believe was one of the first characters from what has know become 'Televirtual' (He appears on the site if I mind right).
The supposedly games playing teams were generally useless, the word 'team' not always being in there vocabulary. They weren't help by chugging computers either (a 3kb/s network of 486 PCs? Not exactly the fastest ever Deathmatch around).
I'm sure I still got a few ep's kicking around somewhere (After Knightmare I taped anthing like it that I could get my hands on, however crap!), If they turn up I'll Vid Cap a few bits and send them on.
OH! And I remember the karts being mucked up kids 10p dodgems (AH the fun I had in Scarborough....
).AJK
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Remember that the audience age range had lowered quite a lot. It would have been a bit inappropriate to keep the scare factor the same - in any case, it would have defeated the object of replacing Km with a show that was intended to be more suitable for the lower age group.
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"MOANA..."
"HEHEHEHEHEHEHE......LOVELY"
and Malefact I do know that VI was aimed at a younger audiance.
BUT ICE CUBES ? ? ? ?
And if memory serves my right they had the face of the second Blocker from S5.
When I first saw them I half expected them to say
"PASSWORD"
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They didn't eat any contestants, (un)fortunately...
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