block and tackle
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Entering at an angle was definitely one of the problems. Teams had huge problems turning diagonally even when they had all the time in the world, so when the floor is disappearing at a rapid pace it was never going to be easy! Another problem was often that dungeoneers sometimes stepped a long way into the room, so advisors were forced to start moving rather than think for a second where the best place to go was, and what was the best way to get there safely.
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only 3 teams died in block and tackle
the welsh guys were dumb and directed simon into the pit
the girls were too slow and went backwards and forwards a lot before getting mowed down by the block
the kids walked the wrong way and into the door. if anything, they're the only ones that were unlucky to die there.
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block and tackle should have been a level 3 thging as it was quite hard!!
im back by the wy and cant wait to see severAL PEOPLE NEXT WEEK U KNOW WHO U ARE!!!!
Hope yto post a bit more now!!!
knightmare dave !!!!!!!!!!
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block and tackle should have been a level 3 thging as it was quite hard!!
I think for the end quest on Challenge right now, That particular room does turn up on Level 3????? However that was the only time it actually happened and mostly turned up on level 2. I definatly agree with you though, it should have always been a level 3 room
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I think The Block and Tackle (dun, dun, duuuuun) should be first after arriving in level three then after that should be a clue room followed by the Corridor of Blades...
Play your Cards Right could be another goodun in that level only it was introduced three years later...

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Is it me, or was there absolutely no way of guessing when those blocks on the right were going to start to slide across the screen? They just seemed to slide when they wanted to. I remeber thinking, that one of the dungeoneers was gonna get hit because they were wasting too much time but the block just didn't move!
Perhaps they weren't at losing status yet eh?
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Actually, Block and Tackle was pretty easy. All the teams had to do was line their hapless dungeoneer up with the right hand door and get them to run. Stupidity and panic generally contributed to a team's downfall here, i.e
"Sidestep to your left"...sorry, thats been done to death
"Quickly! Run onto that patch of floor that, following the logical floor-collapsing progression, will in fact collapse as soon as you step on it! Hey, where'd he go....?"
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I thought the blocks on the right were the main problem too. Perhaps there was a pattern, but when you've got the floor falling around you there's no time to decipher it. It didn't help that sometimes it was hard to see exactly which blocks you were level with.
Having said that, if you weren't sure, Werewolf's tactic was still the best idea.
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yeah i mentioned that "randomness" of the blocks in another topic somewhere. i think if you just moved your dingeoneer to the right and then when the blocks weren't mid swing said "run forward" then as long as you weren't in losing status i dont think you'ld have been allowed to be killed...or were the blocks truely totaly random computer controled things that would allow the best team ever to unluckyly get hit?
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yeah i mentioned that "randomness" of the blocks in another topic somewhere.
Apologies Pickle, didn't realise, being a Knewbie and all (fingers crossed not for long!)
Have A Nice Day
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no, i wasn't chastising, imfact im glad someone agrees with me.
it was in "the most entnse" topic. i said it was the reason this room was tense for me.
Knightmare soulmates eh Pickle? hehe
D'oh! I read that most tense room topic as well
You know what they say imitation is the sincerest form of flattery, albeit the freakiest.
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You'd think that the animated backgrounds in Knightmare would be pre-rendered, especially in the older series when they didn't have advanced real-time rendering facilities like today. The background would just be a paused videotape, and after Pickle/Treguard had warned about the dangers of the Block and Tackle, someone would just press a button to start the tape going.
Even the numbered causeways in later series were pre-rendered. If you look closely you can see them pause the tape after each set of blocks fall. (the Frightknight is a separate video loop)
But the randomness of the Block and Tackle seems odd. Perhaps they had several different versions of movement for the blocks and one was chosen at random?
A modern Knightmare series could use some real-time 3D rendering capabilities to do completely random obstacles that still looked good. Look at the real-time 3D rendering of the Gamecube and XBox for example!
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