Those that were denied...
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But if the sight spell helped him jump the blocks would they have killed him off if he didn't have it? Many teams did it without a spell I think.
If I team is good enough to navigate they're player without the need for magic I think that's far more rewarding, and the production teams killing them off for making a mistake.
It's the end of level quests in later series that make laugh, what if they didn't get back with the hammer or lightning rod? sometimes Km was fixed.
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For me one of the most unfairly denied teams was Leo's in Series 3. They had performed really well and Leo interacted well and didn't just wait to be told what to do all of the time. To fail because they got just one (very hard) riddle wrong seems desperately unfair.
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For me one of the most unfairly denied teams was Leo's in Series 3. They had performed really well and Leo interacted well and didn't just wait to be told what to do all of the time. To fail because they got just one (very hard) riddle wrong seems desperately unfair.
Totally agree with this and along with Martin, also in series 3 perished just because of a very hard question. I guess the problem was it left the producers no choice after they both got their questions wrong but to kill the teams off.
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So the sight spell doesn't really help the team in any way? What's the point in just being able to see the cards.. that's not going to help!! It sounds like a half baked idea to me that didn't quite work.
The one that bothers me in series 3 was the death involving the axe and the tiny ledge, I can't recall how well the team did up to that point but that room was deadly. It was only used the once, maybe because it was too hard?
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So the sight spell doesn't really help the team in any way? What's the point in just being able to see the cards.. that's not going to help!! It sounds like a half baked idea to me that didn't quite work.
The one that bothers me in series 3 was the death involving the axe and the tiny ledge, I can't recall how well the team did up to that point but that room was deadly. It was only used the once, maybe because it was too hard?
Yes the room was only used once. It was a bit harsh because the path wasn't very good and it was very zig zag from what I remember of it. It would have been very hard for any team to navigate the path.
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It was a good room to force a kill, the way the path really narrows and twists, the axe making matters worse as the team panic.
While it wasn't an unfair death the one I really feel sorry for was the team to slightly over stepped their jump in Merlin's room.. that was so unlucky.
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Yes, in practice, the sight potion/spell/whatever is a macguffin. It's sole purpose is to be collected so that you can use it. I discussed it with Tim a while ago, and he mentioned that they were never entirely satisfied with it.
In practice, I recall that one team dies as a result of not having sight when a troll steps in front of the advisor's "view" - at least according to Treguard. I guess that's the sort of situation in which sight might be useful. But, again, it's a bit of a fix. They justified the use of the solution by introducing a new problem.
I don't think any of the team were particularly happy about how this feature worked out.
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Yes, in practice, the sight potion/spell/whatever is a macguffin. It's sole purpose is to be collected so that you can use it. I discussed it with Tim a while ago, and he mentioned that they were never entirely satisfied with it.
In practice, I recall that one team dies as a result of not having sight when a troll steps in front of the advisor's "view" - at least according to Treguard. I guess that's the sort of situation in which sight might be useful. But, again, it's a bit of a fix. They justified the use of the solution by introducing a new problem.
I don't think any of the team were particularly happy about how this feature worked out.
If the producers were not happy with the sight potion/spell could the have not dropped it?
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Not after they've filmed it, no.
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I doubt it. It would have involved fairly substantial rewriting at the last second. Suddenly you need a new item that has to be collected, plus a new encounter in which to use it, which would necessitate an additional room being added in which that item has to be used. That involves adding yet more stuff, and chaos ensues.
Not to mention, how do you decide whether it's worked or not after a single attempt? It really takes several, trying different things, before you can conclude it wouldn't work.
Having invested in it and set it up and, presumably, being convinced that it can be made to work, I suspect that the team were keen have a good crack at it, and so tried fiddling with it to try and make it work in the way they wanted.
Finally, it may just not be possible to tell until you see the viewer reaction or the final cut.
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Maybe a better way would have been to get the dungeonner to have a good look at the room from a monitor, yes he'll be blinded again once they get back to playing the game but he'll have a ruff idea what the room was like, (after all adviser descriptions are never great)
Perhaps with modern technology the slight spell could be improved.
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Regarding the last teams of Series 2-6 and 8, not only it was unfair for those teams about being told like 'Sorry, the path is closing', they were lotteries. I think that the Lotteries And Amusements Act 1976 was breached, as the outcome for those were 'non-skill'.
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I'm just going to put this as bluntly as I can. Like certain game shows or similar, they normally have "returning" champions/players. To which I say, people like Karen (Series 2) and Chris (Series 3) Should've been allowed to return as Team 1 for the following season. Yeah true they might just end up dying like every other first team but at least they can get what they came for. An honest, clean and 100% crack at bringing the dungeon down
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In reply to Kieran, we did complete the Transporter pad room. It was the Adventurer's Code that advised the right-hand path, at least the version of the Code we read for Series 4. So our approach was to choose right in the absence of any specific reason to the contrary. Again, we didn't go right twice in the Transporter pad room (and by the way, the feet shot was from a previous quest but on ours we did see Giles' feet) and end up on the knight. You just can't generalise from me saying 'Right then?' as though we indiscriminately chose to go right: rather, it was clear to me that either path would have not landed us on the knight to begin with.
Being allowed to finish that scene seems a good compromise between the cost of studio time and offering something to us beyond the strict cut-off time. As I have said a couple of times in the forum, I would like to know what the Tiny spell would have been used for specifically. The producer said he thought there were four more scenes and would have to check the script. I didn't get the impression he wouldn't have told us what the next scenes would have held, but I didn't ask at the time.
On the subject of codes, our contract specifically mentioned the possibility of an end-of-series curtailment, and we were informed we were unlikely to have time to finish the quest about halfway through Level 2.
In terms of whether we were winning, it's really hard to say because technically we made a wrong choice on Level 1, looking for a 'works' into which to throw the spanner and running out of side exits. They let us off on the grounds that they always 'allow one Level 1 [mistake]'. Whether you think there should have been a pseudo-physical mechanism into which to throw the spanner or you think (as I've later realised) that the corridor itself could be construed as the works in a magical sense, it just shows how people see things can affect the outcome as much as logic, communication and teamwork. Ask Season 4 Team 1, I guess!
At that time they still had our backup team on standby, so let's assume we were 'fairly' allowed to continue (partly, I think, because I said 'throw the spanner down the corridor' - in exasperation at not finding said 'works').
Corridor of Blades - the production team checked it through; that was really close but we survived it.
Block and Tackle - strictly we would have died here on the first take (this explains the panic on the second take!), but then how fair is it to make the dungeoneer enter at 45 degrees with four large steps? The floor fell away while we were turning Giles to the correct angle. Had we been facing the same way as Team 1 (i.e. straight ahead) or not been so far into the room at the start (possibly due to Giles' enthusiasm) this might not have happened. Perhaps had this not been the end of the season, we would have faced the Block and Tackle on Level 2, as other teams did.
Door monsters - I think we scored 2 out of 3 on Level 2 (and Level 1, for that matter). So had the Level 3 door monster been put in for us to face, there's no guarantee we would have got 3 out of 3 - presumably the score required for Level 3.
I don't think the rest of the team were as disappointed to be so close and yet denied the chance of winning as they have since made out, at least at the time. Apparently at least one of them made a rude gesture when we were waving goodbye, which might explain why it wasn't shown - or perhaps the production team thought the scenery didn't look wintery enough. We also filmed an alternative 'goodbye' for international distribution, when it's not Christmas.
Looking back I can't say we definitely would have won. I do say the Block and Tackle wasn't fair, which I probably wouldn't have thought at the time. Does it matter if Knightmare is fair? Not unless the previous series have given you the expectation that it normally is fair, or should be, or is intended to be. Comparing Knightmare to life sounds worthy but, for me, is really beside the point for a television gameshow! Those last few scenes were a lot of fun, Giles' responses were generally very rapid and accurate, we enjoyed the experience and clearly it was memorable for a lot of fans.
P.S. Did I say I'd love to know specifically what the TINY spell was for?
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